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Codex of The Infinite Planes - Vol 20 - Elysium
Codex of The Infinite Planes - Vol 20 - Elysium
Infinite Planes
Volume XX:
Blessed Fields of Elysium
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Volume XX: Blessed Fields commanded by a fierce group known as the Lighthouse
Watchers.
of Elysium Thalasia is the lowest layer and serves as the source
and destination of the River Oceanus itself. Hundreds
“The idea of goodness in the multiverse is abstract, but of islands stand amidst the tranquil blue waters, many
just as the Abyss and the Nine Hells epitomize the ideals serving as the final resting place for hero-kings, demigods,
of evil, Elysium stands just as tall to offer the spoils of life and world captains. Beneath the ocean rests an azure sea
spent doing well for one another. Beyond the confines of of dazzling brilliance with its own secrets to keep.
anarchy and control, the goodness of Elysium is pure and Nowhere else in the multiverse are the basic tenets of
thoughtless – there’s no need for governments or strong “good” so upheld as in the Blessed Fields of Elysium. All
structure because the sheer power of the plane keeps the residents work towards the harmony of themselves,
everyone acting in the best interest of everyone else. their neighbors, and their place across the planes, and
Nothing embodies this idea more than the River Oceanus, visitors with these core beliefs are welcomed with open
which provides sustenance, trade, travel, security, and arms and friendly smiles. Trust is given freely – few doors
peace by simply flowing through the layers.” are locked in the cities and towns, but woe be to any thief
who decided to take advantage of this carefree attitude.
Malakara the Warden Elysium has a way of punishing those that deliberately
cause suffering, and the guardinal celestials maintain a
The Blessed Fields of Elysium are vibrant, inspiring, watchful eye over their homes at all times.
peaceful, and utterly devoted to the idea of the common Dangerous things still manage to crawl, seep, or flow
good. There is no other plane in the multiverse dedicated into Elysium, however. Some of these are mundane beasts
to that singular ideal regardless of the ways or means, and stumbling into portals, confused and angry over their
the residents of Elysium are more than happy to offer a new surroundings, while others are deliberate incursions
hand or advice to their neighbors and travelers. It is widely by malevolent forces. This is especially possible in the
thought that conflict doesn’t exist in such a place, but that swamps of Belierin, where it is rumored a multiverse-
couldn’t be further from the truth – it just very rarely turns ending monstrosity is imprisoned, and numerous
violent or ugly. expeditions from the Abyss, Nine Hells, Acheron, and
The most prominent feature of Elysium is the elsewhere have been mounted to determine the validity of
magnificent River Oceanus, a sparkling crystal blue river these rumors.
system that both starts and ends in the plane’s fourth
layer, Thalasia. The river and its many tributaries form the
beating heart of the plane, though plenty sites of wonder
and mystery exist beyond its mighty banks. Lay of the Land
Many small settlements populate the topmost layer,
Amoria, where the weather is gentle and the land The River Oceanus is a dominant feature throughout
picturesque. The peace of Amoria, and across all of Elysium. Its presence is a defining force in all four layers,
Elysium, is watched over and protected by a powerful and much of the civilized life on the plane is centered on
race of celestials known as guardinals. Each caste or around its mighty banks. The flow of the river defies
of guardianals resembles a hybrid between animal logic and explanation as it winds back and forth on and
and humanoid, from the hulking bear-like ursenals to over itself through countless miles, spilling innocently from
the ferocious lion-maned leonals. The guardinals are layer to layer and plane to plane. Enormous libraries have
protectors of high moralistic good and they travel across been devoted to the study of its flow and its dark twin, the
the multiverse on their quests to fight tyranny and injustice River Styx in the Lower Planes.
wherever it may lurk.
There is no formal structure to the guardinals, as none is Amoria
needed, but they nonetheless recognize leaders. These are The top layer of Elysium, Amoria, is also the most
normally the most suited for a specific situation or mission populated and most temperate. It is a lush landscape of
with a general consensus about whose voice shall lead vibrant colors, from the forests of sturdy trees holding
them. The best known and most capable of the guardinal multicolored leaves to the rolling hills of sweet long grass.
celestials are a group known as the Six Companions. Amoria resembles a picturesque Material Plane world
These beings rival demon lords and devil princes in their where the colors of nature are enhanced to a pleasing
power and influence, and they dedicate themselves to the effect. The weather is never violent, shifting subtly between
highest ideals of Elysium. Prince Leonid leads them but the seasons in mild patterns that defy easy determination
his voice is but one of the Six Companions. or prediction. Gentle spring rains, warm summer days,
The lower layers of Elysium are less populated than crisp autumn breezes, and lazy winter snowflakes can all
Amoria for various reasons. Eronia, the second layer, is a grace the landscape of Amoria in the span of a month.
realm of rough mountain peaks, dazzling waterfalls, and The River Oceanus has hundreds of smaller tributaries
harsh weather, where people can test their mettle against through Amoria, though its main flow is wide, steady, and
the elements of nature itself. Elysium’s third layer is peaceful. Dozens of cities sit on the river banks, and a
Belierin, a vast fog-enshrouded swamp where few people few – like Drabanu – actually float on the River Oceanus
dwell. Those that do live there tend to congregate around itself! Animals cavort and play in sun-dappled glades of
tall lighthouses that keep eternal vigil over the land, breathtaking beauty while the residents lend a helpful
Eronia
The River Oceanus slides easily from Amoria into the
Cycle of Time
second layer, Eronia, where the landscape is rougher Elysium has a day/night cycle that resembles the Material
and the weather harsher. The river cuts great gorges Plane, with roughly 12 hours of daylight to 12 hours
throughout Eronia, and some of the most spectacular of night. However, no sun sits in the beautiful skies of
waterfalls in all the multiverse can be found along the Elysium on any of its layers – the sky is lit by a glow
mighty river’s crashing course. This layer is home to suffused into the plane itself. At night, no moon rises, but
much fewer inhabitants but everyone who stays enjoys the a river of sparkling stars dazzles overhead, following the
contented feeling of conquering a mountain or navigating exact pattern as the River Oceanus. Some planar scholars
difficult rapids. The dangers of Eronia are mostly natural, have theorized this “river” is a reflection of the water on
from rockslides to cliff faces, but most take it as a some unknown surface high in the night sky, though no
challenge from the plane itself to rise up and do better for proof has been found of the phenomena.
themselves and one another. There are two notable exceptions to the lack of a sun
The weather on Eronia shifts with the seasons, just and moon. Two enormous spheres called sky realms float
like Amoria, but it is prone to more violent bursts. Heavy through the skies each containing cities and people inside.
rainstorms and white-out blizzards are not uncommon, The first is Highsilver, a massive silver orb that sheds
though the cold and heat are rarely extreme enough to be brilliant white light for hundreds of miles in all directions,
dangerous for long periods of time. and the second is Redrise, shedding reddish amber light.
The paths of these two sky realms is never known and they
Belierin move between the layers as easily as the River Oceanus
The rapids of Eronia’s River Oceanus stretch eventually itself.
give way to the fog-enshrouded marshland that is Belierin,
the third layer of Elysium. Thick moisture hangs in the
air, creating the fog and mist that perpetually fill out the Surviving
landscape, and a sense of uneasy wariness clings to the Nothing in the nature of Elysium threatens the life of
marsh trees and bayous between the River Oceanus’ travelers or inhabitants beyond the mundane dangers
expansive flow. The few settlements of Belierin are focused of the wilderness. Creatures have drowned in the River
around enormous lighthouses built and maintained by an Oceanus, though it is rare, and some have perished after
order of guardians known as the Lighthouse Watchers. falling from great climbs in Eronia.
These warriors, soldiers, rangers, and wizards take an
oath to watch over Elysium – and much of the multiverse
in general – out of a sense of implacable duty. Houses and
buildings around the lighthouses are built on heavy stilts Getting There
rising from the swamp.
Guardinal and watcher patrols are common in the There are so many natural gates between Elysium and
swamp, and the lighthouses help guide travelers along the the other Upper Planes, specifically Bytopia and the
River Oceanus towards the headwaters at Thalasia. The Beastlands, that travelers can pass through them and into
thick gray fog hangs over Belierin constantly, obscuring the Blessed Fields without realizing they’ve hopped planes.
vision and sound, and few travelers enjoy navigating its Portals are common through the layers to the rest of the
murky terrain. The weather is rarely a factor though, and multiverse, though they are especially plentiful throughout
the seasons don’t do much to change the cloying moisture Amoria, and most of them are at least watched over by the
that permeates the fog and clings to the skin. guardinals and their allies.
Most portals out of Elysium sit in shallow caves around
Thalasia the banks of the River Oceanus or one of its many
The source and destination of the River Oceanus is tributaries. The river dominates the landscape of Elysium
Thalasia, Elysium’s fourth layer. Thalasia is a mighty across all four of its layers, and it’s a vitally important
ocean, deep blue and dappled with sunlight at all times, feature for travel to and from the plane as well. Most
with hundreds of beautiful and bountiful islands dotting visitors arrive iva boat traffic along the River Oceanus from
its surface. Many of these islands are the home to heroes Beastlands or further upriver, and most of the important
and kings enjoying a final rest, some waiting for the day to sites in Elysium are situated along the riverbanks.
be called back to the Material Plane, while others simply
enjoy an eternity of restful solitude in a paradise of golden
beaches, sweet fruits, and merciful skies.
Below the waters, Thalasia is just as beautiful. Several
colonies of tritons and sea elves from the Plane of Water
rest in great coral reefs, and the relatively low number of
predators in the azure waters makes it easy for the fish to
grow to enormous proportions. Luna jellies that rise up
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 19 (+4) 18 (+4) 15 (+2) 17 (+3) 12 (+1) 14 (+2) 16 (+3)
Flyby. The avoral doesn’t provoke opportunity attacks when it Charge. If the cervidal moves at least 20 feet straight toward a
flies out of an enemy’s reach. target and then hits with a headbutt attack on the same turn,
the target takes an extra 6 (1d12) slashing damage. If the target
Guardinal Force. The avoral’s weapon attacks are magical. When is a creature, it must succeed on a DC 15 Strength saving throw
the avoral hits with any weapon, the attack deals an extra 2d8 or be knocked prone.
radiant damage (included in the attack).
Guardinal Force. The cervidal’s weapon attacks are magical.
Innate Spellcasting. The avoral’s spellcasting ability is Charisma When the cervidal hits with any weapon, the attack deals an
(spell save DC 15). The avoral can innately cast the following extra 1d8 radiant damage (included in the attack).
spells, requiring no material components:
Innate Spellcasting. The cervidal’s spellcasting ability is
At will: command, dimension door, gust of wind, hold person, Charisma (spell save DC 13). The cervidal can innately cast the
light following spells, requiring no material components:
1/day each: dispel magic, fear, lightning bolt
At will: bless, command, dimension door, light
Magic Resistance. The avoral has advantage on saving throws 1/day each: dispel magic, hold person
against spells and other magical effects.
Magic Resistance. The cervidal has advantage on saving throws
Actions against spells and other magical effects.
Multiattack. The avoral makes two attacks with its talons. Actions
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Multiattack. The cervidal makes two slam attacks.
Hit: 13 (2d6+6) slashing damage plus 9 (2d8) radiant damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Lay on Hands (3/Day). The avoral touches a creature. The target Hit: 8 (1d8+4) bludgeoning damage plus 4 (1d8) radiant
regains 20 hit points and the avoral can remove one of the damage.
following conditions: blinded, deafened, poisoned, or a level of
exhaustion. Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d12+4) slashing damage plus 4 (1d8) radiant
Wing Buffet. The avoral chooses a Large or smaller target within damage.
10 feet. The target must succeed on a DC 15 Strength saving
throw or be knocked prone.
Avoral Cervidal
The ram-headed cervidals are the most common
Avorals are the guardinals of the sky, blending features
guardinals in Elysium. They are also the most social, with
of bird and human into a powerful figure. They are quick,
most living in family groups of ten to thirty or more in the
agile, and sharp-eyed, with razor-sharp claws and large
Blessed Fields of Amoria. Cervidals are the most practical
feathered wings capable of knocking foes to the ground.
of the guardinals as well, preferring a calm and measured
Avorals possess great healing powers and are able to
approach to problems, and their wise counsel is heeded
mend wounds with a touch, making them perfect front-
by the other celestials of the plane. Though they do not
line medics in the guardinals war against evil across the
possess a unique ability like many of their kin, cervidals
multiverse. They rarely gather in groups of more than two
use their powerful horns in battle, charging at foes and
or three, preferring the solitary lifestyle among the clouds
headbutting targets where appropriate.
over Elysium.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 16 (+3) 22 (+6) 15 (+2) 17 (+3) 14 (+2) 16 (+3) 20 (+5)
Guardinal Force. The equinal’s weapon attacks are magical. Guardinal Force. The leonal’s weapon attacks are magical. When
When the equinal hits with any weapon, the attack deals an the leonal hits with any weapon, the attack deals an extra 4d8
extra 2d8 radiant damage (included in the attack). radiant damage (included in the attack).
Innate Spellcasting. The equinal’s spellcasting ability is Charisma Innate Spellcasting. The leonal’s spellcasting ability is Charisma
(spell save DC 14). The equinal can innately cast the following (spell save DC 17). The leonal can innately cast the following
spells, requiring no material components: spells, requiring no material components:
At will: bless, command, dimension door, fog cloud, light At will: command, dimension door, dispel magic, hold monster,
1/day each: dispel magic, slow, wall of stone light
3/day each: fireball, hallow, heal, wall of force
Magic Resistance. The equinal has advantage on saving throws
against spells and other magical effects. Magic Resistance. The leonal has advantage on saving throws
against spells and other magical effects.
Actions
Actions
Multiattack. The equinal makes two hoof-fist attacks.
Multiattack. The leonal attacks twice with its claws and once
Hoof-Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one with its bite.
target. Hit: 10 (1d10+5) bludgeoning damage plus 9 (2d8)
radiant damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d8+6) piercing damage plus 18 (4d8) radiant
Whinny (Recharge 5-6). All creatures in a 30-foot cone must damage.
succeed on a DC 14 Wisdom saving throw or be deafened for
1 minute. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6+6) slashing damage plus 18 (4d8) radiant damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 15 (+2) 15 (+2) 17 (+3) 20 (+5) 12 (+1) 17 (+3) 19 (+4) 19 (+4) 20 (+5)
Skills Athletics +7, Perception +6 Skills Arcana +8, History +8, Perception +8
Damage Resistances cold, poison; bludgeoning, piercing, and Damage Resistances cold, poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered slashing from nonmagical attacks that aren’t silvered
Damage Immunities lightning Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
poisoned poisoned
Senses truesight 120 ft., passive Perception 16 Senses truesight 120 ft., passive Perception 18
Languages Celestial, Common, telepathy 120 ft. Languages Celestial, Common, telepathy 120 ft.
Challenge 9 (5,000 XP) Challenge 11 (7,200 XP)
Guardinal Force. The lupinal’s weapon attacks are magical. Guardinal Force. The ursinal’s weapon attacks are magical.
When the lupinal hits with any weapon, the attack deals an extra When the ursinal hits with any weapon, the attack deals an extra
3d8 radiant damage (included in the attack). 4d8 radiant damage (included in the attack).
Innate Spellcasting. The lupinal’s spellcasting ability is Charisma Innate Spellcasting. The ursinal’s spellcasting ability is Charisma
(spell save DC 15). The lupinal can innately cast the following (spell save DC 17). The ursinal can innately cast the following
spells, requiring no material components: spells, requiring no material components:
At will: blur, command, dimension door, light At will: bless, command, dimension door, hold monster, light,
1/day each: cone of cold, dispel magic, fly sleep
3/day each: dispel magic, greater restoration, heal, magic
Magic Resistance. The lupinal has advantage on saving throws missile (as with a 9th level spell slot), scrying
against spells and other magical effects. 1/day each: divine word, mass suggestion, mirage arcana
Pack Tactics. The lupinal has advantage on an attack roll against Magic Resistance. The ursinal has advantage on saving throws
a creature if at least one of the lupinal’s allies is within 5 feet of against spells and other magical effects.
the creature and the ally isn’t incapacitated.
Actions
Actions
Multiattack. The ursinal make two attacks with its claws and one
Multiattack. The lupinal makes two attacks with its claws and attack with its bite.
one attack with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 18 (4d8) radiant
Hit: 10 (1d10+5) piercing damage plus 13 (3d8) radiant damage.
damage. If the target is Large size or smaller it must succeed on
a DC 15 Strength saving throw or be knocked prone. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d10+5) slashing damage plus 18 (4d8) radiant
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. damage.
Hit: 9 (1d8+5) slashing damage plus 13 (3d8) radiant damage.