CHAPTER 5:THE TRANSITIVEPLANESstumble upon a dead deity probably also encounter worshipers,clerics, or perhaps even a permanent contingent<strong>of</strong> followers. Some may be former followers <strong>of</strong> <strong>the</strong>deity, seeking to protect its physical form from violators.Some may be worshipers <strong>of</strong> later deities who wishto keep this particular deity dead. Nei<strong>the</strong>r type <strong>of</strong> followertakes kindly to trespassers.Githyanki on <strong>the</strong> Astral PlaneThe githyanki live on <strong>the</strong> Astral Plane in cities,fortresses, and citadels. The largest cities are built uponnameless and forgotten dead deities, where deific fleshhas given way to simple stone.Compared to <strong>the</strong> communities <strong>of</strong> most o<strong>the</strong>r races,githyanki communities are very militaristic in nature.Though <strong>the</strong>y do not live in barracks, <strong>the</strong>ir homes andbusinesses are arranged according to <strong>the</strong> rank and standing<strong>of</strong> each individual or training group. Githyanki donot arrange <strong>the</strong>mselves into families, but instead identify<strong>the</strong>mselves by <strong>the</strong> training groups <strong>the</strong>y belong to. Trainingis one <strong>of</strong> <strong>the</strong> most important githyanki values, and itrarely ceases. Each githyanki strives to excel over his orher companions.Training centers, magical and psionic laboratories,libraries, and practice fields are <strong>the</strong> most frequented portions<strong>of</strong> any githyanki community.Tu’narath: Tu’narath is <strong>the</strong> largest and greatest githyankicity. It is built upon <strong>the</strong> body <strong>of</strong> a deity that hadbeen dead for eons when <strong>the</strong> githyanki first came to <strong>the</strong>Astral Plane. Subjective directional gravity holds swaywithin 200 feet <strong>of</strong> <strong>the</strong> stony form, allowing <strong>the</strong> city’sinhabitants to walk around normally.Tu’narath boasts a githyanki population <strong>of</strong> about100,000. The city is also cosmopolitan enough to hosto<strong>the</strong>r races in <strong>the</strong>ir own quarters: bariaurs, humans, and afew fiendish races. The leader <strong>of</strong> all githyanki, <strong>the</strong> lichqueen,dwells here, rarely leaving <strong>the</strong> inner sanctum <strong>of</strong>her gigantic palace. The palace is carved from what mayhave been <strong>the</strong> forehead <strong>of</strong> <strong>the</strong> gargantuan dead deityupon which Tu’narath is nestled. It is by far <strong>the</strong> highestand broadest structure in all <strong>of</strong> Tu’narath.The Lich-Queen: The current ruler <strong>of</strong> <strong>the</strong> githyanki race,Vlaakith <strong>the</strong> lich-queen, has ruled supreme for over athousand years. She has her lichdom to thank for herlongevity. She has no heirs and is unlikely to produce any.However, she has no intention <strong>of</strong> ever relinquishing herrule, so heirs are unnecessary.Hideous in appearance, <strong>the</strong> lich-queen resembles anaged, blackened corpse with smoldering emerald eyes.She prefers long purple robes trimmed in gold andembroidered with precious gems. An elaborate headdress<strong>of</strong> gold and rubies and a dragon-headed scepterencrusted with yet more rubies are her badges <strong>of</strong> <strong>of</strong>fice.The scepter was given to Vlaakith by Tiamat’s red consort,Ephelemon. It is possible <strong>the</strong> scepter is <strong>the</strong> physicalrepresentation <strong>of</strong> <strong>the</strong> truce between red dragonsand githyanki.The githyanki revere <strong>the</strong> lich-queen as <strong>the</strong> stepmo<strong>the</strong>r<strong>of</strong> <strong>the</strong>ir race, and few would ever gainsay her. To <strong>the</strong>m,her word is truth. Despite this, <strong>the</strong> lich-queen jealouslyguards her position. She devours <strong>the</strong> life essence <strong>of</strong> anygithyanki who gains more than sixteen character levels.This act both nourishes her own undead spirit and eliminatesfuture rivals.Githyanki Astral Ships: The githyanki possess specialitem creation feats that enable <strong>the</strong>m to create <strong>the</strong>irfamed astral ships. Each ship is difficult to create, requiringyears <strong>of</strong> work. Small communities have access to onlypqqqqrs52ASTRAL CARRACKThis 100-foot-long astral ship has an open main deck and acompletely enclosed middle deck and bottom deck. It requiresa crew <strong>of</strong> twenty, but generally runs on a crew <strong>of</strong> forty, includingan 11th-level captain, an 8th-level first <strong>of</strong>ficer, and five 4thlevellieutenants. The attack and damage entries below onlyapply when <strong>the</strong> ballistae are manned by <strong>the</strong> normal complement<strong>of</strong> githyanki. Likewise, <strong>the</strong> ram attack is only possiblewhen <strong>the</strong> captain is at <strong>the</strong> wheel.CarrackColossal ConstructHit Dice: 18d10 (99 hp)Initiative: as <strong>the</strong> captain – 4Speed: 50 ft. (only on <strong>the</strong> Astral Plane)AC: 30 (–1 size, –1 Dex, +22 natural)Attacks: 10 ballistae +23 meleeDamage: Ballistae 1d12Face/Reach: 100 ft. by 30 ft./0 ft.Special Attacks: Ram 10d10Special Qualities: Construct, hardness 10Astral ships are magically created craft <strong>of</strong> great utility on <strong>the</strong>Astral Plane. They are certainly not creatures in <strong>the</strong>ir own right,but if properly manned, <strong>the</strong>y can be treated as colossalconstructs moving through <strong>the</strong> Astral Plane.Combat: Astral ships are armed with ballistae, which whenfired by a “standard” crew <strong>of</strong> githyanki possess <strong>the</strong> attackrating noted above. Individual githyanki can launch rangedattacks, psionic powers, or spells from <strong>the</strong> deck <strong>of</strong> <strong>the</strong> carrackat o<strong>the</strong>r creatures.Ballistae: Mounted ballistae have a range increment <strong>of</strong> 300feet on <strong>the</strong> Astral Plane.Ram: In any round in which no ballistae are fired, a captaincan command a ram attack against a Huge or larger creature.If <strong>the</strong> prow <strong>of</strong> <strong>the</strong> astral ship is more than 50 feet away in astraight line from a target, it can move up to double its speedin order to deliver <strong>the</strong> ram attack with an attack bonus <strong>of</strong> +23,dealing 10d10 points <strong>of</strong> piercing damage if successful.pqqqqrs
Table 5–3: Astral Encountersd% Encounter Number CR At EL01 Astral dreadnought 1 17 1702–10 Astral object 1 — —11–13 Astral form Wiz17* 1 17 1714–17 Astral form Sor17* 1 17 1718–20 Astral form Clr17* 1 17 1721–24 Brd14 1 14 1425 Celestial, firre 1 10 1026 Celestial, ghaele 1 13 1327 Celestial, planetar 1 16 1628 Celestial, solar 1 19 1929–32 Clr11 and Ftr9 1 11 1233–34 Couatl 2 10 1235–44 Color pool 1 — —45 Dead deity† 1 — —46–47 Demon, bebilith 1 9 948 Demon, succubus 1 9 949 Demon, vrock‡ 1 12 1250–51 Devil, narzugon, on nightmare 1d3 10 1252 Devil, gelugon‡ 1 13 1353 Devil, kyton 2d6 6 1154 Devourer 1 11 1155–56 Genie, dao 2d4 7 1157–58 Genie, djinn 2d6 5 1159–60 Genie, efreet 1d4 8 1161–62 Genie, jann 1d10+5 4 1163–64 Genie, marid 1d3 9 1165–66 Githyanki squad§ 1 — 1467–70 Githyanki Ftr6 1d6+1 6 1171–73 Githyanki Wiz5, three 1 6 11githyanki Ftr574 Githyanki Sor9 riding 1 13 13young adult red dragon75–76 Githzerai sect|| 1 — 1377–80 Githzerai rrakkma# 1 — 1481 Inevitable, marut 1 15 1582–86 Mercane trading mission** 1 — 1287 Mind flayer* 4 8 1288–90 Nightmare 1 5 591–95 Planar wind — — —96–97 Rog13 with robe <strong>of</strong> stars 1 13 1398 Titan 1 21 2199–100 Yugoloth, mezzoloth 1d3 7 9*Astrally projecting.†50% chance <strong>of</strong> o<strong>the</strong>r beings present. Clr11 and three Ftr8(01–50), or roll again on encounter table (51–100).‡Creature has no inherent ability to enter <strong>the</strong> Astral Plane andwas called/summoned by ano<strong>the</strong>r being or found its way inthrough a color pool.§Squad consists <strong>of</strong> fifteen Ftr3, two Ftr7, one Ftr9 captain, andone young red dragon.||Sect consists <strong>of</strong> fifteen Mnk3 or Ftr3, plus two Mnk7 and oneMnk9 mentor.#Rrakkma consists <strong>of</strong> four Mnk8, one Mnk11, and one Sor11.**Trading mission consists <strong>of</strong> three mercanes and eightgithyanki Ftr5 bodyguards.a handful, though large fortress-cities such as Tu’narathhave a fleet, some <strong>of</strong> which are used for trade.Astral ships vary in size from small skiffs to galleonsizedcraft, all <strong>of</strong> which look something like terrestrialkeelboats. Most are equipped with harpoons and ballistae,and <strong>the</strong> largest astral ships even possess catapults.Astral ships can ram o<strong>the</strong>r ships and creatures larger andup to two size categories smaller than <strong>the</strong>mselves.ASTRAL ENCOUNTERSCreatures found on <strong>the</strong> Astral Plane, with a few notableexceptions, tend to be from <strong>the</strong> various planes that <strong>the</strong>Astral Plane touches. Some creatures have <strong>the</strong> naturalability to plane shift into this realm, some cast spells thatallow <strong>the</strong>m to do so, and some find <strong>the</strong>ir way to <strong>the</strong> AstralPlane through portals and magical mishaps.The table below is suitable for typical travelers, but <strong>the</strong>Dungeon Master can also use it as a springboard forencounter tables for specific areas by adding new creaturesor changing <strong>the</strong> percentages. It is designed for travelersphysically entering <strong>the</strong> plane through spells such asplane shift, though <strong>the</strong>re are creatures present that wouldthreaten travelers moving in astral form.On a d% roll <strong>of</strong> 96–100, characters encounter somethingon Table 5–3: Astral Encounters. Roll once per hour.ETHEREAL PLANEIt is a plane out <strong>of</strong> phase.It is a place <strong>of</strong> ghosts and monsters.It is right next to you, and you don’t even see it.The E<strong>the</strong>real Plane is a misty, fog-bound dimensionthat is coexistent with <strong>the</strong> Material Plane and <strong>of</strong>ten o<strong>the</strong>rplanes as well. Travelers within <strong>the</strong> E<strong>the</strong>real Planedescribe <strong>the</strong> plane as a collection <strong>of</strong> swirling mists andcolorful fogs. The Material Plane itself is visible from <strong>the</strong>E<strong>the</strong>real Plane, but it appears muted and indistinct, itscolors blurring into each o<strong>the</strong>r and its edges turningfuzzy. E<strong>the</strong>real denizens watch <strong>the</strong> Material Plane asthough viewing it through distorted and frosted glass.While it is possible to see into <strong>the</strong> Material Plane from<strong>the</strong> E<strong>the</strong>real Plane, <strong>the</strong> E<strong>the</strong>real Plane is usually invisibleto those on <strong>the</strong> Material Plane. Normally, creatures on<strong>the</strong> E<strong>the</strong>real Plane cannot attack creatures on <strong>the</strong> MaterialPlane, and vice versa. A traveler on <strong>the</strong> E<strong>the</strong>real Planeis invisible, incorporeal, and utterly silent to someone on<strong>the</strong> Material Plane. This makes <strong>the</strong> E<strong>the</strong>real Plane veryuseful for reconnaissance, spying on opponents, ando<strong>the</strong>r occasions when it’s handy to move around withoutbeing detected.The E<strong>the</strong>real Plane is mostly empty <strong>of</strong> structures andimpediments. However, <strong>the</strong> plane has its own inhabitants.Some <strong>of</strong> <strong>the</strong>se are o<strong>the</strong>r e<strong>the</strong>real travelers, but <strong>the</strong>ghosts found here pose a particular peril to those whowalk <strong>the</strong> fog.ETHEREAL TRAITSThe E<strong>the</strong>real Plane seems almost a nonplane in that it istightly wedded to <strong>the</strong> Material Plane. It can be thought<strong>of</strong> as a fourth physical dimension or a vibration slightlyout <strong>of</strong> tune with <strong>the</strong> rest <strong>of</strong> <strong>the</strong> universe. It has <strong>the</strong> followingtraits.• No Gravity.• Normal Time.• Infinite or Finite Size: The E<strong>the</strong>real Plane’s sizedepends on which plane it is adjacent to.CHAPTER 5:THE TRANSITIVEPLANES53
- 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: There is no day or night on the Ast
- 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 154 and 155:
CHAPTER 8:DEMIPLANES154to multiple
- 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