CHAPTER 6:THE INNERPLANES80Table 6–4: Elemental Plane <strong>of</strong> Water Encountersd% Encounter Number CR At EL01–02 Aboleth 2 7 903–05 Coral sphere* — — —06 Dragon, black, adult 1d3 10 1207 Dragon, bronze, young adult 1 11 1108–09 Hot spot — — —10 Ice paraelemental, Small 2d6+3 1 811 Ice paraelemental, 2d4 3 8Medium-size12 Ice paraelemental, Large 1d4 5 813 Ice paraelemental, Huge 1 7 714 Ice paraelemental, Greater 1 9 915 Ice paraelemental, Elder 1 11 1116–17 Ice pocket — — —18–21 Janni 1d4 4 722–30 Marid 1d3 9 1131–33 Mephit, ooze 2d4 3 934–36 Mephit, water 2d4 3 937–39 Mercane trading mission† — — 1240 Ooze paraelemental, Small 2d6+3 1 841 Ooze paraelemental, 2d4 3 8Medium-size42 Ooze paraelemental, Large 1d4 5 843 Ooze paraelemental, Huge 1 7 744 Ooze paraelemental, Greater 1 9 945 Ooze paraelemental, Elder 1 11 1146 Red tide — — —47 Sea hag (covey)‡ — — 1248–51 Seaweed ball* — — —52–54 Strong current — — —55 Tidal bore — — —56–58 Tojanida, juvenile 1d6 3 759–63 Tojanida, adult 2d4 5 11WATER ENCOUNTERSThe Elemental Plane <strong>of</strong> Water is a shifting, fluid place.Most creatures have <strong>the</strong>ir own supply <strong>of</strong> air, or have <strong>the</strong>ability to brea<strong>the</strong> water, or do not brea<strong>the</strong> at all.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 6–4: Elemental Plane <strong>of</strong> Water Encounters.Roll once per hour.NEGATIVE ENERGY PLANEIt <strong>the</strong> blackest night.It is <strong>the</strong> heart <strong>of</strong> darkness.It is <strong>the</strong> hunger that devours souls.The Negative Energy Plane is a barren, empty place, avoid without end, and a place <strong>of</strong> empty, endless night.Worse, it is a needy, greedy plane, sucking <strong>the</strong> life out <strong>of</strong>anything that is vulnerable. Heat, fire, and life itself are alldrawn into <strong>the</strong> maw <strong>of</strong> this plane, which hungers for more.To <strong>the</strong> observer, <strong>the</strong>re’s little to see on <strong>the</strong> NegativeEnergy Plane. It is a dark, empty place, an eternal pitwhere a traveler can fall until <strong>the</strong> plane itself steals awayall light and life.The Negative Energy Plane is <strong>the</strong> most hostile <strong>of</strong> <strong>the</strong>Inner <strong>Planes</strong>, and <strong>the</strong> most uncaring and intolerant <strong>of</strong>d% Encounter Number CR At EL64–65 Tojanida, elder 1d3 9 1166–70 Triton 2d4 4 1071–72 Water element ankheg§ 2d4 3 873–74 Water element cockatrice§ 2d6 3 875–76 Water element dire shark§ 1 11 1177–78 Water element tiger§ 1d6 4 879–80 Water element unicorn§ 2d4 3 881 Water elemental, Small 2d6+3 1 882–83 Water elemental, Medium-size 2d4 3 884–85 Water elemental, Large 1d4 5 886–87 Water elemental, Huge 1 7 788–89 Water elemental, Greater 1 9 990–91 Water elemental, Elder 1 11 1192 Water half-elemental grick|| 2d4 5 1093 Water half-elemental hydra 1 9 9(eight-headed)||94 Water half-elemental orca|| 1d3 7 995 Water half-elemental otyugh|| 1d4 6 996 Water half-elemental 1d6 6 10polar bear||97–99 Whirlpool — — —100 Will-o’-wisp 1d4 6 9*There is a 50% chance <strong>of</strong> encountering ano<strong>the</strong>r group <strong>of</strong> creatureshere: a company <strong>of</strong> marids (01–50) or a squad <strong>of</strong> tritons(51–100).†Trading mission consists <strong>of</strong> 1 mercane with an iridescentspindly Ioun stone and an honor guard <strong>of</strong> 11 tritons.‡Covey consists <strong>of</strong> 3 sea hags, 6 merrow, and 1 evil stormgiant.§Apply <strong>the</strong> water element creature template.||Apply <strong>the</strong> half-elemental creature template.life. Only creatures invulnerable to its life-draining energiesmay survive <strong>the</strong>re, and even <strong>the</strong>y have problems as<strong>the</strong> negative energy tugs at <strong>the</strong>m imploringly.NEGATIVE ENERGY PLANE TRAITSThe Negative Energy Plane has <strong>the</strong> following traits.• Subjective Directional Gravity: Similar to <strong>the</strong> ElementalPlane <strong>of</strong> Air, on this plane each inhabitantdecides his own “down.”• Normal Time.• Infinite Size.• Alterable Morphic.• Major Negative-Dominant: Areas within <strong>the</strong> planehave only <strong>the</strong> minor negative-dominant trait, and<strong>the</strong>se islands tend to be inhabited. As an option forcosmologies where <strong>the</strong> Negative Energy Plane ismore inhabited, make <strong>the</strong> minor negative-dominanttrait <strong>the</strong> default, with pockets <strong>of</strong> major negativedominant.• Enhanced Magic: Spells and spell-like abilities thatuse negative energy are maximized (as if <strong>the</strong> MaximizeSpell feat had been used on <strong>the</strong>m, but <strong>the</strong> spells don’trequire higher-level slots). Spells and spell-like abilitiesthat are already maximized are unaffected by this benefit.Class abilities that use negative energy, such asrebuking and controlling undead, gain a +10 bonus on<strong>the</strong> roll to determine Hit Dice affected.
• Impeded Magic: Spells and spell-like abilities thatuse positive energy, including cure spells, areimpeded. These spells and spell-like abilities can stillbe used, but a successful Spellcraft check (DC 15 +level <strong>of</strong> <strong>the</strong> spell) must be made to do so. Characterssuffer a –10 penalty on Fortitude saving throws madeto regain negative levels bestowed through energydrain while on this plane, though <strong>the</strong>y may leave <strong>the</strong>Negative Energy Plane and make <strong>the</strong>ir Fortitudesaves somewhere else.NEGATIVE INHABITANTSLike its positive energy twin, <strong>the</strong> Negative Energy Planeis relatively empty. It contains no true elemental forms orversions <strong>of</strong> Material Plane creatures, and its outsiders arefew and far between. Unlike on <strong>the</strong> Positive EnergyPlane, undead thrive in this dark place.The best-known outsider found on <strong>the</strong> NegativeEnergy Plane is <strong>the</strong> xeg-yi. These alien, o<strong>the</strong>rworldlycreatures appear to be sentient, though <strong>the</strong>ir nature andpurpose remain a mystery for many. Outsiders native to<strong>the</strong> Negative Energy Plane (including <strong>the</strong> xeg-yi) areimmune to <strong>the</strong> detrimental effects typical <strong>of</strong> <strong>the</strong> plane.The Negative Energy Plane is a hospitable home for<strong>the</strong> undead, especially undead that drain life energiesfrom <strong>the</strong>ir opponents. Wraiths, spectres, and wights areall common, and some powerful vampires and lichesmake <strong>the</strong>ir homes on <strong>the</strong> Negative Energy Plane as well.The only thing that limits such creatures is <strong>the</strong> availability<strong>of</strong> prey, so <strong>the</strong> undead may be on <strong>the</strong>ir way elsewherewhen encountered.MOVEMENT AND COMBATMovement on <strong>the</strong> Negative Energy Plane functions likeit does on <strong>the</strong> Elemental Plane <strong>of</strong> Air and o<strong>the</strong>r subjectivegravity planes. But flight that relies on wings or <strong>the</strong> presence<strong>of</strong> air does not function, though magical flight (suchas a fly spell) does. A bird’s wings have nothing to beatagainst on <strong>the</strong> Negative Energy Plane, for example, but abeholder’s levitation abilities function normally).Even for a traveler who can move across this desolate,empty plane, <strong>the</strong> total darkness and lack <strong>of</strong> landmarksmake this a perilous place to visit. The undead seem asclueless in this matter as o<strong>the</strong>r visitors from <strong>the</strong> MaterialPlane. If a powerful spellcaster can figure out how to dealwith <strong>the</strong> xeg-yi, <strong>the</strong>se energons can serve as guides.Negative CombatBecause <strong>the</strong> Energy <strong>Planes</strong> have <strong>the</strong> no gravity trait, manyassailants can attack a single target. (See <strong>the</strong> Combat inThree Dimensions sidebar in Chapter 1.) Combat is o<strong>the</strong>rwiseunaffected on <strong>the</strong> Negative Energy Plane.FEATURES OF THE NEGATIVE ENERGYPLANEThe greatest immediate danger on <strong>the</strong> Negative EnergyPlane is <strong>the</strong> plane itself—its brooding malevolence andsoul-sucking nature are a threat to all who cross it.As with its positive twin, <strong>the</strong>re is no air on <strong>the</strong> NegativeEnergy Plane. While <strong>the</strong> environment is not a truevacuum, suffocation is a great peril, and <strong>the</strong> lack <strong>of</strong> breathableair tends to keep living creatures away. Similarly, foodand drink do not exist naturally on <strong>the</strong> Negative EnergyPlane, so a traveler must bring supplies as well.The Negative Energy Plane preys on more than just light.It greedily sucks <strong>the</strong> energy out <strong>of</strong> anything that it can.Torches and lanterns last half <strong>the</strong> normal time. The durations<strong>of</strong> spells are unaffected, because <strong>the</strong> nature <strong>of</strong> <strong>the</strong> spellitself counteracts <strong>the</strong> entropic power <strong>of</strong> negative energy.Finally, a great danger <strong>of</strong> <strong>the</strong> plane is that while it hasmajor negative-dominant and minor negative-dominantareas, <strong>the</strong> border between <strong>the</strong> two is indistinguishable.Worse, <strong>the</strong> border is flexible, and even a stationary travelermay find himself within an energy-draining majornegative-dominant area. Spells such as negative energy protectioncan keep <strong>the</strong>se perils at bay temporarily.The Negative Energy Plane is completely and totallyblack. Even if travelers bring <strong>the</strong>ir own light source, <strong>the</strong>inherent power <strong>of</strong> <strong>the</strong> plane drains <strong>the</strong> color from everything,leaving only gray tones lit by flickering light.Clear vision (including darkvision) is limited to 5 feet.Light sources beyond that range appear as indistinct bits<strong>of</strong> radiance glimmering faintly against <strong>the</strong> deepest night.Distance is impossible to gauge within this oppressiveenvironment.VoidstoneIn some locations on <strong>the</strong> Negative Energy Plane, <strong>the</strong> collapsingintensity <strong>of</strong> <strong>the</strong> plane is so great that <strong>the</strong> negativeenergy folds in on itself, stabilizing into solid chunks <strong>of</strong>utterly black matter. These chunks <strong>of</strong> voidstone might be<strong>the</strong> building blocks <strong>of</strong> such items as <strong>the</strong> sphere <strong>of</strong> annihilation.Indeed, anything that comes into contact with avoidstone is instantly destroyed. Unlike with a sphere <strong>of</strong>annihilation, a character touching a piece <strong>of</strong> voidstonegets a Fortitude saving throw (DC 25) each round he staysin contact with it. Even natives <strong>of</strong> <strong>the</strong> Negative EnergyPlane are vulnerable to voidstones.Also unlike a sphere <strong>of</strong> annihilation, chunks <strong>of</strong> voidstonecannot be controlled through mental energy. Voidstonesmay be <strong>of</strong> any size, ranging from inches across to dozens<strong>of</strong> feet.DoldrumsCertain regions on <strong>the</strong> Negative Energy Plane are lessdeadly than o<strong>the</strong>rs, reducing <strong>the</strong> negative-dominant traitfrom major to minor or even removing it entirely. Theseareas, called <strong>the</strong> doldrums, are relatively static on <strong>the</strong>plane, so towers, cities, and o<strong>the</strong>r structures can be builtat <strong>the</strong>ir locations.The perils <strong>of</strong> such places are tw<strong>of</strong>old. The most obviousthreat is <strong>the</strong> hostile life (and unlife) in <strong>the</strong> area. Asecond threat is that <strong>the</strong> borders <strong>of</strong> a doldrums area mayfail and <strong>the</strong> deadly tides <strong>of</strong> negative energy once againwash over <strong>the</strong> region. Necromancers in particular favor<strong>the</strong> doldrums for <strong>the</strong>ir lairs.CHAPTER 6:THE INNERPLANES81
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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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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