CHAPTER 6:THE INNERPLANES76Table 6–3: Elemental Plane <strong>of</strong> Fire Encountersd% Encounter Number CR At EL01–03 Azer squad* — — 704 Dragon, brass, adult 1 11 1105 Dragon, gold, juvenile 1d3 9 1106 Dragon, red, young adult 1 12 1207–13 Efreet 1d3 8 1014–15 Fire element ankheg† 1d8 3 816–17 Fire element ape† 1d6 2 718–19 Fire element dire lion† 1d4 6 920–21 Fire element dragonne† 1d3 8 1022–23 Fire element krenshar† 2d6+3 1 924 Fire elemental, Small 2d6+3 1 825–26 Fire elemental, Medium-size 2d4 3 827–28 Fire elemental, Large 1d4 5 829–30 Fire elemental, Huge 1 7 731–32 Fire elemental, Greater 1 9 933–34 Fire elemental, Elder 1 11 1135 Fire half-elemental griffon‡ 1d6 6 1036 Fire half-elemental hill giant‡ 1 9 937 Fire half-elemental howler‡ 2d4 5 1038 Fire half-elemental manticore‡ 1d3 7 939 Fire half-elemental satyr 1d4 6 9(with pipes)‡40–41 Giant, fire 1 10 1042–46 Hell hound 2d8+3 3 1047–49 Janni 1d4 4 750 Magma paraelemental, Small 2d6+3 1 851 Magma paraelemental, 2d4 3 8Medium-size52 Magma paraelemental, Large 1d4 5 8superheated steam billow across <strong>the</strong> fiery landscape. Steamclouds are hard to discern among <strong>the</strong> smoke and shimmeringvapors <strong>of</strong> <strong>the</strong> ignited atmosphere, so a traveler canbecome trapped within such a cloud without knowing it.Most steam clouds are high enough above <strong>the</strong> surface that<strong>the</strong>y pose a hazard only to creatures in flight. Natives such as<strong>the</strong> efreet can sense a change in <strong>the</strong> wind that precipitates asteam cloud and <strong>the</strong>reby avoid <strong>the</strong> cloud if <strong>the</strong>y so desire.A steam cloud deals 1d10 points <strong>of</strong> fire damage perminute to those caught within it, in addition to any o<strong>the</strong>rdamage caused by <strong>the</strong> environment. The steam condenseson surfaces as well as in burning drops. A typicalsteam cloud has a 100-foot radius, though one can be aslarge as ten times that size. A cloud drifts about 120 feetper minute, naturally dissipating in 1d10 hours.Rains <strong>of</strong> AshRains <strong>of</strong> hot ash pose <strong>the</strong> same perils to those on <strong>the</strong>ground that steam clouds pose to those in <strong>the</strong> air. Suchrains usually appear as a darkening on <strong>the</strong> horizon thatmoves in like a summer thunderstorm.Those caught in an ash rain take an additional 1d10points <strong>of</strong> fire damage each round in addition to <strong>the</strong> naturaldamage <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire. Creatures immuneto fire are unaffected. Ash rains are sporadic and last 2d10minutes before drifting <strong>of</strong>f or burning <strong>the</strong>mselves out.Magma Rivers and FirefallsMost <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire consists <strong>of</strong> slowmovingsolid flame, but <strong>the</strong>re are faster-moving, hotterd% Encounter Number CR At EL53 Magma paraelemental, Huge 1 7 754 Magma paraelemental, Greater 1 9 955 Magma paraelemental, Elder 1 11 1156–58 Magmin 2d6 3 959–61 Mephit, fire 2d4 3 962–64 Mephit, magma 2d4 3 965–67 Mephit, steam 2d4 3 968–70 Mercane trading mission§ — — 1271–72 Pyrohydra (eight-headed) 1d3 9 1173 Pyrohydra (ten-headed) 1 11 1174–76 Rain <strong>of</strong> ash — — —77–78 Rast 1d4 5 979–83 Salamander, average 1d6 5 1084–86 Salamander, flamebro<strong>the</strong>r 2d6+2 2 887–88 Salamander, noble 1d3 9 1189 Smoke paraelemental, Small 2d6+3 1 890 Smoke paraelemental, 2d4 3 8Medium-size91 Smoke paraelemental, Large 1d4 5 892 Smoke paraelemental, Huge 1 7 793 Smoke paraelemental, Greater 1 9 994 Smoke paraelemental, Elder 1 11 1195–98 Steam cloud — — —99–100 Thoqqua 1d6 2 6*Squad consists <strong>of</strong> 15 azers plus Ftr3 sergeant plus Wiz6(01–50) or Ftr6 (51–100) leader.†Apply <strong>the</strong> fire element creature template.‡Apply <strong>the</strong> half-elemental creature template.§Trading mission consists <strong>of</strong> 1 mercane with ring <strong>of</strong> majorelemental resistance (fire) and 9 average salamander guards.regions. These rivers <strong>of</strong> flame and magma pour through<strong>the</strong> ductile landscape <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Fire.Magma rivers are incredibly hot, dealing an additional20d10 points <strong>of</strong> fire damage to those who enter <strong>the</strong>m.Creatures immune to fire are unharmed by <strong>the</strong>se torrents,but it is possible for a creature o<strong>the</strong>rwise immuneto flame to drown in such a river (as a Material Plane creaturemight drown in a river <strong>the</strong>re).Often <strong>the</strong>se magma rivers crash over cliffs, forminggreat firefalls that are spectacular to behold. Such falls <strong>of</strong>liquid flame <strong>of</strong>ten breach <strong>the</strong> areas between <strong>the</strong> planes ina natural vortex, leading to similar areas on <strong>the</strong> MaterialPlane (such as <strong>the</strong> center <strong>of</strong> a volcano crater). Travelersdesperate to escape <strong>the</strong> Elemental Plane <strong>of</strong> Fire who havemade <strong>the</strong> proper precautions might seek out <strong>the</strong>se naturalportals to make good <strong>the</strong>ir departure.FIRE ENCOUNTERSDespite its hostile nature, <strong>the</strong> Elemental Plane <strong>of</strong> Firehosts diverse creatures and phenomena. It is <strong>the</strong> home <strong>of</strong>creatures made <strong>of</strong> <strong>the</strong> planar material itself, outsiders thatthrive in its superheated lands, and even creatures <strong>of</strong> <strong>the</strong>Material Plane that are immune to fire.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 6–3: Elemental Plane <strong>of</strong> Fire Encounters.Roll once per hour.
ELEMENTAL PLANEOF WATERIt is an ocean without a surface.It is domain <strong>of</strong> current and wave.It is a bottomless depth.The Elemental Plane <strong>of</strong> Water is a sea without a floor or asurface, an entirely fluid environment lit by a diffuse glow. Itis one <strong>of</strong> <strong>the</strong> more hospitable <strong>of</strong> <strong>the</strong> Inner <strong>Planes</strong> once a travelergets past <strong>the</strong> problem <strong>of</strong> breathing <strong>the</strong> local medium.The eternal oceans <strong>of</strong> this plane vary between ice coldand boiling hot, between saline and fresh. They are perpetuallyin motion, wracked by currents and tides. Theplane’s permanent settlements form around bits <strong>of</strong> flotsamand jetsam suspended within this endless liquid.Even <strong>the</strong>se settlements drift on <strong>the</strong> tides <strong>of</strong> <strong>the</strong> ElementalPlane <strong>of</strong> Water.ELEMENTAL PLANE OF WATER TRAITSThe Elemental Plane <strong>of</strong> Water has <strong>the</strong> following traits.• Subjective Directional Gravity: The gravity hereworks similar to that <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Air. Butsinking or rising on <strong>the</strong> Elemental Plane <strong>of</strong> Water isslower (and less dangerous) than on <strong>the</strong> ElementalPlane <strong>of</strong> Air.• Normal Time.• Infinite Size.• Alterable Morphic.• Water-Dominant.• Enhanced Magic: Spells and spell-like abilities thatuse or create water are both extended and enlarged (asif <strong>the</strong> Extend Spell and Enlarge Spell had been used on<strong>the</strong>m, but <strong>the</strong> spells don’t require higher-level slots). Awater breathing spell would thus last 4 hours per level,ra<strong>the</strong>r than 2 hours per level. Spells and spell-like abilitiesthat are already extended or enlarged are unaffectedby this benefit.• Impeded Magic: Spells and spell-like abilities with<strong>the</strong> fire descriptor are impeded. This includes spells <strong>of</strong><strong>the</strong> Fire domain. These spells and spell-like abilitiescan still be used, but a successful Spellcraft check (DC15 + level <strong>of</strong> <strong>the</strong> spell) must be made to do so.WATER INHABITANTSThe Elemental Plane <strong>of</strong> Water is relatively benign for anInner Plane and is home to a large number <strong>of</strong> native elementals,water-breathing outsiders, and creatures fromo<strong>the</strong>r planes that can survive in its watery seas.Elementals are discrete and separate manifestations <strong>of</strong><strong>the</strong> plane itself, granted sentience and mobility frommagic or natural forces. These include <strong>the</strong> water elementalssummoned by spellcasters and elemental versions <strong>of</strong>Material Plane creatures. Such creatures tend to be atleast semiliquid and mimic seagoing beasts and monsters<strong>of</strong> <strong>the</strong> Material Plane.Many water-breathing outsiders also make <strong>the</strong> ElementalPlane <strong>of</strong> Water <strong>the</strong>ir home. These include suchtransient beasts as <strong>the</strong> tojanida and <strong>the</strong> mephit, as well asmore settled groups such as tritons and marid genies. Ingeneral, water-breathing outsiders found on <strong>the</strong> ElementalPlane <strong>of</strong> Water tend to be playful and cruel, not hesitatingto torment (and drown) interplanar visitors whorely on magic spells or items to survive on <strong>the</strong>ir plane.Finally, water-breathing creatures from o<strong>the</strong>r planesmay be found on <strong>the</strong> Elemental Plane <strong>of</strong> Water. Fish,crustaceans, cephalopods and most sea-dwellers live onthis plane, but not air-breathing ocean-dwellers such aswhales and dolphins. The Elemental Plane <strong>of</strong> Water ishospitable to both freshwater and saltwater species,though each type has its own regions to inhabit. Monstrousaquatic creatures such as <strong>the</strong> kraken and abolethmay be found here as well.Portals seem to be common between <strong>the</strong> ElementalPlane <strong>of</strong> Water and oceans on <strong>the</strong> Material Plane, andrarer portals connect to large bodies <strong>of</strong> water on o<strong>the</strong>rplanes. Both <strong>of</strong> <strong>the</strong> great rivers <strong>of</strong> <strong>the</strong> Outer <strong>Planes</strong>, <strong>the</strong>Styx and <strong>the</strong> Oceanus, contain vortices to <strong>the</strong> ElementalPlane <strong>of</strong> Water. Tritons and marids in particular make use<strong>of</strong> <strong>the</strong> vortices, and settlements <strong>of</strong> <strong>the</strong>se creatures are usuallyfound near permanent portals.Natives <strong>of</strong> <strong>the</strong> Elemental Plane <strong>of</strong> Water speak Aquan, aflowing, subtle language filled with double meaningsand hidden puns. Those dealing with o<strong>the</strong>r planes speako<strong>the</strong>r languages to facilitate <strong>the</strong>ir dealings: Common,Infernal, Abyssal, and Celestial are frequent choices.MOVEMENT AND COMBATThe Elemental Plane <strong>of</strong> Water has no set directions, sotravelers can move about in a fashion similar to movementon <strong>the</strong> Elemental Plane <strong>of</strong> Air. Ra<strong>the</strong>r than falling, atraveler may choose to rise or sink.While a traveler may choose which way is up, whe<strong>the</strong>rshe rises or sinks depends on whe<strong>the</strong>r she would rise orsink normally. Characters carrying less than 5 pounds <strong>of</strong>gear rise headfirst, but o<strong>the</strong>rs sink feetfirst. Both do so at<strong>the</strong> same rate: 15 feet <strong>the</strong> first round, <strong>the</strong>n 30 feet eachround <strong>the</strong>reafter. The resistance <strong>of</strong> <strong>the</strong> water prevents <strong>the</strong>great speeds found on <strong>the</strong> Elemental Plane <strong>of</strong> Air andelsewhere, so a sinking or rising character takes nodamage from striking an object.In addition to moving about by sinking or rising, travelerscan swim normally. If a solid surface is available, <strong>the</strong>ycan walk. Those with fly speeds can fly at half <strong>the</strong>ir normalrate, and <strong>the</strong>ir maneuverability is reduced by one grade.There are almost no static physical locations on <strong>the</strong> ElementalPlane <strong>of</strong> Water, because even <strong>the</strong> largest communitiesdrift on <strong>the</strong> currents <strong>of</strong> <strong>the</strong> plane. These includeportals that lead elsewhere, and established communitiesmay drift along with <strong>the</strong>se vortex entrances. Travelbetween two communities on <strong>the</strong> Elemental Plane <strong>of</strong>Water <strong>of</strong>ten requires divination magic. Alternatively,travelers can hire a local guide knowledgeable in <strong>the</strong> currentsand tides <strong>of</strong> <strong>the</strong> plane to figure out where a particularcommunity or portal has drifted to. Tritons andmarids make suitable guides, and <strong>the</strong>y tend to treat fleshyCHAPTER 6:THE INNERPLANES77
- 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 and 52: There is no day or night on the Ast
- Page 53 and 54: Table 5-3: Astral Encountersd% Enco
- 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: MOVEMENT AND COMBATThe Elemental Pl
- 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