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Manual of the Planes

Manual of the Planes

Manual of the Planes

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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

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