CHAPTER 7:THE OUTERPLANES114falls everywhere like dread snow, <strong>of</strong>ten dropping visibilityto zero.Nimicri: From <strong>the</strong> slopes <strong>of</strong> Chamada, Nimicriappears as a small moon about 2,000 feet in diameter. Itfloats in splendid isolation above <strong>the</strong> burning mount,covered with spires, steeples, and less dramatic structuresconnected by a weblike network <strong>of</strong> streets. Everything isclean, <strong>the</strong> buildings are comfortable and in excellentrepair, and every citizen <strong>of</strong> Nimicri is quite polite. Excellentgoods <strong>of</strong> all sorts can be had at <strong>the</strong> trading post, andNimicri is an established stop along several tradingroutes that crisscross <strong>the</strong> Outer <strong>Planes</strong>.What most visitors never realize is that Nimicri—buildings, people, and all—is one vast creature thatmimics a town. Sometimes Nimicri absorbs a visitor intoitself completely, but o<strong>the</strong>r times it allows visitors toleave completely unharmed. If even a single drop <strong>of</strong> a visitor’sblood spills onto any surface in <strong>the</strong> city, Nimicri isable to duplicate that visitor exactly, including memoriesup to <strong>the</strong> point when <strong>the</strong> blood was spilled. If a “citizen”<strong>of</strong> Nimicri is ever forcibly removed from <strong>the</strong> town, itimmediately dies like a limb severed from a body.Tower Arcane: This tower rises high above <strong>the</strong> lavaflows and ash clouds <strong>of</strong> Chamada, decorated with bladesand spikes that promise pain and death to unwelcomevisitors. Yugoloth wizards control <strong>the</strong> tower, which functionsas <strong>the</strong> record vault for <strong>the</strong> yugoloth race.The history <strong>of</strong> <strong>the</strong> yugoloths can be found here, though<strong>the</strong> information is well protected and heavily encryptedwith glyphs <strong>of</strong> warding, symbols, and o<strong>the</strong>r protective spells.The interior halls <strong>of</strong> <strong>the</strong> Tower Arcane support <strong>the</strong> bodies <strong>of</strong>flayed petitioners dangling from chains. The wizards use <strong>the</strong>blood <strong>of</strong> <strong>the</strong>se petitioners (and <strong>the</strong> occasional unwelcomevisitor) to pen <strong>the</strong>ir history. Torture paraphernalia line anywalls not given over to bookshelves and sealed archives.Deep below <strong>the</strong> tower lies a vast library <strong>of</strong> particularlyghastly contracts with mortals, extending for miles. Themost potent protective spells in <strong>the</strong> wizards’ arsenal protect<strong>the</strong> sanctity <strong>of</strong> <strong>the</strong> library from encroachment bymolten rock or extraplanar thieves. Each contract isinscribed on <strong>the</strong> living skin <strong>of</strong> a petitioner, burned in withmagic and branding irons. Petitioners are strung on chainslike popcorn on a string for miles in parallel lines <strong>of</strong> agony.The only thing on <strong>the</strong> mind <strong>of</strong> any given petitioner is itsown particular contract and its personal pain.MungothThe third mount is far less volcanically active thanei<strong>the</strong>r Chamada or Khalas. In fact, it is quite cold andpqsACIDIC SNOWThe snow-ash mixture on Mungoth deals 1d4 points <strong>of</strong> aciddamage per minute <strong>of</strong> exposure. Only artificial structures orcaverns <strong>of</strong>fer any lasting protection against <strong>the</strong> snowfall, whichblows through any given area 80% <strong>of</strong> <strong>the</strong> time.pqs<strong>of</strong>ten covered by snowfalls. The light <strong>of</strong> scattered volcanicvents is akin to <strong>the</strong> light cast by a full moon, makingnavigation across Mungoth’s icy slopes difficult. Eventhat light is sometimes snuffed out by a heavy snow andash fall. The combined snow and acidic ash are dangerousto travelers without shelter.The ice that accumulates on Mungoth’s slopes gives a–4 circumstance penalty on Climb checks.Valley <strong>of</strong> <strong>the</strong> Outcast: A deep chasm contains awell-hidden realm sheltered from <strong>the</strong> ever-presentacidic snow. Built <strong>of</strong> equal parts basaltic rock and giantbones is a rough castle. The castle is scaled to <strong>the</strong> proportions<strong>of</strong> its master, an outcast fire giant wizardnamed Tastuo. Her eight siblings, fellow outcasts, alsoreside in <strong>the</strong> castle. Like <strong>the</strong>ir sister, all are ei<strong>the</strong>r wizardsor sorcerers.Yugoloths <strong>of</strong> <strong>the</strong> layer have several interlocking contractswith Tastuo, which helps ensure <strong>the</strong> valley’s safetyshould her enemies ever find her. Tastuo never namesthose enemies, but her predicament makes her sympa<strong>the</strong>ticto <strong>the</strong> plight <strong>of</strong> travelers seeking asylum. Thus, <strong>the</strong>Valley <strong>of</strong> <strong>the</strong> Outcast doubles as a way station for visitorsin need, but only if <strong>the</strong>y can find it.KrangathThe fourth mount <strong>of</strong> Gehenna, <strong>the</strong> Dead Furnace, isdevoid <strong>of</strong> volcanic activity; it went inactive millennia ago.The great mountain <strong>of</strong> <strong>the</strong> layer is a darkened pillar tumblingin <strong>the</strong> night. The layer is shrouded in silence. Nowind stirs and no light glimmers. Krangath is dead.Petitioners are rare, and those that move about on thislayer have learned to keep quiet, lest Melif hear <strong>the</strong>m.Hopelorn: An artificially maintained ledge holds aprecisely fashioned complex <strong>of</strong> obsidian. Dim, reddishlights are visible in tiny, slitlike windows throughout <strong>the</strong>complex. This is Hopelorn, <strong>the</strong> stronghold <strong>of</strong> Melif <strong>the</strong>Lich-Lord.Hopelorn is a mortuary city where sarcophagi glowlike streetlights and necromantic energies dance wisplikeover every boulevard. Here undead are welcome, butnot so <strong>the</strong> living or petitioners, whom Melif regards aspa<strong>the</strong>tic losers unable to properly manage <strong>the</strong> passage <strong>of</strong><strong>the</strong>ir mortal lives.In Hopelorn, Melif and a cabal <strong>of</strong> liches and o<strong>the</strong>rpowerful undead spellcasters conduct <strong>the</strong>ir undyingresearch into <strong>the</strong> nature <strong>of</strong> life, death, and being. SometimesMelif and his assembly capture fiends for outrageousexperiments, though <strong>the</strong>y are careful never tocapture yugoloths, lest <strong>the</strong> wrath <strong>of</strong> that race fallsquarely on Hopelorn.Besides, it is rumored that Melif was once a yugolothhimself, before he steeped himself in <strong>the</strong> eldritch artsand eventually lichdom.Gehenna EncountersUse Table 7–7: Hellish Encounters for random encounterson Gehenna.
NINE HELLS OF BAATORIt is Hell, where sympathy wi<strong>the</strong>rs and malice blooms.It is home to devils.It is <strong>the</strong> plane where <strong>the</strong> rule <strong>of</strong> law reveals evil’s heart.The Nine Hells <strong>of</strong> Baator, sometimes simply calledBaator or even Hell, best satisfy <strong>the</strong> imagination <strong>of</strong> travelers,<strong>the</strong> greed <strong>of</strong> treasure-seekers, and <strong>the</strong> battle-fury <strong>of</strong>paladins. It is <strong>the</strong> ultimate plane <strong>of</strong> law and evil, <strong>the</strong> epitome<strong>of</strong> premeditated, crafted cruelty. The devils <strong>of</strong> <strong>the</strong>Nine Hells all obey a higher law than <strong>the</strong>mselves, but allthat really means is that <strong>the</strong>y chafe and rebel in <strong>the</strong>ircaste. Most undertake any plot or action, no matter howfoul, to advance <strong>the</strong>mselves. At <strong>the</strong> very top <strong>of</strong> <strong>the</strong> hierarchyis Asmodeus, who has yet to be bested. That is <strong>the</strong> law<strong>of</strong> <strong>the</strong> Nine Hells.The Nine Hells compete with any o<strong>the</strong>r lower planefor <strong>the</strong>ir sheer diversity <strong>of</strong> vileness. The devils are morecunning, more subtle, and more dangerous than o<strong>the</strong>rfiends—or so say <strong>the</strong> devils. A demon revels in slavering,insane, evil power, but a devil always has an agenda, aplan <strong>of</strong> attack, and a carefully conceived plot for retributionif necessary.Baator consists <strong>of</strong> nine layers, each lower than <strong>the</strong>next, like ledges stepping down into an ever-deeper pit.Each layer descended gives a traveler a better view <strong>of</strong><strong>the</strong> Nine Hells as a whole; <strong>the</strong> layers fit toge<strong>the</strong>r likepuzzle pieces, and each new descent allows a travelergreater understanding <strong>of</strong> how <strong>the</strong> puzzle comestoge<strong>the</strong>r. It is an evil enticement.The Nine Hells are home to minor, major, and nobledevils, as well as true deities <strong>of</strong> evil (such as Kurtulmak <strong>of</strong><strong>the</strong> kobolds and Sekolah <strong>of</strong> <strong>the</strong> sahuagin). The DarkEight are eight powerful pit fiends who control <strong>the</strong> primarydevil armies engaged in <strong>the</strong> Blood War. Worse stillare <strong>the</strong> Lords <strong>of</strong> <strong>the</strong> Nine: Each lord controls one layer <strong>of</strong><strong>the</strong> Nine Hells, hovering in status somewhere betweenscion pit fiend and demideity. Of course, all <strong>the</strong> lords ultimatelyanswer to Asmodeus, <strong>the</strong> Lord <strong>of</strong> <strong>the</strong> Nine, whorules from Nessus, <strong>the</strong> bottom layer <strong>of</strong> <strong>the</strong> Nine Hells.NINE HELLS TRAITSThe Nine Hells have <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Infinite Size: The ledge-layer extends outward infinitely,but <strong>the</strong> circumference <strong>of</strong> each inner ledge(which opens onto <strong>the</strong> Pit and <strong>the</strong> next lower ledgelayer)is finite.• Divinely Morphic: Entities <strong>of</strong> at least lesser deitystatus can alter <strong>the</strong> Nine Hells. Ordinary creatures find<strong>the</strong> Nine Hells as alterable as <strong>the</strong> Material Plane is.• No Elemental or Energy Traits: Elemental andenergy influences are balanced, except on <strong>the</strong> layer <strong>of</strong>Phlegethos (which has <strong>the</strong> fire-dominant trait). On<strong>the</strong> layer <strong>of</strong> Cania, cold is king, and a special “colddominant”trait applies <strong>the</strong>re.• Mildly Law-Aligned and Mildly Evil-Aligned:Chaotic characters in <strong>the</strong> Nine Hells suffer a –2penalty on all Charisma-based checks, as do goodcharacters. Chaotic good characters suffer a –4penalty on all Charisma-based checks.• Normal Magic.NINE HELLS LINKSThe River Styx flows through <strong>the</strong> uppermost layer <strong>of</strong> <strong>the</strong>Nine Hells, Avernus, just as it does all <strong>the</strong> lower planes.Offshoots and waterfalls <strong>of</strong> <strong>the</strong> Styx can be found onevery layer <strong>of</strong> <strong>the</strong> Nine Hells.Portals to o<strong>the</strong>r planes are fairly common. Usually,such gates appear as free-standing hoops <strong>of</strong> reddish light.A well-known gate is in <strong>the</strong> town <strong>of</strong> Ribcage located in<strong>the</strong> Outlands. Travelers usually must have an invitationfrom a Lord <strong>of</strong> <strong>the</strong> Nine to pass <strong>the</strong> Cursed Gate, thoughParacs <strong>the</strong> gatekeeper, a devil, can be bribed. Also, a landing<strong>of</strong> <strong>the</strong> Infinite Staircase provides access to <strong>the</strong> thirdlayer <strong>of</strong> <strong>the</strong> Nine Hells, Minauros, somewhere within <strong>the</strong>suspended city <strong>of</strong> Jangling Hiter.NINE HELLS INHABITANTSThe largest population <strong>of</strong> <strong>the</strong> Nine Hells is made up <strong>of</strong>various devils: barbazu, cornugons, erinyes, gelugons,hamatula, narzugons, osyluths, pit fiends, spinagons,and countless o<strong>the</strong>rs in <strong>the</strong> devilish hierarchy. Devils <strong>of</strong>every sort delight in making complex deals with travelersand with mortals on <strong>the</strong> Material Plane. Those dealingwith a devil <strong>of</strong>ten live to regret it, even if <strong>the</strong>y onlylive for a little while. Devils always seek ways to increase<strong>the</strong>ir own power and thus gain promotion into a higherform <strong>of</strong> devilhood.Besides devils, such creatures as hellcats, hell hounds,imps, kytons, nightmares, and even rakshasas call <strong>the</strong>Nine Hells home. A few hardy mortals have set up permanenthomes in <strong>the</strong> Nine Hells, living in mightyfortresses defended by lesser devils lawfully bound toshort-term contracts.Nine Hells PetitionersSeveral kinds <strong>of</strong> petitioners are found in <strong>the</strong> Nine Hells.Evil, proud, ambitious souls unconcerned with o<strong>the</strong>rs andbereft <strong>of</strong> empathy find <strong>the</strong>ir way <strong>the</strong>re. Most <strong>of</strong> those soulstake <strong>the</strong> form <strong>of</strong> ghost-white shades, shells <strong>of</strong> <strong>the</strong>ir mortalforms, which devils cruelly mold and shape into twisted,agonized forms <strong>of</strong> horror. Only when <strong>the</strong> soul is so twistedand molded that it is truly, finally slain does its essencemerge with that <strong>of</strong> <strong>the</strong> Nine Hells itself. Often, devils ordeities <strong>of</strong> a particular hellish realm molds petitioners in<strong>the</strong>ir realm to conform to a specific, macabre aes<strong>the</strong>tic.These average hellish petitioners, sometimes called soulshells, have <strong>the</strong> following special petitioner qualities:Additional Immunities: None.Resistances: Cold 20, fire 20.O<strong>the</strong>r Special Qualities: Powerful devils have aninnate power to warp and mold soul shells, usually intoshapes that are inherently painful and degrading.CHAPTER 7:THE OUTERPLANES115
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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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Any creature becoming ethereal (inc
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The Plane of Shadow does not connec
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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