Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: Damage reduction 30/+3, modrontraits, outsider traits, psionics immunity, resistances,SR 23, telepathySaves: Fort +12, Ref +12, Will +13Abilities: Str 16, Dex 16, Con 17, Int 17, Wis 19, Cha 19Skills: Concentration +17, Diplomacy +22, Ga<strong>the</strong>rInformation +15, Hide +10, Intuit Direction +13,Knowledge (architecture and engineering) +12,Knowledge (local) +12, Knowledge (planes) +14,Listen +18, Scry +13, Search +13, Sense Motive +13,Spellcraft +14, Spot +18Feats: Alertness, Blind-Fight, Improved Initiative,MultiattackClimate/Terrain: Any landOrganization: Solitary or with guard (12–48 pentadrones)Challenge Rating: 13Treasure: NoneAlignment: Always lawful neutralAdvancement: 15–42 HD (Large)A hexton appears as a humanoid with six arms—twolarge human arms, each ending in a hand with six fingers,plus four tentacles tipped with sharp claws. Fromits back sprouts a pair <strong>of</strong> thin, fanlike wings.Hextons speak <strong>the</strong> modron language, plus Auran,Celestial, Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong> planes.They receive <strong>the</strong>ir orders from quintons and pass <strong>the</strong>malong to septons.Each hexton serves as <strong>the</strong> general <strong>of</strong> one <strong>of</strong> <strong>the</strong> thirtysixmodron armies. One <strong>of</strong> <strong>the</strong>se armies is attached toeach <strong>of</strong> <strong>the</strong> sixteen sectors, two serve each <strong>of</strong> <strong>the</strong> foursecundi, three serve <strong>the</strong> tertians, and <strong>the</strong> remainingnine are at <strong>the</strong> disposal <strong>of</strong> Primus itself. (Of course, <strong>the</strong>hextons are unaware <strong>of</strong> <strong>the</strong> existence <strong>of</strong> <strong>the</strong> hierarchswhom <strong>the</strong>ir armies ultimately serve.) Some <strong>of</strong> <strong>the</strong> hextongenerals also have additional tasks—for example,one serves on <strong>the</strong> personal staff <strong>of</strong> each <strong>of</strong> <strong>the</strong> twentyfivequintons. Hextons undoubtedly handle additionalduties as well, though no one has ever logged all <strong>of</strong> <strong>the</strong>irposts.There is a 75% chance that any hexton is accompaniedby a personal guard consisting <strong>of</strong> one septon, twooctons, three nonatons, five decatons, and twenty-fivepentadrones, all fanatic in <strong>the</strong>ir dedication.CombatA hexton attacks with its spells, spell-like abilities,fists, and claws 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 an 18th-level sorcerer(save DC 14 + spell level).Spells: A hexton casts divine spells as an 18th-levelcleric (save DC 14 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.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.Psionics Immunity (Ex): Immune to all psionicattacks.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): A hexton can communicate telepathicallywith any creature within 216 miles that has a language.QUINTON (Hierarch Modron)Large OutsiderHit Dice: 15d8+60 (127 hp)Initiative: +6Speed: 20 ft., fly 20 ft. (average)AC: 28 (–1 size, +2 Dex, +17 natural)Attacks: 4 slams +17 melee, tail slap +15 meleeDamage: Slam 1d8+3, tail slap 1d8+1Face/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: Damage reduction 30/+3, modrontraits, outsider traits, psionics immunity, resistances,SR 26, telepathySaves: Fort +13, Ref +11, Will +13Abilities: Str 17, Dex 15, Con 18, Int 18, Wis 19, Cha 19Skills: Concentration +19, Diplomacy +19, Ga<strong>the</strong>rInformation +19, Hide +12, Intuit Direction +14,Knowledge (arcana) +14, Knowledge (architectureand engineering) +14, Knowledge (local) +14,Knowledge (planes) +16, Listen +17, Scry +19,Search +14, Sense Motive +14, Spellcraft +18, Spot+17Feats: Alertness, Blind-Fight, Improved Initiative,Multiattack14
Climate/Terrain: Any landOrganization: SolitaryChallenge Rating: 14Treasure: NoneAlignment: Always lawful neutralAdvancement: 16–45 HD (Large)A quinton is a tall, stocky humanoid with four flexiblearms jutting out from its shoulders and a prehensile tailthat serves as a fifth arm. Each <strong>of</strong> its five arms ends in afive-fingered hand. From its back sprouts a pair <strong>of</strong> fanlikewings, similar to those <strong>of</strong> a hexton. A diamondinscribed in <strong>the</strong> quinton’s forehead serves as a symbol <strong>of</strong>rank.Quintons speak <strong>the</strong> modron tongue, plus Abyssal,Auran, Celestial, Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong>planes. They receive orders from quartons and pass<strong>the</strong>m along to hextons.The quintons are <strong>the</strong> bureau chiefs and recordkeepers<strong>of</strong> Mechanus. Each quinton heads a separate bureau—<strong>the</strong>re is one bureau in each <strong>of</strong> <strong>the</strong> regional and quartertowers, plus five in Primus’s tower. Each quinton hasone hexton assistant, who in turn can put additionallower-ranked modrons at its supervisor’s disposal.CombatA quinton attacks with its spells, spell-like abilities,and fists in combat.Spell-Like Abilities: At will—clairaudience/clairvoyance,command, detect evil, detect good, detect magic, dimensiondoor, legend lore, 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 20th-level sorcerer (save DC 14+ spell level).Spells: A quinton casts divine spells as a 20th-levelcleric (save DC 14 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.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.Psionics Immunity (Ex): Immune to all psionicattacks.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): A quinton can communicate telepathicallywith any creature within 238 miles that has a language.QUARTON (Hierarch Modron)Large OutsiderHit Dice: 16d8+64 (136 hp)Initiative: +7Speed: 30 ft, fly 90 ft. (good)AC: 30 (–1 size, +3 Dex, +18 natural)Attacks: 4 slams +19 meleeDamage: Slam 2d8+4Face/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: Damage reduction 30/+3, modrontraits, outsider traits, psionics immunity, resistances,SR 29, telepathySaves: Fort +14, Ref +13, Will +15Abilities: Str 19, Dex 16, Con 19, Int 19, Wis 20, Cha 20Skills: Concentration +21, Diplomacy +22, Ga<strong>the</strong>rInformation +20, Hide +13, Intuit Direction +15,Knowledge (arcana) +15, Knowledge (architectureand engineering) +15, Knowledge (local) +15,Knowledge (planes) +17, Listen +18, Scry +20, Search+15, Sense Motive +15, Spellcraft +20, Spot +18Feats: Alertness, Blind-Fight, Improved Initiative,Improved Unarmed Strike,Spell PenetrationClimate/Terrain: Any landOrganization: Solitary or with guard (36 pentadrones)Challenge Rating: 15Treasure: NoneAlignment: Always lawful neutralAdvancement: 17–48 HD (Large)A quarton is a 12-foot-tall humanoid with four jointedarms. A pair <strong>of</strong> large, fanlike wings sprouts from its back.Quartons speak <strong>the</strong> modron language, plus Abyssal,Auran, Celestial, Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong>planes. They take orders from tertians and relay <strong>the</strong>m toquintons.Each quarton administers one <strong>of</strong> <strong>the</strong> sixteen sectors <strong>of</strong><strong>the</strong> modron realm. It oversees <strong>the</strong> operation <strong>of</strong> <strong>the</strong>bureau, governors, and army attached to its regions.Each quarton has a personal staff consisting <strong>of</strong> <strong>the</strong> quintonand all <strong>the</strong> lower-ranked hierarchs assigned to itsregion, plus thirty-six pentadrones that act as a personalguard unit.CombatA quarton attacks with its spells, spell-like abilities,and fists in combat.15
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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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succeed at a Fortitude save or inha
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- Page 215 and 216: Myriad PlanesCosmologyplanar clumpp
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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 242 and 243: Wholeness of Body (Su): A secundus
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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
- Page 254 and 255: Manual of the Planes MonstersFeats