CHAPTER 7:THE OUTERPLANES110Powers <strong>of</strong> <strong>the</strong> Throne: In order to operate <strong>the</strong> Siege Malicious,a character sitting on <strong>the</strong> throne must have defeated<strong>the</strong> previous oinoloth. If <strong>the</strong> previous oinoloth yet lives,<strong>the</strong> sitter suffers 3d6+6 points <strong>of</strong> permanent Charismadrain, as a consequence <strong>of</strong> being infected with a particularlyvirulent strain <strong>of</strong> <strong>the</strong> disease called gray wasting.Characters immune to disease don’t take damage, but <strong>the</strong>Siege Malicious seems powerless to <strong>the</strong>m.If <strong>the</strong> character sitting on <strong>the</strong> throne has defeated <strong>the</strong>previous oinoloth, <strong>the</strong>n <strong>the</strong> powers <strong>of</strong> <strong>the</strong> siege maliciousare his. But <strong>the</strong> throne forever changes those who sit onit. The Siege Malicious deals 1d4 points <strong>of</strong> permanentCharisma drain as part <strong>of</strong> <strong>the</strong> sitter’s skin sloughs <strong>of</strong>f in ara<strong>the</strong>r grotesque manner. This disfigurement is <strong>the</strong> mark<strong>of</strong> <strong>the</strong> oinoloth and may not be magically healed withoutforsaking <strong>the</strong> title <strong>of</strong> oinoloth.But with <strong>the</strong> disfigurement comes absolute control <strong>of</strong>disease on <strong>the</strong> layer <strong>of</strong> Oinos. The new oinoloth (whe<strong>the</strong>ryugoloth or not) commands <strong>the</strong> diseases <strong>of</strong> Oinos, creating,modifying, or nullifying diseases as he sees fit. Newor modified diseases could potentially spread beyond <strong>the</strong>layer <strong>of</strong> Oinos, but <strong>the</strong> oinoloth only has this power whilein Hades. The oinoloth has power over disease whe<strong>the</strong>rsitting in <strong>the</strong> Siege Malicious or not.Creating or Modifying a Disease: The oinoloth may conceive<strong>of</strong> or modify a disease at will as a free action (thoughcoming up with just <strong>the</strong> right name is an exercise <strong>of</strong> intellectthat could take longer). The important parametersfor creating or modifying a disease are infection, DC,incubation, and damage; for more information, see Diseasein Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide.Generally, new or modified diseases must possess astandard infection type, have a DC no higher than 20,have an incubation time <strong>of</strong> no less than one day, andhave damage not greater than 1d8 temporary points <strong>of</strong>any ability score damage except Constitution (1d6 if<strong>the</strong> disease deals permanent ability drain). Secondaryvisual effects <strong>of</strong> a new disease are up to <strong>the</strong> oinoloth.Secondary effects can include deafness, blindness,muteness, and o<strong>the</strong>r sensory deprivations (one per disease),on a second failed saving throw against <strong>the</strong> initialdisease DC.Infecting: Once a disease is created or modified, <strong>the</strong>oinoloth can set it loose. The oinoloth can infect a livingtarget within 300 feet as a standard action, and <strong>the</strong> targetgets no saving throw to avoid infection.pqsGRAY WASTINGGray wasting, in its normal form, is quite dangerous and visuallyunappealing, as <strong>the</strong> victim’s skin wastes away into so muchmucus and rotting flesh. It has <strong>the</strong> following characteristics:Infection: Contact.Fortitude Save DC: 20.Incubation: 1 day.Damage: 1d4 points <strong>of</strong> permanent Charisma drain.pqsHadesOinosKhin-OinNiflheimGate to UnderworldPlutonNiflheimThe second gloom <strong>of</strong> Hades is a layer <strong>of</strong> gray mists thatconstantly twist and swirl among sickly trees and ominousbluffs. The thin fog limits vision to 100 feet at best,muffles sound, and eventually saturates everything withdampness. Niflheim is not as war-ravaged as Oinos, probablybecause <strong>the</strong> mist hinders combat. Many predatorsprowl <strong>the</strong> lands, hidden amid <strong>the</strong> mist, includingfiendish dire wolves and trolls.Vision (including darkvision) is limited to 100 feet inNiflheim, and Listen checks suffer a –4 circumstancepenalty due to <strong>the</strong> muffling nature <strong>of</strong> <strong>the</strong> fog.Death <strong>of</strong> Innocence: A small town tucked away in <strong>the</strong>misty pines, Death <strong>of</strong> Innocence is constructed <strong>of</strong> hewnpine taken from <strong>the</strong> surrounding forest.The town holds more than 5,000 mortals and (nonlarva)petitioners, though <strong>the</strong>y mostly remain inside<strong>the</strong>ir dwellings, giving <strong>the</strong> city a vacant feel. Strangely,those who live behind <strong>the</strong> protection <strong>of</strong> <strong>the</strong> town’swalls sometimes strive to improve <strong>the</strong>ir lot and breakout <strong>of</strong> apathy.Great wooden gates bar entry to Death <strong>of</strong> Innocence,and both <strong>the</strong> gates and <strong>the</strong> outer wall bristle with spikes.Inside, a broad avenue leads to <strong>the</strong> town’s center, where agray marble fountain stands. The wood <strong>of</strong> <strong>the</strong> buildingsand gates oozes blood, as if sap, confirming <strong>the</strong> belief thatpetitioners are trapped within <strong>the</strong> wood. Nei<strong>the</strong>r <strong>the</strong>grays nor <strong>the</strong> entrapping trait <strong>of</strong> Hades can penetrate <strong>the</strong>walls <strong>of</strong> Death <strong>of</strong> Innocence.
PlutonThe third gloom <strong>of</strong> Hades is a layer <strong>of</strong> dying willows,shriveled olive trees, and night-black poplars. It is a realmwhere no one wants to be and no one can remember why<strong>the</strong>y came. Of course, petitioners have no choice in <strong>the</strong>matter.Usually, <strong>the</strong> Blood War does not reach this lowestgloom, though some raids have occurred when one sideor <strong>the</strong> o<strong>the</strong>r wished to retrieve <strong>the</strong> spirit <strong>of</strong> a fallen mortalcaptain who possessed particularly sharp tactical skills.Underworld: The Underworld is contained withinwalls <strong>of</strong> gray marble that stretch for hundreds <strong>of</strong> milesand are visible for thousands <strong>of</strong> miles beyond that. Asingle double gate pierces <strong>the</strong> marble walls <strong>of</strong> <strong>the</strong> realm.Constructed <strong>of</strong> beaten bronze, <strong>the</strong> gates are dented andscarred by heroes intent on getting past. However, <strong>the</strong>gates are also guarded by a terrible fiendish beast, a Gargantuanthree-headed hound made from <strong>the</strong> squirming,decaying bodies <strong>of</strong> hundreds <strong>of</strong> petitioners.Beyond <strong>the</strong> gate, <strong>the</strong> inside <strong>of</strong> <strong>the</strong> realm appearsmuch like <strong>the</strong> outside. Blackened trees, stunted bushes,and wasted ground dominate <strong>the</strong> landscape. Larvae areeverywhere, writhing in <strong>the</strong> dust, as are gray, wraithlikepetitioners who are on <strong>the</strong> verge <strong>of</strong> being suckedcompletely dry <strong>of</strong> all emotion by <strong>the</strong> spiritual decay <strong>of</strong><strong>the</strong> plane. When <strong>the</strong>y lose <strong>the</strong> last shred <strong>of</strong> emotion,<strong>the</strong>ir remaining essence becomes one with <strong>the</strong> gloom<strong>of</strong> Pluton.Sometimes, great heroes or desperate lovers from <strong>the</strong>Material Plane travel to this layer via a tributary <strong>of</strong> <strong>the</strong>River Styx or portals hidden in great volcanic fissures.They come to <strong>the</strong> Underworld because <strong>the</strong>y believe that<strong>the</strong>y can find <strong>the</strong> spirit <strong>of</strong> a friend or loved one and extricatethat spirit from a hopeless eternity. Besides larvae,faded petitioners, and <strong>the</strong> occasional foolish mortals,demons, yugoloths, and devils roam <strong>the</strong> land, looking forchoice morsels.Hades EncountersAlternate between Table 7–6: Abyssal Encounters andTable 7–7: Hellish Encounters for random encounters in<strong>the</strong> Gray Waste <strong>of</strong> Hades.BLEAK ETERNITYOF GEHENNAIt is a plane without charity, mercy, or pity.It is <strong>the</strong> Oven <strong>of</strong> Perdition, <strong>the</strong> Fourfold Furnaces.It is where yugoloths cavort on endless volcanic slopes.Gehenna’s top layer borders Hades and <strong>the</strong> Nine Hells,so it is not a pleasant place. Floating in an impenetrable,infinite void are volcanic mountains seemingly withoutbase or peak. They are only finite in <strong>the</strong> strictest sense <strong>of</strong><strong>the</strong> word, measuring hundreds <strong>of</strong> thousands <strong>of</strong> miles ineach direction. A single volcanic mountain dominateseach <strong>of</strong> <strong>the</strong> four layers <strong>of</strong> Gehenna, though lesser volcanicearthbergs drift and sometimes smash into <strong>the</strong>greater mountains.There is no naturally occurring level place in any <strong>of</strong> <strong>the</strong>layers; all <strong>the</strong> slopes are at least 45 degrees, and many areakin to sheer cliffs. Gehenna’s fiendish inhabitants havecarved artificial ledges, some large enough for entirecities, and switchback paths to connect <strong>the</strong>m. But thoseedifices not carved by native yugoloths or deities have atendency to break apart, sending <strong>the</strong>ir builders on a long,sliding fall down <strong>the</strong> mountain.Gehenna’s four layers are Khalas, Chamada, Mungoth,and Krangath. Each layer is differentiated from <strong>the</strong> o<strong>the</strong>rby its degree <strong>of</strong> volcanic activity.Powerful entities that possess realms on Gehennainclude many lords <strong>of</strong> <strong>the</strong> yugoloths, as well as Melif<strong>the</strong> Lich-Lord and Memnor, deity <strong>of</strong> evil cloud giants.The realm <strong>of</strong> Maanzicorian, an illithid deity, was oncelocated here. But Maanzicorian was slain by Tenebrous,<strong>the</strong> name taken by <strong>the</strong> demon lord Orcus whenhe first returned from supposed annihilation. Accordingly,Maanzicorian’s realm has started to crumble, itsdeity gone.GEHENNA TRAITSGehenna has <strong>the</strong> following traits.• Normal Gravity: Gravity is similar to <strong>the</strong> MaterialPlane, but naturally occurring volcanic mountainsseem to float free in an infinitely larger void. Gravityis normal on <strong>the</strong> steep slopes <strong>of</strong> a mountain, and a falltumbles victims many miles until a chance ledgecatches <strong>the</strong>m, or continued rolling abrasions <strong>of</strong> <strong>the</strong>fall completely shred <strong>the</strong> victim.• Normal Time.• Infinite Size: The impenetrable void <strong>of</strong> Gehenna isinfinite, but each volcanic mountain is finite. Each isfar larger than <strong>the</strong> largest known land mass on <strong>the</strong>Material Plane, however.• Divinely Morphic: Memnor and o<strong>the</strong>r deities can alterGehenna’s mountainous landscape. Ordinary creaturesfind Gehenna is as alterable as <strong>the</strong> Material Plane.• No Elemental or Energy Traits.• Mildly Evil-Aligned: Good characters on Gehennasuffer a –2 penalty on all Charisma-based checks.• Normal Magic.GEHENNA LINKSLike all <strong>the</strong> lower planes, Gehenna has <strong>the</strong> River Styxflowing through at least its first layer, Khalas. In fact, itis <strong>the</strong> biggest river on <strong>the</strong> layer, and it hurtles throughgorges and canyons with breathtaking speed. Itscataracts are legendary, and <strong>the</strong> occasional ledge createswaterfalls <strong>of</strong> epic, if polluted, proportion. Attempting tochange planes via <strong>the</strong> Styx is a very dangerous thingindeed, on Gehenna.Portals to o<strong>the</strong>r planes are fairly common, as are portalsbetween layers <strong>of</strong> Gehenna. They usually appear as bottomlessblack chasms. Sometimes <strong>the</strong>y are marked asportals, but sometimes yugoloths mark actual bottomlesschasms as portals by mistake or with malice.CHAPTER 7:THE OUTERPLANES111
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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spells and spell-like effects that
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often used by astral travelers who
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There is no day or night on the Ast
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Table 5-3: Astral Encountersd% Enco
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try to lure adventurers away from e
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even if prisoners escape, they’re
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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Summon Tanar’ri (Sp): Tanar’ri
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Spinagon (Baatezu)Narzugon (Baatezu
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Xag-YaXeg-YiMedium-Size Outsider (I
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dull black orbs that reflect noligh
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DaoMaridLarge Outsider (Air, Evil)L
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is drawn in melee, the blade transf
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When an inevitable is created, it r
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matter at hand. They use alter self
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Ice Paraelemental, Small Ice Parael
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Magma Paraelemental, Huge Magma Par
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succeed at a Fortitude save or inha
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CanolothMezzolothMedium-Size Outsid
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strange and often distasteful rites
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Climate/Terrain: Any land and under
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Elemental: Immune to poison, sleep,
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Skills: Water element tigers receiv
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Damage: Bite 1d6+3, claw 1d3+1; spi
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Alignment: Always chaotic (any).Adv
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Appendix: VariantPlanes & Cosmologi
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Region of DreamsDreamscapesDreamsca
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A mirror-self is created somewhere
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ever-shifting ice floating on a fro
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Time onTime ond% Material Plane Tem
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FAERIE INHABITANTSThe Plane of Faer
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats