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The EVEN MORE Complete Polymorph Thread 3.5

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cru:
Taken and mildly updated from The Complete Polymorph Thread 3.5 by Megaplex. Funny Slaughter is the author of the original polymorph 3.5 thread from which a lot of this material has been pulled.

Polymorph spell description on d20srd
(click to show/hide)Polymorph
Transmutation
Level:    Adp 4, Arc 4, HB 4, Sor/Wiz 4, Transformation 5, Wuj 4; Witch 4 (DMG), Vadalis Beastkeeper 4 (Dragonmarked)
Components:    V, S, M
Casting Time:    1 standard action
Range:    Touch
Target:    Willing living creature touched
Duration:    1 min./level (D)
Saving Throw:    None
Spell Resistance:    No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component: An empty cocoon.

There are two common uses for the Polymorph spell:

* Combat prowess
The simplest way to optimize this is to use a humanoid like form with high Strength, wield an appropriately sized weapon and go to town. Another aspect is to change into a form that has many natural attacks or high damage natural attacks. However, do not overlook the Special Attacks that some of these creatures have. Poisons, brain extraction, rend, pounce, improved grapple, etc are all good ways to end a fight before it even gets started.
* Utility
There are some forms that can do more than just combat: Flying transportation for you and your friends, taking out large metal objects such as bars, gates or golems, natural invisibility for scouting. In addition to the Polymorph spell there are other Transmutation spells in the Spell Compendium that each allow only a specific shape and abilities. PHB2 and Complete Mage also have the Polymorph Subschool which radically changes the way that spells of that Subschool work.
For detailed information about what polymorph gives and what it takes, read Surreal's Polymorph, Wild Shape and Shapechange comparison charts: http://brilliantgameologists.com/boards/index.php?topic=3479.0
New link: http://www.minmaxboards.com/index.php?topic=9635

Don't forget when you polymorph into a creature you turn into that type and subtype (not incorporeal/gaseous). Specific types have common natural abilities:
(click to show/hide)
* Dragon Type
Immunity to magic sleep effects and paralysis effects.
* Giant Type
Proficient with all simple and martial weapons
* Ooze Type
Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits, sneak attacks or flanking.
* Plant Type
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits or sneak attacks.
* Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire (+50% damage)
* Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold (+50% damage)
* Air Subtype
Air creatures always have fly speeds and usually have perfect maneuverability. You gain the assumed form's fly speed.
* Earth Subtype
Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. You get the assumed form's speed.
* Water Subtype
Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well. You gain the assumed form's swim speed.
Rules of the Game articles on wizards.com

* Polymorphing (Part One)
* Polymorphing (Part Two)
* Polymorphing (Part Three)
* Polymorphing (Part Four)
* Polymorphing Revisited (Part One)
* Polymorphing Revisited (Part Two)
* Polymorphing Revisited (Part Three)
* Polymorphing Revisited (Part Four)

cru:
I call these Combat Only forms as they do not have a Humanoid like form that would allow you to continue to wear your armor and use your weapons. So in most of these forms you will use the natural attacks of the form to deal damage.

Note: You will need to change the attack entry to reflect your BAB and new (polymorphed) Strength score. You're also losing feats (except racial), so don't include those weapon focuses or improved natural attacks.

Level 7
    * Cloaker: Large, Fly 40 ft., NA +7, Str 21, Dex 16, Con 17; MM/SRD
      Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)
      Benefits: Engulf (ex), Moan (ex): Unnerve, Fear, Nausea or Stupor (must read!)

    * Griffon: Large, Fly 80 ft., NA +6, Str 18, Dex 15, Con 16; MM/SRD
      Attack: bite/claw/claw
      Benefits: pounce, rake

    * Hydra (7 heads): Huge, Reach 10 ft; Str 19; Dex 12; Con 20; NA +8; MM/SRD
      Attack: 7 bites +10 melee (1d10+4)
      Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

    * Lammasu: Large, Fly 60, NA +10, Str 23, Dex 12, Con 17; MM/SRD
      Attack: 2 claws +12 melee (1d6+6)
      Benefits: Pounce (Ex) On a charge it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3.

    * Naga, Water: Aquatic, Large, NA +5, Str 16, Dex 13, Con 18; MM/SRD
      Attack: Bite +7 melee (2d6+4 plus poison)
      Benefit: Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con.

    * Remorhaz: Huge, NA +11, Str 26, Dex 13, Con 21; MM/SRD
      Attack: Bite +13 melee (2d8+12)
      Benefit: Burrow 20', Improved Grab (ex), Swallow Whole (Ex) Swallowed opponents take 2d8+12 damage plus 8d6 Fire damage per round

    * Wyvern: Dragon, Large, Fly 60, NA +8, Str 19, Dex 12, Con 15; MM/SRD
      Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
      Benefits: Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 2d6 Con.
      Dragon Type -- Immunity to magic sleep effects and paralysis effects.

Level 8
    * Dire Lion: Large, NA +4, Str 25, Dex 15, Con 17; MM/SRD
      Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)
      Benefits: Improved Grab (Ex), Pounce (Ex) On a charge can full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3.

    * Digester: Medium, NA +5, Str 17, Dex 15, Con 17; MM/SRD
      Full Attack: Claw +11 melee (1d8+4)
      Benefits: Acid Spray(Ex) 20-foot cone (4d8 damage) every 1d4 rounds. Stream of acid (8d8 damage) to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage.

    * Umber Hulk: Large, Reach 10’, Burrow 20, NA +8, Str 23, Dex 13, Con 19; MM p.248
      Attack:  2 Claws +11 melee (2d4+6) and Bite +9 melee (2d8+3)
      Benefits: Burrow 20’, Multiattack Feat, Listen +11

    * Hydra (8 heads): Huge, Reach 10 ft; NA +9; Str 19; Dex 12; Con 20; MM/SRD
      Attack: 8 bites +11 melee (1d10+4)
      Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

Level 9
    * Behir: Huge, NA +11, Str 26, Dex 13, Con 21; MM/SRD
      Attack: Bite +15 melee (2d4+12)
      Benefits: Improved Grab (ex), Constrict (Ex) 2d8+8 damage, Can make 6 rake attacks as well. Rake (Ex) 6 claws +15 melee (1d4+4)

    * Darktentacles: Large, Reach 15 ft; NA +7; Str 19; Dex 15; Con 17;  MM2 p.54
      Attack: 12 slams +9 melee (1d4+4) or 12 light weapons
      Benefits: Improved Grab (ex) and Constrict (ex): 2d6+6

    * Hydra (9 heads): Huge, Reach 10 ft; NA +10; Str 21; Dex 12; Con 20;  MM/SRD
      Attack: 9 bites +13 melee (1d10+5)
      Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

    * Naga, Dark: Large, NA +3, Str 14, Dex 15, Con 14; MM/SRD
      Attack:  Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
      Benefit: Poison (Ex) Injury, Fortitude DC 16 or nightmare-haunted sleep for 2d4 minutes.

    * Naga, Spirit: Large, NA +6, Str 18, Dex 13, Con 18; MM/SRD
      Attack: Bite +9 melee (2d6+6 plus poison)
      Benefit: Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d8 Con

Level 10
    * Roper: Large, 50' reach with strand, NA +14, Str 19, Dex 13, Con 17; MM/SRD
      Benefits: Strands (Ex) Fires up to six strands, they can strike up to 50 feet away. Weakness (Ex) DC 18 Fortitude save or take 2d8 points of Strength damage.

    * Hydra (10 heads): Huge, Reach 10 ft; NA +11; Str 21; Dex 12; Con 20;  MM/SRD
      Attack: 10 bites +14 melee (1d10+5)
      Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

Level 11
    * Chuul: Large, NA +10, Str 20, Dex 16, Con 18; MM/SRD
      Attack: 2 claws +12 melee (2d6+5)
      Benefits: Constrict 3d6+5, Improved Grab, Paralytic Tentacles(Ex): DC 19 Fort save or Paralyzed

    * Hydra (11 heads): Huge, Reach 10 ft; NA +12; Str 23; Dex 12; Con 20;  MM/SRD
      Attack: 11 bites +16 melee (1d10+6)
      Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

    * Naga, Guardian: Large, NA +7, Str 21, Dex 14, Con 19; MM/SRD
      Attack: Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
      Benefit: Poison (Ex) Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con.

Level 12
    * Hydra (12 heads): Huge, Reach 10 ft; NA +13; Str 23; Dex 12; Con 20;  MM/SRD
      Attack: 12 bites +17 melee (1d10+6)
      Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

    * Thoon Elder Brain: Large, Reach 10 ft; NA +15; Str 26; Dex 14; Con 30; MM5
      Attack: 8 tentacles +17 melee (1d6+8+2d6 acid)
      Benefits: Acid burn (wounds deal 4d6 acid next turn); Dual action (two rounds of actions per turn)

Level 13
    * Red Dragon, Young, Large, Fly 150, NA +12, Str 25, Dex 10, Con 17
      Attack: 1 bite +19 melee (2d6+4), 2 claws +14 melee (1d8+2), 2 wings +14 melee (1d6+2) and 1 tail slap +14 melee (1d8+6)

Level 14
    * Gold Dragon, Young, Large, Fly 200, NA +13, Str 25, Dex 10, Con 17
      Attack: 1 bite +20 melee (2d6+4), 2 claws +15 melee (1d8+2), 2 wings +15 melee (1d6+2) and 1 tail slap +15 melee (1d8+6)

cru:
Humanoid like combat forms allow you to use weapons and cast spells.

Level 7
    * Troll, Bladerager
      Benefits: Large Giant, speed 20 feet, +5 NA, 2 claws (2d6+str) and bite (2d6+1/2 Str), Str 28, Dex 16, Con 28, Pounce, Rend; MM5

    * Annis Hag, Large, NA +10, Str 25, Dex 12, Con 14; MM/SRD
      Benefits: Improved Grab, Rake, Rend

    * Gloura; Fey; Medium; Fly 60, Str 10; Dex 21; Con 14; Underdark

    * Girallon: Magical Beast, Medium, NA +4, Str 22, Dex 17, Con 14; MM
      Benefits: +8 climb, 4 claws and 1 bite attack, Rend(ex)

    * Phthisic, Large, monstrous humanoid, NA+8, Str 23, Dex 12, Con 21; XPH/SRD
      Benefits: 2 claws + bite, Mind Feed(Ex): 1d4 Int damage bite attack

    * Rhek; monstrous humanoid (extraplanar); Medium; NA +7; Str 19; Dex 10; Con 19; Book of Exalted Deeds

    * Treant; Plant, Huge, NA +13, Str 29, Dex 8, Con 21; MM/SRD

Level 8
    * Mind Flayer; Aberration, Medium, NA +3, Str 12, Dex 14, Con 12; MM
      Benefits: Improved Grab (Ex) , Extract (Ex): extract brain!

    * Umber Hulk; Aberration; Large; NA +8, Str 23, Dex 13, Con 19; MM/SRD
      Benefits: Burrow 20’, 2 Claws (2d4) & 1 Bite (2d8), Multiattack Feat, Listen +11;

Level 9
    * Troll, Cave: Giant, Large, NA +11, Str 29, Dex 13, Con 27; MM3 p.177
      Benefits: Pounce, Rake, Rend, Improved Grab and Dazing Blow(Ex): DC 22 Fort or dazed

Level 10
    * Gulgar: MHumanoid, Large, NA +8, Str 20, Dex 7, Con 17; MM2
      Benefits: Crystalline Bone (Ex): natural attacks treated as adamantine, Sonic Pulse (Ex): 30-foot cone 3d6 sonic damage, deafen foes

    * Gray Render: Magical Beast, Large, NA +10, Str 23, Dex 10, Con 24; MM/SRD
      Benefits: Improved grab(ex), Rend(ex) 2d6+9

Level 12
    * Shrieking Hag: MHumanoid, Medium, Fly 80, NA +10, Str 20, Dex 13, Con 16, Unapp. East

    * Maur Giant: (Earth); Large; NA +9; Str 25; Dex 10; Con 20; Underdark p.95

    * Troll, War: MHumanoid, Large, NA +14, Str 31, Dex 16, Con 29, MM2 p.181
      Benefits: Dazing Blow(Ex): DC 25 Fort save or opponent dazed

Level 13
    * Firbolg, Giant, Large, NA +12, Str 36, Dex 13, Con 23; MM2 p.102
      Benefits: rock throwing, trample

    * Legendary Ape: Animal, Large, NA +6, Str 30, Dex 17, Con 16; MM2

    * Sun Giant, Giant (fire), Huge, NA +10, Str 37, Dex 14, Con 25; MM2
      Fire Subtype -- A creature with the fire subtype has immunity to fire. It has vulnerability to cold (+50% damage)

Level 14
    * Stone Giant, large, NA +11, Str 27, Dex 15, Con 19; MM/SRD
      Benefits: rock throwing, +8 racial bonus on Hide checks in rocky terrain

Level 15
    * Sand Giant: Large, NA +11, Str 27, Dex 21, Con 21; MM3 p. 59

cru:
Bypassing metal barriers or combat with metal creatures:
    * Rust Monster: 5 HD, Medium, NA +5, Special Attacks: Rust
      Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly.

Bypassing crystalline barriers (or combat with crystalline creatures?):
    * Folugub: 4 HD, Medium, NA +5, Special Attacks: Liquefy Crystal
      Liquefy Crystal (Ex): A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning immediately from solid to liquid and becoming worthless. The touch can destroy up to a 5-foot cube of crystal instantly. Magic or psionic items made of crystal (including crystalline armor and weapons) must succeed on a DC 19 Reflex save or be liquefied. The save DC is Constitution-based and includes a +4 racial modifier. A crystalline weapon that deals damage to a folugub becomes liquefied immediately.

Sneaking or scouting:
    * Will-O’-Wisp: 9 HD, Small, Fly 50 (perfect), Str 1, Dex 29, Con 10
      Normally, you do not gain Special Abilities of a creature, however, you do gain abilities that are "natural abilities"
      Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell (questionable)

Flying transport:
    * Cloaker: 6 HD, Large, Fly 40, NA +7, Str 21, Dex 16, Con 17; MM/SRD
      Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)
      Benefits: Engulf (ex), Moan (ex): Unnerve, Fear, Nausea or Stupor (must read!)
      As a Large creature with a 21 strength, a cloaker can carry just over 600 pounds while flying!

cru:
You must be of the type Outsider before you can use these forms. See section Miscellaneous to learn how to be an outsider.

Abilities granted by polymorphing into outsider type and various subtypes (based on this).
(click to show/hide)
* Angel Subtype
-- Immunity to acid, cold, and petrification.
-- +4 racial bonus on saves against poison.
* Archon Subtype
-- Immunity to electricity and petrification.
-- +4 racial bonus on saves against poison.
* Baatezu Subtype (FCII)
-- Immunity to fire and poison.

* Deva Subtype (Fiend Folio)
-- Immunity to electricity and petrification.
-- +4 racial bonus on saves against poison.
* Eladrin Subtype (BoED p.168)
-- Immunity to electricity and petrification.
* Guardinal Subtype (BoED p.173)
-- Immunity to electricity and petrification.
-- +4 racial bonus on saves against poison.
* Outsider Type
-- Proficient with all simple and martial weapons
* Tanar’ri subtype (MM1)
-- Immunity to electricity and poison.

Level 7
    * Avoral; Outsider (Good), medium, NA +8, Fly 90ft, Str 15, Dex 23, Con 20; MM/SRD

    * Babau: Outsider (evil), medium, NA +9, Str 20, Dex 12, Con 20; MM/SRD
      Benefits: +2d6 sneak attack, +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

    * Bralani: Outsider (good), Medium, Fly 100, NA +6, Str 18, Dex 18, Con 17; MM/SRD

    * Dune Stalker, Outsider(evil), medium, NA +7, Str 16, Dex 10, Con 14; MM2 p.88

    * Red Slaad, Outsider, Large, NA +8, Str 21, Dex 15, Con 17, MM
      Benefits: Pounce(Ex): make a full attack on a charge

    * Xill; Outsider (Extraplanar); Medium; NA +7; Str 15, Dex 16, Con 15; MM/SRD
      Benefits: Implant, Improved Grab

Level 8
    * Blue Slaad: Outsider, Large, NA +9, Str 23, Dex 15, Con 19; MM/SRD

    * Firre: Outsider (Eladrin), Medium, Fly 90, NA +12, Str 20, Dex 14, Con 12, Int 17; BoED
      Eladrin Subtype -- Immunity to electricity and petrification.

    * Palrethee, Outsider (evil), Medium, NA +10, Str 19, Dex 16, Con 16, Int 13; MM2 p.58
      Benefits: Demonic Burn(Ex) melee attack, save DC 17 reflex or catch fire for 1d4 rounds

    * Lupinal, Outsider (guardinal), Medium, NA +3, Str 23, Dex 20, Con 13, Int 16, MM2 p.43
      Guardinel Subtype -- Immunity to electricity and petrification.

    * Night Hag, Outsider(evil), Medium, NA +11, Str 19, Dex 12, Con 18; MM/SRD

    * Warden Archon, Outsider (archon), Large, NA +12, Str 27, Dex 11, Con 17, Int 16; BoED
      Archon Subtype -- Immunity to electricity and petrification.

Level 9
    * Amnizu, Outsider(evil), Medium, Fly 60, NA +11, Str 12, Dex 11, Con 13, Int 16; MM2 p.67

    * Green Slaad: Outsider, Large, NA +13, Str 23, Dex 13, Con 19; MM

    * Erinyes, Outsider(evil), Medium, Fly 50, NA +8, Str 21, Dex 21, Con 21, Int 14; MM/SRD
      Feats: Dodge, Mobility

Level 10
    * Bone Devil, Outsider(evil), large, NA +11, Str 21, Dex 21, Con 21, Int 14; MM/SRD
      Benefits: Poison(Ex) Injury, Fort DC 20, 1d6 STR / 2d6 str

    * Ghaele, Outsider(good), medium, 50ft, NA +14, Str 25, Dex 12, Con 15, Int 16; MM/SRD
      Benefits: Light Ray(Ex) Ranged touch, 2d12 damage, overcomes all types of DR

    * Hezrou, Outsider(evil), large, NA +14, Str 21, Dex 10, Con 29, Int 14; MM/SRD
      Benefits: +8 listen, spot, Improved Grab, Stench(Ex) DC24 Fort save or be nauseated,

    * Jarilith, Outsider(chaotic,evil), large, NA +14, Str 35, Dex 29, Con 27, Int 8; MM2
      Benefits: Frightful presence, improved grab, pounce, rake

    * Monadic Deva, Outsider (Deva, Good), Medium, fly 90, NA +12, Str 20, Dex 16, Con 20, Int 17; Fiend Folio p. 56
      Deva Subtype -- Immunity to electricity and petrification.

    * Yagnoloth; Outsider; Large; NA +10; Str 30; Dex 14; Con 19, Int 15; MM2 p.203
      Benefits: Stunning Blow(Ex): Fortitude save DC25 or be stunned

Level 11
    * Rakshasa, Naztharune, Outsider, Medium, NA +5, Str 14, Dex 20, Con 18, Int 15; MM3 p.136
      Benefits: Sneak Attack (ex) +6d6

    * Sword Archon, Outsider (Archon,Good), Large, 10/10, Fly 90, NA +14, Str 25, Dex 17, Con 14, Int 12; BoED
      Archon Subtype -- Immunity to electricity and petrification.

Level 12
    * Arcanaloth, Outsider (evil), medium, Fly 50, NA +15, Str 11, Dex 16, Con 11, Int 20; MM2 p.203
      Benefits: Poison(Ex): Injury Fort DC 16, 1 Str damage with each claw attack

    * Astral Deva: Outsider (Angel, Good), medium, Fly 100, NA +15, Str 22, Dex 18, Con 18, Int 18; MM/SRD
      Angel Subtype -- Immunity to acid, cold, and petrification.

    * Barbed Devil, Outsider (evil), large, NA +13, Str 23, Dex 23, Con 23, Int 12; MM/SRD
      Benefits: Impale(Ex) Deals 3d8+9 damage with grapple, Improved Grab,

    * Glabrezu, Outsider (tanar'ri, evil), huge, NA +19, Str 31, Dex 10, Con 31, Int 16;
      Benefits: +8 listen, spot, Improved Grab, 5 natural attacks (2 pincer, 2 claw, 1 bite), ability to wield weapons and cast spells

    * Kelvezu (Demon); Outsider(evil); medium; Fly 60; NA +15; Str 21, Dex 31, Con 16, Int 17; MM2 p.60
      Benefits: Poison(Ex): Injury Fort DC 19, 1d6 CON / 1d6 Con, Sneak Attack +8d6;

    * Leonal, Outsider(good), medium, NA +14, Str 27, Dex 17, Con 20, Int 14; MM/SRD
      Benefits: +4 balance, hide, move silently, Pounce (Full attack on charge), Improved Grab, Rake

Level 14
    * Ice Devil (Gelugon): Outsider (Evil), Large, NA +18, Str 23, Dex 21, Con 23, Int 22; MM/SRD
      Benefits: Int of 22 makes this a good target for Polymorph Any Object

    * Planetar, Outsider (Angel, Good), Large, Fly 90, NA +20, Str 25, Dex 19, Con 20, Int 22; MM/SRD
      Benefits: Int of 22 makes this a good target for Polymorph Any Object
      Angel Subtype -- Immunity to acid, cold, and petrification.

Level 15
    * Horned Devil, Outsider(evil), Large, Fly 50, NA +19, Str 31, Dex 25, Con 25, Int 14; MM/SRD

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