12Modron 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 nonaton can communicate telepathicallywith any creature within 63 miles that has alanguage.OCTON (Hierarch Modron)Large OutsiderHit Dice: 12d8+36 (90 hp)Initiative: +6Speed: 30 ft., fly 30 ft. (average)AC: 26 (–1 size, +2 Dex, +15 natural)Attacks: 8 tentacles +12 meleeDamage: Tentacle 1d8+1Face/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: All-around vision, damage reduction20/+2, modron traits, outsider traits, psionicsimmunity, resistances, SR 17, telepathySaves: Fort +11, Ref +10, Will +10Abilities: Str 13, Dex 15, Con 16, Int 15, Wis 15, Cha 15Skills: Concentration +14, Diplomacy +17, Ga<strong>the</strong>rInformation +13, Hide +9, Intuit Direction +9,Knowledge (local) +8, Knowledge (planes) +9, Listen+9, Scry +13, Search +16, Sense Motive +10, Spellcraft+12, Spot +18Feats: Alertness, Blind-Fight, Improved Initiative,Spell PenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 11Treasure: NoneAlignment: Always lawful neutralAdvancement: 13–36 HD (Large)An octon is a torpedolike creature with two eyes andtwo mouths, one <strong>of</strong> each on ei<strong>the</strong>r side <strong>of</strong> its pointedhead. The creature appears to be wearing a large collar atshoulder level, but this is actually part <strong>of</strong> its body. Itseight identical tentacle-arms are placed evenly around<strong>the</strong> collar’s circumference. An octon can move throughair or water by forcing ei<strong>the</strong>r substance through its collarto provide lift and propulsion, as well as significantmaneuverability.Octons speak <strong>the</strong> modron tongue, plus Auran,Celestial, Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong> planes.They take orders from septons and pass <strong>the</strong>m along tononatons.Each octon governs one <strong>of</strong> <strong>the</strong> sixty-four sectors <strong>of</strong>Regulus and can request aid from <strong>the</strong> regional army asneeded. The lesser modrons <strong>of</strong> each cogwheel arewards <strong>of</strong> <strong>the</strong> octons, who guard <strong>the</strong>ir sectors quiterigidly and see that regulations are obeyed, routine isobserved, and reports are correct. When required,<strong>the</strong>se same octons may leave <strong>the</strong>ir sectors to serve <strong>the</strong>septons directly.Each octon has a personal staff <strong>of</strong> one nonaton, whoin turn commands one decaton, who controls a staff<strong>of</strong> base modrons as noted in its description (above).These forces maintain and guard <strong>the</strong> sector towerswhere <strong>the</strong> octons live. When required, an octon cancommand one or more additional nonatons into serviceas personal staff.CombatAn octon attacks with its spell-like abilities and tentacles.Spell-Like Abilities: At will—clairaudience/clairvoyance,command, detect good, detect evil, dimension door, haste,telekinesis, teleport without error (self plus 50 pounds <strong>of</strong>objects only), wall <strong>of</strong> force, and water walk. These abilitiesare as <strong>the</strong> spells cast by a 14th-level sorcerer (save DC 12+ spell level).Spells: An octon can cast divine spells as a 14th-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, an octon 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-influencingeffects; not subject to subdual damage, ability damage,ability drain, or energy drain; not subject to criticalhits.Outsider Traits: Darkvision 60 ft.; cannot be raised orresurrected.Psionics Immunity (Ex): Immune to all psionicattacks.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): An octon can communicate telepathicallywith any creature within 80 miles that has a language.
SEPTON (Hierarch Modron)Medium-Size OutsiderHit Dice: 13d8+39 (97 hp)Initiative: +6Speed: 30 ft.AC: 27 (+2 Dex, +15 natural)Attacks: 7 claws +15 meleeDamage: Claw 1d6+2Face/Reach: 5 ft. by 5ft./5 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: Detect magic, detect thoughts, damagereduction 20/+2, modron qualities, psionics immunity,resistances, SR 20, telepathySaves: Fort +11, Ref +10, Will +11Abilities: Str 15, Dex 15, Con 16, Int 16, Wis 16, Cha 17Skills: Concentration +18, Diplomacy +21, Ga<strong>the</strong>rInformation +15, Hide +10, Intuit Direction +12,Knowledge (architecture and engineering) +10.Knowledge (local) +10, Knowledge (planes) +13,Listen +15, Scry +13, Search +13, Sense Motive +12,Spellcraft +13, Spot +15Feats: Alertness, Blind-Fight, Improved Initiative,Spell PenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 12Treasure: NoneAlignment: Always lawful neutralAdvancement: 14–39 HD (Medium-size)A septon appears as a humanoid with a large, baldhead. Like an octon, it has a shoulder collar, though that<strong>of</strong> <strong>the</strong> septon is smaller, supporting only seven identicalarms. This collar enables <strong>the</strong> creature to move underwater,but not through air. A septon has two eyes, onenose, and one mouth, all placed on <strong>the</strong> same side <strong>of</strong> itshead. However, it has seven senses, all <strong>of</strong> which operatecontinuously: hearing, sight, smell, taste, touch, detectthoughts, and detect magic.Septons speak <strong>the</strong> modron language, Auran, Celestial,Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong> planes. Theyreceive <strong>the</strong>ir orders from hextons and pass <strong>the</strong>m alongto octons.Septons maintain order and see that all regulations areobeyed. They travel from place to place in Regulus,inspecting structures, examining work and records, andtransferring information from outlying areas to <strong>the</strong>towers <strong>of</strong> <strong>the</strong> quartons, secundi, and Primus itself.In addition to <strong>the</strong>se duties, one septon directly serveseach hexton, and o<strong>the</strong>rs may also be attached to a hexton’sstaff as needed. When a septon requires a personalguard, it can command one or more octons to accompanyit on its travels.CombatA septon attacks with its spells, spell-like abilities, andclaws in combat.Spell-Like Abilities: At will—clairaudience/clairvoyance,command, dimension door, teleport without error (selfplus 50 pounds <strong>of</strong> objects only), and wall <strong>of</strong> force. Theseabilities are as <strong>the</strong> spells cast by a 16th-level sorcerer(save DC 13 + spell level).Spells: A septon casts arcane spells as a 12th-level sorcerer(save DC 13 + spell level) and divine spells as a16th-level cleric (save DC 13 + spell level). It has accessto <strong>the</strong> domains <strong>of</strong> Law, Protection, and War.Detect Magic (Sp): This effect functions exactly like <strong>the</strong>spell, except that it is constantly in effect and has a 30-foot range. The creature can suppress this ability at will.If <strong>the</strong> effect is dispelled, <strong>the</strong> septon can reactivate it as afree action.Detect Thoughts (Sp): This effect functions exactly like<strong>the</strong> spell, except that it is constantly in effect and has a30-foot range. The creature can suppress this ability atwill. If <strong>the</strong> effect is dispelled, <strong>the</strong> septon can reactivateit as a free action.Psionics Immunity (Ex): Immune to all psionicattacks.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 septon can communicate telepathicallywith any creature within 190 miles that has a language.HEXTON (Hierarch Modron)Large OutsiderHit Dice: 14d8+42 (105 hp)Initiative: +7Speed: 30 ft., fly 30 ft. (average)AC: 27 (–1 size, +3 Dex, +15 natural)Attacks: 2 slams +16 melee, 4 claws +14 meleeDamage: Slam 2d6+3, claw 2d4+113
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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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Magma Paraelemental, Huge Magma Par
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- 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
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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
- Page 252 and 253: Pandemonium: Electricity and sonic
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