denizens of the Credits Transitive Planes CREDITS Editors: Igor Calija, Ivan Chia. Layout: Ivan Chia. Authors: Igor Calija, Ivan Chia, Creature Catalogue. Cover Art: Jack Lurhstaap Romero* Interior Art: Bethany A. Berg (dragons, pp.17 & 54), Ron Schuijt (githyanki head, p.59), Sergio Rodriguez (kodragon, p.29), Jack Lurhstaap Romero* (garmorm, p.22), Lieuwe Boer (githyanki knight, p.60), Scott Purdy (eater of knowledge, pp.42 & 64). Used with permission. All art works are owned by their respective artists. Note (*): J.L. Romero is usually taking commissions. Interested parties, please e-mail: [email protected] Denizens of the Transitive Planes (v1.1), released by Planewalker.com. THIS IS NOT AN OFFICIAL PLANESCAPE PRODUCT. Planescape is © 2005 Wizards of the Coast, a divison of Hasbro Inc. Used with Permission. This is an authorized Planewalker netbook. Legal Notice: Dungeons and Dragons®, D&D, and Planescape® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. The content here in is considered to be derivative work (as it is based on the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned by both Wizards of the Coast and their authors. As such neither can do anything outside the official website without the permission of the other. This project may be reproduced for personal use, but may not be used to generate revenue. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Table of Contents Contents Table of Credits 1 Part 2: Visitors & Other Denizens 51 Foreword 3 Aoa 51 Astral Dreadnought 51 Part 1: Transitive Denizens 4 Astral Kraken 52 Apparition 4 Astral Stalker 52 Astral Creature 5 Buomman 52 Astral Searcher 7 Devourer 53 Astral Streaker 8 Dharculus 53 Berbalang 9 Dragon, Ethereal 53 Chronolily 10 Dragon, Shadow 54 Chulcrix 11 Elf, Ghost 54 Devete 12 Ephemera, Dusk Beast 55 Dhour 13 Ephemera, Ecalypse 55 Dragon, Astral 15 Ephemera, Umbral Banyan 55 Ebon Tiger 18 Ether Scarab 56 Ether Creature 20 Ethereal Doppelganger 56 Garmorm 21 Ethereal Filcher 57 Gk’lok 23 Ethereal Slayer 57 Gloomwing 24 Ethergaunt 57 Golem, Ether 26 Giant, Shadow 58 Harriat 27 Gingwatzim 58 Kodragon 28 Githyanki 59 Magran 29 Illumian 60 Meme 30 Nightshade 61 Memedi, Common 31 Psurlon 61 Memedi, Gendruwo 34 Shadar-Kai 62 Nathri 36 Shade 62 Nethling 37 Spider, Shadow 63 Plasm 38 Veserab 63 Rabbiun 40 Xill 63 Shadeling 41 Spectral Hound 42 Part 3: Planar Encounters 65 Spider, Planar 43 Astral Plane 65 Symbiont, Shadow 44 Ethereal Plane 66 Terithran 47 Plane of Shadow 67 Translator 48 Tween 49 Appendix: Power Components 68 Foreword My most illustrious master, s Your Eminence knows, the transitive planes are the glue which holds the cosmos together FOREWORD Aand the pathways by which one moves easily from plane to plane. The spacious, silver void of the Astral Plane, the insubstantial and intangible Ethereal Plane, and the dark and brooding Plane of Shadow have their own native lifeforms that a wise planewalker ought to take note of. By understanding the denizens, it would be easier for our ancient race to extend its power over the transitive powers, and from there, over the rest of the cosmos. As we know, knowledge is power. The more we know of these creatures, the easier it is for us to pull their strings, just as we had done for countless ages in the cosmic War of Blood. It is with this in mind that I, your humble servant, prepared this codex for you, greatest of the faceless lords. I have compiled the new information together with some existing common lore for your convenience. The cost of this project is considerable. Many of our scouts have perished, especially in the Astral Plane, where the native githyanki were in some form of uproar. Perhaps, Queen Vlaakith CLVII is not as invulnerable as she seems. Other scouts have reported a concentration of drow spirits in the Silver Void, which suggests that the Spider Queen is stirring. As instructed, this product makes use of the rules contained in Monster Manual (v3.5), published by Wizards of the Coast. Your Eminence is surely acquainted with them, so these base information will not be reproduced here. Should it be necessary, you can always ritually access our racial memory for the information, which is freely available in d20 System Reference Documents (v3.5). Your expedition into the transitive planes, I believe, would be greatly assisted by the information contained in this codex. I look forward to finishing the work on the denizens of the other planes and the fulfillment of your promise to destroy the arrogant archmage who held my true name. In Your Service, Trinitilus Part 1: Transitive Denizens Transitive denizens Part 1: The planes are infinitely large, and many denizens lurk in remote corners of the planes. This section provides you, my esteemed master, with the updated information of the denizens of the transitive planes. This work does not include denizens who are usually confine themselves to a specific demiplane within the Ethereal. They would be detailed in a separate thesis. Apparition An apparition is a “ghost’s ghost”, an undead spirit _____________________________________________________________________________ lingering on the Border Ethereal. It is said that appari- Medium Undead (Extraplanar, Incorporeal) tions are spontaneously created when a ghost dwells on the Ethereal for so long that the original reason for Hit Dice: 8d12 (52 hp) its prolonged existence fades from memory, and all Initiative: +6 that remains is an overwhelming, directionless desire Speed: Fly 40 ft. (perfect) for retribution. An apparition’s only purpose becomes Armor Class: 15 (+2 Dex, +3 deflection), touch 15, to slay as many living creatures as it can in revenge for flat-footed 13 its own undying state. Base Attack/Grapple: +4/– It is well known that apparitions possess an uncan- Attack: Incorporeal touch +6 melee (1d4) ny talent for finding ethereal curtains. A story occa- Full Attack: Incorporeal touch +6 melee (1d4) sionally told in the City of Brass speaks of a marid lost Space/Reach: 5 ft./5 ft. on the Ethereal who skillfully followed an apparition Special Attacks: Create spawn, phantasmal strangle hoping to be led to a portal home, but was instead led Special Qualities: Damage reduction 10/silver, detect into an ambush and ripped apart by the undead. It is living, incorporeal traits, sunlight powerlessness, said that the same marid, now calling itself Old Shark, turn resistance +2, undead traits, unnatural aura rules a small domain in the Misty Shore, hunting and Saves: Fort +2, Ref +4, Will +7 tormenting all living beings that pass through. Abilities: Str –, Dex 14, Con –, Int 10, Wis 13, Apparitions know all the languages they new in Cha 16 life, but rarely choose to speak. Skills: Hide +13, Listen +14, Search +11, Spot +14 Feats: Alertness, Blind-Fight, Improved Initiative COMBAT Environment: Ethereal Plane The apparition attacks by fear alone. By implanting a Organization: Solitary or gang (2-4) suggestion in a victim’s mind, it attempts to actually Challenge Rating: 7 scare the life out of him. If overpowered or if it fails in Treasure: Standard its attempt to slay a living creature, it will flee. Alignment: Always chaotic evil Advancement: 9-24 HD (Medium) Create Spawn (Su): Any humanoid slain by an ap- Level Adjustment: – parition becomes an apparition in 1d4 rounds. Spawn are not under the command of the apparition that cre- A translucent skeletal humanoid dressed in rags ap- ated them. They do not possess any of the abilities pears before you. Its eyes glow with a pale crimson they had in life. flame. Detect Living (Su): An apparition automatically senses the presence of all living creatures up to 100 Unnatural Aura (Su): Animals, whether wild or do- feet away. This ability does not reveal the locations of mesticated, can sense the unnatural presence of an ap- detected creatures, but reveals their number. parition at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; Incorporeal Traits: Cannot be harmed by nonmagical they remain panicked as long as they are within that weapons, and has a 50% chance to ignore any damage range. Part 1: from any corporeal source (including magical weap- denizens Credit: Converted from A Guide to the Ethereal Transitive ons), except for force effects or attacks made with ghost touch weapons. Can pass through solid objects, but not Plane by Creature Catalogue (v3.0); updated to v3.5 by force effects, at will. Its natural attacks ignore natu- Igor Calija. Used with permission. ral armor, armor, and shields, but deflection bonuses and force effects work normally against them. Always moves silently and cannot be heard with Listen checks Astral Creature if it doesn’t wish to be. ________________________________________________________________________________ These days, few sages even bother trying to explain Phantasmal Strangle (Su): Once every 1d4 rounds, how astral creatures come into being. Old theories an apparition can produce an effect similar o the phan- suggest either a metaphysical explanation – stray tasmal killer spell. It targets one creature within 60 ft., thought drawn from astral conduits and materialized which then must make a DC 17 Will save to disbelieve into a living form – or a socio-biological one – creatures the illusion of immaterial bony claws strangling it. If of the Prime Material and Outer Planes wandering the save succeeds, the target is shaken (suffers a -2 pen- accidentally into the Silver Void and evolving. Both alty to attacks, saves, and checks) for one minute. If the may be partially right or wrong, but the fact remains save fails, the target is still shaken, but must also make that some life forms relatively common on other planes a Fortitude save (also DC 17) or die from fear.
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