A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction). The creature also suffers effects according to its actual alignment. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. Most creatures that have this subtype also have lawful alignments however, if their alignments change, they still retain the subtype. Lawful SubtypeĪ subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. No creature has the extraplanar subtype when it is on a transitive plane the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow. If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.Ĭreatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). An extraplanar creatures usually has a home plane mentioned in its description. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Extraplanar SubtypeĪ subtype applied to any creature when it is on a plane other than its native plane. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction). Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. Most creatures that have this subtype also have evil alignments however, if their alignments change, they still retain the subtype. Evil SubtypeĪ subtype usually applied only to outsiders native to the evil-aligned Outer Planes. See in Darkness (Su): All imps can see perfectly in darkness of any kind, even that created by deeper darkness spells. Attack forms that don't deal hit point damage ignore regeneration, and an imp does not restore hit points lost from starvation, thirst, or suffocation. Regeneration (Ex): Imps take normal damage from acid and from holy and blessed weapons (if silver or enchanted). Common forms include monstrous spider, raven, rat, and boar. Polymorph (Su): An imp can assume other forms at will as a standard action. Outsider Traits: Imps cannot be raised or resurrected (though a wish or miracle spell can restore life). Caster level 6th, save DC 7 + spell level. Spell-Like Abilities: At will - detect good, detect magic, invisibility (self only) 1/day - stinking cloud. The incubation period is 1d3 days, and the disease deals 1d3 points of Dexterity damage and 1d3 points of Constitution damage. Creatures who save successfully are immune to that imp's diabolical stench for one day.ĭisease (Ex): Any creature hit by a filth imp's claw attack must succeed on a Fortitude save (DC 14) or contract filth fever. The cloud dissipates at the end of the round in which it was released, though an unpleasant odor lingers for as long as 1 hour thereafter. Any creatures caught within the cloud must make a Fortitude save (DC 14) or become nauseated for 1d6 rounds. Skills: Balance +5, Climb 5 (+7 rope), Decipher Script +8, Diplomacy -1, Escape Artist +0 (+2 rope), Forgery +8, Hide +13, Listen +6, Move Silently +5, Search +8, Sense Motive +6, Spot +6, Survival +1 (+3 following tracks), and Use Rope +5Ĭlimate/Terrain: Any land and underground (Nine Hells)ĭiabolical Stench (Su): Three times per day, a filth imp can emit an invisible cloud of sickening gas in a 2 foot spread. Special Qualities: outsider traits, polymorph, regeneration 2, sonic resistance 20, SR 5 Special Attacks/Actions: Diabolical stench, disease, spell-like abilitiesĪbilities: Str 11, Dex 10, Con 17, Int 16, Wis 13, Cha 4 Hit Dice: 2d8+6 (15 hp) DR: 5/silver or good Languages: Abyssal, Common, Draconic, InfernalĪC: 15 (+2 size, +3 natural), touch 12, flat-footed 15 Initiative: +0 Senses: see in darkness, Listen +6, and Spot +6 Tiny Outsider ( Evil, Extraplanar, and Lawful)
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