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14 D&D Encounters with Extraplanar Beings

Updated: Jan 18

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Prepare yourself, world weavers, for the journey of a lifetime. Our grand tapestry of existence is not woven from the threads of one realm alone, but rather, a breathtaking array of multiverses - each with its distinct resonance, vibrant inhabitants, and unique perils. When the commonplace landscapes of your D&D campaign begin to echo with predictability, it's time to step through the threshold of the familiar and venture into the kaleidoscopic expanse of the extraplanar.

In this compendium, we delve into the mystifying and uncharted territories of the multiverse, presenting 15 remarkable encounters with the inhabitants that dwell beyond the Material Plane. They range from whimsical trickster fey, delighting in their perplexing games, to primordial horrors from the furthest reaches of reality, their mere presence threatening to upend the world as your adventurers know it.

Each encounter is a Pandora's box of limitless possibilities, designed to thrust your players into circumstances as unfamiliar as they are perilous. Their perceptions of reality will be challenged, and their bonds tested, as they navigate through the startling enigmas of the cosmos. Whether your party is standing toe-to-toe with an elemental titan or bargaining with a mischievous pixie, no two encounters will be alike.

For the moment they realize they have transcended the familiar bounds of the Material Plane, it will already be too late. The gates have swung wide, the cosmic curtain drawn back, and the peculiarities of the multiverse are surging forth. The stage is set for an extraordinary ballet of chaos and wonder - our14 D&D Encounters with Extraplanar Beings have commenced. Strap in, dear adventurers; the journey is just beginning.

Introduction: 14 D&D Encounters with Extraplanar Beings

As a DM, extraplanar encounters are a great way to shake things up and expose players to the weird and wonderful creatures that inhabit the multiverse. This menagerie of monsters from the outer planes is perfect for low-level adventures all the way up to endgame boss fights.

Maybe the party stumbles upon a lone Mephit - a minor elemental creature - while traveling. The mischievous being could harass them with minor magical pranks and tricks before being banished back to its home plane.

For a tougher fight, pit your players against a pack of Yugoloths, daemons who act as mercenaries across the planes. These neutral evil creatures fight ruthlessly but may bargain for their lives if defeat seems imminent.

If you really want to challenge high-level players, an Ultroloth makes a perfect big bad evil guy. As a Yugoloth general, an Ultroloth commands vast daemonic armies and seeks to spread misery throughout the multiverse. Defeating such a villain could thwart its sinister schemes and earn the party fame across the planes.

With creatures from the idyllic Mount Celestia to the gloomy Gray Waste, the planes contain a vast bestiary to inspire DMs. So next time you want to shake up your campaign, look to the multiverse - your players will thank you for it!

The Feywild: A Satyr's Song

Have your players stumble upon a satyr playing a pan flute in the Feywild forest. The satyr will invite the party to join in the revelry and festivities. Those who fail a Wisdom saving throw must join in the dancing and feasting.

  • The satyr's enchanting song fills all who hear it with a desire to celebrate. Players who fail their save will dance, drink, and be merry with the satyr and other fey creatures for 1d4 hours.

  • Those who pass their save can attempt to snap the others out of it with a contested Charisma check. If successful, the enchantment is broken. If not, the satyr notices and stops playing, offended the party would refuse such hospitality.

  • The satyr demands compensation for wasting its time. If not given, the satyr uses its pipes to charm one party member to serve as the satyr's slave for 1 year and a day. The enslaved character disappears with the satyr into the Feywild.

  • To avoid conflict, the party can offer the satyr a gift to make amends. The satyr accepts gold, jewels, fine wine or pipeweed, a musical instrument, or a lock of hair from a maiden. With gift in hand, the satyr bows and continues on its way.

  • This encounter highlights the capricious and whimsical nature of the fey. Your players get a taste of what to expect when dealing with such creatures in the Feywild. A fun, lighthearted encounter with potential for more serious consequences if mishandled.


Medium humanoid (fey), chaotic neutral

Armor Class 14 (leather armor)

Hit Points 31 (7d8)

Speed 40 ft.

STR 12 (+1)

DEX 16 (+3)

CON 11 (+0)

INT 12 (+1)

WIS 10 (+0)

CHA 14 (+2)

Skills Perception +2, Performance +6, Stealth +5

Senses passive Perception 12

Languages Common, Sylvan

Challenge 1/2 (100 XP)

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.


Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Pipes. The satyr plays its pipes and chooses one of the following magical effects:

The satyr charms one humanoid it can see within 30 feet of it. If the target can see the satyr, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the satyr. The charmed target obeys the satyr's verbal commands. If the target suffers any harm or receives a suicidal command, the target can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this satyr's pipes for the next 24 hours.

The satyr causes one creature it can see within 30 feet of it to fall into a fit of laughter. The target must succeed on a DC 13 Wisdom saving throw, falling prone and becoming incapacitated and unable to stand up for 1 minute on a failed save. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the satyr is within line of sight, ending the effect on itself on a success.


Redirect Attack. When a creature the satyr can see targets it with an attack, the satyr chooses another creature within 5 feet of it. The two creatures swap places, and the chosen creature becomes the target instead.

The Shadowfell: Shadar-Kai Nightblade

In the city of Gloomwrought, a city located within the dark and dismal Shadowfell, the adventurers discover a long-abandoned temple, now overtaken by the darkness of the plane. Within its walls, they come across an ancient artifact, a mysterious obsidian amulet known as the Shadow's Tear. Unbeknownst to them, this amulet has significant value to the Shadar-kai, serving as a powerful tool to connect directly to the Raven Queen herself.

When the adventurers take the artefact, a chain of events is triggered. The theft does not go unnoticed; an ethereal alarm of sorts rings out in the Shadowfell, alerting the Shadar-kai of the theft. The amulet is a sacred object to the Shadar-kai, who see its theft as a blasphemous act that must be punished. A skilled Shadar-kai Nightblade, one of the Raven Queen's most devoted followers, is dispatched to reclaim the artefact and serve retribution upon those who dared to disturb it.

The Nightblade, relentless and ruthless, begins to track the adventurers, using their shadows against them. It will strike when they least expect it, using the bleak environment of the Shadowfell to its advantage. The adventurers will start to notice strange happenings – their shadows moving of their own accord, fleeting figures darting in their peripheral vision, and a chilling sense of being watched.

The adventurers must deal with this deadly threat while exploring the alien, dangerous landscape of the Shadowfell. Will they realize the value of the artifact they've stolen? Can they find a way to appease or defeat the Shadar-kai assassin, or even strike a bargain with the elusive Raven Queen herself? Their survival may depend on it.A Shadar-kai nightblade will use stealth and surprise to gain the upper hand. They can cast spells like invisibility and darkness to conceal their approach and disable their foes.

  • In combat, they wield a pair of wicked kukris, curved daggers enchanted to slice through armor and flesh. They also employ poisoned darts and shurikens when attacking from a distance.

  • A nightblade is quick and agile, able to slip past defenses and strike vital areas. They have resistance to necrotic damage and can manipulate the shadows to avoid blows. If cornered, they unleash a flurry of attacks and then flee into the gloom.

  • These cunning killers may be hired as assassins to eliminate specific targets. However, they are just as likely to murder for sport or to appease the ravenous hunger of the Shadowfell.

  • To defeat a Shadar-kai nightblade, use spells and abilities that counter stealth and darkness. Protect your vital areas and try to anticipate their attacks. If you can weather their initial onslaught, you may be able to overpower these sinister shadow stalkers. But beware, for they are always eager to return to the hunt.

Facing off against a Shadar-Kai Nightblade in the Shadowfell is sure to test an adventurer's mettle. But defeating one of these sinister assassins can earn you valuable experience - or make you the target of their eternal vengeance! Tread carefully in the realm of shadow.

Shadar-Kai Nightblade

Medium humanoid (elf, shadar-kai), neutral evil

Armor Class 16 (studded leather)

Hit Points 66 (12d8 + 12)

Speed 30 ft.

STR 11 (+0)

DEX 18 (+4)

CON 12 (+1)

INT 13 (+1)

WIS 14 (+2)

CHA 16 (+3)

Saving Throws Dex +7, Int +4

Skills Perception +5, Stealth +10

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses passive Perception 15

Languages Common, Elvish, Abyssal

Challenge 5 (1,800 XP)

Shadow Stealth. While in dim light or darkness, the nightblade can take the Hide action as a bonus action.

Evasion. If the nightblade is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the nightblade instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Multiattack. The nightblade makes two attacks with its shadow blade.

Shadow Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) psychic damage plus 3 (1d6) necrotic damage.

Invisibility (1/Day). The nightblade magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell).


Shadow Step (Recharge 5-6). When the nightblade is hit by an attack, it can use its reaction to teleport up to 60 feet to an unoccupied space that it can see. It must be in dim light or darkness both before and after it teleports. The attack that triggered this reaction has disadvantage.

This example assumes the nightblade is a shadar-kai rogue with a focus on stealth and mobility. You can adjust its abilities to better fit your campaign.

The Astral Plane: Thought Eater

The party's trusted friend and mentor, a wise old wizard named Taelis, has been acting strangely as of late. His memory is rapidly deteriorating and he appears increasingly weak. After a frightening episode in which Taelis doesn't recognize any of his companions, it becomes clear that this is no ordinary ailment. Taelis suspects foul play and believes that he has been targeted by a Thought Eater, a parasitic creature from the Astral Plane that feeds on the psychic energies and memories of mortals.

Taelis had long been studying a potent artifact, the Starlight Codex, a tome that reportedly contains ancient cosmic wisdom. However, he fears his research drew the attention of the Thought Eater, which could use the knowledge contained within the Codex to grow immensely powerful and wreak havoc across the material plane.

To save their friend and prevent the potential catastrophe, the party agrees to travel to the Astral Plane, a realm of thought and dream, where distance and time work in mysterious ways. Using a ritual spell Taelis managed to write down before his memory faded, they transport themselves into this silvery void.

However, the Astral Plane is filled with danger. Along with the Thought Eater stalking their every move, the party has to navigate past astral dreadnoughts, avoid the attention of powerful astral entities, and face the potential threat of psychic wind storms. The party must uncover the Thought Eater's lair, defeat it, and retrieve Taelis's stolen memories before it's too late.

As they journey through the Astral Plane, they must also uncover the secrets of the Starlight Codex and perhaps, discover a way to protect their minds from similar threats in the future. What they learn in the depths of the Astral Plane could change the course of their lives, the fate of Taelis, and potentially, the balance of power in the multiverse itself.It will likely approach your group in a non-threatening manner at first, attempting to lure you in with promises of arcane knowledge or lost memories. Do not be fooled by its tricks!

  • Thought Eaters attack the mind, not the body. Be on guard for psychic assaults like confusion, charm, and feeblemind spells. Protect yourselves with spells like mind blank, intellect fortress or mind shield.

  • If combat ensues, focus fire and take the Thought Eater down quickly before it can feast on your thoughts and memories. Its body is amorphous, so aim for where its beak and claws manifest to harm it.

  • Thought Eaters may offer knowledge or memories as a bargain for safe passage. Make no deals - its knowledge comes only from devouring other unfortunate souls.

Destroy the Thought Eater and continue your astral journey, minds and memories intact. But be wary - in the Astral Plane, there are far worse things than Thought Eaters drifting in the silvery void.

Thought Eater

Small aberration, neutral

Armor Class 13

Hit Points 27 (6d6 + 6)

Speed 30 ft., fly 60 ft. (hover)

STR 7 (-2)

DEX 16 (+3)

CON 12 (+1)

INT 7 (-2)

WIS 12 (+1)

CHA 8 (-1)

Skills Perception +3, Stealth +5

Damage Resistances psychic

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 13

Languages understands Deep Speech but can't speak

Challenge 2 (450 XP)

Ethereal Sight. The thought eater can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.

Innate Spellcasting (Psionics). The thought eater's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no components:

At will: detect thoughts

1/day each: confusion, phantasmal killer


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) psychic damage.

Thought Drain (Recharge 5-6). One creature the thought eater can see within 60 feet of it must make a DC 11 Intelligence saving throw. On a failure, the creature takes 11 (2d10) psychic damage and is incapacitated until the end of its next turn. On a success, the creature takes half the damage but isn't incapacitated.

The thought eater is an unusual creature with a strange diet: it feeds on the thoughts and dreams of sentient creatures. These aberrations are often found in places with high concentrations of magical or psychic activity. The creature's psychic abilities and its existence partially in the Ethereal Plane make it a unique and sometimes formidable foe.

Limbo: Slaadi Ambush

In the vibrant city of Berilan, a celestial phenomenon has the populace in awe and trepidation - a rift in the very fabric of reality, shimmering in the sky day and night. This interplanar tear pulses with chaotic energy and colorful lights, and it seems to be growing. Scholars theorize that it is a direct gateway to Limbo, the plane of pure chaos, and that if left unchecked, the unstable energies could spill over into the Material Plane and wreak untold havoc.

In search of a solution, the city council calls upon the adventurers for aid. They learn from an ancient sage that there exists a device, the Harmonic Resonator, hidden deep within the chaotic expanse of Limbo, that can stabilize and seal planar rifts. However, it's no easy task; the plane is fraught with unpredictable changes in the terrain, dangerous raw elemental energies, and inhabited by Slaadi, chaotic beings born out of the very essence of Limbo.

To save their world, the party must journey into Limbo and navigate its capricious and ever-morphing landscape. As they traverse through floating islands of rock, rivers of fire, and torrents of water suspended in mid-air, they have to deal with the indigenous Slaadi who are naturally resistant to the plane's chaotic effects.

In particular, a hunting party of blue Slaadi, beings of formidable power, has taken notice of these foreign entities in their realm. Intrigued and viewing the party as potential threats or entertainment, they begin to stalk and ambush the party at the most inopportune times.

The adventurers must survive Limbo's hazards, retrieve the Harmonic Resonator, outwit or defeat the relentless Slaadi, and return home to close the rift. Along the way, they might even learn to harness a bit of the plane's chaos, bending the reality of Limbo to their will. Their journey will test their ability to adapt, think quickly, and triumph over chaos - in its most literal sense.

  • These toad-like creatures are dangerous opponents, able to infect victims with a disease that transforms them into Slaadi. Have your spellcasters ready dispel magic or remove curse to counter the Slaadi's innate spellcasting. Fighters should focus attacks on the slaadi leaders - without direction, the others may descend into infighting.

  • If combat proves too difficult, attempt to parley with the Slaadi. They respect strength and may accept tribute or a challenge to allow your passage. Offer a magic item or the opportunity to hunt a dangerous creature. The slaadi's chaotic nature means any agreement is temporary, but it may gain you enough time to escape Limbo.

  • With danger around every bend in Limbo, be prepared for the Slaadi's surprise attacks. Their alien minds and innate magic make them formidable foes, but by staying vigilant, working as a team, and thinking on your feet, you can overcome their ambush and continue your journey through this bizarre and perilous plane. Stay alert - in the chaos of Limbo, threats may come from any direction at any time!

Blue Slaad

Large aberration (shapechanger), chaotic neutral

Armor Class 18 (natural armour)

Hit Points 123 (13d10 + 52)

Speed 30 ft.

STR 18 (+4)

DEX 12 (+1)

CON 18 (+4)

INT 6 (-2)

WIS 10 (+0)

CHA 8 (-1)

Saving Throws Con +8, Wis +4, Cha +3

Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks

Skills Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Slaad, telepathy 60 ft.

Challenge 7 (2,900 XP)

Shapechanger. The Slaad can use its action to polymorph i