Dungeon Master's Guide 5E

(Nancy Kaufman) #1

that figure into the schemes of the Spider Queen.
Lolth's servants also build dungeons amid the webbing,
trapping and hunting Lolth's hated enemies within
crisscrossing corridors of web-mortared stone.
Far beneath these dungeons lie the bottomless
Demonweb Pits where the Spider Queen dwells. There,
Lolth is surrounded by her handmaidens- yochlol
demons created to serve her and which outrank
mightier demons while in the Spider Queen's realm.
The Endless Maze. Baphomet's layer of the Abyss is
a never-ending dungeon, the center of which holds the
Horned King's enormous ziggurat palace. A confusing
ju mble of crooked hallways and myriad chambers, the
palace is surrounded by a mile-wide moat concealing
a maddening series of submerged stairs and tunnels
eading deeper into the fortress.
The Triple Realm. The Dark Prince Graz'zt rules
over the realm of Azzagrat, which encompasses three
ayers of the Abyss. His seat of power is the fantastic
Argent Palace in the city of Zelatar, whose bustling
markets and pleasure palaces draw visitors from across
me multiverse in search of obscure magical lore and
perverse delights. By Graz'zt's command, the demons
of Azzagrat present a veneer of civility and courtly
comity. However, the so-called Triple Realm holds as
uch danger as any other part of the Abyss, and planar
i itors can vanish without a trace in its mazelike cities
and in forests whose trees have serpents for branches.
Death DeJJs. Yeenoghu rules a layer of ravines known
Death Dells. Here, creatures must hunt to survive.
.=:ven the plants, which must bathe their roots in blood,



  • are the unwary. Yeenoghu's servants, helping to sate
    eir master's hunger as he prowls his kingdom seeking
    _ ey, capture creatures from the Material Plane for
    lease in the Gnoll Lord's realm.


CARCERI


-:-he model for all other prisons in existence, Carceri



  • a plane of desolation and despair. Its six layers hold
    r bogs, fetid jungles, windswept deserts, jagged
    o untains, frigid oceans, and black ice. All form a
    · erable home for the traitors and backstabbers that

  • -e trapped on this prison plane.


OPTIONAL RULE: PRISON PLANE
_ -o one can leave Carceri easily. Magical efforts to leave
· e plane by any spell other than a wish simply fail.
:>onals and gates that open onto the plane become one-
y only. Secret ways out of the plane exist, but they are



  • -dden and well guarded by traps and deadly monsters.


:-lADES


-----------------------------------


  • e layers of Hades are called the Three Glooms-
    aces without joy, hope, or passion. A gray land with
    :~ ashen sky, Hades is the destination of many souls

  • ar are unclaimed by the gods of the Upper Planes or
    · e fiendish rulers of the Lower Planes. These souls

  • come larvae and spend eternity in this place that
    cks a sun, a moon, stars, or seasons. Leaching away
    lor and emotion, this gloom is more than most visitors
    can stand. The "Shadowfell Despair" rule earlier in the
    apter can be used to represent a visitor's despair.


OPTIONAL RULE: V ILE TRANSFORMATION
At the end of each long rest taken on the plane, a visitor
must make a DC 10 Wisdom saving throw. On a failed
save, the creature gains one level of exhaustion, which
can't be re moved while the creature remains in Hades.
If the creature reaches six levels of exhaustion, it doesn't
die. Instead, the creature permanently transforms into
a larva, whereupon all levels of exhaustion afflicting the
creature are removed.
A larva is a miserable fiend that retains the facial
features of its previous form but has the body of a fat
worm. A larva has only a few faint memories of its
previous life and the statistics in the larva stat block.
Hades is crawling with larvae. Night hags, liches, and
rakshasas harvest them for use in vile rituals. Other
fiends like to feed on them.

LARVA
Medium fiend, neutral evil

Armor Class 9
Hit Points 9 (2d8)
Speed 20ft.

STR
9 (-1)

DEX
9 (-1)

CON
10 (+0)

Senses passive Perception 10

INT
6 (-2)

WIS
10 (+0)

CHA
2 (-4)

Languages understands the languages it knew in life but
can't speak
Challenge 0 (10 XP)

ACTIONS
Bite. Melee Weapon Attack: + 1 to hit, reach 5 ft ., one target.
Hit: 1 (1d4-1) piercing damage.

GEHENNA
Gehenna is the plane of suspicion and greed. It is the
birthplace of the yugoloths, which dwell here in great
numbers. A volcanic mountain dominates each of the
four layers of Gehenna, and lesser volcanic earth bergs
drift in the air and smash into the greater mountains.
The rocky slopes of the plane make movement here
difficult and dangerous. The ground inclines at least
45 degrees almost everywhere. In places, steep cliffs
and deep canyons present more challenging obstacles.
Hazards include volcanic fissures that vent noxious
fumes or searing flames.
Gehenna has no room for mercy or compassion. The
fiends living here are among the greediest and most
selfish in all the multiverse.

OPTIONAL RULE: CRUEL HINDRANCE
The plane's cruel nature makes it difficult for visitors to
help one another. Whenever a visitor casts a spell with a
beneficial effect, including a spell that restores hit points
or removes a condition, the caster must first make a DC
10 Charisma saving throw. On a failed save, the spell
fails, the spell slot is expended, and the action is wasted.

CHAPTER 2 I CREATTNG A MULTI VERSE
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