Dungeon Master's Guide
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Finally, a creature can use an action to make an<br />
Intelligence check to stabilize a spherical area centered<br />
on the creature. The DC depends on the radius of the<br />
sphere. The base DC is 5 for a 10-foot-radius sphere;<br />
each additional 10 feet added to the radius increases the<br />
DC by 5. On a successful check, the creature prevents<br />
the area from being altered by the plane for 24 hours, or<br />
until the creature uses this ability again.<br />
PANDEMONIUM<br />
Pandemonium is a plane of madness, a great mass of<br />
rock riddled with tunnels carved by howling winds. It is<br />
cold, noisy, and dark, with no natural light. Wind quickly<br />
extinguishes nonmagical open flames such as torches<br />
and campfires. It also makes conversation possible only<br />
by yelling, and even then only to a maximum distance<br />
of 10 feet. Creatures have disadvantage on any ability<br />
check that relies on hearing.<br />
Most of the plane's inhabitants are creatures that were<br />
banished to the plane with no hope of escape, and many<br />
of them have been driven mad by the incessant winds<br />
or forced to take shelter in places where the winds die<br />
down until they sound like distant cries of torment.<br />
OPTIONAL RULE: MAD WINDS<br />
A visitor must make a DC 10 Wisdom saving throw<br />
after each hour spent among the howling winds. On a<br />
failed save, the creature gains one level of exhaustion.<br />
A creature that reaches six levels of exhaustion while<br />
on this plane doesn't die. Instead, the creature gains<br />
a random form of indefinite madness, as described in<br />
chapter 8, "Running the Game." Finishing a long rest<br />
doesn't reduce a creature's exhaustion level unless the<br />
creature can somehow escape the maddening winds.<br />
THE ABYSS<br />
----------- --<br />
The Abyss embodies all that is perverse, gruesome, and<br />
chaotic. Its virtually endless layers spiral downward into<br />
ever more appalling forms.<br />
Each layer of the Abyss boasts its own horrific<br />
environment. Although no two layers are alike, they are<br />
all harsh and inhospitable. Each layer also reflects the<br />
en tropic nature of the Abyss. In fact, much of what one<br />
sees or touches on the plane seems to be in a decaying,<br />
crumbling, or corroded state.<br />
OPTIONAL RULE: ABYSSAL CORRUPTION<br />
A non-evil visitor that finishes a long rest in the Abyss<br />
must make a DC 10 Charisma saving throw. On a<br />
failure, the creature becomes corrupted. Refer to the<br />
Abyssal Corruption table to determine the effects of<br />
this corruption. You can substitute different corruption<br />
effects of your own creation.<br />
After finishing a long rest, a corrupted creature can<br />
make a DC 15 Charisma saving throw. On a successful<br />
save, the corruption effect ends. A dispel evil and good<br />
spell or any magic that removes a curse also ends<br />
the effect.<br />
If a corrupted creature doesn't leave the plane within<br />
ld4 + 2 days, its alignment changes to chaotic evil.<br />
Casting the dispel evil and good spell on the creature<br />
restores its original alignment.<br />
ABYSSAL CoRRUPTION<br />
dlO<br />
Result<br />
1-4 Treachery. The character gains the following flaw:<br />
5-7<br />
8-9<br />
10<br />
"I can only achieve my goals by making sure that<br />
my companions don't achieve theirs."<br />
Bloodlust. The character gains the following flaw:<br />
" I enjoy killin g for its own sake, and once I start,<br />
it's hard to stop."<br />
Mad Ambition. The character gains the following<br />
flaw: " I am destined to rule the Abyss, and my<br />
companions are tools to that end."<br />
Demonic Possession. The character is possessed<br />
by a demonic entity until freed by dispel evil and<br />
good or similar magic. Whenever the possessed<br />
character rolls a 1 on an attack roll, ability check,<br />
or saving throw, the demon takes control of the<br />
character and determines the character's behavior.<br />
At the end of each of the possessed character's<br />
turns, he or she can make a DC 15 Charisma saving<br />
throw. On a success, the character regains control<br />
until he or she rolls another 1.<br />
IMPORTANT LAYERS<br />
The layers of the Abyss are defined by the demon lords<br />
who rule them, as the following examples illustrate.<br />
More information about the demon lords can be found in<br />
the Monster Manual.<br />
The Gaping Maw. Demogorgon's layer in the Abyss<br />
is a vast wilderness of savagery and madness known<br />
as the Gaping Maw, where even powerful demons<br />
go insane with fear. Reflecting Demogorgon's dual<br />
nature, the Gaping Maw consists of a massive primeval<br />
continent covered in dense jungle, surrounded by a<br />
seemingly endless expanse of ocean and brine fiats. The<br />
Prince of Demons rules his layer from two serpentine<br />
towers, which emerge from a turbid sea. Each tower<br />
is topped with an enormous fanged skull. The spires<br />
constitute the fortress of Abysm, where few creatures<br />
can venture without descending into madness.<br />
Thanatos. If Orcus had his way, all planes would<br />
resemble his dead realm of Thanatos, and all creatures<br />
would become undead under his control. Under its<br />
black sky, Thanatos is a land of bleak mountains, barren<br />
moors, ruined cities, and forests of twisted black trees.<br />
Tombs, mausoleums, gravestones, and sarcophagi<br />
litter the landscape. Undead swarm across the plane,<br />
bursting from their tombs and graves to tear apart any<br />
creatures foolish enough to journey here. Orcus rules<br />
Thanatos from a vast palace known as Everlost, crafted<br />
of obsidian and bone. Set within a howling wasteland<br />
called Oblivion's End, the palace is surrounded by tombs<br />
and burial sites dug into the sheer slopes of narrow<br />
valleys, creating a tiered necropolis.<br />
The Demonweb. Lolth's layer is an immense network<br />
of thick, magical webbing that forms passageways and<br />
cocoon-like chambers. Throughout the web, buildings,<br />
structures, ships, and other objects hang as if caught<br />
in a spider's snare. The nature of Lolth's web creates<br />
random portals throughout the plane, drawing such<br />
objects in from demiplanes and Material Plane worlds<br />
CHAPTER 2 I CREATING A MULTIVERSE