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Codex of The Infinite Planes - Vol 01 - Plane of Fire
Codex of The Infinite Planes - Vol 01 - Plane of Fire
Infinite Planes
Volume I:
Plane of Fire
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Volume I: Plane of Fire hills, mountains, and valleys upon the crimson horizon.
The largest chain of volcanoes on the Plane of Fire are
“Imagine a realm of fire. Now imagine it is filled with even known as the Fountains of Creation, which is the realm’s
more fire, because it’s hard for someone who hasn’t been closest point to the Plane of Earth. The azer are known to
to the Plane of Fire to even conceive of it. It is a landscape dwell here, working titanic forges in the hearts of the most
of crimson consumed largely by a great sea of heaving violent volcanoes to create wondrous items sought after
conflagration, dotted by islands and continents of scorched across the multiverse. Many red dragons are known to
rock burnt black. Ash and smoke fill the air, and though make their lairs among these volcanoes as well, and
some semblence of a sun hangs in the sky, shadows and Ash is another problem, and in some areas great
darkness permeat the landscape. It is a realm hostile to billowing clouds – some as large as a city - spread across
life, yet life thrives here. It’s just all on fire and wants to kill the burnt landscape. Choking is a real danger for anyone
you.” caught in one of these ash clouds, and the sky is filled with
slowly moving black masses of them. They can obscure
-Astromarchus the Sage light just like a regular cloud and can reduce visibility from
hazy to nearly black.
The Inner Planes are comprised of the universal building
blocks of existence - earth, air, water, and fire. But
these planes of existence are much more than just their
Cycle of Time
dominant trait, and hold a wealth of treasure, danger, and The Plane of Fire has what passes as a sun in its sky and
excitement just waiting to be discovered. For the unwary, it cycles around in a 24-hour cycle, similar to the Material
the Plane of Fire holds death around every corner. Plane. At noon, the sun blazes a brilliant orange and the
But it’s not all danger. For travelers who can find their heat becomes nearly unbearable, while at midnight a
way to this place great treasures and mysteries abound. spectral deep red twilight descends across the land.
The fabled City of Brass, home to the greedy efreet, offers
shelter within its bazaars and marketplaces from the
constant dangers of the air. However, foolish travelers are Surviving
just as likely to end up with a knife in their back from some Nonmagical and unprotected paper of any sort catches fire
scheming merchant in the city’s streets as they are to burn immediately on the Plane of Fire. At the hottest hour of the
to death in the scorching heat of the wilderness. day (noon), nonmagical and unprotected metal (including
Though ever present, the threats are still not enough armor and weapons) melt in 1d4 rounds, and those
to stop the curious and brave from seeking the Eye unfortunate enough to be caught holding such items suffer
of Murzak, the Crimson Shield of the Ashen Palm, or 10 (3d6) points of fire damage. During this time, liquids
plundering the storied depths of the Obsidian Tower, the that are nonmagical and unprotected also evaporate in 1d4
Everburning Forest, or the Treasure Vaults of the Fire rounds. Magical varieties of paper, metal, and liquid are
Giant God. immune to these effects.
Characters and creatures on the Plane of Fire suffer 22
(4d10) points of fire damage each round unless they are
Lay of the Land protected from nonmagical fire.
Shahbanu Shadhaa
If ever there was a power to threaten the Grand Sultan
of the Efreet himself, it was his most favoured consort
Shadhaa. A powerful efreeti with mastery over deep
elemental magic, Shadhaa rose to prominence hundreds
of years ago and found favor in the court of the Charcoal
Palace. There, she curried favor with the Grand Sultan,
who almost fell prey to her cunning trap meant to replace
the Grand Sultan with a new Grand Sultana, but the wily
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 20 (+5) 24 (+7) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 22 (+6)
Saving Throws Int +7, Wis +6, Cha +9 Saving Throws Int +7, Wis +6, Cha +10
Damage Immunities fire Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 12
Languages Ignan Languages Ignan
Challenge 13 (10,000 XP) Challenge 14 (11,500 XP)
Elemental Demise. If the efreeti dies, its body disintegrates in a Elemental Demise. If the efreeti dies, its body disintegrates in a
flash of fire and puff of smoke, leaving behind only equipment flash of fire and puff of smoke, leaving behind only equipment
the efreeti was wearing or carrying. the efreeti was wearing or carrying.
Innate Spellcasting. The efreeti’s innate spellcasting ability is Innate Spellcasting. The efreeti’s innate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks). It Charisma (spell save DC 19, +11 to hit with spell attacks). It
can innately cast the following spells, requiring no material can innately cast the following spells, requiring no material
components. components.
At will: detect magic, enlarge/reduce, tongues At will: detect magic, enlarge/reduce, gaseous form, invisibility,
3/day each: conjure elemental (fire elemental only), gaseous plane shift, tongues, wall of fire
form, invisibility, major image, plane shift, wall of fire 3/day each: conjure elemental (fire elemental only), disintegrate,
1/day each: disintegrate, fireball (as a 5th-level spell), hold fireball (as a 5th-level spell), hold monster, major image, true
monster, modify memory, true seeing seeing
1/day each: delayed blast fireball, power word stun, reverse
Actions gravity
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-2) 18 (+4) 12 (+1) 5 (-3) 10 (+0) 10 (+0) 18 (+4) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
Actions
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage plus 3 (1d6) fire damage. If
Hit: 6 (1d4+4) piercing damage. the target is a creature, the fire hound locks its jaws onto the
victim.
Flaming Jaws. If the fire hound has its jaws locked onto a
Fire Elemental victim, it automatically deals 7 (1d6+4) piercing damage and
7 (2d6) fire damage each round on its turn instead of a bite.
The most common inhabitant is the very manifestation of The fire damage increases by 1d6 for each additional round the
the plane itself. Fire elementals of all shapes and sizes live fire hound keeps its jaws locked. A locked fire hound can be
all over the plane, usually appearing in herds. They are removed with a DC 14 Strength check.
animalistic as a rule, though a few understand (or can be
taught) the language of the efreet.
Fire Hound
Fire Fly Great packs of fire hounds roam the blasted landscape,
posing a constant danger to the unprepared (or slow).
Not all of the bright lights in the air on the Plane of Fire These creatures resemble crimson mastiffs of larger than
are burning remnants falling to the scorched ground. normal size with flames licking at their fur and tails and
Some of them are large beetle-like creatures called fire burning embers for eyes. Their teeth are capable of tearing
flies, barely identifiable by the sound of their wings beating flesh from bone, and once they’ve clamped down on a
together which resembles the sound of burning paper. victim death is usually their only release.
They are each about a foot long, with six legs tucked in Hunting Hounds. Fire hounds are often trained from
close for flight, dark red carapace that protects them, two birth to be hunting animals by both the efreet and azer.
large mandibles for grasping food, and a thorax that glows Many efreet lords keep kennels of the great beasts with
with the same black and orange light as flaming debris. the sole purpose of torturing slaves, and they delight in
Voracious Swarms. Fire flies are voracious hunters sending them out to track down escaped slaves. The Grand
and are drawn instinctively to burnt carcasses. After large Sultan of the City of Brass is known to bet on fire hound
battles on the Plane of Fire where the dead and wounded races which have become a lucrative gambling sport in
litter the ground, clouds of fire flies descend to pick clean the city. Azer are known to train fire hounds as guardians
the bodies of the fallen. It is common to see a swarm of fire of their underground lairs and generally treat them much
flies near packs of wandering cinderbones. better than the efreet.
Cycle of Life. A fire fly has an expected life span of Cinderjaws the Untamed. Rumors in the City of Brass
one year. They emerge as large larva from white hot eggs have recently spread about a very large fire hound that has
buried in ash and within a week transform into their been stalking the wastes outside the city walls. Known as
normal winged forms. Fire fly egg shells are thought Cinderjaws, this great beast commands an independent
to possess magical qualities when used as material pack of his kin and has been seen hunting down efreet that
components for some fire-based spells. travel in small numbers from the City of Brass. Whispers
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 15 (+2) 10 (+0) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
Actions Amphibious. The ooze can breathe air, water, and lava.
Lava Vomit (Recharge 5-6). The lava zombie belches forth lava Actions
in a 20-foot line. Each creature in the line must make a DC 12
Dexterity saving throw, taking 21 (6d6) fire damage on a failed Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft. one
save, or half as much damage on a successful one. target. Hit: 9 (2d6+2) bludgeoning damage plus 7 (2d6) fire
damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage. Engulf. The magma ooze moves up to its speed. While doing so,
it can enter Large or smaller creatures’ spaces. Whenever the
ooze enters a creature’s space, the creature must make a DC
12 Dexterity saving throw. On a successful save, the creature
in the halls of the Charcoal Palace say Cinderjaws was
can choose to be pushed 5 feet back or to the side of the ooze.
once a favored pet of the Grand Sultan that grew too
On a failed save, the magma ooze enters the creature’s space,
violent for racing and was set free rather than destroyed. and the creature takes 10 (3d6) fire damage and is engulfed.
The engulfed creature can’t breathe, is restrained, and takes
21 (6d6) fire damage at the start of each of the ooze’s turns.
Lava Zombie When the ooze moves, the engulfed creature moves with it. An
engulfed creature can try to escape by taking an action to make
Unfortunate souls who perish in the great flaming sea can a DC 12 Strength check. On a success, the creature escapes
occasionally find themselves transformed into undead and enters a space of its choice within 5 feet of the ooze.
monsters known as lava zombies. These creatures float
and swim through the burning sea, seeking to consume
the living to whet their appetite for vengeance. The skin
of a lava zombie is black and cracked, oozing with flaming
blood, and they can spew forth a vomit that burns even the Magma Ooze
most protected opponent.
Surprise! The Sea of Fire ebbs and flows against Dwelling within the molten sea, magma oozes are
the many islands, and a large lava wave can deposit the not intelligent in the strictest sense. Much like the fire
corpses of victims far further into the Cinder Wastes than elementals they are more animalistic in nature, though
anticipated. Because of this, some lava zombies become few scholars of planar lore claim to understand what
animated underground, buried beneath layers of volcanic sustenance they draw. They can travel swiftly in the lava
ash and dirt. Unfortunately for travelers, it’s not unheard sea but slowly on land where they slither and burn all that
of to have lava zombies burst up in a sudden lava geyser, they touch.
creating a deadly situation. Well of Fiery Doom. One of the efreeti viziers that
Island of Corpses. Somewhere floating out in the Sea serves the Grand Sultan in the City of Brass has a favored
of Fire is said to be a ragged island unlike any other. It torture technique. The vizier keeps a large well below his
is known as the Island of Corpses and it is composed of estate, at the bottom of which sits several hungry magma
hundreds of lava zombies, floating on the magma waves in oozes. Even creatures immune to fire fear choking and
a grotesque moving landmass. Entire ships have been lost dying, so the vizier is often able to extract the answers he
to the grasping hands of this moving island, though many seeks. Though sometimes the magma oozes are a bit more
seasoned Sea of Fire don’t believe it exists at all. eager and don’t let the victims go willingly.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 9 (-1) 10 (+0) 10 (+0) 20 (+5) 14 (+2) 17 (+3) 13 (+1) 10 (+0) 14 (+2)
Heated Body. A creature that touches the salamander or hits it Heated Body. A creature that touches the salamander or hits it
with a melee attack while within 5 feet of it takes 3 (1d6) fire with a melee attack while within 5 feet of it takes 7 (2d6) fire
damage. damage.
Heated Weapons. Any metal melee weapon the salamander Heated Weapons. Any metal melee weapon the salamander
wields deals an extra 3 (1d6) fire damage on a hit (included in wields deals an extra 7 (2d6) fire damage on a hit (included in
the attack). the attack).
Actions Actions
Multiattack. The flamelicker salamander makes two attacks: one Multiattack. The flamespitter salamander makes three attacks:
with its spear and one with its tail. two with its spear and one with its tail.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Fire Spit. Ranged Weapon Attack: +6 to hit (range 60/120
range 20 ft./60 ft., one target. Hit: 5 (1d6+2) piercing damage, ft.), one target. Hit: 21 (6d6) fire damage and every adjacent
or 6 (1d8+2) piercing damage if used with two hands to make a creature must make a DC 15 Dexterity saving throw, suffering
melee attack, plus 3 (1d6) fire damage. 14 (4d6) fire damage on a failure or half as much on a success.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) fire damage, or range 20 ft./60 ft., one target. Hit: 12 (2d6+5) piercing
and the target is grappled (escape DC 12). Until this grapple damage, or 14 (2d8+5) piercing damage if used with two hands
ends, the target is restrained, the flamelicker salamander can to make a melee attack, plus 7 (2d6) fire damage.
automatically hit the target with its tail, and the flamelicker
salamander can’t make tail attacks against other targets. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) fire
damage, and the target is grappled (escape DC 15). Until
Native Creatures this grapple ends, the target is restrained, the flamespitter
salamander can automatically hit the target with its tail, and the
There are a great many native creatures of the Plane flamespitter salamander can’t make tail attacks against other
of Fire that behave and function very similarly to their targets.
Material Plane counterparts, including fire tigers, fire
squid, and fire lizards. These creatures are immune to fire
but otherwise have the same monster statistics as their Salamander
Material Plane counterparts (including the same challenge
level). Salamanders are an evil and cruel race native to the Plane
of Fire. They are humanoid from the waist up, with arms,
a torso, and a head, but from the waist down they are
all snake. They are covered in red and black scales and
can move quite quickly by slithering their lower bodies
forward. Salamanders are intelligent and asexual, with
size indicating greater intelligence and strength. Cities and
villages dot the landscape and they abhor efreet, though
they often find themselves enslaved by their more powerful
foes. Salamanders are skilled metal smiths and know
intricate ways to work steel and iron into incredibly strong
weapons and armor.
Actions
Multiattack. The flamekeeper salamander makes three attacks:
two with its spear and one with its tail.
The Titanforge
Fountains of Creation Among the azer, the tale of the Titanforge is one of
The greatest range of volcanoes and mountains on the sorrow, regret, and a keen lesson in not delving too
Plane of Fire are the Fountains of Creation. These tall, deep. According to legends told by azer merchants and
craggy peaks are marked by constant eruptions and lava blacksmiths, a city was built beneath the Titan’s Kiss, one
flows, with lakes of molten rock cooling and reheating of the most violent volcanoes in the Fountains of Creation.
constantly. Red dragons and fire giants dwell here in caves In those tunnels dug into the volcano’s deepest roots, the
and labyrinths, but the greatest achievements belong to the azer built a forge capable of producing works of great
azers. These fire-bearded dwarves are as industrious as strength and magic.
their Material Plane-dwelling cousins, and work constantly The heat provided by the Titan’s Kiss was said to come
at massive forges and bellows to produce the most from a slumbering primordial god of ancient elemental
exquisite works of art, architecture, weapons, and magic. fire, dormant in the rocks, and the rhythmic rise and fall
Traveling in the Fountains of Creation is deadly for of its breath is what gave the forge its great potential.
anyone, however. Traversing the region by foot requires The azer called this the Titanforge, and with it they built
navigating the paths that wind around volatile volcanoes some of their most powerful relics. Many were specially
capable of spewing magma with a moment’s notice and commissioned by influential patrons, including the Grand
avoiding the beasts and monsters that call the peaks their Sultan of the Efreeti, who is said to possess today some
home. Flying is little better, as the lava geysers from the colossal weapon created from the heart of the Titanforge.
You must complete a long rest before you can use your
Cleric Domain: Fire Inner Fire again.
Fire is a powerful force, and the gods that hold dominion
over it (such as Kossuth, Apep, Surtur, Sirrion, and Channel Divinity: Kiss of Fire
Belenus) are a mixed group. Some revere fire’s cleansing Starting at 2nd level, you can use your Channel Divinity
property and the life that flourishes after a forest fire, while to increase the potency of any fire-based attack that you
others revel in the unmatched chaos and destruction. Fire make.
is also associated with strong emotions, specifically rage When you roll fire damage, you can use your Channel
and passion, so clerics that take the domain of Fire usually Divinity to deal maximum damage, instead of rolling.
feel just as strongly. Followers of fire gods are often found
in the front lines of conflicts, causing or diffusing them Friend of Flame
as the case may be, and few would argue that they lack At 6th level, you gain resistance to fire damage. In addition,
conviction or zeal. any fire damage you inflict adds +1 damage per die.