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Plane of Death.

It is the first passageway. It is a place of fear. It is death. The Plane of Death is where everyone goes when they die. Filled with undead. it is a passageway for them, sending them layer after layer, deeper into death, until they reach the last layer. There they either get a second chance at life or remain dead forever. Some of the dead, however, manage to fight the current that drags them down into eternal death In cosmologies that contains this plane, undead that are destroyed instead go to the Plane of Death. The Plane of Death is also strongly connected with an artefact known as The Mirror of Time. The Mirror of Time The Mirror of Time, ages old, allows the user to see into the past, depending on what layer of the Plane of Death they are on. It is a handheld mirror with a white casing and handle. Activation: The user must spill a prick of her blood onto the mirrors surface, and then ask it to show him/her any one thing that happened in the past. Effect: The mirror will display whatever happened if it is within the time frame of the layer of the Plane of Death. The timeframe goes as follows: First Layer: two hours. Second Layer: one day. Third Layer: one week. Fourth Layer: one month. Fifth Layer: one year. Sixth Layer: ten years. Seventh Layer: one hundred years. Eighth Layer: five hundred years. Ninth Layer: Any amount of time. Plane of Death Traits The realm of death is closely connected to the Material plane. Normal Gravity Normal Time

Infinite Size Alterable Morphic No elemental or energy traits Mildly Evil-Aligned Enhanced Magic: Spells with the necromancy descriptor are enhanced on the plane of death. Such spells are cast at +1 caster level and are cast as though they were prepared with the Maximise Spell feat, though they dont require the higher spell slots. In addition, the raise dead spell, if cast on the spirit form of a creature on the first layer, requires no material components and the recipient does not lose a level, and is raised where his body was slain. Impeded Magic: Spells that heal may fizzle when cast on the Plane of Death. A spellcaster attempting to cast such a spell must succeed at a Spellcraft check (DC 15 + the level of the spell). Spells that heal are less effective in general, and produce one die lower in healing. (For example, d6 becomes d4). Magic that allows flight, such as the fly spell, does not function. FEATURES OF THE PLANE OF DEATH The layers of the Plane of Death number nine, and no layer can be accessed without going through the previous one, save the first layer. The first layer can be accessed just like any other plane can, but to get to the second layer, you must travel through the first, and so on. The same is true for coming back out, you must travel from the second layer to the first before you can return to any other plane. Any magic that attempts to get you to any layer other than the first simply fails. Even wish and miracle dont work. In addition, no creature while on the Plane of Death can fly, whether magically or naturally. Every layer is connected to the next one by a gate, and every layer has water, knee deep, spread throughout the layer. On most layers, the water has a strong current, meant to bring the dead through each gate. Some dead, however, resist the pull of death, and thus the plane is full of them. Those who plan to travel to the Plane of Death better have a way of getting back out, for those who stay there too long become dead themselves. Anyone moving safely through gates from one layer to the next gets a +5 bonus on their Fortitude saves to avoid the pull of the current on the next layer (see below). Any undead that are destroyed as part of a turning are instead transported at super speeds through the gates of the layers up to four layers down. (For example, an undead on the fourth layer would be transported to the eighth layer). Such creatures take a 5 penalty on their Fortitude saves to resist the current until they make a save. Undead on this plane are not treated as destroyed when they reach 0 hit points. Instead, they fall unconscious and cannot fight the current unless they regain enough hit points to do so.

Restricted Time: Any living creature that spends a week in the Plane of Death contracts a curse. Their skin starts to become flaky and gaunt and their flesh starts to rot. In three days after contracting the curse, they gain the zombie template, but keep their mental stats. Three days after that, they gain the Abberant Undead template in place of the zombie template. The curse can be removed via Remove Curse, Heal, Wish or miracle, but only if cast when on a different plane. The dead gain the aberrant template 1 day after leaving Exoris and travelling to the second layer. Exoris Exoris is the first layer of the Plane of Death. This is the beginning of the descent for the dead. Anyone who enters the Plane of Death, dead or otherwise, enters it through Exoris, and always appears near to the gate of Exoris. The light of Exoris is grey. Any artificial light, such as that from a fire, is also grey. Exoris is infinite. At what can be considered the top or front of Exoris, stretches a wall of mist, infinitely wide and infinitely high, which conceals a waterfall, infinitely wide and infinitely high, which in turn conceals the layers gate. Outwards from the waterfall, is an infinite expanse of water, knee deep, which constantly flows towards the waterfall. Those who enter the Plane of Death, dead or otherwise, enter close to the waterfall (about 180 ft.). No being can enter the Plane of Death through any other layer, nor can they leave through any other layer but this one. The Raise Dead spell, when cast on this layer upon creatures in spirit form, is free of material components and affects them as if they were living, and the recipient does not lose a level. The current: Living creatures that enter the Plane of Death do so standing, knee deep in the water. Such creatures must make a DC 15 Fortitude save or be dragged under by the current and start moving at 30 ft. per round towards the gate. Creatures who fail this save may make a DC 15 Swim check to stand once per round. If they fail the Swim check, the DC of the Swim check the following round increases by 1. Other creatures in the vicinity may attempt to grab a creature struggling against the current by making a DC 15 Reflex save. Once so grabbed, they may make a DC 15 Strength check in order to stop the creature from going any further and hoist him/her aloft. Dead creatures that enter the Plane of Death do so by falling from the air, and land with a big splash. Most dead are too weak to resist the pull of death, and the plane exerts its pull more against them. The dead require a DC 35 Fortitude save in order to avoid being dragged under, and the Swim check is likewise 35.

Those who reach the wall of mist in this way go through and down into the second layer of the Plane of Death. The Infinite Expanse: The infinite expanse of Exoris waters is very closely linked to the material plane. Anywhere that there has been a recent death (within an hour) on the material plane, can be used by any creature on the Plane of Death (if the creature is within 50 ft of the death at the same location on the Plane of Death) to cross into the material plane. Creatures can sense the death from 150 ft away. The Gate: A great wall of mist conceals the gate of Exoris. Any who approach the edge of the mist (without having being dragged there) must make a DC 25 Fortitude save every round or be dragged down into the second layer. There is, however, a safe way to get through the gate without falling. Those few who know the correct words can pass through the gate safely into the second layer. Gate Mists Abjuration Level: Sorcer/Wizard 1, Druid 1, Cleric 1 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None You close your hands together, and then part them, and the mists covering the first gate part. Gate 1 Abjuration Level: Sorcer/Wizard 1, Druid 1, Cleric 1 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None You invoke the words of the first gate, making a path wide enough for you and your companions to cross into the second layer. Inhabitants: Quite a lot of creatures inhabit Exoris. But then again, quite a lot of those creatures dont stay there very long either. The newly dead (treat them as spirits that look

incorporeal, but are solid on this plane and keep their mental stats) are constantly falling from the sky and being whisked off through the first gate. There are also the undead who managed to withstand the pull of the current, who take aberrant form after about three days. Also present in Exoris are the rare, lucky few which manage to rush through the layers when an unfortunate soul opened the gate to get through to another layer. Exom Exom is the second layer of the Plane of Death. Creatures entering have to make another Fortitude save to avoid being dragged under. If a creature entered Exom by falling down the waterfall at the first gate, then whether dead or alive, has to make the same Fortitude save as the dead do (DC 35). Exom is much more dangerous than Exoris. It is hard to see past further than you can touch. This is not because of darkness, the light is still grey, but there is a different quality to the greyness. A blurring effect. Creatures 5 feet away have half concealment, creatures further than that have total concealment. The whole layer is eerily quiet. The blurring effect is only half of what makes the layer dangerous. The other half are the deep holes. These can be of any length, and essentially act as drowning pits. Once in, it is extremely hard to get out. There is an easy way through the Exom to the gate, but few know it. The Holes: Unless you are probing ahead with something like a staff or a long sword, you will get no warning when you encounter such a hole. Because of the blur effect, the holes cannot be seen. Anyone walking into a hole can make a DC 20 Reflex save to avoid falling in. Those who fail the save are pulled under and risk drowning. A DC 30 Swim check is required for one to swim out. Those who do swim out are subject to the swim checks of the current. Alternatively, a creature can make a DC 20 Reflex save to grab onto a fallen victim and a DC 25 Strength check to hoist him/her out of the hole. The Gate: The second gate is essentially an enormous hole, at least 600 feet across, into the current sank like sink water down a drain. Unlike a normal drain, it is eerily silent, like the rest of the layer. As players get closer to the gate, they make a Search check to see if they can notice the feel of its tug against their shins. At 505-600 feet, the DC is 30, at 405-500 feet, the DC is 25, at 305-400 feet, the DC is 20, at 205-300 feet, the DC is 15, at 105-200 feet, they risk being pulled into the gate and must make a DC 15 Fortitude save or be dragged under and at 0-100 feet, the Fortitude save DC is 35. The Reflex save and Strength check to grab and pull someone back up are the same as the Fortitude DCs, as are the swim checks. Gate 2 Abjuration Level: Sorcer/Wizard 2, Druid 2, Cleric 2

Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None You invoke the words of the second gate, causing its waters to slow and still. The once whirling vortex separates out into a long spiral path, winding downwards into the third layer. Inhabitants: Not so many undead can be seen here, but plenty are trapped down the holes, driven mad by ages of isolation. Those undead that do roam the surface have explored enough to know the layout of the part of the layer they are on and can for the most part avoid the deep holes.

Exeiche Exeiche is the third layer of the Plane of Death. The water here is shallow, only ankle deep, and somewhat warmer. The light is better too - still grey, but you can see. The current is no more than a slight trickle around the feet. The deception here, however, is thinking that Exeiche is a safe place. Exeiche has waves. Big, towering waves. Nothing and no one can withstand the waves. Anyone entering Exeiche via the safe means has three rounds to reach the gate to layer four. The words that open the second gate halt the waves until the gate closes. The distance between one gate and the other is 350 feet. The Waves: Nothing and no one can withstand the waves of Exeiche. As the waves come, they are announced by a thunderous crashing sound, normally accompanied by shrill cries, shrieks and screams. Any creature hit by the waves, no matter how big or tough, is swept up and pushed along with it down into the fourth layer. Those who do get swept up must make a DC 25 Fortitude save or be stunned for 1 hour. The Gate: The third gate is exactly like the first gate, except the words used to travel through it safely both part the mist and bring forward the path. Opening the gate does not stop the wave, but once inside the opened gate the waves dissipate harmlessly around you (but do not fail to dump their contents into the fourth layer). Note: Opening the third gate from the fourth layer also stops the wave. Gate 3 Abjuration

Level: Sorcer/Wizard 3, Druid 3, Cleric 3 Components: V Casting Time: 1 swift action Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None You invoke the words of the third gate, causing its mists to part and a path to appear wide enough for you and your companions, allowing passage to the fourth layer. Inhabitants: Normally lots of undead inhabit this layer before the wave hits them, and then they are whisked away to the fourth layer, screaming and shouting. Exarta Exarta is the fourth layer of the Plane of Death. Exarta is essentially the same as the first layer of the Plane of Death. Indeed, the current is back, only stronger, and still at knee height. The save DC and Swim check for living creatures is now 20, as are the Reflex saves and Strength checks for grabbing and hoisting someone upright. Likewise, the same saves for the Dead are at a DC of 40. The Gate: The gate, like the first and third gates, is a waterfall. However, it is not shrouded in mist. At first sight it looks like an easy drop of only two or three feet, with the current flowing on after it. However, there is more than enough force to drag all but the strongest down. Anyone within 10 feet of the waterfall has to make a DC 40 Fortitude save or be dragged down into the waterfall and through to the fifth layer. The path formed from the fourth gates words is not only the safe way through the fourth gate, it is also the sole means of crossing the fifth layer. Gate 4 Abjuration Level: Sorcer/Wizard 4, Druid 4, Cleric 4 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None You invoke the words of the fourth gate, causing a dark ribbon slowly begin to roll out from the air of the waterfall, floating in the air above the water below. Only three feet wide, it seems to be made of night a night without stars. It stretches out horizontally

from the top of the waterfall into a distance you cant make out. This path goes across the fifth layer. Inhabitants: There are not many undead in this layer, as most are stunned from the third layers waves and are taken straight through to the fifth layer. Exorph Exorph is the fifth layer of the Plane of Death. Exorph is a very dangerous place. Not only is the current very deep too deep to wade in, but those who spend more than two minute in its waters are transformed into an Undead Aberrant. On top of all that, even inside the water, you still have to face the current (the same strength as the fourth layer). Even crossing the layer using the dark path is dangerous. Besides being narrow, it is also the favoured means for powerful Undead Aberrants (a.k.a Greater Undead) to cross the fifth layer themselves. They would wait for a creature to create a path, then rush down it, hoping to overcome the pathmaker with a sudden, vicious attack. The Current: The current in Exorph is just as strong as in Exarta, however, it is too deep to wade in. A successful save means you can swim about in the current, and a successful Swim check does this too. The most detrimental effect of this current its strong metamorphic effect. Anyone merely touches the water gains one negative level, which lasts for 8 hours. Continued touching of the water gains one negative level per round. Anyone who loses all of their levels in this fashion gains the Undead Aberrant template and always has the Horrific Appearance appearance change. If within two minutes the creature does not gain the template, or is immune to gaining a negative level, that creature then gains the Undead Aberrant template. The Path: The path is only five feet above the current, so it is quite easy for some of the more powerful undead to get onto the path in order to attack. The path goes all the way to the fifth gate, but leaves a gap. The Gate: The fifth gate is a reverse waterfall: a waterclimb. The current hits an unseen wall and keeps on flowing up it. The ribbon path ends just short of the waterclimb. The waterclimb blurs into greyness at roughly 100 ft up. Gate 5 Abjuration Level: Sorcer/Wizard 5, Druid 5, Cleric 5 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None

You invoke the words of the fifth gate as you approach it on the ribbon, causing a sheet of water to reach out of the surface of the waterclimb, moving like a strange, very thin, very wide tentacle. It crosses the gap to the ribbon path in a series of shuddering extensions and wraps around you and your companions like a large blanket, without actually touching you. Then it begins to rise up the waterclimb, moving at the same rate as the vertical current, taking the you with it. It will rise for several minutes, until the layer below is lost in fuzzy grey light, until finally stopping. Then it snaps back into the face of the waterclimb, throwing the you with it into the sixth layer. Inhabitants: Those undead that are here mostly cant reach the other ribbon, but there are some that can. The DM is strongly advised to assault the PCs as they journey across the ribbon to the fifth gate. Exorph is a deadly place, and if one of the dead manages to push a PC into the water, it will make them urge caution for the layers ahead. Exarious Exarious is the sixth layer of the Plane of Death. Here there is no current, just a shallow pool. There is also no discernible gate. Instead, there are lots and lots of Undead here. Most of them are weak, but some are tremendously strong, having survived thousands of years. The Gate: The sixth gate isnt like the others. The sixth gate isnt in any particular place. Rather, it opens randomly from time to time or it could be opened using the gate words 300 feet or more away from the fifth gate. When the gate opens randomly, water drains in a sinkhole about 10 feet wide, causing a sudden, strong current in a 300-ft. radius (DC 20 for the living, DC 40 for the dead), sucking the unwary into the seventh layer. Gate 6 Abjuration Level: Sorcer/Wizard 6, Druid 6, Cleric 6 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None This spell can only be cast 300 or more feet away from the fifth gate while on the sixth layer. You invoke the words of the sixth gate, causing causes water to drain away in a circle about ten feet wide around you and your companions. When it dries, the circle begins to sink, the water rising around it on all sides. Faster and faster it sinks, until you seem to be at the base of a narrow cylinder of dry air bored into 300 feet of water. Then, with a great roar, the watery sides of the cylinder collapse, pouring out in every direction. It takes a few minutes for the waters to pass and the froth and spray to subside; then the

current slowly ebbs back, once again trying to pull the dead under. You are now in the seventh layer.

Inhabitants: As mentioned earlier, there are lots and lots of dead in this layer. The great majority of them simply wait there until something happened and they were forced to go on, since they lacked the will and the knowledge to go back the other way. Some, however, actively struggle towards life. These could be from the deep reaches of death, or from this layer. In any case, such beings can be thousands of years old. They hunger for the spark of life. Other beings may have assuaged their hunger in the past and helped them back from the brink of the ninth gate willingly or not. The DM is encouraged to apply the Undead Aberrant template to powerful creatures appropriate to or greater than the parties CR for such inhabitants.

Exyre Exyre is the seventh layer of the Plane of Death the beginning of the deep reaches of death. Any dead that reach this layer gain the Deep Dead template. The seventh layer brings something new to the plane, coloured light. This is due to the gate, an endless line of red fire that burns eerily upon the water, giving off light bright disturbing after the uniform greyness of the other layers. The undead here are also able to better resist the pull of the current (see Deep Dead template). The current is back, and stronger still than the other layers. Living creatures must make DC 25 checks, while Undead creatures must make DC 45 checks. Other than that, there is not much difference from the fourth layer. The Gate: The seventh gate is, as stated above, an endless line of red fire. Anyone passing through it via the current takes 3d6 + 2 fire damage. Otherwise Gate 7 Abjuration Level: Sorcer/Wizard 7, Druid 7, Cleric 7 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None

You invoke the words of the gate, cause the line of fire to shiver and, directly in front of you, to leap up to form a narrow arch, just wide enough for you and your companions to pass. Crossing through brings you to the eighth layer. Inhabitants: There are more undead here than usual in other layers (except for the sixth layer), due to more being able to resist the pull. There will almost certainly be encounters here. Exoid Exoid is the eighth layer of the Plane of Death. As well as the current, there is also many floating patches of fire that move according to their own strange currents or flare up out of no where. Individual fires roar everywhere, some moving fast, others moving slow. These fires emit no smoke. The Fires: The fires are the real danger of this layer. Lay them out as you wish. Walking on through a spot that contains fire causes 2d6 fire damage per round. For every 10 feet a creature traverses through the current, there is a 25% chance that a flare of fire will assail them. If this happens, the creature must make a DC 30 Reflex save or take 5d6 fire damage. The Gate: The eighth gate is an endless wall of darkness. To get through the eighth gate safely, one must walk into the gate before casting the spell. When you step in, all light vanishes, nothing can be seen, heard, or felt, including your own body. And even though sound cant be heard, the spell can still be spoken. Those who enter via the current go to eternal death (or rebirth). Gate 8 Abjuration Level: Sorcer/Wizard 8, Druid 8, Cleric 8 Components: V Casting Time: 1 round Range: Touch Target: One or more creatures touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: None This spell must be used when inside the eighth gate on the Plane of Death. It allows the selected creatures to enter safely into the ninth layer. Inhabitants: Hungering for life, there will be undead waiting here for the right creature to come along to devour their life force.

Exit Exit is the ninth layer of the Plane of Death the last stop for the dead, where fate chooses whether they deserve a second chance or die forever. This layer is utterly different from all the other layers. It has no current, there is light, the water is warm. Here implies a sensation of immensity, for you can see for miles and miles across a great flat stretch of sparkling water. For the first time, looking up does not net you a grey, depressing blur. The sky above is so thick with stars that they overlap and merge to form one unimaginably vast and luminous cloud. Looking up at the sky is dangerous, however, as it forces you to make a DC 15 will save or float slowly up into the sky and disappear forever. Any undead being automatically fails this save. Any being coming through the eighth gate without casting the spell also fails this save. Some undead rise up slowly, others so fast they are just a blur. Inhabitants: No dead stay here. The only dead found here are the ones answering the call of the ninth gate, the destination of no return.

Aberrant Undead
Mutated by their stay in the Plane of Death, most Aberrant Undead do not resemble their former selves. Regardless, aberrant undead possess not only the features of their original kinds, but also strange and unnatural parts given to them by this transformation.

Appearance Changes
Aberrant Undead vaguely resemble the creatures they once were, but are twisted and transformed into grotesque mockeries. They often grow new body parts, lose others, and their remaining features are altered in bizarre and unpredictable ways. Use the special attacks and qualities rolled to guide you in the appearance of your perverse creation. You may also roll on the chart below for inspirationonce per new ability the aberrant gains. Try to match each result to the aberrant undeads special abilities. Roll Appearance Change 0110 Horrific Appearance: Changes to the creatures appearance are monstrous, rendering it virtually unrecognisable as a member of its original kind. The creature takes a 6 penalty on Bluff and Diplomacy checks against any subject who can see the creature and would be taken aback by its disfigurement.

1120 Loss of Major Sense: The creature is blind or deaf (a crippling disadvantage). (It may instead lose some other sensory ability playing a significant part in the creatures characteristics.) 2130 Loss of Minor Sense: The creature loses some sense that does not play a major part in its abilities. A major sense may instead be diminished (2 penalty on related checks). 3140 Missing Limb: An appendage is crippled, withered, or lost. The creature loses the abilities associated with the missing appendage, possibly including the ability to wield two-handed weapons (arm) or fly (wing). Reduce Speed and the AC bonus provided by Dexterity by the percentage of legs lost. 4180 Unnatural Trait: The creature loses hair, changes to an unpleasant colour, its skin becomes rubbery or covered with flaky scales, or it grows some useless but noticeable characteristic, such as small horns or antennae. It is still recognisable as a member of its original kind. Aberrant Undeads with unnatural features take a 1 penalty on Bluff and Diplomacy checks as per horrific appearance. The maximum penalty is 6. 8195 No Change: The aberrant undead gains no change in appearance, other than obviously being dead, like a zombie. 9698 Extra Eyes: The creature gains 1d6 eyes and a +2 bonus on Search and Spot checks. Extra eyes are unnatural traits, causing the aberrant undead to take a 1 penalty on Bluff and Diplomacy checks against any member of their own or similar species who can see the trait. 99100 Extra Limb: The creature gains one extra limb. This limb functions as a manipulating extremity (arm or tentacle) or a movement extremity (leg or wing). An extra arm provides no real benefit in combat, but two extra arms allow the aberrant undead the option of choosing the Multiweapon Fighting feat, if the creature fights with weapons. One extra leg provides a +2 bonus on checks against being bull rushed or tripped when the creature is standing on the ground. Gaining two legs provides a 10-foot bonus to land speed. Extra limbs are unnatural traits, causing the aberrant undead to take a 1 penalty on Bluff and Diplomacy checks against any member of their own or similar species who can see the trait.

Creating an Aberrant Undead


Aberrant Undead is a template that can be added to any creature (referred to hereafter as the base creature). An aberrant Undead differs from the base creature as follows. Type: Change to undead. Hit Dice: Increase all current and future racial Hit Dice to d12s. Special Attacks: Aberrant Undead gain 1d4 additional special attacks. These can be selected or rolled for randomly (roll d%). Some results may be duplicated. Roll Special Attack 0104 Adhesive (Ex): The aberrant undead exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. An adhesive-covered aberrant undead automatically grapples any creature it hits with its natural attack(s). The creature then adds its Hit Dice + its Charisma modifier to subsequent grapple checks. With a standard action, the aberrant undead automatically deals damage with a single natural attack each round to a single creature stuck to it. The aberrant undead may make a full attack to deal damage to multiple stuck targets (or to stuck targets and nonstuck targets). A weapon that strikes an adhesive-coated aberrant undead is also stuck fast unless the wielder succeeds at a Reflex save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier). A successful Strength check (same DC) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the aberrant undead still has half its normal bonus on grapple checks. The aberrant can dissolve its adhesive at will. 0508 Blood Drain (Ex): The aberrant undead gains the following two abilities: Attach (Ex): If an aberrant undead with a natural bite attack hits with that attack, it may use its powerful jaws to latch onto the opponents body, and it automatically deals bite damage and can use its blood drain ability each round it remains attached. An attached aberrant undead loses its Dexterity bonus to Armour Class until it lets go. Aberrant Undead without a natural bite attack must grapple and pin a foe to begin to drain blood, and cannot attach in this manner. Blood Drain (Ex): If an aberrant undead succeeds in attaching to or pinning an opponent, it can immediately make a bite attack as a free action, dealing bite damage (if any) and draining the victims blood in the form of Constitution damage. The creature can drain a number of points per round equal to the amount of poor damage it can deal for its size. An amount of zero () means the creature drains one point of temporary Constitution every two rounds, plus two rounds per zero

result above the indicated size. Vampiric creatures usually drain blood only until theyre full (about 1.5 Constitution points per Hit Die), but this suggestion may be ignored in favour of battles that are more heroic or gluttonous monsters. 0912 Charming Gaze (Su): As charm person; caster level equals the aberrant undeads Hit Dice, and Will negates (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier). If this ability is rolled twice, it functions as a charm monster spell. 1316 Confusing Gaze (Su): As lesser confusion; caster level equals the aberrant undeads Hit Dice, and Will negates (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier). If this ability is selected twice, it functions as confusion, but only one opponent may be targeted at a time. 1720 Constrict (Ex): The aberrant undead deals slam damage (+ Strength modifier) for its size and type with a successful grapple check against creatures of its size or smaller. Multiply the Strength bonus (positive only) by 1.5 if the aberrant undead is Medium or larger. If the base creature does not possess a natural attack that would make constriction possible, you may re-roll this result or add the necessary appendages to the base creature so it can use this ability (a tentacle, pincer, over-sized hand or claw, a prehensile tail, or the like). If this ability is rolled more than once, the aberrant undead can constrict a creature one size larger or it gains one more constricting appendage. Consider adding improved grab as one of the creatures other special attacks. 2124 Corrosive Slime (Ex): The aberrant undeads body produces a mucus-like slime that contains a highly corrosive substance. The slime is particularly effective against metal and stone. All DCs for the slime are 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier. The aberrant undeads mere touch deals damage to organic creatures or objects, and the damage doubles against metal and quadruples against stone. An aberrant undeads size and the good damage category by size determine the acid damage the aberrant undead deals. A natural attack by the aberrant undead leaves a patch of slime that deals normal damage on contact and the same in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes the slime off. A struck opponents armour and clothing dissolve and become useless immediately unless the wearer succeeds on a Reflex save. Weapons that strike the aberrant undead take acid damage, unless the wielder succeeds on a Reflex save. Creatures attacking the aberrant undead with natural weapons take damage from the slime each time their attacks hit, unless they

succeed on a Reflex save. Most aberrant undead with corrosive slime are immune to acid. 2528 Destructive Harmonics (Su): The aberrant undead can product high frequency sounds that blast sonic energy in a cone up to 5 feet long, +5 feet per size the aberrant is larger than Miniscule (a Medium aberrant undead has a 30-foot cone, while a Fine one has a 10-foot cone). It can tune the harmonics of this destructive power to affect different types of targets. (Feel free to limit the aberrant undeads powers to fewer than all three abilities, or to roll 1d3 to see how many the creature gets.) Each type of harmonic allows the indicated save (DC 10 + one half of the aberrant undeads Hit Dice + its Charisma modifier). Flesh: Disrupting tissue and rending bone, this horrible attack deals 1d6 points of damage per 2 Hit Dice the aberrant possesses (minimum 1d6) to all within the cone. Reflex half. Nerves: The aberrant undead can focus its harmonics to subdue rather than slay. This attack plays havoc with nerves and sensory systems, dealing 1d6 (+1d6 per 2 Hit Dice) points of nonlethal damage to all within the cone. Reflex half. Material: The aberrant undead chooses wood, stone, metal, or glass. All objects made of that material within the cone must succeed on a Fortitude save or shatter. Objects (or portions of objects) that have up to half of the aberrant undeads full hit points are potentially affected by this attack. 2932 Disease (Ex): The natural attack of the aberrant undead carries a disease of your choice (see Disease in Chapter 8 of the DMG). A Fortitude save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) resists the initial infection. Thereafter, the disease acts normally according to its statistics as indicated on Table 82: Diseases in the DMG. 3336 Engulf (Ex): The aberrant undeads body (or some part thereof) is flat and pliable, enabling it to wrap a creature one size smaller than itself (or less) in its body as a standard action. To engulf, the aberrant undead attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, it can attack the engulfed victim with a +4 bonus on the attack roll. It can still use its other armed or natural attacks to strike at other targets. Attacks that hit an engulfing aberrant undead deal half of their damage to the monster and half to the trapped victim.

3740 Enslave (Su): Once per day, plus once per 4 Hit Dice, the aberrant can attempt to enslave another creature as if using dominate person. Caster level equals the aberrant undeads Hit Dice, and Will save DC equals 10 + one-half of the aberrant undeads Hit Dice + its Charisma bonus. Unlike dominate person, an enslaved creature can attempt a new Will save every 24 hours to break free. The control is broken if the aberrant undead dies or travels more than one mile from its slave. If this ability is rolled twice, the aberrant undeads caster level is doubled. If it is rolled a third time, caster level is normal but the ability works as if it were dominate monster modified as dominate person is by this ability. 4144 Ground Manipulation (Su): Once per day, plus once per 2 Hit Dice, as a standard action, the aberrant undead can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the aberrant in that area must take a move action to avoid becoming mired (treat as being pinned). 4548 Improved Grab (Ex): To use this ability, the aberrant undead must hit an opponent at least two sizes smaller than itself with a natural attack. If this ability is rolled again, increase the size of opponent the aberrant undead can grab by one, with a maximum of one size larger than itself. 4952 Mind Blast (Sp): This attack is a cone 10 feet long, +10 feet per size the aberrant undead is larger than Miniscule. Anyone caught in this cone must succeed on a Will save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) or be stunned for 1d4 rounds +1d4 rounds per 4 Hit Dice the aberrant undead possesses. 5356 Moan (Ex): The aberrant undead can emit a dangerous subsonic moan. By changing the frequency, the aberrant undead may cause differing effects (the aberrant undead is immune to these sonic, mindaffecting attacks). Feel free to limit the aberrant undeads powers to fewer than all four abilities, roll 1d4 to see how many the creature gets, or roll 1d4 each time this ability is rolled to randomly identify a single moan the creature acquires. Unless noted otherwise, creatures that successfully save against these effects cannot be affected by the same moan effect from the same aberrant undead for one day. Each effect may be resisted by the indicated save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier). Fear: All within a spread 5 feet wide, +5 feet per size the aberrant undead is larger than Miniscule, must succeed on a Will save or

become panicked for 1 round + 1 round per 6 Hit Dice the aberrant possesses. Nausea: Everyone in a cone 5 feet long, +5 feet per size the aberrant undead is larger than Miniscule, must succeed on a Fortitude save or be overcome by nausea and weakness. Affected characters are nauseated for 1d4+1 rounds. Stupor: A single creature within 5 feet, +5 feet per size the aberrant undead is larger than Miniscule, of the aberrant undead must succeed on a Fortitude save or be affected as though by hold monster for 2 rounds + 1 round per 2 Hit Dice the aberrant undead possesses. Even after a successful save, an opponent must repeat the save if the aberrant undead uses this effect again. Unnerve: All within a spread 30 feet wide, +10 feet per size the aberrant undead is larger than Miniscule, automatically take a 2 morale penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a Will save or enter a trance, unable to attack or defend themselves until the moaning stops. Even on a success, creatures within the spread must repeat the save in each round the moaning continues. 5760 Paralysis (Ex): Those hit by the aberrant undeads natural attack must succeed on a Fortitude save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) or be paralysed for a number of minutes equal to poor damage for the aberrant undeads size (minimum 1 minute). 6164 Poison (Ex): A natural attack of the aberrant undead carries with it a virulent poison. A Fortitude save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) negates. The poison deals initial and secondary damage to any one ability score besides Constitution. The damage equals medium damage according to the aberrant undeads size. 6568 Psi-Like Abilities: The aberrant undead possesses psi-like abilities. A psionic aberrant undead gains a number of points equal to its Hit Dice. These points may be spent on psionic powers, which cost a number of points equal to their levels. For example, ego whip costs 2 points, since its a 2nd-level power. A powers level can be no more than one-half the creatures Hit Dice (round up).. Expending a number of points equal to the powers level allows the creature to use the ability once per day. Paying twice this amount allows the creature to use the ability three times per day. Using three times the powers level in points allows the creature to use the psi-like ability at will. A point

expenditure equal to four times the powers level allows the creature to effectively have the ability constantly in effect. At will or constant abilities may be labeled supernatural (Su), instead of psi-like, at your discretion. Constant effects still have a manifester level and may be temporarily dispelled. If its constant power is dispelled, the psionic creature can reestablish the power as a free action on its turn. Psionic aberrant undead do not need a minimum score in any ability to use their psi-like abilities. They manifest their abilities as if they were psions of a level equal to their Hit Dice. Saving throw DCs are based on the creatures Charisma score. See Expanded Psionics Handbook for details on psionic powers. If you do not have the Expanded Psionics Handbook, reroll this ability. 6972 Shadow Shift (Su): Aberrant undeads with this ability can manipulate shadows, gaining one of its sub-abilities each time this special attack is rolled. This ability is effective only in shadowy areas. Obscure Vision: The aberrant gains concealment for 1d4 rounds. Dancing Images: This duplicates a mirror image spell. Caster level equals the aberrant undeads Hit Dice. Silent Image: This duplicates a silent image spell. Caster level equals the aberrant undeads Hit Dice. 7376 Spell-Like Abilities: The aberrant undead possesses spell-like abilities. An aberrant undead gains a number of points equal to its racial Hit Dice. These points are spent on spells, which cost a number of points equal to their respective levels, with first level spells costing 1 point, second level spells costing 2, and so on (0-level spells cost point). For example, fireball costs 3 points, since it is a 3rd-level spell. Regardless, a spellpowered aberrant undead cannot possess a spell that has a level exceeding one-half the creatures Hit Dice (round up). Expending a number of points equal to the spells level allows the creature to use the ability once per day. Paying twice this amount allows the creature to use the ability three times per day. Using three times the spells level in points allows the creature to use the spell-like ability at will. A point expenditure equal to four times the spell level allows the creature to effectively have the ability constantly in effect. At will or constant abilities may be labeled supernatural (Su), instead of spell-like, at your discretion. Constant effects still have a caster level and may be temporarily dispelled. If its constant power is dispelled, the spellpowered aberrant undead can re-establish the power as a free action on its turn. Spellpowered aberrant undead do not need a minimum score in any ability to use their spell-like abilities. Caster

level equals the spellpowered aberrant undeads Hit Dice. Saving throw DCs are based on the creatures highest Charisma score. 7780 Spittle (Ex): Every other round, the aberrant undead can attack by loosing a stream of spittle. This spittle ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed on a Fortitude save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) or be blinded for 1d3 rounds. 8184 Squeeze (Ex): The aberrant undead is capable of crushing an opponent with great force. In a grapple, if the aberrant undead gets a hold, it automatically deals grapple (or natural weapon) damage, with additional bludgeoning damage each round the hold is maintained equal to poor damage for the creatures size. 8588 Transformation (Ex): The natural attack of an aberrant undead causes a terrible transformation. Affected opponents must succeed on a Fortitude save (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) or begin to transform over the next 1d4+1 minutes into a creature similar to the aberrant undead. A transformed creature comes under the control of the aberrant undead that created it, but the aberrant undead can only control twice its Hit Dice of such creatures, although it can create as many uncontrolled creatures as it desires in this manner. A remove disease spell, cast before the transformation is complete, restores an afflicted creature to normal. Afterward, however, only heal, limited wish, mass heal, miracle, or wish can reverse the change. 8992 Web (Ex): The aberrant undead can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 5 feet (at Miniscule size) or 10 feet +10 feet per size larger than Fine, a range increment of 5 feet +5 feet per two sizes above Fine, and effectiveness against targets of up to the aberrant undeads size (see the Players Handbook, Chapter 7, Equipment for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier) or burst the web with a successful Strength check (DC 10 + one-half of the aberrant undeads Hit Dice + its Charisma modifier). The web has 1 hit point +1 hit point per size of the aberrant undead larger than Fine. It takes double damage from fire. The aberrant undead can also create sheets of sticky webbing up to 5 square feet per size up to Small +10 square feet for Medium and each size larger. An aberrant undead usually positions these sheets to snare flying creatures (only really

helpful outside the Plane of Death) but can also use them to trap prey on the ground. Approaching creatures must succeed on a Spot check (DC 20) to notice a web or stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each section (equal to the creatures size) has hit points as indicated above. The aberrant undead can move across its sheet web at normal speed and can determine the exact location of any creature touching a web it also touches. Rolling this ability multiple times grants the aberrant undead a +4 racial bonus on the save DCs of its webbing for each additional web result after the first. 9396 DMs Choice: Choose an appropriate ability or feat to add to the creature from this table or another suitable source. 97100 Roll one extra Special Attack (Re-roll if this results a second time.) Special Qualities: Aberrants gain 1d4 additional special qualities. These can be selected or rolled randomly (roll d%). Some results may be duplicated. Roll Special Quality 0105 Amorphous/Indiscernible Anatomy (Ex): The aberrant undeads physiology is so bizarre that it is not subject to critical hits. It has no clear front or back, so it cannot be flanked. The creature automatically has a horrific appearance (see Appearance Changes at the beginning of this template). 0610 Blindsight (Ex): The aberrant undead can ascertain all foes within 100 feet, as a sighted creature would, using another sense or an extrasensory awareness. 1115 Damage Reduction (Ex or Su): The aberrant undead gains damage reduction equal to one-third of its Hit Dice, which can be pierced by a special material. Damage reduction against anything besides adamantine is an extraordinary ability, while other forms of damage reduction are supernatural. If this result is rolled again, only magic can pierce the damage reduction and the quality is supernatural. A third roll of this result grants the aberrant undead damage reduction against all attacks normally affected by damage reduction. If the damage reduction is effective against everything or everything but magic weapons, the aberrant

undeads natural weapons are considered magic weapons for the purpose of overcoming damage reduction. 1620 Darkvision (Ex): The aberrant undead has darkvision with a range of 60 feet. If the base creature already has darkvision, or this result is rolled more than once, the range doubles each time. Alternatively, range doubles only once, and the third time this result is rolled the creature can see in natural and supernatural darkness (like deeper darkness). 2125 Detect Thoughts (Su): The aberrant undead can continuously detect thoughts as the spell (DC 12 + the aberrants Charisma bonus). Caster level equals the aberrant undeads Hit Dice. The aberrant undead is able to suppress this ability, if so desired. 2630 Resistance (Ex): The aberrant undead gains resistance 5 to one form of energy damage (acid, cold, electricity, fire, sonic). If this result is rolled twice, the aberrant undead can gain resistance to another type of energy or add another 5 points to its current resistance. 3135 Fast Healing (Ex): The aberrant undead has fast healing equal to (1 + one-half of the aberrant undeads Hit Dice) points per round. 3640 Mist Pores (Ex): The aberrant undead gains has pores which constantly generate mist around it in every five foot square adjacent to it. The mist is thick, and provides total concealment to the aberrant undead against all creatures 10 feet or more away from it. It has half concealment against creatures 5 feet away from it. The aberrant undead can see through its own mist. 4145 Guarded Thoughts (Ex): The aberrant undead is immune to any form of mind reading. If the base creature only has animal Intelligence (2 or less), re-roll. 4650 Haste (Su): The aberrant undead is supernaturally quick. It can make an extra attack whenever it takes a full-attack action, and it gains a +1 bonus on all attack rolls and to Armour Class. (The bonus to AC is lost whenever the aberrant would be denied its Dexterity bonus to AC.) All its modes of movement double up to a maximum bonus of +30 feet per round. 5155 Mimic Shape (Ex): The aberrant undead can assume the general shape of any object of its own volume (it cant drastically alter its size). The aberrant undeads body still has its original texture, no matter what appearance it might present. Anyone who examines the aberrant undead can detect the ruse with a successful Spot check opposed by

the aberrant undeads Disguise check. (Disguise becomes a class skill for the creature, and it gains a +8 bonus on Disguise checks.) 5660 Protection from Sonics (Ex): While it can be affected by loud noises and sonic spells (such as ghost sound), the aberrant undead is less vulnerable to sound-based attacks (+4 circumstance bonus on all saves) because it can protect its ears in some fashion. 6165 Regeneration (Ex): The aberrant undead regenerates at a rate equal to 1 + one-third of its Hit Dice. The aberrant undead takes actual (rather than nonlethal) damage from two types of attacks (fire and acid, cold and sonic, or some other combination). If the creature loses a limb or body part, the lost portion regrows in (15/regeneration rate in hit points, round down) d6 minutes (minimum 1d6). The creature can reattach the severed member instantly by holding it to the stump. 6670 Sense of Detection (Su): The aberrant undead can detect one of the following continuously (roll 1d8): 1) evil, 2) good, 3) chaos, 4) law, 5) undead, 6) psionics, 7) magic, 8) other. This ability functions like detect magic, excepting it detects the force indicated by the d8 roll, it functions as if in the third round of that spell, and it never requires concentration. The aberrant undead can suppress or activate the ability once per round as a free action. 7175 Spell Immunity (Ex): Only certain spells affect the aberrant undead. A good basis is immunity to any spell of a level equal to or less than one-third of the aberrant undeads Hit Dice (round as desired). 7680 Spell Resistance (Ex): The aberrant undead gains spell resistance equal to 5 + its Hit Dice. If this result is rolled again, add 5 to spell resistance each time. 8185 Telepathy (Su): An aberrant undead with an Intelligence score of 3 or higher can communicate telepathically with any creature within 100 feet. This telepathy transcends language, but doesnt allow complex communication with unintelligent or nonsentient creatures. 8690 Tremorsense (Ex): The aberrant undead can automatically sense the location of anything within 60 feet that is in contact with the ground. 9195 DMs Choice: Choose an appropriate ability or feat to add to the creature from this table or another suitable source. 96100 Roll one extra Special Quality. (Re-roll if this results a second time.)

Abilities: Modify as following: Constitution -, Charisma +4 Feats: Those aberrant undeads that lose their eyes or are blinded by the transformation process gain Blind-Fight as a bonus feat. Challenge Rating: Determine how the gained attributes add to the base creatures existing repertoire. Use Table 17: Creature Challenge Rating and its examples as a guide. Alignment: Change to Neutral Evil if it wasnt Evil already. Level Adjustment: Variable. Deep Dead All dead who reach the seventh layer of the Plane of Death are transformed into a Deep Dead. Appearance Changes Fuelled by the fires of the deep reaches of death, a Deep Deads eyes are replaced with burning fires, and it has no eye lids. Flaming liquid may also drip from claws or teeth if desired. Creating a Deep Dead Deep Dead is a template that can be applied to any undead creature (referred to hereafter as the Base Creature). A Deep Dead differs from the base creature as follows. Type: A Deep Dead gains the Evil subtype. Special Attacks: Deep Dead gain the following. Flaming (Su): A Deep Deads natural attacks deal an extra 1d6 fire damage. If the Deep Dead carries a weapon, it can sheathe it in flame, essentially granting it the flaming property while holding it. Special Qualities: Deep Dead gain the following. Charismatic Fortitude (Ex): Deep Dead may add their Charisma bonus to their fortitude saves. Damage Reduction (Ex): Deep Dead gain damage reduction 10/Fire Immunity (Ex): Deep Dead are immune to fire. Resist the Pull (Ex): Deep Dead gain a +1 bonus per hit die on their Fortitude saving throw to resist the pull of the Plane of Deaths current. This is due to being used to the pull. This bonus also applies to the Swim checks. Abilities: Modify as follows: Charisma +8. Challenge Rating: +1

Level Adjustment: +2 Knowledge (The Planes) Checks DC 20 20 20 25 26 28 30 32 34 35 38 Knowledge The Plane of Death is where the dead goes to pass on to eternal death or be reborn. There is a current on most of the layers, which tries to pull you through the gates. There is a gate on each layer which can be travelled through safely using spells The second layer has a blurring effect and deep holes. The third layer has waves, it is better to run fast through this layer. The only way to cross the fifth layer is through the ribbon of the fourth gate. The gate on the sixth layer opens at random times in random locations. The dead become stronger at the seventh layer. There are moving fires at the eighth gate. Some may flare up. The ninth layer is where the dead pass on. This check gives all the knowledge about The Mirror of Time.

THEMATIC ELEMENTS 4 is met 6 is met. The party might want to resurrect someone on the first layer. The party might want to use the mirror of time. And an undead character might want to travel to the seventh layer to get the template. 7 is met. Only non-living creatures would be found there, reasons are mentioned in 6. 11 is met.

Plane of Ooze
It is a plane of foul stench. It is a prison for those unprepared. It is Poison. The Plane of Ooze is where the Plane of Earth and the Plane of Water meet. It is a squishy place made up many different types of muck and ooze. The ground is made up of squishy ooze and muck, but firm enough to support any object. The most common liquid here is acid, which makes up the oceans on the plane. The air burns with the constant toxicity of the plane. The unwary traveler may find himself imprisoned within one of many globules littered throughout the plane, remaining there until freed. The only truly solid places on the plane of ooze are the geysers, which act as the mountains of the plane. They are made of rock, and have soil on them, in which various fungi grow. If it werent for the tops of these geysers spurting the most toxic poison in the plane, they would be the most hospitable places in the plane.

Plane of Ooze Traits


Normal Gravity: The ground beneath ones feet is made of softer ooze, but provides footing similar to that of the material plane, Normal Time. Infinite Size. Alterable Morphic. Acid-Dominant. Enhanced Magic: Spells and spell-like abilities with the acid descriptor or which produce poison/disease or constitution damage or drain effects are both maximized and extended (As if the Maximize Spell and Extend Spell had been used on them, but the spells dont require higher-level slots). A Melfs Acid Arrow would thus deal maximum damage. Spells and spell-like abilities that are already maximized or extended are unaffected by this benefit. Impeded Magic: Spells and spell-like abilities that cure or restore (for example restoration) are impeded. This includes spells of the clerical healing domain. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of spell) must be made to do so.

Ooze Inhabitants
Despite being a very hostile plane, the Plane of Ooze is also highly populated. A number of oozes, creatures with immunity to acid, and acid-using creatures may be found here. Oozes are sentient pieces of the plane itself; often resting until something it can absorb comes near or it needs to hunt for food. They include amorphous analogs of creatures of the material plane and the normal oozes that can be found on the material plane. Such oozes feast on all that isnt ooze, often hunting on the titanic geysers if they find no prey elsewhere. There are few organized societies on the plane, but Myconids are one of them. They live deep underground in the geysers. They attack any ooze that somehow manages to find its way into their circle. If any such ooze is too overpowering, they attempt to run away. Other travelers are talked to, and if deemed not hostile, are treated as visitors and may trade with them. A number of dragons reside in the Plane of Ooze, their lairs usually through the hole at the top of geysers. Each geyser is usually only home to only one dragon with a mate and occasionally offspring. Plenty of plant creatures live on the surface of the geysers, and various fungi grow there. Earth elementals may reside on the surface from time to time, but usually burrow back underground. The native language of most inhabitants is draconic and sylvan, though dragons and Myconids most often learn common.

Features of the Plane of Ooze


The greatest danger on the plane of ooze is both the toxicity of the air and the encapsulating globules. The effect of the geysers spreading poison around the plane and of the ooze itself letting out toxic fumes is represented on the effects they have on creatures. The toxins rarely have an effect on objects. Creatures on the plane of ooze must make a DC 18 fortitude save or take 1 point of constitution damage. Creatures who fail to make their save must then make another fortitude save at DC 17 or become paralyzed for two rounds. The save DC increases by one each round for creatures that make the first save. Creatures immune to acid or poison are immune to this effect. Creatures may also hold their breath to be unaffected. Any creature on the plane of ooze should also be continuously moving, as the ground around anyone who stays in the same place for more than a minute starts to rise and tries to envelop them in a globule. This is where the real danger lies. However, a traveler who has brought the proper spells or magic items to ward against such damage can survive in the short term on the plane. All creatures either immune to poison or to acid are immune to all natural effects of the plane. Food and drink can prove a problem in the long term. The oozes are made from the material of the plane itself, and merge with it when they die, and are immune to all natural effects of the plane. Amorphous creatures are treated as Oozes in this respect. They survive by eating other creatures. Plant creatures survive by sunlight and soil, while elemental creatures do not need to eat or sleep. Myconids grow their own food.

The whole plane gives off a greenish tint, but doesnt hinder sight. Closer to the Plane of Water, the ooze becomes swim able. Closer to the Plane of Earth, the ooze becomes firmer and gravity starts to weigh down more.

Globules
Any creature not immune to acid or poison keeping still on anywhere but a geyser for more than one minute must make a DC 22 fortitude save as the ooze underneath them attempts to cover them. Failure paralyzes the creature while it covers their whole body, enveloping them in a globule 1d4 minutes later. Sleeping creatures get no save. Success means the creature isnt paralyzed, but has to move out of its current square. Each time this effect happens to a single creature, the save DC increases by 1. Globules range from any size. The size of the globule relates to its hit points and hardness, as shown in the table below: Size Miniscule Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Titanic Hardness 5 10 15 20 25 30 Hit Points 1 2 4 8 20 35 50 80 155 225 350 AC 22 18 14 12 12 10 10 9 8 6 3

Creatures inside a globule do not age and do not need to eat. They are always asleep and do not suffer the natural effects of the plane. If left for 4 years undisturbed, the globule opens up and the creature inside gains the Amorphous template. If the globule is destroyed, the creature wakes up immediately, being eternally grateful to whoever freed it. When opening a globule roll a random encounter on the table of your choice from the DUNGEON MASTERS GUIDE for the appropriate challenge level, except there is a 75% chance tiny or smaller globules contain items that have been engulfed, 25% for small to gargantuan, and 5% for colossal to titanic.

Acid Sea
The sea of the Plane of Ooze is pure acid. All creatures that enter the sea of acid take 1d10 acid damage per round, as well as the normal effects of the plane, unless they are fully submerged. The seas of acid are home to Aquatic Oozes and amorphous sea creatures.

Acid Rain
Green clouds sometimes litter the sky above the surface of the Plane of Ooze. Acid rain pours down on the landscape, and, unless cover is found, deals 1d4 points of acid damage per round to all those within it. Creatures immune to acid are unaffected. Acid rain lasts for 1d10 hours.

Slosh
Most of the Ooze areas of the Plane of Ooze are firm enough to walk on, but there are softer areas, called slosh areas. They can be small areas to very large areas, and act exactly like quicksand. They are very hard to determine from normal ooze and require a DC 30 spot check. All who step into slosh must make a DC 20 reflex save or be dragged in. Once in, a DC 30 swim check is needed to get out. Once under, suffocation rules apply.

Geysers
The geysers on the plane are always titanic in size and act as the mountains of the plane. They are made up of black rock and soil and are home to many non ooze creatures. Globules dont grow here. Creatures on geysers 50 feet up must make a DC 21 fortitude save or take 1d4 points of constitution damage instead of the natural effect of the plane. At the top of each geyser is a gaping hole 80 to 90 feet in diameter, which spews out large amounts of hot gas every 2d6 minutes. Creatures within 35 feet of the blast take 4d6 acid damage (Reflex DC 26 for half) and must make a DC 26 fortitude save or take 1d6 points of constitution damage, as well as the natural effects of the plane. Creatures caught in the blast take 10d10 acid damage and must make a DC 32 fortitude save or take 3d6 points of constitution damage.

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