Introduction: Multiversal Menagerie

"Morte. A self-professed 'famous' planar traveler who often poses as a mimir to–"**"Whoa, hey, hey! Zip it there, bud! I don't know who got you a defective mimir, Chief, but I'll tell you what's what from here out."— MortePlanar travelers often find mimirs invaluable in learning about reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse's countless predatory and lethally grumpy inhabitants.

Creatures from every corner of the multiverse crowd Sigil's busy streets

Morte, however, isn't a mimir.

A floating skull with a penchant for speaking his mind and claiming expertise, Morte is one of Sigil's many unique inhabitants and an accomplished explorer of the planes. For the right amount of coin or a future favor, Morte is quick to offer his advice, insights, and commentary on the many inhabitants of the planes. This book contains useful data gleaned from Morte's stories and ramblings. Still, the planes are vast and varied, and what Morte experienced as true might not match all circumstances. Reader beware.

Using a Stat Block

This book is a companion to the Monster Manual and uses a similar presentation. If you are unfamiliar with the monster stat block format, read the introduction of the Monster Manual before proceeding. That book explains stat block terminology and gives rules for various monster traits—information that isn't repeated here.

The Stat Blocks by Challenge Rating table sorts the creatures in this book by challenge rating. Most of these creatures appear in the "Bestiary A to Z" section, but those marked with an asterisk (*) appear in the "Faction Agents" section.

Unusual Attacks and Magic

Some creatures have weapons that deal unusual damage types and spellcasting that functions in an atypical way. Such an exception is a special feature of a stat block and represents how the creature uses its weapon or casts its spells; the exception has no effect on how a weapon or spell functions for a different creature.

Meeting Magic Item Prerequisites

If a stat block contains the name of a class in parentheses under the creature's name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

Sunflies influenced by various Outer Planes inhabit every corner of the Outlands
Stat Blocks by Challenge Rating
CRStat BlockCreature Type
0Cranium rat squeakerAberration
0SunflyCelestial
1Swarm of sunfliesCelestial
1Vargouille reflectionFiend
2DabusCelestial
2Lantern archonCelestial
2Musteval guardinalCelestial
3Bariaur wandererCelestial
3Bleak Cabal void soother*Humanoid
3Githzerai travelerAberration
3Harmonium peacekeeper*Humanoid
3Society of Sensation muse*Humanoid
3Transcendent Order instinct*Humanoid
4Hands of Havoc fire starter*Humanoid
4Heralds of Dust remnant*Humanoid
4Hound archonCelestial
4Mind's Eye matter smith*Humanoid
5Athar null*Humanoid
5Cranium rat squeaker swarmAberration
5Fated shaker*Humanoid
5Time dragon wyrmlingDragon
6Doomguard rot blade*Humanoid
6Eater of knowledgeAberration
6Equinal guardinalCelestial
7Githzerai uniterAberration
7Mercykiller bloodhound*Humanoid
8Decaton modronCelestial
8Harmonium captain*Humanoid
8Transcendent Order conduit*Humanoid
8Warden archonCelestial
9Avoral guardinalCelestial
9Ferrumach rilmaniCelestial
9Fraternity of Order law bender*Humanoid
9Githzerai futuristAberration
10DarkweaverAberration
10MaelephantFiend
10Nonaton modronConstruct
11Farastu demodandFiend
11Octon modronConstruct
11Young time dragonDragon
12Cuprilach rilmaniCelestial
12Doomguard doom lord*Humanoid
12Septon modronConstruct
13Hexton modronConstruct
13Kelubar demodandFiend
14ShemeshkaFiend
16Shator demodandFiend
17Aurumach rilmaniCelestial
17BaernalothFiend
18Adult time dragonDragon
20KolyarutConstruct
22Planar incarnateCelestial or Fiend
26Ancient time dragonDragon
*Appears in the "Faction Agents" section

Petitioners

Petitioners are former mortals. They've lived, ceased living, and now exist on the Outer Planes. They typically inhabit a plane that shares their alignment or the realm of a deity they worship. Some, however, become lost and wander the planes or make new homes for themselves elsewhere on the Great Wheel.

You can make any creature that isn't a Celestial or Fiend a petitioner by giving it the following traits:

Plane Locked. The creature's creature type changes to Celestial or Fiend (DM's choice), and the creature can't leave the Outer Planes. Portals or magic that allow transport beyond the Outer Planes don't affect this creature.

Soul Shape. A dead petitioner can be returned to life only by the true resurrection spell or the wish spell. If affected by these spells, a petitioner chooses whether to return in its original mortal form or as a petitioner.

Death and the Planes

Mortals that die eventually have their souls return as petitioners in far-flung reaches of the Outer Planes. There, they manifest as idealized versions of themselves. These forms might be similar to the forms they had in life or be those of entirely different creatures. A petitioner or another Celestial or Fiend that is destroyed can reconstitute on a plane that shares its alignment after 100 years, or it might choose to become one with that plane and never return. A creature that re-forms on the planes multiple times becomes increasingly dissimilar from its original mortal form.

Planar Influences

The Outer Planes are home to powerful forces of good and evil, chaos and order. Over time, these forces can alter creatures exposed to them. Due to their proximity to the Outer Planes, the inhabitants of the Outlands' gate-towns and nearby regions often exhibit traits associated with specific Outer Planes. Creatures might also have such traits if they dwell in other realms steeped in the energy of an Outer Plane—whether such a place be in the Outlands, on the Material Plane, or elsewhere.

This section provides customization options for creatures exposed to the energies of the Outer Planes for months or years. Creatures influenced by a plane can have as many or as few of these traits as you choose.

"Anything you think you know about critters from the Material Plane doesn't apply in the Outlands, Chief. Your dog back home ain't nothing like a hound from the Nine Hells or Mount Celestia. Only thing those planar sorts have in common is that neither wants to hear about how you're 'totally a dog person.'"— Morte

Planar Alignment

In addition to the plane-specific traits you can grant a creature, the influence of a plane changes a creature's alignment to match the plane's alignment, as shown on the Outer Plane Alignments table. If a plane a creature is influenced by has more than one alignment, you choose the creature's alignment from the options listed.

Outer Plane Alignments
Outer PlaneAlignment
The AbyssCE
AcheronLN, LE
ArboreaCG
ArcadiaLN, LG
The BeastlandsNG, CG
BytopiaNG, LG
CarceriNE, CE
ElysiumNG
GehennaNE, LE
HadesNE
LimboCN
MechanusLN
Mount CelestiaLG
The Nine HellsLE
PandemoniumCN, CE
YsgardCN, CG

The Abyss

Creatures influenced by the Abyss gain demonic features, such as horns, scales, and black blood. A creature influenced by the Abyss also gains one or more of following traits of your choice:

Entropy of the Abyss. Whenever the creature deals bludgeoning, piercing, or slashing damage, it can change the damage type to necrotic.

Poison Tolerant. The creature has advantage on saving throws it makes to avoid or end the poisoned condition on itself.

Siege Monster. The creature deals double damage to objects and structures.

Acheron

Creatures influenced by Acheron have rough, scarred skin that resembles armor or pitted metal. A creature influenced by Acheron also gains one or more of following traits of your choice:

Battle Lust. Whenever the creature reduces another creature to 0 hit points with a melee attack on its turn, it gains 10 temporary hit points, and it can take a bonus action to move up to its speed without provoking opportunity attacks.

Corrosive Death. When the creature drops to 0 hit points, it turns into a pile of rust. Any equipment it was wearing or carrying is unaffected.

Pack Tactics. The creature has advantage on an attack roll against a target if at least one of the creature's allies is within 5 feet of the target and the ally doesn't have the incapacitated condition.

A Beastlands-influenced explorer picnics with her animal friends in an idyllic glade

Arborea

Creatures influenced by Arborea change color to match the season, and their eyes glint with vibrant hues. A creature influenced by Arborea also gains one or more of following traits of your choice:

Merry Music. Whenever the creature casts a spell or makes a spell attack, the faint sound of merry music can be heard by it and those affected by its magic.

Recklessness. At the start of its turn, the creature can gain advantage on attack rolls during that turn, but attack rolls against the creature have advantage until the start of its next turn.

Arcadia

Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia also gains one or more of following traits of your choice:

Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.

Unshakable Resolve. An invisible, magical aura of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn't expired.

The Beastlands

Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth. Beasts influenced by the Beastlands are often affected per the awaken spell—though normal Beasts also typically range through these areas in large numbers. A creature influenced by the Beastlands also gains one or more of following traits of your choice:

Speech of Beast and Leaf (Requires the Ability to Speak at Least One Language). This creature can comprehend and verbally communicate with Beasts and Plants.

Tracker's Eye. The creature can see invisible creatures and objects as if they were visible.

Trackless. The creature leaves no tracks to indicate where it has been or where it's headed.

Bytopia

Creatures influenced by Bytopia appear carved, constructed, or sculpted by an expert artisan. A creature influenced by Bytopia also gains one or more of following traits of your choice:

Phantasmal Dweomer (1/Day). After being in continuous physical contact with a Tiny nonmagical object for 1 minute, the creature can imbue the object with one of the following magical properties (choose one or roll a d6):

  • 1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • 4–6: Sound. The object continuously emits the creature's choice of a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

The magical property lasts for 24 hours.

Sounds of Work. Whenever the creature casts a spell or makes a spell attack, the faint sounds of hammering and sawing can be heard by it and those affected by its magic.

Carceri

Creatures influenced by Carceri appear as if they'd been imprisoned underground for a long period; their hair is matted, their nails or claws are long and dirty, and they have marks as if they were bound by chains or rope. A creature influenced by Carceri also gains one or more of following traits of your choice:

Burden of Hopelessness. An invisible, magical aura of hopelessness surrounds the creature. Any other creature that starts its turn within 5 feet of the creature has its speed reduced by 10 feet until it is reduced to 0 hit points, regains hit points, or gains temporary hit points. This reduction never exceeds 10 feet.

Torturous Teleport. An invisible, magic-disrupting aura surrounds the creature. Any creature that teleports into or out of a space within 20 feet of the creature must make a DC 15 Constitution saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one.

Elysium

Creatures influenced by Elysium have seasonal flowers sprouting from their heads, and they faintly smell of herbs or spices. A creature influenced by Elysium also gains one or more of following traits of your choice:

Hardy Body. The creature no longer needs food or water, and the creature can have no more than 4 levels of exhaustion.

Peaceful Presence. An invisible, magical aura of peace surrounds the creature. Any other creature that starts its turn within 5 feet of the creature has disadvantage on attack rolls until it is attacked, takes damage, or witnesses an ally being harmed.

Gehenna

Creatures influenced by Gehenna appear haggard and have long, crooked limbs. A creature influenced by Gehenna also gains one or more of following traits of your choice:

Treasure Sense. The creature can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of itself.

Vitality Theft. An invisible, magical aura surrounds the creature. Whenever another creature regains hit points within 5 feet of the creature, half of those regained hit points (rounded down) go to the creature generating the aura instead.

A unicorn influenced by Gehenna charges through a pustuled forest

Hades

Creatures influenced by Hades often have dour, gray features and feel cold to the touch. A creature influenced by Hades also gains one or more of following traits of your choice:

Aura of Gloom. An invisible, magical aura surrounds the creature. Colors are muted within 30 feet of the creature, and other creatures in that area have disadvantage on Charisma checks and Charisma saving throws.

Extinguish Light. Nonmagical flames within 10 feet of the creature are extinguished.

Larval Rebirth. When the creature dies, it re-forms somewhere in Hades as a larva (see the Dungeon Master's Guide) in 1d10 days.

Shadowy Form. Whenever the creature is fully in darkness or dim light, it becomes semi-incorporeal and gains resistance to bludgeoning, piercing, and slashing damage. If the creature takes radiant damage, its Shadowy Form trait is suppressed for 1 hour.

Limbo

Creatures influenced by Limbo have their appearance shift at each dawn. Their skin might change color, or their features might morph into unnatural, even abstract, configurations. A creature influenced by Limbo also gains one or more of following traits of your choice:

Chaotic Magic. The creature can cast the thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting ability for this spell.

Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic energy bursts from the creature, creating one the following effects (choose one or roll a d6):

  • 1–2: Melting Terrain. For 1 minute, the ground within 20 feet of the creature melts into a mud-like texture, becoming difficult terrain.
  • 3–4: Miraculous Resilience. This creature gains temporary hit points equal to half the damage the critical hit dealt (rounded up).
  • 5–6: Disrupted Gravity. Each creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way, a creature has the restrained condition.

Hidden Slaad. When the creature dies, a slaad tadpole bursts from the creature's chest.

A night hag sells larvae fresh from the Lower Planes

Mechanus

Creatures influenced by Mechanus have angular, symmetrical features, and their skin gains a metallic sheen. A creature influenced by Mechanus also gains one or more of following traits of your choice:

Lightning Rod. Lightning damage can't reduce the creature below 1 hit point. Whenever the creature takes lightning damage, one other creature within 5 feet of it (determined randomly) takes half as much damage.

Structural Repair (1/Day). After being in continuous physical contact with a nonmagical object for 1 minute, the creature can magically repair the object as though it had cast a mending spell on it.

Mount Celestia

Creatures influenced by Mount Celestia gain angelic features, such as gold- or platinum-colored skin, eyes, or hair. Spectral feathers might rise from a creature's back, or a halo might crown its head. A creature influenced by Mount Celestia also gains one or more of following traits of your choice:

Healing Orb. When the creature dies, its body releases a spectral orb that hovers in the same space and lasts for 1 minute. Any good-aligned creature that starts its turn within 5 feet of the orb regains 1d6 hit points.

Light. The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As a bonus action, the creature can suppress this light or cause it to return. The light winks out if the creature dies.

A gleaming wyvern imbued with the radiance of Mount Celestia navigates a crystalline cave

The Nine Hells

Creatures influenced by the Nine Hells gain devilish features, such as horns, a forked tail, or the faint odor of sulfur or smoke. A creature influenced by the Nine Hells also gains one or more of following traits of your choice:

Flames of the Nine. Whenever the creature deals bludgeoning, piercing, or slashing damage, it can change the damage type to fire.

Viper Nest. When the creature dies, its body disgorges a swarm of poisonous snakes in the same space.

"The planes work on you in all sorts of ways, Chief. Sometimes they'll change your hair or give you spots. Other times they'll turn you into the sort of ugly little worm fiends love to snack on. If you're planning to visit one of the Outer Planes, best to keep your stay short–if you ever want to leave at all."— Morte

Pandemonium

A creature influenced by Pandemonium appears as though it were exposed to cold air for a long time, its skin dry and cracked. Its hair might blow in a phantom wind. A creature influenced by Pandemonium also gains one or more of following traits of your choice:

Hindering Winds. Cold winds sweep around the creature. Any other creature that enters a space within 20 feet of the creature or starts its turn there has its flying speed halved until the start of its next turn.

Wailing Screams. Whenever the creature casts a spell or makes a spell attack, the faint sound of crying and screams can be heard by it and those affected by its magic.

Ysgard

A creature influenced by Ysgard becomes hearty and muscular. Its scars always appear fresh. When the creature senses danger, it can't help but express joy. A creature influenced by Ysgard also gains one or more of following traits of your choice:

Warrior's Wrath. The creature has advantage on melee attack rolls against any target missing at least half its hit points.

Ysgardian Stand (2/Day). If the creature has the prone condition at the start of its turn, it can, at that time, end the prone condition on itself and stand up without expending any movement. The creature can't use this trait while it has the incapacitated condition.

Denizens of the Outlands

As the Outlands are the crossroads of the Outer Planes, travelers in that realm might encounter any creature in existence, many of which have been influenced by other planes. The following sections detail the various creature types likely to be encountered in the Outlands. Use the tables in these sections to inspire encounters and whole adventures in the Outlands.

Planar Exemplars

Some creatures originate on specific Outer Planes. Just as flesh and blood are fundamental to many creatures from the Material Plane, the forces of these creatures' home planes are fundamental to their being. These creatures are manifestations of a plane itself and are altered by other planar influences only under unusual circumstances. The archons of Mount Celestia, the demons of the Abyss, the devils of the Nine Hells, the modrons of Mechanus, and the slaadi of Limbo are just a few examples of such children of the planes.

As a result, it's rare to encounter a group of modrons embracing the chaos of Limbo or devils awash in the natural energy of the Beastlands. It's up to you to decide what creatures are exemplars of their home planes and under what circumstances they might be influenced by other planes.

Aberrations

With their inscrutable biologies and agendas, Aberrations might journey to the Outlands pursuing all manner of schemes or sustenance. Slaadi from Limbo are among the most common Aberrations found on the Outlands.

Outlands Aberrations
d4Encounter
1An aboleth travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a future world-domination scheme.
2A beholder influenced by the Abyss has compound eyes and looks like a floating, cyclopean fly head. It promises not to destroy the characters if they bring it a corpse it has never tasted before.
3A dejected red slaad wishes to be reunited with its slaad tadpole, but it isn't certain where—or in what—it implanted its egg.
4A hirsute, axe-wielding flumph influenced by Ysgard quests across the land, seeking legendary beasts to slay and epic songs to sing.

Beasts

Varied Beasts roam the Outlands, with many species being long extinct on Material Plane worlds. Plane-influenced creatures and gigantic or idealized animals from the Beastlands are common.

Outlands Beasts
d4Encounter
1An awakened giant scorpion owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need.
2A triceratops influenced by Mechanus and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles.
3Stirges drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town.
4A desiccated giant frog influenced by Pandemonium screams whenever it opens its mouth. Its interior is even noisier.

Celestials

Various Celestials watch over the Outlands, particularly those reaches that border the Upper Planes. Angels and archons (presented later in this book) are particularly common. Some seek to prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies.

Outlands Celestials
d4Encounter
1An empyrean calls for aid in taking back a corner of the Outlands overrun by demons.
2Wearing grim armor and displaying a rust-colored horn, a unicorn influenced by Acheron challenges all it encounters to mortal combat.
3A fallen deva, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it shares them only with strangers who prove themselves more relaxed than it.
4A couatl influenced by Limbo has color-changing wings and insists passersby convince it that they're worthy of existing. If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off.

Constructs

Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane.

Outlands Constructs
d4Encounter
1A tyrannical homunculus rules over the small domain of its long-lost archmage master.
2A beautiful but vain flesh golem influenced by Arborea insists on following a character until the character sketches, sculpts, or otherwise artistically renders it.
3A gang of inquisitive monodrones and its duodrone leader insist on following a character, saying they expect that individual's doom to be "statistically noteworthy."
4A clay golem influenced by the Beastlands has been transformed into the walking hive that's home to numerous swarms of insects (wasps).
Mechanical dinosaurs roam an orderly realm influenced by the lawful energies of Mechanus

Dragons

All varieties of Dragons can be found in the Outlands, though many dwell in isolated reaches away from the plane's gate-towns. Some remain aloof due to their territorial natures, while others seek to avoid the Mausoleum of Chronepsis, home to the legendary dragon Chronepsis (see Sigil and the Outlands for details).

Outlands Dragons
d4Encounter
1An ancient gold dragon disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best wishes.
2A lawful good faerie dragon with wings like stained glass has been influenced by Mount Celestia. It seeks the characters' aid in recovering a stolen holy avenger.
3A time dragon wyrmling (presented later in this book) wants help constructing a magical structure that will be important in the future.
4A neutral evil adult silver dragon with dull, gray scales has been influenced by Hades. It demands a toll from any who crosses its domain.

Elementals

Elementals of all varieties can be found in the Outlands. Mephits are common and often serve more powerful creatures as messengers.

Outlands Elementals
d4Encounter
1Water elementals travel in a group that looks like a long, wandering river.
2Some skull-headed azers have been influenced by the Nine Hells. They escort a heavily armored caravan of rare ore to the gate-town of Ribcage.
3A wounded mud mephit asks the characters to help it deliver a sealed package to a leader in a nearby gate-town.
4A wealthy dao that glistens with gemstones has been influenced by Arborea. It leads a parade of glimmering galeb duhr between gate-towns as part of a shopping spree for precious rocks.

Fey

Being close to nature—even the surreal nature of the Outer Planes—Fey dwelling in the Outlands are often influenced by other planes. Fey encountered near a gate-town typically exhibit influences from the town's associated Outer Plane.

Outlands Fey
d4Encounter
1Revelers joined a group of satyrs in their festivities. As the satyrs' celebration has continued for over a year, the revelers seek the characters' help in extricating themselves without offending their hosts.
2A kindly green hag influenced by Elysium invites passersby to join her for tea in her cottage made of sweets. She makes some of the best cookies in the Outlands.
3A pack of blink dogs tracks a band of maelephants (presented later in this book) to prevent them from spoiling lands influenced by the Upper Planes.
4A gnarled dryad influenced by Carceri seeks to entrap creatures within the root-snarled, prison-like cavern beneath her grove.

Fiends

Denizens of the Lower Planes regularly invade the Outlands, seeking to shift the balance of the realm toward evil. The Blood War, the endless conflict between demons and devils, regularly spills onto the plane and can devastate whole regions.

Outlands Fiends
d4Encounter
1A nycaloth seeks to capture several monochromatic hell hounds influenced by Gehenna. The yugoloth seeks to sell the hounds to Fiends participating in the Blood War.
2After being ambushed by a rival, a night hag merchant offers a reward to characters who help her recover her lost inventory: several dozen stray larvae (see the Dungeon Master's Guide).
3A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a nightmare influenced by one of the Upper Planes.
4Rival incubi seek to recruit the characters to serve either a balor warlord or a pit fiend general whose fiendish armies are prepared to clash nearby.

Giants

Giants are common in the Outlands. Many gravitate toward regions influenced by planes corresponding with their alignments, but others seek to find the secret realm of the giant god Annam (see Sigil and the Outlands for details).

Outlands Giants
d4Encounter
1Several cyclopes refuse to let the characters pass through a region where they're constructing a massive ring of beautifully carved standing stones.
2An ettin influenced by the Beastlands has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to eat.
3A storm giant seeks the characters' help in finding an offering of significant worth and size to impress the god Annam.
4A jade-skinned oni from Bytopia has become separated from the spirit she was bound to protect. She requests aid in catching up to her lost ward.

Humanoids

Humanoids from across the planes travel the Outlands and number among the most common inhabitants of the gate-towns.

Outlands Humanoids
d4Encounter
1The characters need to find a wandering priest who alone knows the ritual necessary to open a specific portal.
2Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk influenced by the Abyss.
3The characters stumble across a youthful or elderly commoner who doesn't know how they came to be in the Outlands and who wants only to go home.
4A bandit captain and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the Realm of the Norns or Wonderhome (see Sigil and the Outlands for details on both locations).

Monstrosities

Monstrosities are common in the Outlands. Due to the influence of the Outer Planes, many behave differently than they might on the Material Plane.

Outlands Monstrosities
d4Encounter
1The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is overrun with rust monsters.
2The characters have to retrieve a treasure from a group of mischievous sprites. The sprites are secretly defended by mimics influenced by Elysium that take the form of tiny, whimsical cottages.
3A pride of displacer beasts stalks a band of traveling merchants. The merchants seek protection from the predators hunting them for sport.
4A drider influenced by Arborea runs a giant spider ranch. She hires the characters to hunt a rare breed of sunfly (detailed later in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk.

Oozes

Oozes often appear in swampy or subterranean reaches of the Outlands or in regions influenced by the Lower Planes.

Outlands Oozes
d4Encounter
1A yugoloth arms dealer has captured a hundred gray oozes and seeks to sell them in the gate-town of Rigus as a weapon capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes.
2Within a gelatinous cube influenced by Gehenna floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube.
3A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog.
4A chef in the gate-town of Tradegate wants the characters to retrieve royal jelly from a hive of giant bees (use the giant wasp stat block). He doesn't note that the hive's honey takes the form of sweet-tasting ochre jellies.
In a landscape warped by Limbo's pure chaos, an animal-headed ettin fights a massive, many-eyed ooze

Plants

Plants in the Outlands often grow to incredible size, produce remarkable flowers or fruit, and exhibit bizarre shapes and colors. Regions influenced by other planes are typically first recognizable by the effect those planes have on vegetation.

Outlands Plants
d4Encounter
1A young treant wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a suitable place to call home.
2A myconid sovereign has convinced a group of githzerai monks to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to oust the fungal guru.
3An herbalist has cultivated a unique breed of gas spores. She hires the characters to convey the spores to her buyer without setting off the fungi.
4A resident of the gate-town of Ecstasy is missing. His garden of twig blights—influenced by Elysium to resemble topiary sculptures—haven't been fed and now sow chaos in town.

Undead

Undead often lurk in the dismal reaches of the Outlands, but some wander the land, either seeking places to spend eternity or preying on the living.

Outlands Undead
d4Encounter
1The characters find a trapped crawling claw. Rather than attacking, the severed hand can lead the characters to the thankful immortal who lost it.
2A banshee influenced by Acheron appears as a fallen knight-commander with a legion of specters. Guardians of the gate-town of Rigus hire the characters to help banish the phantom army.
3A lich seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane.
4Several confused ghost petitioners have become lost. They seek someone to pass judgment on their lives and deliver them to the proper planes.

"Some folks have notions about what sorts of creatures they don't expect to see around the Outer Planes. Like undead, for example–as if they can't grok how souls and vampires and zombies might all wind up on the same infinite planes. What can I say? The planes are wild, Chief–I'm unliving proof."— Morte

Planar Encounters

The following tables present random encounters adventurers might face across the Outlands or in other realms influenced by the Outer Planes. These tables are divided by the alignment of the planes affecting a region. Unless otherwise noted, creatures marked with an asterisk (*) appear in this book, while the rest are described in the Monster Manual.

If you wish to further customize these encounters, use traits detailed in the "Planar Influences" section.

Chaotic Planar Encounters
d100Encounter
01–81d6 bariaur wanderers*
09–161 monodrone that has gone rogue and seeks the meaning of the multiverse
17–241d6 swarms of sunflies*
25–311d4 red slaadi
32–381 swarm of cranium rat squeakers.* Roll a die. If the number is even, these cranium rats have set up a tiny shop. If the number is odd, these cranium rats have also set up a tiny shop but are con artists.
39–461d6 pteranodons
47–551d4 Mercykiller bloodhounds* tracking a planar criminal
56–621d8 berserker petitioners
63–72A rift-like portal connecting to a random plane
73–791 ettin with two different animal heads
80–851 green slaad disguised as a lost explorer from the Material Plane
86–901d6 vrocks seeking to dragoon captives into the Blood War
91–97A location the characters passed hours ago
98–001 chaotic empyrean seeking companions to undertake a mighty quest
Evil Planar Encounters
d100Encounter
01–71d6 vargouille reflections*
08–161 night hag selling 2d6 larvae (see the Dungeon Master's Guide)
17–231d4 razorvine blights*
24–31A force of 3d10 hobgoblins and 1 hobgoblin warlord
32–381 gnoll fang of Yeenoghu and 2d6 gnolls
39–471 ultroloth and 1d4 mezzoloths
48–531 darkweaver* that calls from its shadowy lair
54–63A portal to a Lower Plane that whispers sinister promises
64–691 shator demodand* seeking its lost prisoners
70–772d6 nightmares
78–841 githyanki knight mounted on 1 young red dragon
85–911 lich in a sinister walking citadel
92–98A Blood War battlefield where 1 marilith general leads demons against 1 ice devil general and its devils
99–001 baernaloth* with a sinister magic item
Good Planar Encounters
d100Encounter
01–091 sunfly* carrying a tiny dessert
10–161 lantern archon* leading a group of 2d4 commoner petitioners who are prone to getting lost
17–221d6 musteval guardinals* on a secret mission
23–281 time dragon wyrmling*
29–351d4 hound archons,* each with a mastiff tracking dog
36–41A friendly, awakened swarm of bats
42–481d4 cloud giants on a floating island
49–561 druid studying an inert, magical animal sculpture made of thousands of tanzanite crystals
57–631 treant comprised of cacti, coral, or mushrooms
64–701 avoral guardinal* seeking a lost animal petitioner
71–80A portal to an Upper Plane that beckons with promises of eternal peace and comfort
81–871 gold dragon (your choice of young, adult, or ancient)
88–951 planar incarnate (Celestial form)
96–001 solar angel sent to bestow a blessing (see the Dungeon Master's Guide) on a character
Lawful Planar Encounters
d100Encounter
01–06A warden archon* guarding a portal to a dangerous plane
07–131 imp who claims to speak for an archdevil
14–211d6 Hands of Havoc fire starters*
22–291 maelephant*
30–361 flumph petitioner that's excited to learn about the planes
37–421 decaton modron* and 2d6 quadrones on their way back to Mechanus
43–481 guardian naga storyteller
49–541 gynosphinx who guards secret wisdom
55–611d6 knights on a quest across the planes
62–691 nonaton modron* in a walking citadel that looks like a giant modron
70–761d4 couatls
77–841 Mind's Eye matter smith* testing a new invention
85–901 beholder petitioner scheming against a rival who's still alive
91–971 pit fiend who claims to speak for an archdevil
98–001 hexton modron* leading a march of hundreds of lesser modrons
Neutral Planar Encounters
d100Encounter
01–071d6 thri-kreen looking for a way back to their Material Plane home
08–15A mysterious being who communicates via 1 cranium rat squeaker*
16–221d4 Society of Sensation muses* undertaking increasingly daring feats
23–311 smoke mephit carrying challenges between archmage rivals
32–381 eater of knowledge*
39–462d12 commoner petitioners fleeing 1d4 farastu demodands* and 1 kelubar demodand*
47–551 cuprilach rilmani* on an assassination mission
56–641 equinal guardinal* messenger
65–711d4 githzerai travelers*
72–791 kolyarut* seeking a contract breaker
80–861 aurumach rilmani*
87–921 githzerai futurist* with a warning about a character's future
93–981 flameskull claiming to be the famed planar explorer Morte
99–001 ancient time dragon* (50 percent chance the time dragon is from the past, 50 percent chance it's from the future)

"Don't go thinking you've got a handle on the planes now, Chief. That's the surest way to find out you don't know the first thing about how they really work."— Morte


Bestiary A to Z

This section presents stat blocks in alphabetical order for creatures suited to planar campaigns.

  • Adult Time Dragon
  • Ancient Time Dragon
  • Aurumach Rilmani
  • Avoral Guardinal
  • Baernaloth
  • Bariaur Wanderer
  • Cranium Rat Squeaker Swarm
  • Cranium Rat Squeaker
  • Cuprilach Rilmani
  • Dabus
  • Darkweaver
  • Decaton Modron
  • Eater of Knowledge
  • Equinal Guardinal
  • Farastu Demodand
  • Ferrumach Rilmani
  • Githzerai Futurist
  • Githzerai Traveler
  • Githzerai Uniter
  • Hexton Modron
  • Hound Archon
  • Kelubar Demodand
  • Kolyarut
  • Lantern Archon
  • Maelephant
  • Marut
  • Musteval Guardinal
  • Nonaton Modron
  • Octon Modron
  • Planar Incarnate
  • Razorvine Blight
  • Septon Modron
  • Shator Demodand
  • Shemeshka
  • Sunfly
  • Swarm of Insects
  • Swarm of Sunflies
  • Time Dragon Wyrmling
  • Vargouille Reflection
  • Warden Archon
  • Young Time Dragon

Faction Agents

This section presents stat blocks in alphabetical order for members of Sigil's twelve ascendant factions. These groups and a summary of their beliefs appear on the Ascendant Factions of Sigil table. All are detailed further in Sigil and the Outlands.

Factols Hashkar, Darkwood, and Rhys, along with other Sigil leaders, debate in the Hall of Speakers
Ascendant Factions of Sigil
NameSummary
AtharClaim the gods are frauds
Bleak CabalFind no sense in the multiverse
DoomguardCelebrate destruction
FatedTake all they can
Fraternity of OrderDiscover laws to find truth
Hands of HavocFree society through chaos
HarmoniumEnforce peace through might
Heralds of DustBelieve we're already dead
MercykillersBringers of merciless justice
Mind's EyeSeekers of godhood
Society of SensationFind truth through experience
Transcendent OrderAct unfettered by thought

Credits

  • Project Leads. Justice Ramin Arman, F. Wesley Schneider
  • Art Director. Emi Tanji
  • Writers. Dan Dillon, Ben Petrisor, F. Wesley Schneider
  • Rules Developers. Jeremy Crawford, Ron Lundeen, Christopher Perkins
  • Lead Editor. Adrian Ng
  • Editors. Judy Bauer, Janica Carter, Christopher Perkins
  • Graphic Designer. Matt Cole
  • Cover Illustrators. Dmitry Burmak, Tony DiTerlizzi
  • Interior Illustrators. Mark Behm, Eric Belisle, Olivier Bernard, Zoltan Boros, Christopher Burdett, Dmitry Burmak, Ekaterina Burmak, CoupleOfKooks, Kent Davis, Julie Dillon, Jessica Fong, Isabel Gibney, Quintin Gleim, Katerina Ladon, Adrián Ibarra Lugo, Warren Mahy, Dave Melvin, David Auden Nash, Irina Nordsol, Claudio Pozas, Chris Seaman, Taras Susak, Matias Tapia, John Tedrick, Brian Valeza, Kieran Yanner
  • Concept Art Directors. Josh Herman, Emi Tanji
  • Concept Artists. Eric Belisle, Dmitry Burmak, Ekaterina Burmak, Max Dunbar, Alex Konstad, Juho Laitila, Izzy Medrano, One Pixel Brush, Noor Rahman, John Tedrick, Terraform Studios, Shawn Wood
  • Consultants. Michele Carter, Rico Corazón, Basheer Ghouse, Jonathan S. Tomhave
  • Project Engineer. Cynda Callaway
  • Imaging Technicians. Daniel Corona, Kevin Yee
  • Prepress Specialist. Jefferson Dunlap
  • D&D Studio.
    • Executive Producer. Kyle Brink
    • Game Architects. Jeremy Crawford, Christopher Perkins
    • Studio Art Director. Josh Herman
    • Art Manager. Rob Sather
    • Art Department. Matt Cole, Trystan Falcone, Bree Heiss, Kate Irwin, Bob Jordan, Noor Rahman, Emi Tanji, Trish Yochum
    • Design Department. Justice Ramin Arman, Makenzie De Armas, Dan Dillon, Amanda Hamon, Ron Lundeen, Ben Petrisor, Patrick Renie, F. Wesley Schneider, Carl Sibley, Jason Tondro, James Wyatt
    • Managing Editor. Judy Bauer
    • Editorial Department. Eytan Bernstein, Janica Carter, Adrian Ng
    • Senior Producer. Dan Tovar
    • Producers. Bill Benham, Siera Bruggeman, Robert Hawkey, Andy Smith, Gabe Waluconis
    • Director of Product Management. Liz Schuh
    • Product Managers. Natalie Egan, Chris Lindsay, Hilary Ross, Chris Tulach
  • D&D Beyond.
    • Product Managers. Patrick Backmann, Jeff Turriff
    • Digital Design Team. Jay Jani, Adam Walton, Cameron Powell, Joseph Keen, Sean Stoves
  • Special thanks to Michele Carter; Lisa Ohanian; Black Isle Studios, the creators of Planescape: Torment; and the hundreds of playtesters who made this a better book!

Additional thanks to the original Planescape setting designers, including Rich Baker, Wolfgang Baur, Tim Beach, Karen Boomgarden, Michele Carter, David "Zeb" Cook, Monte Cook, Tony DiTerlizzi, Dale Donovan, Jeff Grubb, Andria Hayday, Dori Jean Hein, Brian Kowal, Rob Lazzaretti, Colin McComb, Dawn Murin, rk post, Robh Ruppel, J. M. Salsbury, Bill Slavicsek, Lester Smith, Rick Swan, Ray Vallese, James Ward, Sue Weinlein, Skip Williams, Steve Winter, David Wise, and many more.

On the Cover: On this cover by Dmitry Burmak, the skull-like planar traveler Morte explores the multiverse, but he doesn't exactly make friends wherever he goes.
On the Alt-Cover: Artist Tony DiTerlizzi depicts a githyanki warrior, the most recent in a long tradition of gith to explore the planes and model for the covers of hardback bestiaries.

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