Professional Documents
Culture Documents
Infinite Planes
Volume III:
Plane of Earth
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Volume III: Plane of Earth The dao hold numerous outposts throughout the Stony
Expanse and each one is built around a mazework. A
“The Underdark? A child’s toybox compared to the twisting dao mazework is their first line of defense – a confusing
labyrinths, caves, passages, and wonders of the Plane of series of passages meant to confuse and trap intruders.
Earth. In the Underdark, there’s an innate sense of the One of the largest open quarries in all the Plane of Earth
world above that colors the experiences of travelers and is the Great Dismal Delve, a massive cave carved out by
inhabitants, but this does not exist on the Plane of Earth. the slaves of the dao, and at its heart sits the fabulous
It is suffocation and brutality defined and stands as one of Sevenfold Mazework, also known as the City of Jewels.
the least hospitable of the Inner Planes. Still, the realm is Therein dwells the Great Khan in the Hidden Fulcrum, his
ripe with treasures and secrets buried beneath the rock and personal palace and one of the most complex maze in the
stone.” Inner Planes (and rivaled across the multiverse only by the
mazes of Baphomet, demon lord of beasts and minotaurs,
Astromarchus the Sage in the Abyss).
Beyond the Stony Expanse, where the Plane of Earth
Earth is a fundamental component of the multiverse and approaches the other Inner Planes, the region becomes
perhaps the most visible to most inhabitants of the Material more diverse. The Mud Hills are a vast region of bubbling,
Planes. Continents, islands, mountains, hills – these are all churning dirt and muck close to the Plane of Water –
concrete examples of this ubiquitous element across the between the two sits the distinct Swamp of Oblivion (also
realms, and it shows up in all of the other Inner Planes as known as the Plane of Ooze). The Mud Hills are open to
well in one form or another. And the root for all that rock the sky and the tunnels that cross beneath are treacherous
and dirt is the Plane of Earth. and prone to constant shifting at a moment’s notice, so
Much of this plane is solid mass making it difficult for most travelers avoid this region entirely. It is known that
non-native creatures to move around or even breathe. the dao have several outposts in the Mud Hills to search
However, limitless tunnels, passages, and caves wind their for rare mineral deposits that are known to show up only
way through the stony realm, the result of both incursions in that area.
from other Inner Planes and determined digging efforts by The heat intensifies on the other side of the Plane of
the native creatures. The dao, genies of the earth, are the Earth in a region known as the Furnaces, close to the
cruelest of slave drivers and constantly seek out veins of rich Plane of Fire. Lava seeps up and creates dangerous
minerals and ore to adorn their fabulous abodes. terrain, but the dao have harnessed the raw potential of the
Getting lost in the Plane of Earth is perhaps the greatest Furnaces to power their forges. Beyond the Great Dismal
threat to travelers beyond a collapsing tunnel or marauding Delve, the largest concentration of dao and slaves can be
beast as there is no clear indication of any cardinal found here.
direction. Tunnels wind up and down, cross between each
other, and cut into massive caves with no discernable
pattern or thought. For travelers willing to risk the journey,
Cycle of Time
however, great treasures and wonders can be found, There is no natural way to tell time across the Plane
whether it’s the prize opal Koh Nur in the center of the dao’s of Earth. Even the Void Peaks have no sun to mark the
Sevenfold Mazework or searching the chaotic Tunnels of days, though the Mud Hills are lit by a dim pale light that
Madness for the Heart of All Mountains or trying to escape darkens slightly every twelve hours. This lack of time and
the infamous Salt Dungeons of the Great Khan. the general closeness of the tunnels in the Stony Expanse
leads many travelers to madness and despair.
However, the dao have developed a way of telling time.
Lay of the Land Each outpost and most buildings are furnished with a
clock gem, an enchanted jewel of nearly any size that
The Plane of Earth is best described as the largest chain of changes color gradually from red to blue and back again to
mountains in the multiverse both in height and breadth. For mark the passage of time. Unfortunately for travelers used
those brave or foolish enough to try and reach the top, they to the cycle of time in most Material Planes, the dao clock
find only the Void Peaks – the mountain tops pierce a veil gems are based on a 13-hour cycle (13 hours of red time
of airless black that is inhospitable to living creatures. Most followed by 13 hours of blue time) creating a 26-hour day.
planar scholars agree that the Void Peaks are a breach from The source of power for all attuned clock gems is Koh
the Plane of Earth into the Negative Plane, the multiverse Nur, opal of the Great Khan in the center of the Sevenfold
source of death and decay that enfolds all of the realms. Mazework in the City of Jewels. An attuned clock gem
Below the Void Peaks and encompassing the vast continues to be synchronized even when taken outside the
majority of the Plane of Earth is the Stony Expanse. Great Plane of Earth, though they need to be re-attuned to the
veins of minerals and rich ore cut through the rocky layers opal every one hundred years.
of the Stony Expanse and over the countless centuries
tunnels and caves have been carved out by time or force.
The dao consider this their eternal realm, though their Surviving
numbers are realistically too few to effectively control The tunnels and passages that cut through the Plane of
the entire region, but this overriding philosophy is what Earth are breathable, so one of the greatest threats to
drives them to command scores of slaves from the native travelers are cave-ins and earthquakes that can suddenly
sandlings, pech, and other creatures. send tons of rocks crashing down. Digging out of such a
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 5 (-3) 17 (+3) 1 (-5) 10 (+0) 1 (-5) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1)
Damage Resistances slashing, piercing, bludgeoning Saving Throws Dex +7, Wis +5
Damage Immunities acid Skills Perception +8, Stealth +9
Condition Immunities blinded, charmed, deafened, exhaustion, Damage Reistances bludgeoning, piercing, and slashing from
frightened, petrified, prone weapons that aren’t adamantine
Senses tremorsense 120 ft., passive Perception 10 Damage Immunities poison
Languages - Condition Immunities exhaustion, petrified, poisoned
Challenge 6 (2,300 XP) Senses darkvision 120 ft., passive Perception 18
Languages Terran
Challenge 5 (1,800 XP)
Amorphous. The creeping stone can move through a space as
narrow as 1 inch wide without squeezing.
Assassinate. During its first turn, the ancient gargoyle assassin
Earth Glide. The creeping stone can burrow through has advantage on attack rolls against any creature that hasn’t
nonmagical, unworked earth and stone. While doing so, the taken a turn. Any hit the ancient gargoyle assassin scores
creeping stone doesn’t disturb the material it moves through. against a surprised creature is a critical hit.
Spider Climb. The creeping stone can climb difficult surfaces, Cunning Action. On its turn, the ancient gargoyle assassin can
including upside down on ceilings, without need to make an take a bonus action to Dash, Disengage, or Hide.
ability check.
False Appearance. While the gargoyle remains motionless, it is
Actions indistinguishable from an inanimate statue.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft. one Magic Resistance. A ancient gargoyle has advantage on saving
target. Hit: 13 (2d8+4) bludgeoning damage, and if the target throws against spells and other magical effects.
is a living creature it must make a DC 14 Constitution saving
throw. On a failure the target suffers the effects of the slow Return to Stone. When reduced to 0 hp, as long as the ancient
spell until the end of its next turn. gargoyle is on the Plane of Earth, their stone bodies dissolve
into the earth immediately, leaving behind any equipment. They
Engulf. The creeping stone moves up to its speed. While doing reform 2d6 days later in a location of their choice within 1 mile
so, it can enter Medium or smaller creatures’ spaces. Whenever of their death. They retain all memories of their life when they
the creeping stone enters a creature’s space, the creature must reform.
make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed Sneak Attack (1/Turn). The ancient gargoyle assassin deals an
5 feet back or to the side of the creeping stone. A creature that extra 13 (4d6) damage when it hits a target with a weapon
chooses not to be pushed suffers the consequences of a failed attack and has advantage on the attack roll, or when the target
saving throw. is within 5 feet of any ally of the ancient gargoyle assassin that
On a failed save, the creeping stone enters the creature’s isn’t incapacitated and the ancient gargoyle assassin doesn’t
space, and the creature takes 14 (4d6) bludgeoning damage have disadvantage on the attack roll.
and is engulfed. The engulfed creature can’t breathe, is
restrained, and must make a DC 14 Constitution saving throw Stone Strength. A melee weapon deals one extra die of its
at the start of each of the creeping stone’s turns. On a failure, damage when the ancient gargoyle hits with it (included in the
the engulfed creature becomes petrified. When the creeping attack).
stone moves, the engulfed creature moves with it. An engulfed
creature petrified by the creeping stone is ground to pebbles on Actions
the creeping stone’s next turn.
An engulfed creature can try to escape by taking an action Multiattack. The ancient gargoyle assassin makes two melee
to make a DC 14 Strength check. On a success, the creature attacks.
escapes and enters a space of its choice within 5 feet of the
creeping stone. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 18 (+4) 18 (+4) 12 (+1) 18 (+4) 2 (-4) 10 (+0) 5 (-3)
Saving Throws Int +6, Wis +6, Cha +9 Damage Immunities fire
Condition Immunities petrified Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 11 Senses tremorsense 120 ft., passive Perception 10
Languages Terran Languages -
Challenge 13 (10,00 XP) Challenge 2 (450 XP)
Earth Glide. The dao can burrow through nonmagical, unworked Earth Glide. The khargra can burrow through nonmagical,
earth and stone. While doing so, the dao doesn’t disturb the unworked earth and stone. While doing so, the khargra doesn’t
material it moves through. disturb the material it moves through.
Elemental Demise. If the dao dies, its body disintegrates into Surprise Leap. If the khargra moves at least 20 feet while
crystalline powder, leaving behind only equipment the dao was burrowing out of sight of its target, it can leap out the ground,
wearing or carrying. gaining advantage on its attack.
Actions
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 20 (+5) 6 (-3) 12 (+1) 8 (-1) 18 (+5) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2)
Damage Resistances bludgeoning, piercing, and slashing from Condition Immunities petrified
nonmagical weapons that aren’t adamantine Senses darkvision 120 ft., passive Perception 11
Damage Immunities poison Languages Terran
Condition Immunities exhaustion, petrified, poisoned Challenge 2 (700 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Terran
Expert Diggers. Against an opponent made of stone (such as a
Challenge 4 (1,100 XP)
gargoyle, galeb duhr, or stone golem), the pech deals maximum
damage on any attacks. While using mining tools to dig, a pech
False Appearance. While the margoyle remains motionless, it is makes quadruple the normal progress.
indistinguishable from an inanimate statue.
Innate Spellcasting. The pech’s innate spellcasting ability is
Actions Charisma (spell save DC 12). It can innately cast the following
spells, requiring no material components:
Multiattack. The margoyle makes two attacks: one with its claws
and one with its horns. 3/day: stone shape
1/day: move earth
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) slashing damage. Sunlight Sensitivity. While in sunlight, the pech has
disadvantage on attack rolls, as well as on Wisdom (Perception)
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. checks that rely on sight.
Hit: 16 (3d8+3) slashing damage.
Actions
War pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one
and regularly bully smaller creatures. When confronted target. Hit: 8 (1d8+4) piercing damage.
with physically larger foes, a margoyle generally cowers in
submission.
Willing Slaves. The dao use margoyles as bodyguards
and soldiers and pay them nothing, but the margoyles Pech
do not seem to mind. As long as they have a regular
opportunity for bloodshed, they are happy to remain as Pech are peaceable creatures native to the Plane of Earth.
slaves to the dao. Several of the Gargoyle Princes have They are surprisingly thin, with spindly arms and legs but
teams of margoyles for elite warriors as well, but their with broad hands and feet perfect for employing tools to
cautious movements and long term plans generally do not work stone and rocks. They have pale skin with brown hair,
agree with the aggressive tactics of the margoyles, leading and their large eyes have no pupils.
to several mutinies over the centuries. Highly Coveted Slaves. Pech are the ideal slaves of
Rakrozz and the Hornclaws. Margoyles typically serve the dao in their never-ending mining operations, and as
more intelligent masters, such as the dao or the Gargoyle such they are constantly hunted by the genies. Whole
Princes, but this isn’t always the case. Somewhere in the communities of pech have been captured by the dao
Plane of Earth an unusually intelligent margoyle named slave takers and then sold to various mazeworks across
Rakrozz has organized a mercenary band made up of the plane, breaking up families and friends. Pech slaves
his fellow margoyles. Calling themselves the Hornclaws, are highly valued by the dao but treated the worst, but
Rakrozz has made a impressive name for himself among somehow the stoic spirit of the pech remains. Most hold
the princedoms of the Gargoyle Princes. His margoyle out hope that one day they will be free.
warriors are ruthless, savage, and show no mercy, but Work is Life. To a pech, the endless toil of mining and
Rakrozz is a calculated negotiator who always seeks to digging holds an unmatched joy that fills their life with
have the upper hand. purpose and meaning. Even under the yoke of the dao,
pech relish digging and are not happy unless they have
mining tools in hand. Some planar scholars believe this
is why there has never been a significant pech uprising
among the ranks of the dao – the genies allow the pech
to do what they want to do most in life, albeit on a forced
schedule.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 17 (+3) 8 (-1) 16 (+3) 11 (+0) 10 (+0) 10 (+0)
Saving Throws Wis +4 Damage Resistances bludgeoning, piercing, and slashing from
Skills Perception +4, Stealth +5 nonmagical weapons
Damage Resistances bludgeoning and slashing from nonmagical Damage Immunities poison
weapons Condition Immunities exhaustion, grappled, paralyzed,
Damage Immunities piercing poisoned, restrained, prone, unconscious
Condition Immunities exhaustion, grappled, petrified Senses tremorsense 30 ft., passive Perception 10
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception Languages understands Terran but doesn’t speak
12 Challenge 3 (700 XP)
Languages none but understands Terran
Challenge 2 (700 XP)
Earth Glide. The earth weird can burrow through nonmagical,
unworked earth and stone. While doing so, the earth weird
Aura of Drowsiness. Any living creature that starts its turn doesn’t disturb the material it moves through.
within 20 feet of a sandman must make a DC 12 Wisdom
saving throw. On a failure, they become drowsy and suffer Invisible in Earth. While burrowed beneath the ground the earth
disadvantage on attack rolls and saving throws until the start of weird is invisible.
their next turn.
Actions
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
creature. Hit: 13 (3d6+3) bludgeoning damage. If the target is
Hit: 6 (1d6+3) slashing damage and 9 (2d8) psychic damage.
Medium or smaller, it is grappled (escape DC 13) and pulled 5
feet toward the earth weird. Until this grapple ends, the target is
Sleep Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
restrained, the earth weird tries to drown it in the earth, and the
target. Hit: The target must make a DC 12 Wisdom saving
earth weird can’t constrict another target.
throw. On a failure, the target falls into a deep slumber for 1d4
rounds from which no amount of shaking or damage can wake
it up. After the deep slumber has passed the target falls into a
regular sleep for 10 minutes but can be awakened by normal the tasks set out before them, but they hate humans more.
means. Elves and half-elves are immune to this effect. Sandmen have long memories, and some planar scholars
believe they share a pool of racial memories stretching
back hundreds upon hundreds of years. This would explain
their unrelenting hatred towards humans for hunting them
down and using them as spell components.
Despite its inhospitable nature, the Plane of Earth holds ... Cultists of Ogremoch, Prince of Evil Earth Elementals,
enough adventure ideas to keep any party of adventurers seek to destabilize a major city the characters happen to
busy for years and years. Below are some suggestions on be in by placing explosive charges at key structure points
using the sites and denizens of the Plane of Earth for the underground. One of the bombs goes off early, alerting
tiers of play, both in the Material Plane and elsewhere. the guards and the party to the danger, but its up the
characters to stop the cultists before their plan comes
to fruition. And what powerful item gifted to them by
Tier 1 (levels 1-4) Ogremoch are they waiting to use to send the entire city
While relatively inexperienced, characters of this tier still tumbling into the earth?
have an important role to play. They are the first line of
defense against far-reaching plots and machinations that, Tier 2 (levels 5-10)
by the time they become large enough to be noticed by the
mighty, are often too far advanced to effectively stop. Characters of this tier have many magical options available
to them and they might be starting to get a sense of the
... A sandman has come to a village seeking a special slave multiverse and its multitude of wonders and dangers. Trips
chosen by its dao master. The characters find themselves to the Great Dismal Delve and other sites in the Plane of
in the same village as the sandman makes its way from Earth become more possible at this tier and above.
house to house, keeping quiet and putting its targets into a
deep unnatural slumber. Can the party stop the sandman ... A wounded deep gnome stumbles into the camp of the
before it reaches its intended target? And what makes the party one night out in the wilderness. The deep gnome
target in this village so important to the dao that its wiling explains that he was one of only a handful to escape a raid
to send a sandman slave-taker to the Material Plane to by dao forces that took his small settlement in a single
fetch? sweep. He wants the party help in tracking down his
captured deep gnome family and promises that he can take
... An earthquake on the Material Plane unearths a natural them to Makranaanek, legendary svirfneblin city in the
cavern with huge pulse crystals from the Plane of Earth. Plane of Earth, for safekeeping.
One of the pulse crystals glows a strange color and
seems to hold a humanoid prisoner inside, trapped and ... On the Material Plane, a scheming noble has contacted
pounding on the inside to escape. Do the characters free one of the Gargoyle Princes and enlisted the ancient
the prisoner? The trapped creature could be a fugitive from gargoyle’s services to help eliminate his rivals. A band of
the Sevenfold Mazework, an explorer with knowledge of ancient gargoyles travel to the Material Plane along with
the region that seems dangerously out of date, or any other a force of margoyles, but they betray the noble and turn
... A strange sickness strikes a community of dwarves 26-30 Gargoyle cultists of Ogremoch
dwelling underground, and they call for aid from the 31-35 A dwarf warlock seeking material
characters. Magical research indicates the cure for the components
wasting disease can only be created by grinding up the 36-40 Human necromancers with zombie
powder of a special crystal found in the Deep Crystal servants
Labyrinth in the Plane of Earth. Finding the bewildering
site becomes a problem in and of itself, but once 41-45 Gnome gem merchant
discovered the party must deal with the crystal guardians 46-50 Hill giant slaves fighting over a piece of meat
before they can obtain the specific crystal needed to create
51-55 Stone giant selling fungal moss
the antidote to stop the spread of the disease.
56-60 A drow priestess and drow warriors
... A cabal of necromancers create a skeletal terror to 61-65 A band of imps whispering among
defeat their enemies, but the creature gets out of hand and themselves
destroys the necromancers that created it. The party must
66-70 A high-level gnome fighter seeking his family
deal with the monstrosity, but afterwards they find that the
skeleton monster is actually comprised of fossilized bones, 71-75 An ancient gargoyle assassin stalking a
and that it stitches itself back together within days. The target
only way to put down the fossilized monster is to return 76-80 A succubus artist and a group of charmed
its bones to where it came from – the Bones of the Earth, art slaves
home of the earth weirds. The journey won’t be easy and
the earth weirds that dwell there see all intruders as food. 81-85 Two dao arguing over a recent sale
86-90 A dao seneschal of the Great Khan on an
... The dao have captured an entire community of humans errand
as slaves, dragging them all to the Great Dismal Delve 91-95 A dao accompanied by a host of bodyguards
to be auctioned off as valuable commodity. The party
gets involved when an important NPC is discovered to 96-00 A noble dao looking for spies
be among the taken, and they must travel to the Plane of
Earth and rescue the captured humans. Navigating the
Great Dismal Delve, entering the Sevenfold Mazework,
and securing the slaves becomes a challenge when a
noble dao has decided that owning the slaves could help
him locate the Motherlode. The characters must find a
way to break into the noble dao’s home in the Sevenfold
Mazework and escape with the slaves.
Furnaces
Disturb Earth In addition, you can cast the move earth spell without
At 2nd level, you gain the ability to disrupt earth and expending a spell slot. You must complete a short rest
stone enough to make it difficult for people to travel on. before you can do so again.
As an action, you can choose a 30-foot square location
within 120 feet that you can see made up of earthen or
stone materials (natural or worked, it doesn’t matter). The
ground in the chosen area becomes difficult terrain. This
effect lasts for 1 hour.
You must complete a long rest before you can use this
feature again.