Buio
Size/Type: Medium Outsider
Hit Dice: 2d8+4 (13 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 Dex), touch 9, flat-footed 10
Base Attack/Grapple: +2/+3
Attack: Masterwork Morningstar +4 melee (1d8+1)
Full Attack: Masterwork Morningstar +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Body of darkness, darkvision 60 ft., outsider traits, see in darkness
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 10
Skills: Bluff +9, Concentration +7, Diplomacy +5, Heal +7, Knowledge (the planes) +5, Listen +9, Search +7, Spot +11
Feats: Alertness, Improved Initiative
B, Tomb-Tainted Soul
B (LM)
Environment: Negative Energy Plane
Organization: Company (2–4 3rd level fighters or clerics), squad (11–20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
Challenge Rating: 2
Treasure: Standard
Alignment: Often Chaotic Neutral
Advancement: By character class
Favored Class: Cleric
Level Adjustment: +2
The buio are a race of warriors who live on the Negative Energy Plane. They are believed to be close relatives of lumi (see Monster Manual III), exhaling darkness instead of light, but they have a neck, unlike their positive counterparts.
Buio's society mirror lumi's; they worship Darkness for its ability to hide the weak from their oppressors. They spend most of their life in shadow and rarely leave their home plane. They make occasional patrols around their cities, looking for unfortunate travelers to help. Undead creatures also sometimes get their hospitality, but it rarely happens.
An average buio stands between 5 and 7 feet in height and weighs 100 to 300 pounds.
Buio speak Common and Lumi.
Combat
A buio usually goes into combat with its morningstar. They prefer to fight in shadow, as their opponents can rarely see as well in it as themselves. Buio clerics favor spells that can directly harm undead creatures, especially the spells that don't rely on positive energy.
Body of darkness (Su). A buio's body is suffused with gloomy negative energy. It is immune to all death spells, magical death effects, energy drain, and any positive energy effect (given that they gain Tomb-Tainted Soul as a bonus feat, they are healed by negative energy effects).
Buio are adapted to live on the Negative Energy Plane. They never take damage or gain negative levels as a result of being in a plane with the negative-dominant energy trait, and thus are never in danger of becoming a wraith when on the Negative Energy Plane. When on a plane with the major negative-dominant energy trait, buio gain 5 hit points for every negative level that the plane would have inflicted on them (though this healing is not converted into temporary hit points if they are at full health).
A buio sheds faint darkness around itself. However, this effect is too weak to give them any in-game benefit.
See in darkness (Su). Buio can see perfectly in darkness of any kind, even that created by a
Deeper Darkness spell.
Spell-like abilities. At will—
Darkness; 3/day—
Inflict Light Wounds (DC 13); 1/day—
Death Ward (DC 16). Caster level 3rd.
Skills. A buio has a +4 racial bonus on Bluff checks and a +2 racial bonus on Search and Spot checks.
Outland Creature
Outland creatures are animals and vermins native to the Concordant Domain of the Outlands, although they are sometimes encountered or summoned outside of their native plane. They look just like their equivalent on the Material Plane, but are much more dangerous.
"Outland creature" is an inherited template that can be added to any corporeal animal, magical beast or vermin (referred to hereafter as the base creature).
An Outland creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Outland creatures encountered on the Material Plane have the extraplanar subtype.
Armor Class
The Outland creature has a natural armor based on its size. (Use the base creature's natural armor if it's better.)
Size |
Natural Armor |
Tiny or smaller |
+1 |
Small |
+2 |
Medium |
+3 |
Large |
+4 |
Huge |
+5 |
Gargantuan |
+8 |
Colossal |
+12 |
Attacks
An Outland creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature did not already have a bite attack, it gains one. The bite attack is a primary natural weapon if used alone and a secondary natural weapon if used as part of a full attack along with other natural or manufactured weapons.
Damage
Natural and manufacture weapons deal damage normally. A bite attack deals damage depending on the Outland creature's size. (Use the base creature's bite damage if it's better.)
Size |
Damage |
Fine |
1 |
Diminutive |
1d2 |
Tiny |
1d3 |
Small |
1d4 |
Medium |
1d6 |
Large |
1d8 |
Huge |
2d6 |
Gargantuan |
3d6 |
Colossal |
4d6 |
Special Qualities
An Outland creature retains all the special qualities of the base creature and also gains the following qualities.
* Darkvision out to 60 feet.
* Damage reduction (see table below).
* Spell resistance equal to HD +5 (maximum 25).
Hit Dice |
Damage Reduction |
1-3 |
— |
4-11 |
5/magic |
12 or more |
10/magic |
If the base creature already has one or more of these special qualities, use the better value.
If an Outland creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Environment
As base creature (Concordant Domain of the Outlands)
Challenge Rating
HD 3 or less, as base creature +1; HD 4 or more, as base creature +2.
Alignment
Always neutral.
Level Adjustment
Same as the base creature +2.
Paraelemental Wyrm
Ice Wyrm
Size/Type: Huge Construct (Air, Cold, Water)
Hit Dice: 12d10+40 (106 hp)
Initiative: +3
Speed: 60 ft. (12 squares), Fly 30 ft. (perfect), Swim 60 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
Base Attack/Grapple: +9/+12
Attack: Bite +12 melee (2d6+4 plus 2d6 cold)
Full Attack: Bite +12 melee (2d6+4 plus 2d6 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chill
Special Qualities: Construct traits, Darkvision 60 ft., Ice glide, Immunity to cold and electricity, Mindless, Vulnerability to fire
Saves: Fort +4, Ref +11, Will +4
Abilities: Str 17, Dex 17, Con –, Int –, Wis 10, Cha 1
Skills: Swim +3
Feats: —
Environment: Elemental Plane of Air, Elemental Plane of Water and Paraelemental Plane of Ice
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —
Magma Wyrm
Size/Type: Huge Construct (Earth, Fire)
Hit Dice: 12d10+40 (106 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Bite +14 melee (2d6+7 plus 2d6 fire)
Full Attack: Bite +14 melee (2d6+7 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn
Special Qualities: Construct traits, Darkvision 60 ft., Earth glide, Immunity to acid and fire, Mindless, Vulnerability to cold
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 21, Dex 14, Con –, Int –, Wis 10, Cha 1
Skills: —
Feats: —
Environment: Elemental Plane of Earth, Elemental Plane of Fire and Paraelemental Plane of Magma
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —
Ooze Wyrm
Size/Type: Huge Construct (Earth, Water)
Hit Dice: 12d10+40 (106 hp)
Initiative: +2
Speed: 60 ft. (12 squares), Swim 60 ft.
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Bite +14 melee (2d6+5 plus 2d6 acid)
Full Attack: Bite +14 melee (2d6+7 plus 2d6 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Corrode
Special Qualities: Cold resistance (20), Construct traits, Darkvision 60 ft., Earth glide, Immunity to acid, Mindless
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 21, Dex 14, Con –, Int –, Wis 10, Cha 1
Skills: Swim +5
Feats: —
Environment: Elemental Plane of Earth, Elemental Plane of Water and Paraelemental Plane of Ooze
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —
Smoke Wyrm
Size/Type: Huge Construct (Air, Fire)
Hit Dice: 12d10+40 (106 hp)
Initiative: +5
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 17 (-2 size, +5 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +9/+11
Attack: Bite +14 melee (2d6+3 plus 2d6 acid)
Full Attack: Bite +14 melee (2d6+3 plus 2d6 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Corrode
Special Qualities: Construct traits, Darkvision 60 ft., Fire resistance (20), Immunity to acid, Mindless
Saves: Fort +4, Ref +13, Will +4
Abilities: Str 14, Dex 21, Con –, Int –, Wis 10, Cha 1
Skills: —
Feats: Weapon Finesse
B
Environment: Elemental Plane of Air, Elemental Plane of Fire and Paraelemental Plane of Smoke
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —
Paraelemental wyrms are serpentlike beings constructed by a Planar Mage using the formula of the same name. They rarely exist more than a minute, but those created on their native paraelemental plane become permanent creatures if their creator died before their own destruction (a rare occurrence, since anyone skilled enough to create these beasts is a powerful planecaster). Walking the inner planes with no purpose on their own, their only instincts are to avoid environmental hazards and defend from those that confuse them with mere paraelementals. When their creator die, they usually avoid the battle as fast as possible : they don't even have the intellect to reach a place where their enemies cannot follow them.
When paraelemental wyrms meet, their instinct push them to avoid each other. Thus, they are always solitary travellers. Sometimes, a group of travellers to the elemental planes follow the course of one to be sure that the road they are taking is secure. Some paraelemental wyrms are encountered so far away from their plane of origin its a wonder they ended up there on their own. Ooze wyrms are the most likely to adventure so far, while ice, magma, and smoke wyrms are hampered by their inability to cross earth, water, or both (respectively).
Combat
A paraelemental wyrm is usually passive, trying to avoid anything that may damage them. If an opponent looks too strong for them to take down, they will flee.
Since the paraelemental wyrms are constructs with no intelligence score, they do not heal damage. Wyrms that are encountered alone in the inner planes have usually lost a variable amount of hit points before being encoutered by player characters. The exact amount is decided by the GM, depending on how recently they were created.
Burn (Ex). A magma wyrm's bite attack deals regular damage plus 2d6 points of fire damage from the wyrm's flaming body (already accounted for in the above statistics). Unlike with a fire elemental, creatures hit by a magma wyrm never risk catching on fire.
Chill (Ex). An ice wyrm's bite attack deals regular damage plus 2d6 points of cold damage from the wyrm's flaming body (already accounted for in the above statistics).
Corrode (Ex). An ooze or smoke wyrm's bite attack deals regular damage plus 2d6 points of acid damage from the wyrm's caustic body (already accounted for in the above statistics).
Earth Glide (Ex). A magma or ooze wyrm can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A
Move earth spell (or formula) cast on an area containing a burrowing magma or ooze wyrm flings the wyrm back 30 feet (but do not stun them, unlike an earth elemental).
Ice Glide (Ex). An ice wyrm can glide through ice, snow, or almost any other sort of solidified water as easily as a fish swims through liquid water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A
Move Snow and Ice spell (see Frostburn) cast on an area containing a burrowing ice wyrm flings the wyrm back 30 feet. Ice wyrms use their base land speed when gliding through ice and needn't make Swim checks.
Mindless (Ex). Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills. An ice or ooze wyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.