10tually any environment, withstanding temperatureextremes from 210°F to –100°F without discomfort.Pentadrones receive orders from <strong>the</strong> lowest <strong>of</strong> <strong>the</strong> hierarchmodrons (decatons) and see that <strong>the</strong>se instructionsare implemented by <strong>the</strong> quadrones, policing <strong>the</strong>m asnecessary. As five-function beings, pentadrones cancommunicate, operate, monitor, plan, and manage.They can also react easily to unplanned situations.The highest <strong>of</strong> base modrons, pentadrones serve as <strong>the</strong>police force for <strong>the</strong> base population and as intermediariesbetween <strong>the</strong> base modrons and <strong>the</strong> godlike (in<strong>the</strong>ir view) decaton hierarchs. In <strong>the</strong> modron army, adozen pentadrones are assigned to each regimentalheadquarters as an elite unit, while o<strong>the</strong>rs actually command<strong>the</strong> regiment.CombatIn addition to its powerful arm attacks, a pentadronecan brea<strong>the</strong> paralysis gas to immobilize opponents.Alternatively, it can aim <strong>the</strong> gas stream downward tolevitate itself. It can use this gas stream five times perday, but no more <strong>of</strong>ten than once per hour. In combat,<strong>the</strong> pentadrone usually attacks with its breath weaponfirst and <strong>the</strong>n uses its slam attacks against any availableopponent.All-Around Vision (Ex): With an eye set into each <strong>of</strong>its five appendages, a pentadrone can see in all directionsat once. Because <strong>of</strong> this, it gains a +4 racial bonuson Spot and Search checks and cannot be flanked.Breath Weapon (Ex): 30 feet, cone <strong>of</strong> gas, Fortitudesave (DC 14) or paralyzed 2d4 rounds, usable 1/hr, up to5/day.Levitation (Ex): The pentadrone can aim its breathweapon downward to levitate up to 20 feet per round,up or down, as a move-equivalent action. It can maintainthis levitation for up to 1 hour. Each use <strong>of</strong> itsbreath weapon in this way counts against its breathweapon limit for <strong>the</strong> day.Modron Traits: Immune to mind-influencing effects;not subject to subdual damage, ability damage, abilitydrain, or energy drain; not subject to critical hits.Outsider Traits: Darkvision 60 ft.; cannot be raised orresurrected.Resistances (Ex): Acid, cold, and fire resistance 20.DECATON (Hierarch Modron)Medium-Size OutsiderHit Dice: 10d8+20 (65 hp)Initiative: +6Speed: 30 ft., fly 10 ft. (poor)AC: 25 (+2 Dex, +13 natural)Attacks: 10 tentacles +10 meleeDamage: Tentacle 1d6Face/Reach: 5 ft. by 5ft./5 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: All-around vision, damage reduction20/+2, modron traits, outsider traits, resistances,SR 13, telepathySaves: Fort +9, Ref +9, Will +9Abilities: Str 11, Dex 15, Con 15, Int 14, Wis 14, Cha14Skills: Concentration +15, Diplomacy +13, Ga<strong>the</strong>rInformation +9, Heal +15, Intuit Direction +10, Knowledge(local) +11, Listen +15, Search +10, Sense Motive+9, Spellcraft +13, Spot +15Feats: Alertness, Improved Initiative, Spell PenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 8Treasure: NoneAlignment: Always lawful neutralAdvancement: 11–30 HD (Medium-size)A decaton appears as a tentacled sphere atop a pair <strong>of</strong>stumpy legs. Its ten tentacles are spaced evenly aroundits horizontal circumference. Above <strong>the</strong>se are four eyes,also evenly spaced, and a single mouth, which is locatedat <strong>the</strong> very top <strong>of</strong> its body.Decatons speak <strong>the</strong>ir own language, Celestial,Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong> planes. Theyreceive orders from nonatons and pass <strong>the</strong>m along topentadrones.The decatons are <strong>the</strong> lowest order <strong>of</strong> <strong>of</strong>ficials found inmodron society. They oversee <strong>the</strong> base modrons’ physicalwelfare and serve as <strong>the</strong> voice <strong>of</strong> <strong>the</strong> greater powersto <strong>the</strong> working class. One decaton is assigned to each <strong>of</strong><strong>the</strong> realm’s sixty-four sectors and reports directly to <strong>the</strong>sector nonaton. Each sector decaton has a personal staffconsisting <strong>of</strong> 5 pentadrones, 16 quadrones, 81 tridrones,256 duodrones, and 1,728 monodrones, all reporting to<strong>the</strong>ir respective superiors in this chain <strong>of</strong> command.Each <strong>of</strong> <strong>the</strong> remaining thirty-six decatons serves on <strong>the</strong>staff <strong>of</strong> one <strong>of</strong> <strong>the</strong> modron armies.A decaton can fly by generating a gas that renders itlighter than air. Generally, it rises into <strong>the</strong> air only whilecommanding a modron army in <strong>the</strong> field, to get anoverview <strong>of</strong> <strong>the</strong> situation.
CombatA decaton attacks with its spell-like abilities and tentaclesin combat.Spell-Like Abilities: At will—clairaudience/clairvoyance,command, dimension door, heal, healing circle, removedisease, remove paralysis, teleport without error (self plus 50pounds <strong>of</strong> objects only), and wall <strong>of</strong> force. These abilitiesare as <strong>the</strong> spells cast by a 10th-level sorcerer (save DC 12+ spell level).Spells: A decaton casts divine spells as a 10th-levelcleric (save DC 12 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.All-Around Vision (Ex): With its four equally spacedeyes, a decaton can see in all directions at once. Because<strong>of</strong> this, it gains a +4 racial bonus on Spot and Searchchecks and cannot be flanked.Modron Traits: Immune to mind-influencing effects;not subject to subdual damage, ability damage, abilitydrain, or energy drain; not subject to critical hits.Outsider Traits: Darkvision 60 ft.; cannot be raised orresurrected.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): A decaton can communicate telepathicallywith any creature within 44 miles that has a language.NONATON (Hierarch Modron)Large OutsiderHit Dice: 11d8+33 (82 hp)Initiative: +7Speed: 50 ft.AC: 25 (–1 size, +3 Dex, +13 natural)Attacks: 9 tentacles +11 meleeDamage: Tentacle 1d6+1Face/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Psionics, spell-like abilities, spellsSpecial Qualities: All-around vision, damage reduction20/+2, modron qualities, resistances, SR 15,telepathySaves: Fort +10, Ref +10, Will +9Abilities: Str 13, Dex 16, Con 16, Int 14, Wis 14, Cha 15Skills: Concentration +18, Diplomacy +18, Ga<strong>the</strong>rInformation +14, , Hide +9, Intuit Direction +10,Knowledge (local) +11, Listen +10, Search +17, SenseMotive +11, Spellcraft +13, Spot +18Feats: Alertness, Improved Initiative, Spell PenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 10Treasure: NoneAlignment: Always lawful neutralAdvancement: 12–33 HD (Large)A nonaton appears as a cylinder set vertically on threestumpy legs. Nine tentacles are spaced evenly around<strong>the</strong> middle <strong>of</strong> its body, and it has two eyes and twomouths, one <strong>of</strong> each on ei<strong>the</strong>r side <strong>of</strong> its upper portion.Nonatons speak <strong>the</strong>ir own language, Celestial,Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong> planes. Theyreceive orders from octons and pass <strong>the</strong>m along to decatons.These cylindrical modrons act as commissars andchief inspectors for <strong>the</strong> modron realm. One nonaton isstationed in each <strong>of</strong> <strong>the</strong> sixty-four sectors <strong>of</strong> Regulus tooversee <strong>the</strong> actions <strong>of</strong> <strong>the</strong> decaton assigned <strong>the</strong>re. Thesenonatons report to <strong>the</strong>ir respective octon governors.Eight monitor <strong>the</strong> loyalties <strong>of</strong> <strong>the</strong> thirty-six decatons in<strong>the</strong> armies, and <strong>the</strong> remaining nine carry <strong>the</strong> orders <strong>of</strong><strong>the</strong> octons to underlings throughout <strong>the</strong> realm. Whenrequired, any nonaton may also serve as additional personalstaff for an octon.Nonatons usually head <strong>the</strong> teams that investigaterogue modron reports and handle small-party invasionsfrom o<strong>the</strong>r planes. In <strong>the</strong> latter case, <strong>the</strong>yattempt to determine <strong>the</strong> invaders’ intentions, <strong>the</strong>n actaccordingly.CombatA nonaton attacks with its tentacles, psionics, andspell-like abilities in combat.Psionics (Su): At will—detect chaos, detect law, invisibility,plane shift. These abilities are as <strong>the</strong> spells cast by a15th-level sorcerer (save DC 12 + spell level).Spell-Like Abilities: At will—clairaudience/clairvoyance,command, detect good, detect evil, detect thoughts,dimension door, discern lie, mirror image, slow, teleport withouterror (self plus 50 pounds <strong>of</strong> objects only), web, andwall <strong>of</strong> force; 1/day—power word stun. These abilities areas <strong>the</strong> spells cast by a 12th-level sorcerer (save DC 12 +spell level).Spells: A nonaton can cast divine spells as a 12th-levelcleric (save DC 12 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.All-Around Vision (Ex): With its two equally spacedeyes, a nonaton can see in all directions at once. Because<strong>of</strong> this, it gains a +4 racial bonus on Spot and Searchchecks and cannot be flanked.11
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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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• Impeded Magic: Spells and spell
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Class abilities that use positive e
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Illus. by A. Swekelf the Inner Plan
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CHAPTER 7:THE OUTERPLANES87Beastlan
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everything within a ten-mile radius
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Only those who suffer mortal wounds
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Plane drift through the miasma: bit
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FamiliarityVery familiarStudied car
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Every word, scream, or shout is cau
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oulders, and worked stone, as if a
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directional gravity. Unless stated
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sun no brighter than the Material P
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and Colothys confines liars whose u
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OthrysCathrysMinethysColothysPorpha
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Normal petitioners in Hades gain on
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PlutonThe third gloom of Hades is a
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Gehenna CombatCombat on Gehenna is
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NINE HELLS OF BAATORIt is Hell, whe
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added to the Bronze Citadel. Work g
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dribble of slimy water sluices into
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StygiaThe fifth layer of the Nine H
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they first enter the downdraft or b
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are big enough for whole cities and
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the truth, the ice sheet has object
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Scion Queen Mother at all times, an
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they have three possible courses of
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always find themselves in the surf
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amid treasure gathered over eons—
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BYTOPIA INHABITANTSBytopia is home
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on the Material Plane, sounds more
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BelierinBelierin is a land of misty
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without touching the ground. The Be
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ARBOREA LINKSArborea borders the Be
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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Illus. by A. Swekelhe planes suppor
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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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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- Page 215 and 216: Myriad PlanesCosmologyplanar clumpp
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- 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
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- Page 248 and 249: PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251: Table of ContentsThe Nature of the
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