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Manual of the Planes

Manual of the Planes

Manual of the Planes

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Alignment: Always chaotic (any).Advancement: Same as <strong>the</strong> base creature.Sample Anarchic CreatureAnarchic AthachHuge AberrationHit Dice: 14d8+70 (133 hp)Initiative: +1 (Dex)Speed: 50 ft.AC: 20 (–2 size, +1 Dex, +8 natural, +3 hide)Attacks: Huge club +12/+7 melee, 2 Huge clubs +12melee, bite +14 melee; or rock +5/+0 ranged, 2 rocks+5 rangedDamage: Huge club 2d6+8, 2 Huge clubs 2d6+4, bite2d8+4 and poison; or rock 2d6+8, 2 rocks 2d6Face/Reach: 10 ft. by 10 ft./15 ft.Special Attacks: Poison, smite lawSpecial Qualities: Damage reduction 5/+1, fast healing5, darkvision 60 ft., immune to polymorph and petrification;acid, cold, electricity, fire, and sonic resistance 5Saves: Fort +9, Ref +5, Will +10Abilities: Str 27, Dex 12, Con 21, Int 7, Wis 12, Cha 6Skills: Climb +16, Jump +16, Listen +7, Spot +7Feats: Multiattack, Multidexterity, Multiweapon FightingClimate/Terrain: Any land and undergroundOrganization: Solitary, gang (2–4), or tribe (7–12)Challenge Rating: 9Treasure: 1/2 coins; double goods; standard itemsAlignment: Always chaotic evilAdvancement: 15–28 HD (Huge)CombatPoison (Ex): Bite, Fortitude save (DC 22); initialdamage 1d6 temporary Strength, secondary damage 2d6temporary Strength.Smite Law (Su): Once per day an anarchic athach canmake a normal attack to deal an additional +14 damageagainst a lawful opponent.PETITIONERPetitioners are <strong>the</strong> reconstituted souls <strong>of</strong> <strong>the</strong> dead in <strong>the</strong>Outer <strong>Planes</strong>. They dwell <strong>the</strong>re as an eternal reward (oreternal punishment) for <strong>the</strong>ir past lives, as servants andwarriors for more powerful creatures, as playthings forsadistic demons, and as raw material for new creations.They <strong>of</strong>ten serve as window dressing, spear carriers,extras, and examples for travelers from o<strong>the</strong>r planes.The appearance <strong>of</strong> a petitioner depends on <strong>the</strong> cosmology.One idealized version <strong>of</strong> <strong>the</strong> petitioner is acalm, untiring, unthinking servant who exists in <strong>the</strong>bliss <strong>of</strong> his or her deity, all needs taken care <strong>of</strong>. Ano<strong>the</strong>ris a slave burning among <strong>the</strong> hellfires for sins real andimagined, tortured and eventually made into a morepowerful instrument <strong>of</strong> evil. A third is <strong>the</strong> warrior whobattles throughout <strong>the</strong> day and wenches and drinksaway <strong>the</strong> evening in great halls, preparing for <strong>the</strong> lastbattle <strong>of</strong> <strong>the</strong> universe.In general, petitioners appear in <strong>the</strong> form that <strong>the</strong>y hadbefore <strong>the</strong>y died, though <strong>the</strong>y may be remade by <strong>the</strong>planes or <strong>the</strong> powers <strong>of</strong> those planes to fit <strong>the</strong> nature <strong>of</strong><strong>the</strong>ir particular afterlife—in a cosmology where <strong>the</strong>deities are all dragons, for example, petitioners mayresemble dragons. For <strong>the</strong> core cosmology, most petitionersare humanoid in appearance (although <strong>the</strong>re areexceptions even <strong>the</strong>re).Who goes to heaven? Whoever you decide. Whatcreatures may become petitioners is up to you. In <strong>the</strong>core cosmology, this is limited to creatures who originallyhad Intelligence and Wisdom scores <strong>of</strong> at least 1.The following types may become petitioners: aberrations,animals, beasts, dragons, fey, giants, humanoids,magical beasts, monstrous humanoids, and shapechangers,as well as plants, oozes, and vermin with sufficientlyhigh ability scores (treants are in, assassinvines are out). Undead and constructs are not usuallymade into petitioners, although <strong>the</strong> souls <strong>of</strong> <strong>the</strong>ir originalforms may be. Elementals and outsiders tend tomeld with <strong>the</strong>ir native planes, and as such do notbecome petitioners (<strong>the</strong>ir souls may still be called backfrom <strong>the</strong> dead).Who, on an individual basis, becomes a petitionerdepends on <strong>the</strong> cosmology. In some cosmologies, everyonewho has died is embodied in <strong>the</strong> afterlife. In o<strong>the</strong>rs,only those chosen by <strong>the</strong> deities are so favored, with <strong>the</strong>remainder <strong>of</strong> <strong>the</strong> dead’s energies scattered among <strong>the</strong> Outer<strong>Planes</strong>. In yet o<strong>the</strong>rs, souls are remade into celestial,fiendish, axiomatic, and anarchic creatures.Still o<strong>the</strong>r cosmologies embrace parts <strong>of</strong> all <strong>the</strong>se:Spirits become petitioners for as long as <strong>the</strong>re arethose in <strong>the</strong> Material Plane who remember <strong>the</strong>m.Once <strong>the</strong>y are forgotten, <strong>the</strong>se petitioners fade backinto <strong>the</strong> stuff <strong>of</strong> <strong>the</strong> plane itself to be remade as planarbeings. You may embrace any <strong>of</strong> <strong>the</strong>se options for yourown campaign.In terms <strong>of</strong> game play, petitioners are usually notcentral figures. While it may be useful to have <strong>the</strong>player characters occasionally encounter familiar,now-dead individuals, in most cases this template isfor nonplayer characters. Dead PCs may be restored tolife, but in that case <strong>the</strong>y forget any <strong>of</strong> <strong>the</strong>ir experiencesas petitioners.Creating a Petitioner“Petitioner” is a template that may be added to any creatureas determined by <strong>the</strong> nature <strong>of</strong> <strong>the</strong> campaign (referred tohereafter as <strong>the</strong> “base creature”). The creature’s typebecomes “outsider.” It uses all <strong>the</strong> base creature’s statisticsand special abilities except as noted here.Hit Dice: Change to 2d8. Retain any bonus hit pointsfrom <strong>the</strong> base creature’s original HD total.AC: Only size, Dexterity, and natural armor modifiersapply. Armor bonuses are not applicable.Attacks: Base attack bonus is reduced to +2, subject tomodifications for size and Strength. If <strong>the</strong> base creature’sbase attack bonus is less than +2, use <strong>the</strong> lower number.CHAPTER 9:MONSTERS199

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