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Dungeon Master's Guide

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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

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