CHAPTER 7:THE OUTERPLANES132Costly lamps, hot and cold forges, and city-wide feastinghalls all provide light and merriment for <strong>the</strong> undergroundvisitor. Strangers are welcome here, especially those whocome to order special weapons from <strong>the</strong> legendary smithswho labor in <strong>the</strong> hottest portions <strong>of</strong> <strong>the</strong> forge.The dwarves who live within Mount Clangeddin,both mortal and petitioner, spend half <strong>of</strong> each daydrilling, training, and perfecting <strong>the</strong>ir military skills tohonor <strong>the</strong>ir lord Clangeddin. Visitors seeking to raisean army sometimes come to Mount Clangeddin, tempting<strong>the</strong> deity with stories <strong>of</strong> righteous warfare. Sometimes,Clangeddin is moved by such appeals and assignsaxes to <strong>the</strong> cause.Basilica <strong>of</strong> Saint Cuthbert: High walls manned byspecially chosen paladins surround this mighty edifice <strong>of</strong>St. Cuthbert. Within <strong>the</strong> walls stands <strong>the</strong> basilica itself,whose highest dome reaches a mile into <strong>the</strong> sky.At <strong>the</strong> very center <strong>of</strong> <strong>the</strong> basilica is Cuthbert’s seat,called <strong>the</strong> Seat <strong>of</strong> Truth, though he rarely takes it. Acurved open canopy supported by four serpentine pillarsshelters <strong>the</strong> seat. St. Cuthbert brought <strong>the</strong> pillars home astrophies after a brief crusade into <strong>the</strong> Nine Hells.As <strong>the</strong> deity <strong>of</strong> common sense, wisdom, and similarsentiments, St. Cuthbert is noted for his rulings on matters<strong>of</strong> state, philosophy, and everything else. However,he is also called St. Cuthbert <strong>of</strong> <strong>the</strong> Cudgel, and wherever<strong>the</strong> deity goes, so goes his bronzewood weapon. If wordsdo not suffice, St. Cuthbert’s cudgel does.Einheriar and privileged clerics, paladins, and o<strong>the</strong>rs <strong>of</strong>deep faith stay in <strong>the</strong> basilica with St. Cuthbert, thoughhe sends many out on missions in his name. Modestaccommodations are set aside for occasional supplicantswishing to hear <strong>the</strong> wisdom <strong>of</strong> St. Cuthbert.BuxenusThe second layer <strong>of</strong> Arcadia looks much like <strong>the</strong> first,with its pleasant valleys swa<strong>the</strong>d in perfectly even grass,naturally growing orchards, and circular lakes. However,it has also become a mustering ground where forces <strong>of</strong>Arcadia slowly ga<strong>the</strong>r <strong>the</strong>ir strength for a presumed ideologicalthrust into Mechanus in an attempt to recover <strong>the</strong>lost layer <strong>of</strong> Menausus. How this “reliberation” will actuallyoccur is anyone’s guess.Here and <strong>the</strong>re on this layer are <strong>the</strong> training grounds <strong>of</strong>a particularly militant sect <strong>of</strong> mortals from <strong>the</strong> MaterialPlane called <strong>the</strong> Harmonium. Though <strong>the</strong>y seek to dogood, <strong>the</strong> “retraining camps” do more harm than anythingelse—or so say many authorities.In <strong>the</strong>se camps, <strong>the</strong> Harmonium indoctrinates “borrowed”mortals <strong>of</strong> a chaotic alignment in <strong>the</strong> dictates <strong>of</strong>law and harmony in an attempt to change <strong>the</strong>ir spiritualidentity to one more harmonious than before.Unfortunately, <strong>the</strong> success rate is low. In <strong>the</strong> greaterscheme <strong>of</strong> things, <strong>the</strong>se camps may actually be shifting<strong>the</strong> layer <strong>of</strong> Buxenus more toward law than good. Ifsuch a shift continues, Arcadia could eventually lose itssecond layer to Mechanus, along with <strong>the</strong> third layeralready gone.MenaususThe third layer <strong>of</strong> Arcadia actually no longer exists (andhas not, for millennia). Its planar essence has joined withMechanus. This cataclysm is attributed to overcolonizationby formians, and <strong>the</strong>ir overriding, unmerciful lawfulmindset. No one can now guess which particular portion<strong>of</strong> Mechanus is actually Menausus, but a good bet is thata large portion <strong>of</strong> <strong>the</strong> formian hive-cogs were once hivecitiesin Menausus.Arcadia EncountersUse Table 7–8: Heavenly Encounters for random encounterson Arcadia.SEVEN MOUNTINGHEAVENS OF CELESTIAIt is <strong>the</strong> land <strong>of</strong> splendor.It is where ultimate goodness is idealized.It is law and good, understanding and mercy.The single sacred mountain <strong>of</strong> Celestia rises from an infinitesea <strong>of</strong> holy water to incomprehensible heights. Here,justice, kindness, order, celestial grace, and mercy are <strong>the</strong>rules. Here, watchful eyes hold <strong>the</strong> ramparts against evil inall its many forms. Here, all things are beautiful.The Seven Mounting Heavens are <strong>the</strong> planar home formortal souls <strong>of</strong> kindness and empathy for <strong>the</strong>ir fellow creatures.But it is a paradise that fiends <strong>of</strong> <strong>the</strong> lower planes wouldconquer if <strong>the</strong>y could. Mount Celestia is a promise <strong>of</strong> bettermentand ultimate union with <strong>the</strong> powers <strong>of</strong> good and lawfor those worthy. So supplicants <strong>of</strong> every stripe ascend <strong>the</strong>layers, one after <strong>the</strong> o<strong>the</strong>r, to <strong>the</strong> ultimate height <strong>of</strong> <strong>the</strong> HeavenlyCity, and from <strong>the</strong>nce into <strong>the</strong> Illuminated Heaven.Bahamut, lord <strong>of</strong> kindly dragons, resides on Celestia, aswell as Heironeous, <strong>the</strong> god <strong>of</strong> valor; Moradin, <strong>the</strong> lord <strong>of</strong>dwarves; and Yondalla, <strong>the</strong> goddess <strong>of</strong> halflings.CELESTIA TRAITSCelestia has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Infinite Size: Each layer <strong>of</strong> Celestia is infinite, thougheach layer is but one portion <strong>of</strong> <strong>the</strong> greater mountain,each higher than <strong>the</strong> last.• Divinely Morphic: Celestia is morphic for entities <strong>of</strong>at least lesser deity power. It is alterable in <strong>the</strong> normalmanner for more ordinary creatures.• No Elemental or Energy Traits.• Mildly Good-Aligned and Mildly Law-Aligned:Evil or chaotic characters on Celestia suffer a –2penalty on Charisma-based checks. Chaotic evil characterssuffer a –4 penalty on Charisma-based checks.• Normal Magic.CELESTIA LINKSThe only way to reach Celestia is by entering its first andlowest layer, Lunia, also called <strong>the</strong> Silver Sea. Visitors
always find <strong>the</strong>mselves in <strong>the</strong> surf <strong>of</strong> an ocean surroundingMount Celestia. Very few portals from o<strong>the</strong>rplanes lead anywhere on Celestia o<strong>the</strong>r than to <strong>the</strong>Silver Sea.A sequence <strong>of</strong> portals connects Celestia’s seven layers.Each portal to a higher layer sits at <strong>the</strong> highest physicalpoint <strong>of</strong> <strong>the</strong> next lower layer. Moving through <strong>the</strong> layersis one and <strong>the</strong> same as ascending Mount Celestia.But what makes ascending Mount Celestia morethan just a matter <strong>of</strong> climbing is that each layer hasmany paths leading to <strong>the</strong> next layer. Only those whohave found some truth regarding law and goodness canfind <strong>the</strong> path. Thus, attaining <strong>the</strong> pinnacle involves aseries <strong>of</strong> trials during which <strong>the</strong> supplicant is slowlywashed <strong>of</strong> ideals that do not conform to <strong>the</strong> plane.However, <strong>the</strong>re are rumored to be nonspiritual shortcutsfor <strong>the</strong> traveler who knows where to look or whomto talk to.CELESTIA INHABITANTSCelestia is home to many creatures <strong>of</strong> good, such as aasimars,devas, planetars, and solars. In addition, severalgroups <strong>of</strong> good-aligned natives <strong>of</strong> <strong>the</strong> Material Plane haveset up residence on <strong>the</strong> lowest slope, along <strong>the</strong> beach <strong>of</strong><strong>the</strong> Silver Sea.Celestia’s primary residents, <strong>the</strong> archons, are to Celestiawhat <strong>the</strong> devils are to <strong>the</strong> Nine Hells: natives <strong>of</strong> <strong>the</strong> planeand purveyors <strong>of</strong> its ideals. Archons come in many types;most common are lantern archons, hound archons, andtrumpet archons (see <strong>the</strong> Monster <strong>Manual</strong>).CHAPTER 7:THE OUTERPLANESpqqqqrsBAHAMUT, THE PLATINUM DRAGONDBahamut: CR 25; Colossal dragon; HD 53d12+742; hp 1,086;Init +4; Spd 60 ft., fly 300 ft. (poor), swim 60 ft.; AC 54 (touch2, flat-footed 54); Atk +66/+61/+61/+61 melee (4d8+21/19–20,bite; 4d6+10, 2 claws; 2d8+10, 2 wings; 4d6+10, tail slap);Face/Reach 1 ft. by 50 ft./20 ft.; SA Breath weapons, frightfulpresence, spells, spell-like abilities; SQ Scent, damage reduction25/+4, immunities, see invisibility, keen senses, water breathing;SR 30; AL LG; SV Fort +43, Ref +29, Will +42; Str 53, Dex 10,Con 39, Int 35, Wis 36, Cha 35.Skills and Feats: Alchemy +40, Animal Empathy +40, Bluff +65,Concentration +72, Diplomacy +65, Disguise +34, Escape Artist+56, Ga<strong>the</strong>r Information +65, Heal +41, Intimidate +65, IntuitDirection +41, Knowledge (arcana) +34, Knowledge (dragonkind)+37, Knowledge (history) +34, Knowledge (nature) +34,Knowledge (<strong>the</strong> planes) +34, Knowledge (religion) +34, Listen+71, Scry +68, Search +65, Sense Motive +69, Spellcraft +68,Spot +71, Wilderness Lore +41; Alertness, Blind-Fight, CombatCasting, Expertise, Fly-By Attack, Hover, Improved Critical (bite),Improved Disarm, Improved Initiative, Power Attack, QuickenSpell-Like Ability (sunburst), Snatch, Wingover.Breath Weapons (Su): Bahamut has three different breathweapons:Cold: A cone <strong>of</strong> cold 80 feet long deals 36d10 points <strong>of</strong>damage. A Reflex save (DC 50) reduces <strong>the</strong> damage by half.Gaseous Form: A swirling mist fills a cone 80 feet long.Creatures within <strong>the</strong> cone are stunned and turned intogaseous form for 32 rounds. A Fortitude save (DC 50) negates<strong>the</strong> effect.Disintegration: A beam <strong>of</strong> blue light fills an area 5 feet high, 5feet wide, and 160 feet long. Creatures are obliterated if <strong>the</strong>y faila Fortitude save (DC 50). The beam blows a 5-foot-by-5-foot-by-160-foot hole in objects if <strong>the</strong>y fail <strong>the</strong>ir saving throws and deals18d10 points <strong>of</strong> damage if <strong>the</strong>y make <strong>the</strong>ir saving throws.Once Bahamut uses a breath weapon, he must wait 1d4rounds before he can brea<strong>the</strong> again, no matter which breathweapon he has used.Frightful Presence (Ex): Bahamut can unsettle foes with hismere presence. The power takes effect automatically wheneverBahamut attacks, charges, or flies overhead. Creatures within apqqqqrsradius <strong>of</strong> 480 feet are subject to <strong>the</strong> effect if <strong>the</strong>y have 52 orfewer Hit Dice.An affected creature can resist <strong>the</strong> effects by making a Willsave (DC 48). A successful saving throw makes a creatureimmune to Bahamut’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.Good dragons (and Tiamat, <strong>the</strong> Chromatic Dragon) ignore <strong>the</strong>effects <strong>of</strong> Bahamut’s frightful presence.Spells: Bahamut is a 20th-level sorcerer and a 20th-levelcleric with access to <strong>the</strong> Good and Air domains. (Bahamut alsogains <strong>the</strong> granted powers associated with those domains.) Inhis natural form, Bahamut can cast his spells with but a word.Spell-like Abilities: Bahamut can use <strong>the</strong> following spell-likeabilities each three times a day as a 20th-level caster: controlwater, control wea<strong>the</strong>r, control winds, create food and water,detect thoughts, fea<strong>the</strong>r fall, fog cloud, foresight, quest, speak withanimals, and sunburst. He can use also use shapechange at willas a 20th-level sorcerer. The save DC for <strong>the</strong>se spell-like abilitiesis 14 + spell level.Immunities (Ex): Bahamut is immune to acid, cold, electricity,fire poison, sleep, and paralysis effects. Bahamut ignores <strong>the</strong>effects <strong>of</strong> spells and spell-like abilities <strong>of</strong> 5th level or less, just as if<strong>the</strong> spellcaster had failed to overcome Bahamut’s spell resistance.See Invisibility (Ex): Bahamut 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 power is always active.Keen Senses (Ex): Bahamut sees four times as well as ahuman in low light conditions and twice as well in normal light.He also has darkvision to a range <strong>of</strong> 1,600 feet.Water Breathing (Ex): This ability allows Bahamut to brea<strong>the</strong>underwater indefinitely. He can freely use his breath weapons,spells, and o<strong>the</strong>r abilities while submerged.Possessions: Amulet <strong>of</strong> pro<strong>of</strong> against detection and location,bracers <strong>of</strong> armor +8, cloak <strong>of</strong> displacement, cubic gate, cube <strong>of</strong>force, gem <strong>of</strong> brightness, glove <strong>of</strong> storing, portable hole, ring <strong>of</strong>protection +5, ring <strong>of</strong> resistance +5, rod <strong>of</strong> alertness, rod <strong>of</strong> cancellation,and staff <strong>of</strong> power. The bonuses <strong>the</strong>se items grant are notreflected in <strong>the</strong> numbers given above.133
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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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positiveElementalPlane ofWaterThree
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A maximum of 20d6 points of damage
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of material and have his life crush
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Table 6-2: Elemental Plane of Earth
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MOVEMENT AND COMBATThe Elemental Pl
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ELEMENTAL PLANEOF WATERIt is an oce
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Red TidesA dangerous contagion has
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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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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