CHAPTER 8:DEMIPLANES154to multiple planes, and such a demiplane connects to aspecific spot on each <strong>of</strong> <strong>the</strong> planes it’s coterminous to.These demiplanes normally become pathways betweeno<strong>the</strong>rwise unconnected planes, or <strong>the</strong>y serve as meetinggrounds for particular cosmologies. If you create acosmology where rival deities need a place to meet(such as Mount Olympus in Greek myth) or a “land <strong>of</strong><strong>the</strong> dead” that several deities share, those locations areprobably demiplanes.Second, characters cannot use plane shift or similarspells to travel to or from a demiplane, except at <strong>the</strong> specificlocations where <strong>the</strong> demiplane is close to its coterminousplane. These locations usually already have portalsor natural vortices. But some demiplanes don’t evenhave a single portal—such places are <strong>of</strong>ten used as prisonsfor powerful creatures.Demiplanes are not coexistent with <strong>the</strong> E<strong>the</strong>realPlane or o<strong>the</strong>r Transitive <strong>Planes</strong>, so spells that requireaccess to <strong>the</strong> Astral Plane, <strong>the</strong> E<strong>the</strong>real Plane, or <strong>the</strong>Plane <strong>of</strong> Shadow do not function (see Chapter 3 for alist <strong>of</strong> such spells). Some limited locations may stillhave a tenuous connection to <strong>the</strong> Astral Plane even ona prison demiplane. Spells that use <strong>the</strong> Astral Planework only within 100 feet <strong>of</strong> such weak spots, and even<strong>the</strong>n, such spells are considered impeded (as <strong>the</strong>impeded magic trait).Most links to demiplanes take <strong>the</strong> forms <strong>of</strong> establishedportals. However, o<strong>the</strong>r types <strong>of</strong> connections are possible,especially shifting borders. Some demiplanes coterminousto <strong>the</strong> Material Plane have fog on <strong>the</strong>ir borders,for example, and travelers passing through <strong>the</strong> mists onenight may find <strong>the</strong>mselves on a demiplane.RANDOM DEMIPLANEGENERATORThe tables on <strong>the</strong> following page may be used to create ademiplane and its inhabitants at a moment’s notice.These tables won’t produce startlingly radical demiplanes,but <strong>the</strong>y’re useful when time is short or you needideas to get started with a demiplane you’re creating.To use <strong>the</strong> tables, simply roll or choose on Tables 8–1through 8–10 in order, jotting down each aspect <strong>of</strong> <strong>the</strong>demiplane as you do so. Certain aspects <strong>of</strong> a demiplaneare discussed below.Elemental and Energy Traits (Table 8–6): Particulardominances are more likely if <strong>the</strong> demiplane is coterminousto an Inner Plane. For example, a demiplane connectedto <strong>the</strong> Elemental Plane <strong>of</strong> Fire is probably firedominant,not water-dominant.Alignment Traits (Table 8–7): Demiplanes that arenot neutral-aligned tend to drift, eventually becomingcoterminous to larger planes <strong>of</strong> similar alignment.Magic Traits (Table 8–8): The most dangerous demiplanesare those with <strong>the</strong> dead magic trait—<strong>the</strong> only way<strong>of</strong>f is through an established portal.Inhabitants: The inhabitants <strong>of</strong> a demiplane wi<strong>the</strong>lemental traits would most likely be element templatecreatures, half-elementals, or elementals and outsiders.Inhabitants <strong>of</strong> a demiplane with an elemental or energytrait are probably immune to damage from that trait.Inhabitants <strong>of</strong> demiplanes with an alignment trait areprobably outsiders <strong>of</strong> <strong>the</strong> appropriate alignment or monsterswith an appropriate template (anarchic, axiomatic,celestial or fiendish) applied. Demiplanes with two onealignment traits have template creatures <strong>of</strong> both types.Table 8–9 provides random templates to apply to creatureson demiplanes without strong elemental, energy, oralignment traits.Access: Most demiplanes have only one accessportal, or <strong>the</strong>y have a weak spot where spells such asastral projection function.NETH, THE PLANETHAT LIVESIt calls itself Neth.It is a realm <strong>of</strong> sentient matter.It lives.On a normal plane, <strong>the</strong> fabric <strong>of</strong> reality is woven withinert matter, scattered here and <strong>the</strong>re with bits <strong>of</strong> life. ButNeth, <strong>the</strong> Plane That Lives, is one living, thinking entity.The living demiplane has been <strong>the</strong> bane <strong>of</strong> many anunfortunate traveler that chanced upon it, ei<strong>the</strong>r by accidentor by Neth’s calculated design. A being <strong>of</strong> immensecuriosity, Neth learns about o<strong>the</strong>r planes by simplyabsorbing <strong>the</strong> flesh <strong>of</strong> visitors and incorporating <strong>the</strong>irmemories directly into itself.No one knows how a demiplane gains sentience, least<strong>of</strong> all <strong>the</strong> demiplane itself. The reason for its existenceremains Neth’s single most important goal and fuels itsinquisitiveness. In many ways, <strong>the</strong> Plane That Lives is farless powerful than a true deity. But like all living creatures,Neth continues to grow.NETH TRAITSThe Plane That Lives has <strong>the</strong> following traits.• Subjective Directional Gravity: The strength <strong>of</strong> gravityis <strong>the</strong> same as <strong>the</strong> material world, but Neth chooses<strong>the</strong> direction <strong>of</strong> gravity’s pull. Neth can change <strong>the</strong>direction <strong>of</strong> gravity at will as a free action.• Normal Time.• Finite Size: Neth is a continent-sized living membranefolded upon itself like a piece <strong>of</strong> parchmentcrumpled into a ball about 25 miles in radius. Thespaces between <strong>the</strong> membrane’s folds range in sizefrom a slim space no larger than a handspan to cavernslarger than a city. These spaces are filled with airsaturatedfluid that nourishes <strong>the</strong> demiplane’s lifefunctions. If spread flat, Neth would be approximately500 miles in diameter and have an averagethickness <strong>of</strong> 30 feet.• Sentient: Neth can flex and fold its interior membraneaccording to its own desires, creating or destroyingfluid-filled spaces as it wills.
Table 8–1: Sized% Size01–10 Very small (3d10×300 sq. ft.)11–30 Small (3d10×3,000 sq. ft.)31–60 Medium (1d10×10 sq. mi.)61–90 Large (1d10×20 sq. mi.)91–100 Very large (1d10×100 sq. mi.)Table 8–2: Shaped% Shape and Edges01–50 Self-contained (edges wrap)51–90 Hard edges (impenetrablebarriers at edges)91–100 S<strong>of</strong>t edges (fogs or o<strong>the</strong>rimpediments at <strong>the</strong> edges,but nothing—or maybe aplanar border—beyond <strong>the</strong>edges)Table 8–3: Gravity Traitd% Trait01–50 Normal gravity51–60 Light gravity61–70 Heavy gravity71–80 No gravity81–90 Subjective directional gravity91–100 Objective directional gravityTable 8–4: Time Traitd% Trait01–60 Normal time61–70 Flowing faster: 1 day on <strong>the</strong>demiplane = 1 hour on <strong>the</strong>Material Plane71–80 Flowing slower: 1 day on <strong>the</strong>demiplane = 1 week on <strong>the</strong>Material Plane81–100 TimelessTable 8–5: Morphic Traitd% Trait01–50 Alterable51–70 Highly morphic71–90 Static91–95 Magically morphic96–100 Sentient• No Elemental or Energy Traits.• Mildly Neutral-Aligned: No alignments are penalizedon Neth, which is itself neutral.• Normal Magic.NETH LINKSNeth has only limited access to <strong>the</strong> rest <strong>of</strong> <strong>the</strong> universe,via a single color pool on <strong>the</strong> Astral Plane.Travelers who approach <strong>the</strong> portal to Neth see a metallic,peach-colored pool; except for <strong>the</strong> color, it’s like everyo<strong>the</strong>r color pool. Characters who succeed at a Spot check(DC 35) notice a massive eye flash into focus on <strong>the</strong> surface<strong>of</strong> <strong>the</strong> pool. The eye quickly fades, and those whohave observed this phenomenon are sometimes unsurewhe<strong>the</strong>r <strong>the</strong>y witnessed anything at all.Table 8–6: Energy and ElementalTraitsd% Trait01–60 No elemental or energy trait61–65 Air-dominant66–70 Earth-dominant71–75 Fire-dominant76–80 Water-dominant81–88 Minor negative-dominant89–90 Major negative-dominant91–98 Minor positive-dominant99–100 Major positive-dominantTable 8–7: Alignment Traitsd% Alignment Trait01–50 Mildly neutral-aligned51–60 Strongly neutral-aligned61–65 Mildly evil-aligned66–70 Mildly good-aligned71–73 Strongly evil-aligned74–76 Strongly good-aligned77–81 Mildly chaos-aligned82–86 Mildly law-aligned87–89 Strongly chaos-aligned90–92 Strongly law-aligned93 Mildly evil-aligned, mildlychaos-aligned94 Mildly good-aligned, mildlychaos-aligned95 Mildly evil-aligned, mildlylaw-aligned96 Mildly good-aligned, mildlylaw-aligned97 Strongly evil-aligned, stronglychaos-aligned98 Strongly good-aligned,strongly chaos-aligned99 Strongly evil-aligned, stronglylaw-aligned100 Strongly good-aligned,strongly law-alignedTable 8–8: Magic Traitd% Trait01–40 Normal magic41–50 Impeded magic: 1d4 differentspell levels, schools,subschools, or descriptors <strong>of</strong><strong>the</strong> DM’s choice51–60 Enhanced magic: 1d4 differentspell levels, schools,subschools, or descriptors <strong>of</strong><strong>the</strong> DM’s choice. Enhancedspells are maximized (01–25),enlarged (26–50), empowered(51–75), or extended(76–100). Each level, school,subschool, or descriptor canhave a different form <strong>of</strong>enhancement, or one typemay apply to all.61–70 Limited magic: 1d4 differentlevels, schools, subschools,or descriptors <strong>of</strong> <strong>the</strong> DM’schoice71–100 Dead magicTable 8–9: Inhabitantsd% Template for Inhabitants01–20 Celestial21–40 Fiendish41–60 Axiomatic61–80 Anarchic81–90 Elemental91–92 Half-celestial93–94 Half-fiend95–96 Half-elemental97–100 Demiplane is desertedTable 8–10: Accessd% Access01–50 Standard portal51–75 Keyed portal, which onlyopens at a particular time(01–25), with a specific item(26–50), with a specialcommand word (51–90), orfor a particular class (91–95)or creature type (96–100)76–90 One portal connects to <strong>the</strong>demiplane, and a secondportal connects away from it91–100 As above, but both portals areseparately keyedNETH INHABITANTSOnly <strong>the</strong> plane itself is native to <strong>the</strong> plane. ManyMedium-size creatures called Neth’s Children movethrough <strong>the</strong> folds <strong>of</strong> its being, but in fact, <strong>the</strong>se aremerely subunits <strong>of</strong> <strong>the</strong> Plane That Lives. Neth sometimesbuds “children” for specific short-term purposes beforereabsorbing <strong>the</strong>m.Neth’s Children form free-moving “avatars” <strong>of</strong> <strong>the</strong>plane. Unless created for an unusual task, Neth’s Childrenare identical with flesh golems, though <strong>the</strong>y looklike a mass <strong>of</strong> vaguely humanoid flesh, never go berserk,and have a swim speed <strong>of</strong> 30 feet. Each <strong>of</strong> Neth’s Childrenpossesses a rough template <strong>of</strong> Neth’s personalityand attempts to accomplish any duty ingrained in it at<strong>the</strong> time <strong>of</strong> its creation. Neth’s Children are not trulyCHAPTER 8:DEMIPLANES155
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4:
INTRODUCTIONIntroductionThis book i
- Page 7 and 8:
of the universe (earth, air, fire,
- Page 9 and 10:
within a plane where the rules are
- Page 11 and 12:
Shapes of the PlanesinfiniteGreat W
- Page 13 and 14:
save (DC 25) or gain a negative lev
- Page 15 and 16:
Illus. by A. Swekelven if a plane i
- Page 17 and 18:
Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20:
Creatures that use positive or nega
- Page 21 and 22:
GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24:
Illus. by A. Swekelhe planes are la
- Page 25 and 26:
Spot (Wis), and Use Magic Device (C
- Page 27 and 28:
Direction (Wis), Jump (Str), Knowle
- Page 29 and 30:
damage bonus does not apply to crea
- Page 31 and 32:
to a limited extent. On planes with
- Page 33 and 34:
Greater planar bindingHoly wordLess
- Page 35 and 36:
elemental form to put out nonmagica
- Page 37 and 38:
Audible Alarm: An audible portal al
- Page 39 and 40:
On planes you create yourself, safe
- Page 41 and 42:
Illus. by A. Swekelhe Material Plan
- Page 43 and 44:
Oerth’s cosmology is laid out in
- Page 45 and 46:
Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48:
spells and spell-like effects that
- Page 49 and 50:
often used by astral travelers who
- Page 51 and 52:
There is no day or night on the Ast
- Page 53 and 54:
Table 5-3: Astral Encountersd% Enco
- Page 55 and 56:
try to lure adventurers away from e
- Page 57 and 58:
even if prisoners escape, they’re
- Page 59 and 60:
Any creature becoming ethereal (inc
- Page 61 and 62:
The Plane of Shadow does not connec
- Page 63 and 64:
describes some typical abilities an
- Page 65 and 66:
Illus. by A. Swekelhe Inner Planes
- Page 67 and 68:
positiveElementalPlane ofWaterThree
- Page 69 and 70:
A maximum of 20d6 points of damage
- Page 71 and 72:
of material and have his life crush
- Page 73 and 74:
Table 6-2: Elemental Plane of Earth
- Page 75 and 76:
MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78:
ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80:
Red TidesA dangerous contagion has
- Page 81 and 82:
• Impeded Magic: Spells and spell
- Page 83 and 84:
Class abilities that use positive e
- Page 85 and 86:
Illus. by A. Swekelf the Inner Plan
- Page 87 and 88:
CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90:
everything within a ten-mile radius
- Page 91 and 92:
Only those who suffer mortal wounds
- Page 93 and 94:
Plane drift through the miasma: bit
- Page 95 and 96:
FamiliarityVery familiarStudied car
- Page 97 and 98:
Every word, scream, or shout is cau
- Page 99 and 100:
oulders, and worked stone, as if a
- Page 101 and 102:
directional gravity. Unless stated
- Page 103 and 104: sun no brighter than the Material P
- Page 105 and 106: and Colothys confines liars whose u
- Page 107 and 108: OthrysCathrysMinethysColothysPorpha
- Page 109 and 110: Normal petitioners in Hades gain on
- Page 111 and 112: PlutonThe third gloom of Hades is a
- Page 113 and 114: Gehenna CombatCombat on Gehenna is
- Page 115 and 116: NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118: added to the Bronze Citadel. Work g
- Page 119 and 120: dribble of slimy water sluices into
- Page 121 and 122: StygiaThe fifth layer of the Nine H
- Page 123 and 124: they first enter the downdraft or b
- Page 125 and 126: are big enough for whole cities and
- Page 127 and 128: the truth, the ice sheet has object
- Page 129 and 130: Scion Queen Mother at all times, an
- Page 131 and 132: they have three possible courses of
- Page 133 and 134: always find themselves in the surf
- Page 135 and 136: amid treasure gathered over eons—
- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140: on the Material Plane, sounds more
- Page 141 and 142: BelierinBelierin is a land of misty
- Page 143 and 144: without touching the ground. The Be
- Page 145 and 146: ARBOREA LINKSArborea borders the Be
- Page 148 and 149: CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151: OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153: CHAPTER 7:THE OUTERPLANES152Table 7
- Page 157 and 158: of naivete. Neth doesn’t know how
- Page 159 and 160: Illus. by A. Swekelhe planes suppor
- Page 161 and 162: BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164: precious and lovely, firres take up
- Page 165 and 166: Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168: Spinagon (Baatezu)Narzugon (Baatezu
- Page 169 and 170: Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171 and 172: dull black orbs that reflect noligh
- Page 173 and 174: DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176: is drawn in melee, the blade transf
- Page 177 and 178: When an inevitable is created, it r
- Page 179 and 180: matter at hand. They use alter self
- Page 181 and 182: Ice Paraelemental, Small Ice Parael
- Page 183 and 184: Magma Paraelemental, Huge Magma Par
- Page 185 and 186: succeed at a Fortitude save or inha
- Page 187 and 188: CanolothMezzolothMedium-Size Outsid
- Page 189 and 190: strange and often distasteful rites
- Page 191 and 192: Climate/Terrain: Any land and under
- Page 193 and 194: Elemental: Immune to poison, sleep,
- Page 195 and 196: Skills: Water element tigers receiv
- Page 197 and 198: Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 199 and 200: Alignment: Always chaotic (any).Adv
- Page 201 and 202: Appendix: VariantPlanes & Cosmologi
- Page 203 and 204: Region of DreamsDreamscapesDreamsca
- Page 205 and 206:
A mirror-self is created somewhere
- Page 207 and 208:
ever-shifting ice floating on a fro
- Page 209 and 210:
Time onTime ond% Material Plane Tem
- Page 211 and 212:
FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214:
are needed to swim through it. Movi
- Page 215 and 216:
Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218:
sends that character’s double fro
- Page 219 and 220:
WINDING ROAD LINKSPlanar travelers
- Page 221 and 222:
Planar Rips: Planar rips are holes
- Page 223:
Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227:
Table 1: Modron CastesCaste No. of
- Page 228 and 229:
4pursuit of order is particularly b
- Page 230 and 231:
THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233:
drones have limited conversational
- Page 234 and 235:
10tually any environment, withstand
- Page 236 and 237:
12Modron Traits: Immune to mind-inf
- Page 238 and 239:
Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241:
16Spell-Like Abilities: At will—c
- Page 242 and 243:
Wholeness of Body (Su): A secundus
- Page 244 and 245:
2of the common room into other part
- Page 246 and 247:
credence to this theory by occasion
- Page 248 and 249:
PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251:
Table of ContentsThe Nature of the
- Page 252 and 253:
Pandemonium: Electricity and sonic
- Page 254 and 255:
Manual of the Planes MonstersFeats