CHAPTER 6:THE INNERPLANES70Table 6–1: Elemental Plane <strong>of</strong> Air Encountersd% Encounter Number CR At EL01–02 Air element squid* 2d8 1 1003–04 Air element sphinx, 1d6 6 10hieracosphinx*05–06 Air element pegasus* 1d8 3 807–08 Air element frost worm* 1 12 1209–10 Air element sea lion* 1d10 5 1011 Air elemental, Small 2d6+3 1 812–13 Air elemental, Medium-size 2d4 3 814–15 Air elemental, Large 1d4 5 816–17 Air elemental, Huge 1 7 718–19 Air elemental, Greater 1 9 920–21 Air elemental, Elder 1 11 1122 Air half-elemental harpy† 1d4+1 6 923 Air half-elemental sphinx, 1 9 9criosphinx†24 Air half-elemental 1d6 6 10displacer beast†25 Air half-elemental spider eater† 1d3 7 926 Air half-elemental unicorn† 2d4 5 1027–31 Arrowhawk, adult 2d4 5 1032–35 Arrowhawk, elder 1d3 8 1036–37 Arrowhawk, juvenile 2d6 3 838 Beholder 1 13 1339–42 Belker 2d6 6 1143 Cloud giant castle‡ — — 1844 Dragon, green, adult 1d3 10 1245 Dragon, silver, adult 1 14 1446–53 Djinni 2d6+1 5 1154 Griffon 2d4 4 955 Hippogriff 2d8 2 956 Ice paraelemental, Small 2d6+3 1 8Such strongholds are <strong>of</strong>ten nothing more than opulentpleasure domes, but <strong>the</strong> djinn also raise livestock (<strong>of</strong>tenhorses for racing) and maintain gardens and fountains.Djinn ga<strong>the</strong>r strongholds into larger, allied confederations.In case <strong>of</strong> an attack, a stronghold sends one <strong>of</strong> itsmembers to <strong>the</strong> nearest allied stronghold, which in turnsends two more messengers to its allies. In a short time, ahorde <strong>of</strong> djinn have been rallied for <strong>the</strong> fight. As a result,successful attacks against djinni strongholds must berapid strikes.Powerful caliphs rule <strong>the</strong> confederations <strong>of</strong> djinnistrongholds, with each caliph holding titular sway overall strongholds within two days’ flight. These caliphs, inturn, swear fealty to grand caliphs. The most prestigiousand puissant <strong>of</strong> <strong>the</strong>se grand caliphs dwells in <strong>the</strong> Citadel<strong>of</strong> Ice and Steel, advised by all manner <strong>of</strong> sheiks, emirs,beys, and maliks. This citadel is a constructed thing,made <strong>of</strong> magic steel and ice that is cool to <strong>the</strong> touch butharder than stone.The Citadel <strong>of</strong> Ice and Steel consists <strong>of</strong> level uponlevel <strong>of</strong> gardens, courts, and labyrinths. It is a palacewithout stairs, and visitors who can’t fly get genie guidesto escort <strong>the</strong>m through <strong>the</strong> citadel. Smaller citadels orbit<strong>the</strong> Citadel <strong>of</strong> Ice and Steel, each <strong>the</strong> home <strong>of</strong> a trustedadvisor or powerful lesser caliphs. At <strong>the</strong> heart <strong>of</strong> <strong>the</strong>citadel is said to be a prison cell for <strong>the</strong> grand caliph’sgreatest enemy. This being’s crime and identity isd% Encounter Number CR At EL57 Ice paraelemental, 2d4 3 8Medium-size58 Ice paraelemental, Large 1d4 5 859 Ice paraelemental, Huge 1 7 760 Ice paraelemental, Greater 1 9 961 Ice paraelemental, Elder 1 11 1162–64 Invisible stalker 1d3 7 965–69 Janni 1d4+1 4 770–72 Mephit, air 1d8 3 973–75 Mephit, dust 1d8 3 976–78 Mephit, ice 1d8 3 979–82 Mercane trading mission§ 1 — 1283–84 Smoke bank — — —85 Smoke paraelemental, Small 2d6+3 1 886 Smoke paraelemental, 2d4 3 8Medium-size87 Smoke paraelemental, Large 1d4 5 888 Smoke paraelemental, Huge 1 7 789 Smoke paraelemental, Greater 1 9 990 Smoke paraelemental, Elder 1 11 1191 Wea<strong>the</strong>r, blizzard or hurricane — — —92 Wea<strong>the</strong>r, duststorm or — — —thunderstorm93 Wea<strong>the</strong>r, hail — — —94–97 Wea<strong>the</strong>r, rain — — —98 Wea<strong>the</strong>r, sleet — — —99–100 Wea<strong>the</strong>r, snow — — —*Apply <strong>the</strong> air element creature template.†Apply <strong>the</strong> half-elemental creature template.‡The cloud giant castle contains seven cloud giants, a cloudgiant Sor5, and four griffons.§Trading mission consists <strong>of</strong> two mercanes riding griffons,accompanied by seven djinn.unknown, and <strong>the</strong> unlit cell is protected from planaraccess and magical tampering.AIR ENCOUNTERSThe Elemental Plane <strong>of</strong> Air is continually al<strong>of</strong>t. Most <strong>of</strong><strong>the</strong> creatures found within are comfortable while airborne,ei<strong>the</strong>r as natives <strong>of</strong> this plane or as creatures thatnaturally fly. Even creatures that require continual actionto fly, such as birds, learn to sleep al<strong>of</strong>t on <strong>the</strong> ElementalPlane <strong>of</strong> Air.The table below is suitable for typical travelers, but <strong>the</strong>DM can also use it as a springboard for encounter tablesfor specific areas by adding new creatures or changing<strong>the</strong> percentages.On a d% result <strong>of</strong> 96–100, characters encounter somethingon Table 6–1: Elemental Plane <strong>of</strong> Air Encounters.Roll once per hour.ELEMENTAL PLANEOF EARTHIt is a place <strong>of</strong> hidden riches.It is a wall against all foes.It is a grave for <strong>the</strong> greedy.The Elemental Plane <strong>of</strong> Earth is a solid place made <strong>of</strong>rock, soil, and stone. The unwary and unprepared travelermay find himself entombed within this vast solidity
<strong>of</strong> material and have his life crushed into nothingness,his powdered remains a warning to any foolish enoughto follow.Despite its solid, unyielding nature, <strong>the</strong> ElementalPlane <strong>of</strong> Earth is varied in its consistency, ranging fromrelatively s<strong>of</strong>t soil to veins <strong>of</strong> heavier and more valuablemetal. Striations <strong>of</strong> granite, volcanic rock, and marbleinterweave with brittle crystal and s<strong>of</strong>t, crumbling chalksand sandstones. Thin veins <strong>of</strong> gemstones, rough andhuge, can be found within <strong>the</strong> plane, and <strong>the</strong>se unpolishedjewels <strong>of</strong>ten lead <strong>the</strong> greedy to this plane in <strong>the</strong>hopes <strong>of</strong> picking <strong>the</strong>m up with minimal effort. Suchprospectors <strong>of</strong>ten meet <strong>the</strong>ir match in <strong>the</strong> natives <strong>of</strong> <strong>the</strong>Elemental Plane <strong>of</strong> Earth, who feel extremely attached(sometimes literally) to parts <strong>of</strong> <strong>the</strong>ir home.The Elemental Plane <strong>of</strong> Earth is a place hostile to lifefrom <strong>the</strong> Material Plane, but unlike <strong>the</strong> Elemental Plane<strong>of</strong> Fire, it is not actively hostile. Ra<strong>the</strong>r, it is uncaring,unconcerned about <strong>the</strong> motes <strong>of</strong> life that move through itand around it. It is solid stone, as patient as <strong>the</strong> earthitself. And it has all <strong>the</strong> time in <strong>the</strong> universe.ELEMENTAL PLANE OF EARTH TRAITSThe Elemental Plane <strong>of</strong> Earth has <strong>the</strong> following traits.• Heavy Gravity: The penalties <strong>of</strong> <strong>the</strong> heavy gravity traitapply to all creatures, native and visitor, on <strong>the</strong> plane.• Normal Time.• Infinite Size.• Alterable Morphic.• Earth-Dominant.• Enhanced Magic: Spells and spell-like abilities thatuse, manipulate, or create earth or stone (includingthose <strong>of</strong> <strong>the</strong> Earth domain) are both empowered andextended (as if <strong>the</strong> Empower Spell and Extend Spellhad been used on <strong>the</strong>m, but <strong>the</strong> spells don’t requirehigher-level slots). A xorn movement spell would thushave its duration doubled. Spells and spell-like abilitiesthat are already empowered or extended are unaffectedby this benefit.• Impeded Magic: Spells and spell-like abilities that useor create air (including <strong>the</strong> summoning <strong>of</strong> air elementalsor outsiders with <strong>the</strong> air subtype) are impeded. Thisincludes spells <strong>of</strong> <strong>the</strong> Air domain. These spells andspell-like abilities can still be used, but a successfulSpellcraft check (DC 15 + level <strong>of</strong> <strong>the</strong> spell) must bemade to do so.EARTH INHABITANTSMuch <strong>of</strong> life on <strong>the</strong> Elemental Plane <strong>of</strong> Earth is unknownto travelers from <strong>the</strong> Material Plane, due at least in part to<strong>the</strong> nature <strong>of</strong> this Inner Plane. Most visitors spend timeonly in <strong>the</strong> caverns and tunnels that snake through <strong>the</strong>solid world <strong>of</strong> <strong>the</strong> plane, so creatures that live deep in <strong>the</strong>heart <strong>of</strong> <strong>the</strong> plane are unknown and unguessed-at.Elementals are sentient parts <strong>of</strong> <strong>the</strong> plane itself. Theymove effortlessly through <strong>the</strong> mix <strong>of</strong> rock and soil thatmakes up <strong>the</strong> Elemental Plane <strong>of</strong> Earth. Some creaturesare analogous to those <strong>of</strong> <strong>the</strong> Material Plane, while o<strong>the</strong>rsreflect <strong>the</strong> raw power <strong>of</strong> <strong>the</strong>ir elemental form.Earth elementals are uncomfortable with open spaces.On <strong>the</strong>ir home plane <strong>the</strong>y will, unless o<strong>the</strong>rwiserestrained or driven <strong>of</strong>f, collapse tunnels, rifts, and cavernsthat snake through <strong>the</strong>ir realms.The outsiders who live on <strong>the</strong> plane oppose this elementaldestruction because <strong>the</strong>y seek trade with o<strong>the</strong>rplanes and want <strong>the</strong>ir homes on <strong>the</strong> Elemental Plane <strong>of</strong>Earth to remain hospitable. Dao outposts, for example,are continually vigilant against <strong>the</strong> natural and sentienthazards <strong>of</strong> <strong>the</strong>ir plane, protecting spaces open enoughto allow <strong>the</strong>m to deal with <strong>the</strong>ir fellow genies and o<strong>the</strong>rtravelers. Mephits also seek such clear spaces and are ascommon as vermin in settlements on <strong>the</strong> ElementalPlane <strong>of</strong> Earth. Creatures that have <strong>the</strong> ability to movethrough <strong>the</strong> earth, such as xorn, care nei<strong>the</strong>r one way nor<strong>the</strong> o<strong>the</strong>r for such open regions within <strong>the</strong>ir realms.The Elemental Plane <strong>of</strong> Earth is also home to creatureswith a natural affinity toward earth and stone, denizenswho are comfortable in tunnels <strong>of</strong> <strong>the</strong>ir own carving.Dwarves and some dragons live here, as do larger creaturessuch as stone giants and <strong>the</strong> occasional gargoyle(though <strong>the</strong>y rarely get to stretch <strong>the</strong>ir wings and fly veryfar on this plane). Such creatures need open spaces to survive,so <strong>the</strong>y <strong>of</strong>ten ally <strong>the</strong>mselves with more powerfulnative races.The native tongue <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Earth isTerran, a deep rumbling tongue that vibrates through <strong>the</strong>listener like a tremor. Those natives who deal with visitorsmay speak additional languages, though most feel noneed to do so.MOVEMENT AND COMBATTwo kinds <strong>of</strong> movement are possible through <strong>the</strong> ElementalPlane <strong>of</strong> Earth: digging and walking through <strong>the</strong>tunnels and caverns. Digging is a tiring activity, done at<strong>the</strong> rate <strong>of</strong> 5 feet per 10 minutes (but see <strong>the</strong> Digging YourWay Out sidebar). Moving through passages is likenormal movement and bears all <strong>the</strong> perils <strong>of</strong> exploringcaves on <strong>the</strong> Material Plane.Individuals with <strong>the</strong> ability to move like a xornthrough solid objects do not become intangible when<strong>the</strong>y move this way. Ra<strong>the</strong>r, <strong>the</strong>y move like fish throughwater, allowing <strong>the</strong> earth to close behind <strong>the</strong>m in <strong>the</strong>irwake. Such creatures do not normally leave a tunnelbehind for o<strong>the</strong>rs to follow unless digging at <strong>the</strong> speedand manner above.An astrally projecting traveler whose form manifestson this plane gains <strong>the</strong> ability to move through <strong>the</strong> solidrock in <strong>the</strong> same fashion as an earth elemental. This abilityonly applies on <strong>the</strong> Elemental Plane <strong>of</strong> Earth.Earth CombatExcept as noted for <strong>the</strong> elemental traits, combat is normalon <strong>the</strong> Elemental Plane <strong>of</strong> Earth. A traveler using a xornmovement spell or similar ability can be attacked normallyand might face attacks from assailants that can move in aCHAPTER 6:THE INNERPLANES71
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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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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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strange and often distasteful rites
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Climate/Terrain: Any land and under
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Elemental: Immune to poison, sleep,
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Skills: Water element tigers receiv
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Damage: Bite 1d6+3, claw 1d3+1; spi
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Alignment: Always chaotic (any).Adv
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Appendix: VariantPlanes & Cosmologi
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Region of DreamsDreamscapesDreamsca
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A mirror-self is created somewhere
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ever-shifting ice floating on a fro
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Time onTime ond% Material Plane Tem
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FAERIE INHABITANTSThe Plane of Faer
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats