CHAPTER 7:THE OUTERPLANES116Particularly vile petitioners become lemures. Only <strong>the</strong>most evil <strong>of</strong> mortals can achieve status as lemures, and <strong>the</strong>yusually end up here regardless <strong>of</strong> <strong>the</strong> deity <strong>the</strong>y worshipedin life. Lemures, <strong>of</strong> course, are despised by all o<strong>the</strong>r devils,and <strong>the</strong>y serve <strong>the</strong> most base duties in any devilish group<strong>the</strong>y are part <strong>of</strong>. In any initial Blood War confrontation, <strong>the</strong>lemures are <strong>the</strong> shock troops that draw <strong>the</strong> enemy’s fire.Lemures appear as revolting blobs <strong>of</strong> molten flesh,with vaguely humanoid torsos and heads. Hints <strong>of</strong> <strong>the</strong>petitioner’s former mortal features are visible when <strong>the</strong>yare not too twisted by anguish. Lemures are mindless,though <strong>the</strong>y are sensitive to telepathic messages fromo<strong>the</strong>r devils and obey <strong>the</strong>ir mental commands, doing <strong>the</strong>bidding <strong>of</strong> <strong>the</strong> strongest devil in <strong>the</strong> closest proximity.Lemures have <strong>the</strong> following special petitioner qualities:Additional Immunities: Fire, poison.Resistances: Cold 20, acid 20.O<strong>the</strong>r Special Qualities: Mindless, damage reduction5/silver, spell resistance 5, no planar commitment.Mindless (Ex): Lemures are immune to all mindinfluencingeffects, and unless commanded, act as iffeebleminded.No Planar Commitment (Ex): Unlike most o<strong>the</strong>r petitioners,lemures can leave <strong>the</strong>ir home plane.MOVEMENT AND COMBATMovement in <strong>the</strong> Nine Hells is much like movement on<strong>the</strong> Material Plane. Even moving between layers is fairlystraightforward.The connecting points between two layers are alwaysfound at <strong>the</strong> lowest point <strong>of</strong> <strong>the</strong> higher layer and at <strong>the</strong>highest point on <strong>the</strong> next layer down. If <strong>the</strong>re is a mountain,hellish fortress spire, or o<strong>the</strong>r high structure along<strong>the</strong> ledge on <strong>the</strong> lower layer, <strong>the</strong>n <strong>the</strong> traveler can climbdown. O<strong>the</strong>rwise, simply stepping <strong>of</strong>f <strong>the</strong> lowest, ledgelikeprojection on <strong>the</strong> upper layer sends a traveler plummetinginto <strong>the</strong> lower layer. The distance fallen is subjective,but seems to be at least a half-mile. Creatureswithout some way to slow <strong>the</strong>ir fall take 20d6 points <strong>of</strong>damage when <strong>the</strong>y impact <strong>the</strong> lower layer.FEATURES OF THE NINE HELLSThe layers <strong>of</strong> Baator are nine, and each layer has its ownruler. All o<strong>the</strong>r rulers answer to <strong>the</strong> lowest, Asmodeus,in <strong>the</strong> Pit. Each <strong>of</strong> <strong>the</strong> nine layers has its own uniqueenvironment, but <strong>the</strong>y’re all inhospitable and possiblyoutright deadly. Travelers to <strong>the</strong> Nine Hells had bestknow how to get back out, lest <strong>the</strong>y are waylaid by a devilishpress gang bound for <strong>the</strong> Blood War. But even asmall chance <strong>of</strong> survival in battle would be preferable toenslavement in <strong>the</strong> Nine Hells for eternity.The politics <strong>of</strong> <strong>the</strong> Nine Hells have rocked back and forthover <strong>the</strong> millennia, <strong>of</strong>ten accomplished by artful rhetoric orsubtle poison, but sometimes accomplished by outrightconflict involving armies <strong>of</strong> devils warring against eacho<strong>the</strong>r. The city <strong>of</strong> Dis on <strong>the</strong> second layer has withstoodsiege more than once at <strong>the</strong> hands <strong>of</strong> aggressive devils.However, in all <strong>the</strong> time that Asmodeus has ruled frombelow, no revolt has ever succeeded in replacing <strong>the</strong> lord<strong>of</strong> <strong>the</strong> ninth layer with a different devil, despite a ploydesigned by Asmodeus that once allowed his rivals tothink he had been dethroned.Though <strong>the</strong> Nine Hells is governed by devils, some sagesbelieve that <strong>the</strong> devils commandeered <strong>the</strong> Nine Hells froma far older, stranger race now simply called ancient baatorians.It’s possible that remnants <strong>of</strong> this mysterious race stillinhabit isolated portions <strong>of</strong> <strong>the</strong> Nine Hells.AvernusThe first layer <strong>of</strong> Baator is a wasteland <strong>of</strong> charred, rubblestrewnplains, with mountains and talus-sided foothillsbreaking up <strong>the</strong> monotony. Legions <strong>of</strong> mail-clad devils areon perpetual watch here, always assembling for some newcross-planar Blood War sortie. Blood-red light suffuses <strong>the</strong>air, and fiery balls flit randomly across <strong>the</strong> sky, sometimesdetonating to terrible effect. Travelers not protected byartificial structures or caves are 10% likely per day to find<strong>the</strong>mselves at ground center <strong>of</strong> a fireball dealing 6d6 points<strong>of</strong> fire damage (as if cast by a 6th-level spellcaster).Runnels <strong>of</strong> blood flow in streams across Avernus,finally joining <strong>the</strong> River Styx. The origin <strong>of</strong> <strong>the</strong> blood isunknown, though <strong>the</strong> devils say it is likely <strong>the</strong> blood <strong>of</strong>all Avernus’s past victims.Bronze Citadel: What may have once been a citadelconstructed <strong>of</strong> bronze is now a brutish, unimaginativecity covering dozens <strong>of</strong> square miles and featuring twelveconcentric ring walls, each bristling with war machines.The city is filled with petitioners, both lemures and soulshells, and hundreds <strong>of</strong> thousands <strong>of</strong> lesser devils <strong>of</strong> alltypes bound for <strong>the</strong> Blood War.Because Avernus is <strong>the</strong> likeliest beachhead for anymassed demonic attack, fortifications are always beingpqqqqrsTHE DARK EIGHTand Zimmimar. These eight rule <strong>the</strong> devils beneath <strong>the</strong>m,The Dark Eight are <strong>the</strong> generals <strong>of</strong> <strong>the</strong> Blood War; <strong>the</strong>se eight meeting in <strong>the</strong> fortress <strong>of</strong> Malsheem in Nessus, <strong>the</strong> ninthpit fiends hold council every sixty-six days. The Dark Eight hold layer. In addition to planning <strong>the</strong> next Blood War <strong>of</strong>fensive,immense power, but <strong>the</strong>y still answer to <strong>the</strong> Lords <strong>of</strong> <strong>the</strong> Nine, <strong>the</strong>y also have a hand in determining which devils getwho each control a layer <strong>of</strong> <strong>the</strong> Nine Hells, and ultimately <strong>the</strong>y promoted.answer to Asmodeus.On <strong>the</strong> rare occasions when <strong>the</strong>y are not leading <strong>the</strong>irThe pit fiends that make up <strong>the</strong> Dark Eight are called armies, <strong>the</strong>y reside in Nessus. When away on some hellishBaalzephon, Corin, Dagos, Furcas, Pearza, Zapan, Zaebos, errand, <strong>the</strong>y <strong>of</strong>ten appear in malefic human guise.pqqqqrs
added to <strong>the</strong> Bronze Citadel. Work gangs <strong>of</strong> soul shells,lemures, and imps constantly expand <strong>the</strong> city. The constructionis so pervasive that bone scaffolding is as likelyto be supporting a given wall as not.Pillar <strong>of</strong> Skulls: This massive landmark <strong>of</strong> actualskulls represents devilish trophies taken in <strong>the</strong> BloodWar. Most <strong>of</strong> <strong>the</strong> trophies are twisted, demonic skulls,varying in size from minuscule to <strong>the</strong> size <strong>of</strong> a house. Thepillar rises to a height <strong>of</strong> more than a mile.The Pillar stands near <strong>the</strong> part <strong>of</strong> <strong>the</strong> ledge whereaccess to <strong>the</strong> next lower layer is an easy walk down a particularlytall metal spire <strong>of</strong> <strong>the</strong> city Dis reaching upthrough <strong>the</strong> haze between layers. This spire sees quite abit <strong>of</strong> devil and petitioner traffic on its spiral stairwell—and quite a few accidental and not-so-accidental falls.However, a massive cave mouth near <strong>the</strong> base <strong>of</strong> <strong>the</strong> Pillar<strong>of</strong> Skulls holds a particularly terrible sentinel <strong>of</strong> <strong>the</strong>ledge: Tiamat.Tiamat: The Chromatic Dragon, Tiamat, is revered byevil dragons, and her five heads each bear <strong>the</strong> color <strong>of</strong> onekind <strong>of</strong> evil dragon. She enjoys such wretched pastimesas torture, bickering, and destruction. Tiamat guards <strong>the</strong>access between Avernus and Dis near <strong>the</strong> Pillar <strong>of</strong> Skulls,but she usually stirs forth only to counter demonic incursions.Five consorts, powerful male great wyrms <strong>of</strong> red,black, green, blue, and white varieties, attend her at alltimes. The hoard <strong>of</strong> Tiamat, hidden deep in her cavern, issaid to equal <strong>the</strong> treasuries <strong>of</strong> a hundred worlds.DisThe second layer <strong>of</strong> <strong>the</strong> Nine Hells is a burning city <strong>of</strong>iron. The red glow <strong>of</strong> infernal heat burns within <strong>the</strong>scorched iron walls, and a pall <strong>of</strong> smoke rises up to form ageneral dark haze over <strong>the</strong> entire layer. For <strong>the</strong> city is <strong>the</strong>layer and <strong>the</strong> layer is <strong>the</strong> city, Dis. Some claim that a travelerwho walks far enough can leave <strong>the</strong> city behind, concealedwithin a great ring <strong>of</strong> mountains.Ranks <strong>of</strong> red, glowing buildings extend to every horizon,rising and falling according to <strong>the</strong> hidden terrain.Palatial mansions <strong>of</strong> particularly important devils and<strong>of</strong>ficers <strong>of</strong> <strong>the</strong> Blood War break <strong>the</strong> cityscape here and<strong>the</strong>re. Every iron wall glows with heat, and casual contactwith <strong>the</strong> walls deals 1d6 points <strong>of</strong> fire damage.Even <strong>the</strong> iron cobblestones glow with heat. Withoutiron-shod boots, visitors soon wri<strong>the</strong> and burn in <strong>the</strong>streets. Screaming petitioners, captives from <strong>the</strong> BloodWar, and mortals kidnapped from <strong>the</strong> Material Plane fillsubterranean prisons beneath <strong>the</strong> streets. The sound <strong>of</strong><strong>the</strong>ir agonized lament is usually audible from small ventsin <strong>the</strong> city walls.Some sections <strong>of</strong> <strong>the</strong> city host markets and bazaarswhere creatures from a variety <strong>of</strong> different planes meet.Most seek to buy or sell questionable wares, or hire abloodthirsty band <strong>of</strong> mercenaries for work that only adevil could love.Crowds fill <strong>the</strong> streets. Parades <strong>of</strong> devilish nobilityattended by lemures and horribly sculpted soul shells viewith countless work gangs who constantly sally forth torepair, extend, or remodel <strong>the</strong> city at <strong>the</strong> behest <strong>of</strong> Dispater,Lord <strong>of</strong> <strong>the</strong> Second.Iron Tower: The Iron Tower is visible from every part <strong>of</strong>Dis, for it reaches high above <strong>the</strong> city, piercing <strong>the</strong> haze<strong>of</strong> <strong>the</strong> layer. The tower’s form seems to constantly shimmerand change textures and architectural styles.The Iron Tower is Dispater’s personal redoubt. Withinits walls, he enjoys a +20 bonus to his Armor Class, spellresistance, and all saving throws. He is almost invulnerable<strong>the</strong>re, so he rarely ventures forth, preferring to leadthrough erinyes messengers.MinaurosThe third layer <strong>of</strong> <strong>the</strong> Nine Hells is a fetid swamp <strong>of</strong> mireand pollution. Acidic rain, bitter winds, and flesh-slicinghail rule <strong>the</strong> bog. The waters <strong>of</strong> <strong>the</strong> marsh are so cold insome places that <strong>the</strong>y have iced over. In o<strong>the</strong>rs, <strong>the</strong> dankwater boils and steams with infernal heat.Terrible creatures with no names swim <strong>the</strong> murkywaters, and even devils fear to stray too far from <strong>the</strong>irvarious cities. Where <strong>the</strong> layer is lowest, a constantCHAPTER 7:THE OUTERPLANESpqqqqrsLORD OF THE FIRST: BELThe center <strong>of</strong> <strong>the</strong> Bronze Citadel holds <strong>the</strong> personal fortress <strong>of</strong>Bel, a pit fiend <strong>of</strong> great power who controls Avernus; In additionto being Lord <strong>of</strong> <strong>the</strong> First. Bel is also a general in <strong>the</strong> BloodWar, though not one <strong>of</strong> <strong>the</strong> Dark Eight. Bel betrayed <strong>the</strong> formerLord <strong>of</strong> <strong>the</strong> First, Zariel, for his current position. It is whisperedby his subordinates that Bel still keeps Zariel prisoner somewheredeep in <strong>the</strong> Bronze Citadel so that he can siphon herhellish power into himself, increasing his own abilities whileslowly reducing her to just ano<strong>the</strong>r soul shell.While Bel has succeeded where many failed before him,his climb to power seems to be stalled now, since he doesnot enjoy <strong>the</strong> support <strong>of</strong> o<strong>the</strong>r Lords <strong>of</strong> <strong>the</strong> Nine, except forpossibly Asmodeus.LORD OF THE SECOND: DISPATER THE ARCHDUKEUnlike with Bel, it is difficult to class Dispater as a specific“type” <strong>of</strong> devil or recall his origin, o<strong>the</strong>r than to say he is anarchdevil. Like <strong>the</strong> o<strong>the</strong>r Lords <strong>of</strong> <strong>the</strong> Nine, he is an elitedevil whose powers are waxing, and even pit fiends fallbefore his onslaught. He usually appears as a humanoid <strong>of</strong>supernatural height, dark hair, tiny horns, and resplendentgarb. He always holds his badge <strong>of</strong> <strong>of</strong>fice, a rod <strong>of</strong> singularpower.Dispater never takes risks and rarely leaves his Iron Tower.Only Asmodeus’s call brings him forth. In <strong>the</strong> politics <strong>of</strong> TheNine Hells, Dispater and Mephistopheles, Lord <strong>of</strong> <strong>the</strong>Eighth, are allies, usually scheming against Baalzebul, Lord<strong>of</strong> <strong>the</strong> Seventh.pqqqqrs117
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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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describes some typical abilities an
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- Page 81 and 82: • Impeded Magic: Spells and spell
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- Page 115: NINE HELLS OF BAATORIt is Hell, whe
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- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
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- Page 141 and 142: BelierinBelierin is a land of misty
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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