pqqqqrsCHAPTER 7:THE OUTERPLANESTIAMAT, THE CHROMATIC DRAGONDTiamat: CR 25; Colossal dragon; HD 49d12+588; hp 906;Init +4; Spd 40 ft., fly 150 ft. (clumsy), swim 40 ft.; AC 50(touch 2, flat-footed 50); Atk +60/+55/+55 melee(4d6+19/19–20, 5 bites; 2d8+9, 2 wings; 3d6+9 plus poison,sting); Face/Reach 15 ft. by 40 ft./15 ft.; SA Breath weapons,frightful presence, sound imitation, spells, spell-like abilities;SQ Scent, damage reduction 25/+4, immunities, seeinvisibility, keen senses, water breathing; SR 30; AL LE; SVFort +39, Ref +27, Will +34; Str 49, Dex 10, Con 35, Int 28,Wis 25, Cha 28.Skills and Feats: Alchemy +35, Bluff +61, Concentration+63, Diplomacy +61, Ga<strong>the</strong>r Information +59, Intimidate+61, Knowledge (arcana) +31, Knowledge (dragonkind) +34,Knowledge (history) +31, Knowledge (<strong>the</strong> planes) +31,Knowledge (religion) +31, Listen +61, Scry +61, Search +61,Sense Motive +59, Spellcraft +61, Spot +61, Wilderness Lore+33; Alertness, Blind-Fight, Combat Casting, Expertise, Fly-By Attack, Hover, Improved Critical (bite), Improved Initiative,Power Attack, Quicken Spell-Like Ability (domination),Snatch, Wingover.Breath Weapons (Su): Each <strong>of</strong> Tiamat’s five heads producesa different breath weapon, as follows:White: A cone <strong>of</strong> cold 70 feet long; creatures within <strong>the</strong> conetake 12d6 points <strong>of</strong> cold damage.Black: A line <strong>of</strong> acid 5 feet high, 5 feet wide, and 140 feetlong; affected creatures take 24d4 points <strong>of</strong> acid damage.Green: A cone <strong>of</strong> corrosive gas 70 feet long; creatures within<strong>the</strong> cone take 24d6 points <strong>of</strong> acid damage.Blue: A line <strong>of</strong> lightning 5 feet high, 5 feet wide, and 140 feetlong; affected creatures take 24d8 points <strong>of</strong> electricity damage.Red: A cone <strong>of</strong> fire 70 feet long; creatures within <strong>the</strong> conetake 24d10 points <strong>of</strong> fire damage.Each <strong>of</strong> Tiamat’s breath weapons allows a Reflex savingthrow (DC 46) for half damage.Once one <strong>of</strong> Tiamat’s heads brea<strong>the</strong>s, that head must wait1d4 rounds before it can brea<strong>the</strong> again.Frightful Presence (Ex): Tiamat can unsettle foes with hermere presence. The power takes effect automatically wheneverTiamat attacks, charges, or flies overhead. Creatures within aradius <strong>of</strong> 450 feet are subject to <strong>the</strong> effect if <strong>the</strong>y have 48 orfewer Hit Dice.An affected creature can resist <strong>the</strong> effects by making a Willsave (DC 43). A successful saving throw makes a creatureimmune to Tiamat’s frightful presence for one day. Creatureswith 4 Hit Dice or fewer become panicked for 4d6 rounds if<strong>the</strong>y fail <strong>the</strong>ir saving throws. Creatures with 5 or more Hit Dicebecome shaken for 4d6 rounds if <strong>the</strong>y fail <strong>the</strong>ir saving throws.Evil dragons (and Bahamut, <strong>the</strong> Platinum Dragon) ignore <strong>the</strong>effects <strong>of</strong> Tiamat’s frightful presence.Multiple Heads (Ex): Tiamat can bite with all her heads,even if she moves or charges during a round. Instead <strong>of</strong>biting, each head can use a breath weapon or a spell-likeability as a standard action. Tiamat can cast one spell eachround, which counts as a standard action for one <strong>of</strong> herheads.If a blow from a slashing weapon deals at least 185 points <strong>of</strong>damage in a single blow, one <strong>of</strong> Tiamat’s heads is severed, justas a hydra’s head would be.Immunities (Ex): Tiamat is immune to acid, cold, electricity,fire poison, sleep, and paralysis effects. She ignores <strong>the</strong>effects <strong>of</strong> spells and spell-like abilities <strong>of</strong> 5th level or lower,just as if <strong>the</strong> spellcaster had failed to overcome Tiamat’sspell resistance.See Invisibility (Ex): Tiamat has <strong>the</strong> extraordinary ability tosee invisible creatures. This works like <strong>the</strong> see invisibility spellwith a range <strong>of</strong> 1,600 feet. This ability is always active.Keen Senses (Ex): Tiamat sees four times as well as a humanin low light conditions and twice as well in normal light. Shealso has darkvision to a range <strong>of</strong> 1,600 feet.Sound Imitation (Ex): Tiamat can mimic any voice or soundshe has heard at any time she likes. Listeners can detect <strong>the</strong>ruse with a Will save (DC 43).Spells: Tiamat is a 20th-level sorcerer and a 20th-level clericwith access to <strong>the</strong> Evil and Law domains. (Tiamat also gains<strong>the</strong> granted powers associated with those domains.) In hernatural form, Tiamat can cast her spells with but a word.Spell-like Abilities: Tiamat can use <strong>the</strong> following spell-likeabilities each three times per day as a 20th-level caster:command plants, control wea<strong>the</strong>r, darkness, domination, fogcloud, gust <strong>of</strong> wind, mirage arcana, plant growth, suggestion,summon swarm, veil, and ventriloquism. She can use <strong>the</strong> followingpowers once per day as a 20th-level sorcerer: eyebite anddiscern location. The save DC for <strong>the</strong>se spell-like abilities is 19 +spell level.Tiamat has <strong>the</strong> ability to corrupt water once per day. This abilitycauses up to 10 cubic feet <strong>of</strong> water to become stagnant,foul, inert, and unable to support animal life. The ability canspoil potions and any o<strong>the</strong>r liquid containing water; unattendeditems are automatically fouled. Items in a creature’spossession remain unaffected if <strong>the</strong> bearer makes a Will savingthrow (DC 43).Tiamat can charm reptiles three times per day. The poweroperates as a mass charm spell (Will save DC 27 negates), but<strong>the</strong> ability works only on reptilian animals. Tiamat can communicatewith any reptiles she has charmed as though using aspeak with animals spell.Poison (Ex): Creatures Tiamat stings with her tail take 3d6points <strong>of</strong> temporary Constitution damage unless <strong>the</strong>y make aFortitude save (DC 46). After 1 minute, poisoned creaturesmust make an additional Fortitude save (DC 46) or take anadditional 3d6 points <strong>of</strong> temporary Constitution damage.Water Breathing (Ex): This ability allows Tiamat to brea<strong>the</strong>underwater indefinitely. She can freely use her breath weapons,spells, and o<strong>the</strong>r abilities while submerged.Possessions: Amulet <strong>of</strong> <strong>the</strong> planes, bracers <strong>of</strong> armor +8, carpet<strong>of</strong> flying (6 ft. by 9 ft.), cloak <strong>of</strong> displacement, crystal ball withdetect thoughts, darkskull, iron bands <strong>of</strong> Bilarro, iron flask(empty), orb <strong>of</strong> storms, portable hole, ring <strong>of</strong> protection +5, ring<strong>of</strong> resistance +5, rod <strong>of</strong> rulership, and rod <strong>of</strong> splendor. Thebonuses <strong>the</strong>se items grant are not reflected in <strong>the</strong> numbersgiven above.118pqqqqrs
dribble <strong>of</strong> slimy water sluices into a long fall down to <strong>the</strong>fourth layer. Many a lost traveler and petitioner has accidentallybeen caught up in that long, lethal fall toPhlegethos.The City <strong>of</strong> Minauros: This metropolis <strong>of</strong> devilsgives its name to <strong>the</strong> plane.Minauros is also calledThe Sinking, because <strong>the</strong>stony weight <strong>of</strong> <strong>the</strong> city isforever slipping beneath<strong>the</strong> cesspool waters. Only<strong>the</strong> eternal effort <strong>of</strong> astream <strong>of</strong> petitioners andslaves keeps it from finallysuccumbing to <strong>the</strong> swamp,but still, <strong>the</strong> city sinks alittle far<strong>the</strong>r into <strong>the</strong> mudevery year.Ruins below <strong>the</strong> city aresaid to contain vast riches.It’s possible that <strong>the</strong> ruinsbelow represent a townpulled from <strong>the</strong> Outlandsmillennia ago.The City <strong>of</strong> JanglingHiter: The City <strong>of</strong> Chainshangs suspended above <strong>the</strong>bog <strong>of</strong> Minauros from thickmetal links. The city isruled by kytons. The lowestportions <strong>of</strong> <strong>the</strong> city justgraze <strong>the</strong> roiling swamp, but<strong>the</strong> strength <strong>of</strong> <strong>the</strong> chainskeeps <strong>the</strong> mire from drawingJangling Hiter down where so manyo<strong>the</strong>r cities have drowned. No one knowsto what structure <strong>the</strong> suspending chains are finallyconnected, though a good bet is that <strong>the</strong>y somehowpierce <strong>the</strong> layer boundary and connect to <strong>the</strong> underside<strong>of</strong> Dis above. The hail-laden clouds hide <strong>the</strong> truth<strong>of</strong> <strong>the</strong> matter.Though kytons generally consider each o<strong>the</strong>r equal,<strong>the</strong>y <strong>of</strong>ten defer to a particularly clever kyton namedQuimath. He resides in Panos Qytel, a ca<strong>the</strong>drallike,triple-towered structure in <strong>the</strong> heart <strong>of</strong> Jangling Hiter.PhlegethosThe fourth layer <strong>of</strong> <strong>the</strong> NineHells is a place <strong>of</strong> fire andpain much like <strong>the</strong> ElementalPlane <strong>of</strong> Fire. Rivers <strong>of</strong>liquid fire rule <strong>the</strong> land, and<strong>the</strong> air is consumed withdancing flames—in fact,<strong>the</strong> layer <strong>of</strong> Phlegethos has<strong>the</strong> fire-dominant trait.Creatures without fire resistanceor immunity aresoon immolated.Abriymoch: This city<strong>of</strong> hardened magma, obsidian,and crystal squatsin <strong>the</strong> caldera <strong>of</strong> an almostextinct volcano. Abriymoch’sfoundation is saidto be <strong>the</strong> grave <strong>of</strong> a deityslain by Asmodeus. Thecity <strong>of</strong>fers some protectionfrom <strong>the</strong> fiery environment<strong>of</strong> <strong>the</strong> rest <strong>of</strong> Phlegethos,but even so, certainquarters are open to <strong>the</strong>raging flame.A legion <strong>of</strong> more than fivethousand hamatula devilsresides here, a force kept inreserve should a demonic attackpierce this far into <strong>the</strong> NineHells. A pit fiend named Gazra commands<strong>the</strong> hamatula devils, but he directly answers to <strong>the</strong> Lords<strong>of</strong> <strong>the</strong> Fourth, Fierana and Belial. They also reside inAbriymoch in a palace <strong>of</strong> jagged obsidian built on one lip<strong>of</strong> <strong>the</strong> caldera.CHAPTER 7:THE OUTERPLANES Illus. by W. ReynoldspqqqqrsLORD OF THE THIRD: MAMMON THE VISCOUNT rebellion called <strong>the</strong> Reckoning. Few <strong>of</strong> <strong>the</strong> o<strong>the</strong>r Lords wouldMammon is an archdevil and so possesses almost deitylevelpower. In form, he resembles a 30-foot-long serpent involved in <strong>the</strong> next internal revolt.ever trust Mammon again, making him least likely to bewith a human torso, head, and arms. He wields a harpoonlikespear, though its magic is <strong>the</strong> least <strong>of</strong> Mammon’s LORDS OF THE FOURTH: LADY FIERNA ANDimpressive abilities. He rules from <strong>the</strong> center <strong>of</strong> <strong>the</strong> city <strong>of</strong> ARCHDUKE BELIALMinauros, inhabiting a mausoleumlike structure <strong>of</strong> similarly Belial and Fierna are archdevils who take <strong>the</strong> form <strong>of</strong> slightlymassive proportions.devilish-looking humanoids. Fierna fights with a blade <strong>of</strong> fireMammon is a turncoat’s turncoat. Though he once allied she summons at will, and Belial battles with a powerfulwith Dispater and Mephistopheles against Asmodeus, he was ranseur. Fierna is Belial’s daughter; he lets her wear <strong>the</strong> mantle<strong>the</strong> first to abase himself before <strong>the</strong> Lord <strong>of</strong> <strong>the</strong> Ninth when <strong>of</strong> leadership in public, but really <strong>the</strong> two rule <strong>the</strong> layer <strong>of</strong>Asmodeus finally proved victorious at <strong>the</strong> close <strong>of</strong> a failed Phlegethos toge<strong>the</strong>r.pqqqqrs119
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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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Illus. by A. Swekelhe Inner Planes
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- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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