16Spell-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 20th-level sorcerer(save DC 15 + spell level).Spells: A quarton casts divine spells as a 20th-levelcleric (save DC 15 + 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 (though a wish or miracle spell can restorelife).Psionics Immunity (Ex): Immune to all psionicattacks.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): A quarton can communicate telepathicallywith any creature within 384 miles that has a language.TERTIAN (Hierarch Modron)Large OutsiderHit Dice: 17d8+85 (161 hp)Initiative: +7Speed: 30 ft.AC: 31 (–1 size, +3 Dex, +19 natural)Attacks: 2 slams +22 melee, tail slap +20 meleeDamage: Slam 2d8+6, tail slap 2d8+3Face/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Spell-like abilities, spells, stunSpecial Qualities: Damage reduction 40/+4, modrontraits, outsider traits, psionics immunity, resistances,SR 31, telepathySaves: Fort +15, Ref +13, Will +16Abilities: Str 22, Dex 17, Con 20, Int 20, Wis 22, Cha 22Skills: Concentration +24, Diplomacy +25, Ga<strong>the</strong>rInformation +25, Hide +13, Intuit Direction +16,Knowledge (arcana) +15, Knowledge (architectureand engineering) +15, Knowledge (local) +15,Knowledge (planes) +17, Listen +24, Scry +20, Search+21, Sense Motive +25, Spellcraft +22, Spot +25Feats: Alertness, Blind-Fight, Improved Initiative,Multiattack, Spell PenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 16Treasure: NoneAlignment: Always lawful neutralAdvancement: 18–51 HD (Large)A tertian looks like a 12-foot-tall human with hornsjutting from <strong>the</strong> sides <strong>of</strong> its bald head. As a third “arm,”it has a long, prehensile tail that ends in a macelike ball.Tertians 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 accept orders from <strong>the</strong> secundi, to whom<strong>the</strong>y all report, and relay <strong>the</strong>m to quartons.Trial, judgment, and sentencing <strong>of</strong> all creatures in <strong>the</strong>modron realm is <strong>the</strong> province <strong>of</strong> <strong>the</strong> nine tertians, whohear all cases involving crimes against <strong>the</strong> rigid orthodoxy<strong>of</strong> Regulus. Rogue modrons trials make up <strong>the</strong>bulk <strong>of</strong> <strong>the</strong>ir caseload.To <strong>the</strong> bulk <strong>of</strong> <strong>the</strong> modron population, <strong>the</strong> tertians arealien and unfamiliar creatures—<strong>the</strong> ultimate impartialjudges. A duodrone accused <strong>of</strong> a crime might possiblyimagine (if it can imagine at all) <strong>the</strong> tertian to be someincomprehensible manifestation <strong>of</strong> <strong>the</strong> supremelogic—a “super-tridrone,” so to speak.The tertians have a total <strong>of</strong> three armies at <strong>the</strong>ir disposalfor use in law enforcement. In addition, <strong>the</strong>sehierarchs supervise <strong>the</strong> quartons, and two tertiansdirectly serve each <strong>of</strong> <strong>the</strong> four secundi.CombatA tertian attacks with its spells, spell-like abilities, fists,and tail 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 20th-level sorcerer(save DC 16 + spell level).Spells: A tertian casts divine spells as a 20th-level cleric(save DC 16 + spell level) and arcane spells as a 20thlevelsorcerer (DC 16 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.Stun (Ex): Any creature hit by <strong>the</strong> tertian’s tail slapmust make a successful Fortitude save (DC 24) or bestunned for 3d4 rounds.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 tertian can communicate telepathicallywith any creature within 405 miles that has a language.SECUNDUS (Hierarch Modron)Large OutsiderHit Dice: 18d8+108 (189 hp)Initiative: +8Speed: 70 ft., fly 50 ft. (good)AC: 42 (–1 size, +4 Dex, +20 natural, +9 monk ability)Attacks: Unarmed strike +24/+19/+14/+9 meleeDamage: Unarmed strike 2d8+7 and stunFace/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Psionics, spell-like abilities, spells,stunning attackSpecial Qualities: Abundant step, damage reduction40/+4, diamond body, improved evasion, leap <strong>of</strong> <strong>the</strong>clouds, modron traits, purity <strong>of</strong> body, outsider traits,resistances, SR 33, still mind, slow fall (50 ft.), telepathy,wholeness <strong>of</strong> bodySaves: Fort +17, Ref +15, Will +18Abilities: Str 24, Dex 18, Con 22, Int 23, Wis 24, Cha 24Skills: Concentration +27, Diplomacy +29, Ga<strong>the</strong>rInformation +22, Hide +16, Intuit Direction +20,Knowledge (arcana) +21, Knowledge (architectureand engineering) +21, Knowledge (local) +21,Knowledge (planes) +20, Listen +26, Scry +21, Search+24, Sense Motive +24, Spellcraft +27, Spot +29Feats: Alertness, Blind-Fight, Combat Casting, DeflectArrows, Improved Initiative, Improved Trip, SpellPenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 19Treasure: NoneAlignment: Always lawful neutralAdvancement: 19–54 HD (Large)A secundus appears as an incredibly thin, tallhumanoid with a long, narrow face and deep-set eyes.Though it has no class levels, it has all <strong>the</strong> class features<strong>of</strong> a 13th-level monk.Secundi speak <strong>the</strong>ir own language, plus Abyssal,Auran, Celestial, Infernal, Sylvan, and <strong>the</strong> trade tongue<strong>of</strong> <strong>the</strong> planes. They take orders only from Primus itselfand relay those to <strong>the</strong> tertians.The four secundi serve as viceroys <strong>of</strong> <strong>the</strong> quarters.These powerful beings are <strong>the</strong> virtual rulers <strong>of</strong>Mechanus, reporting only to Primus. Each secundushas a staff <strong>of</strong> two tertians, who in turn command o<strong>the</strong>rhierarchs.The secundi live in great towered cities near <strong>the</strong> centers<strong>of</strong> <strong>the</strong>ir quarters and always work in harmony withone ano<strong>the</strong>r. When Primus dies, one <strong>of</strong> <strong>the</strong> secundi ispromoted to take its place.CombatA secundus attacks using its fists, spells, spell-like abilities,and psionics in combat.Psionics (Sp): At will—detect chaos, detect law, detectthoughts, invisibility, plane shift, and suggestion. These abilitiesare as <strong>the</strong> spells cast by a 20th-level sorcerer (saveDC 17 + spell level).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 20th-level sorcerer(save DC 17 + spell level).Spells: A secundus can cast divine spells as a 20thlevelcleric (save DC 17 + spell level) and arcane spellsas a 20th-level sorcerer (DC 17 + spell level). Secundihave access to <strong>the</strong> domains <strong>of</strong> Law, Protection, and War.Stun (Ex): A creature hit by a secundus’s slam mustmake a successful Fortitude save (DC 26) or be stunnedfor 1 round in addition to taking damage.Abundant Step (Sp): The secundus can slip magicallybetween spaces, as though through a dimension doorspell cast by a 9th-level sorcerer, once per day.Diamond Body (Su): Immune to poison.Leap <strong>of</strong> <strong>the</strong> Clouds: The secundus’s jumping distanceis not limited by its height.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.Purity <strong>of</strong> Body: Immune to all diseases except magicalones.Still Mind: A secundus gains a +2 bonus on savingthrows against spells and effects from <strong>the</strong> Enchantmentschool.Slow Fall: A secundus within arm’s reach <strong>of</strong> a wall canuse that to slow its descent. It takes damage as though<strong>the</strong> fall were 50 feet shorter than it actually is.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): Secundi can communicate telepathicallywith any creature within 420 miles that has a language.17
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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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CanolothMezzolothMedium-Size Outsid
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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
- Page 252 and 253: Pandemonium: Electricity and sonic
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