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14 D&D Encounters with Extraplanar Beings

Table of Contents




Astral Plane


Elemental Plane

Lower Planes



Positive Energy Plane

Negative Energy Plane


Far Realms



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 into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Regeneration. The Slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.


Multiattack. The Slaad makes two claw attacks. If both attacks hit a target, the target is grappled (escape DC 15), and the slaad uses its bite on it.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease - a minuscule Slaad egg.

The Slaadi are chaos personified, and Blue Slaadi are no exception. They are known for their violent natures, their bizarre life cycle, and their resilience. Blue Slaadi are formidable adversaries in combat, capable of grappling their foes and implanting them with eggs that can hatch into new Slaadi. They thrive on the Material Plane as well as in their home plane, the plane of Limbo.

The Elemental Planes: Djinni Wish Gone Awry

In the bustling desert city of Zephyros, the adventurers stumble upon the remnants of what appears to be a merchant caravan. The wagons are ransacked, belongings are scattered everywhere, and amid the chaos, a lone survivor, shaken and distraught, shares his harrowing tale.

He tells of a mysterious traveler who had joined them a few days prior. The stranger possessed an old brass lamp, and upon cleaning it, released a powerful Djinni who had been imprisoned within. As gratitude, the djinni granted the stranger a single wish, and he asked for untold wealth. Gold and precious jewels appeared out of thin air, filling their wagons. However, by morning, the newfound wealth had vanished, along with the stranger.

Feeling betrayed, the djinni flew into a rage, believing the caravan merchants tricked him, and attacked in fury. The survivor pleads for the party's help, fearing the djinni might take revenge on Zephyros and its innocent residents next.

Motivated to prevent further destruction and intrigued by the mysterious stranger, the adventurers set off for the Elemental Plane of Air, the native realm of the djinni. There, they witness the results of the Djinni's wrath - celestial trees uprooted, clouds reshaped into menacing forms, grand floating palaces in ruins, and random items from the Material Plane scattered across the sky, remnants of the disappeared wealth.

When they finally encounter the Djinni, it is filled with fury. It demands the return of its stolen magic and the punishment of the thief who tricked it. The adventurers must calm the wrathful djinni, promising to bring the trickster to justice. But that's easier said than done.

Who is this mysterious stranger, and how did he vanish with the Djinni's magic? Was the djinni truly tricked, or is there a greater conspiracy at play? The answers lead the party on a chase across planes, encountering ethereal thieves' guilds, ancient magical artifacts, and a complex plot that ties the stranger's wish to the very balance of elemental magic. Their journey will take them from bustling bazaars to the heart of a storm, testing their wits, courage, and negotiation skills.

  • You can try to calm the Djinni and explain the wish was an accident. Make a Persuasion check. On a success, the Djinni realizes it overreacted. It lifts the curse and grants you a wish as an apology before returning home.

  • If combat ensues, the Djinni uses air and lightning attacks like chain lightning and whirlwind. Target its weakness to earth and fire. Once reduced to half health, it flees back to its native plane, cursing the “wretched mortals” who tricked it. The curse remains, but the rampage is over.

  • You can also track down the merchant to make things right. With a successful Intimidation or Persuasion check, the merchant confesses to the Djinni the wish was made in haste. The Djinni lifts the curse, but the merchant must forfeit any remaining wishes as punishment for their greed.

This encounter shows what happens when extraplanar beings are careless with their power or are subject to mortal whims. Your players can resolve the situation through social interaction, combat, or questing to make amends, with different rewards and consequences for each method.


Large elemental, chaotic good

Armor Class 17 (natural armor)

Hit Points 161 (14d10 + 84)

Speed 30 ft., fly 90 ft.

STR 21 (+5)

DEX 15 (+2)

CON 22 (+6)

INT 15 (+2)

WIS 16 (+3)

CHA 20 (+5)

Saving Throws Dex +6, Wis +7, Cha +9

Damage Immunities lightning, thunder

Senses darkvision 120 ft., passive Perception 13

Languages Auran, Celestial, Common

Challenge 11 (7,200 XP)

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift


Multiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A djinni can use its action to dismiss the whirlwind, whether it can see it or not. When the whirlwind ends, any restrained creature is deposited in the last space the whirlwind occupied.

Djinnis are powerful elemental beings from the Elemental Plane of Air. They are known for their strength, their magic, and their ability to fly. Many stories tell of djinnis granting wishes, but such a power is rare among their kind.

The Lower Planes: Arcanaloth Bounty Hunters

In their careers as renowned adventurers, the party has undoubtedly made a name for themselves – vanquishing evil, disrupting nefarious plots, and perhaps stepping on some powerful toes in the process. Their actions, while heroic, have ruffled feathers among the sinister circles, earning them the enmity of a powerful and vindictive cabal, the Ebon Veil. Enraged at the party's interference in their dark designs, the cabal contracts ruthless bounty hunters to exact their revenge - the Arcanaloths from the Lower Planes.

Arcanaloths are cunning fiends who specialize in arcane subterfuge and deception, making them the perfect mercenaries for the job. Their loyalty lies solely with their contract and their reward. Uninterested in the quarrels of the Material Plane, these otherworldly bounty hunters view the party merely as targets that stand between them and their payment.

The Arcanaloths employ a variety of strategies to trap their prey. They may utilize charm spells to create divisions within the party, casting illusions to lead members astray or into perilous situations. They might even adopt the visage of trusted allies to sow confusion and mistrust. It's a dangerous game of cat and mouse, and the party is the prey.

When the Arcanaloths finally make their move, their aim is to capture at least one party member alive – a 'proof of purchase' for their employers. As for the rest of the party, they are considered collateral damage, expendable in the grand scheme of their contract.

The party must find a way to outwit and overcome these relentless pursuers. They'll need to pull together, resist the Arcanaloths' manipulations, and fight back against their powerful magic. In doing so, they may even discover the extent of the Ebon Veil's influence and unveil a more extensive conspiracy lurking in the shadows.

This deadly chase becomes a defining test for the party - a test of their resilience, their unity, and their resolve to stand against those who wish to manipulate them. Their enemies have made their move, and now, it's time for the adventurers to respond.

If it comes to a fight, be prepared for:

  • Poisoned daggers and acid arrows from a distance. Arcanaloths love ranged attacks and dirty tricks.

  • Summoned fiends to outnumber you, like mezzoloths, nycaloths or ultroloths.

  • Escape tactics like teleportation or gaseous form if things go south. They’ll retreat to fight another day rather than die.

  • Requests for surrender or bargaining. Arcanaloths are open to negotiation if they think they’ll still get paid. But don’t trust their word!

To defeat these bounty hunters, work together as a team. Focus fire on one enemy at a time, disable their summoners first, and have counterspells ready for when they try to flee. You’ll need to outwit these cunning fiends to survive and ensure they don’t come hunting you again. Stay vigilant, and watch your back - your enemies may send more bounty hunters next time!


Medium fiend (yugoloth), neutral evil

Armor Class 17 (natural armor)

Hit Points 104 (16d8 + 32)

Speed 30 ft., fly 60 ft.

STR 16 (+3)

DEX 12 (+1)

CON 14 (+2)

INT 20 (+5)

WIS 16 (+3)

CHA 18 (+4)

Saving Throws Int +9, Wis +7, Cha +8

Skills Arcana +9, Deception +8, Perception +7

Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities acid, fire

Condition Immunities charmed

Senses truesight 120 ft., passive Perception 17

Languages all, telepathy 120 ft.

Challenge 12 (8,400 XP)

Innate Spellcasting. The arcanaloth's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: alter self, charm person, comprehend languages, detect magic, invisibility (self only), major image, see invisibility 3/day each: arcane gate, counterspell, fireball, teleport, wall of force 1/day each: chain lightning, plane shift, time stop

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

Mechanus: Modron March

Every 289 years, as predictable as the turning of a well-oiled gear, the modrons of Mechanus embark on a grand procession - the March of the Modrons. This trans-planar pilgrimage is a phenomenon as mystifying as it is precise, a testament to the modrons' unyielding devotion to order and regulation. This cycle, in an unexpected turn of events, the adventurers have been selected to join the March! The reason? They've unknowingly helped a rogue Modron during their past travels, and this act of goodwill has earned them the attention of Primus, the one and the prime of the Modrons.

As part of the March, the adventurers will have to adjust to the modrons' strict regimen. The procession follows a precise schedule, from moment to moment, with no room for unpredictability or deviation. Every pause, every step, every transition from one plane to the next is precisely timed. This will be a challenge for the party, who are used to the dynamic nature of adventuring life.

Now, here's the complication: As they traverse the planes, the adventurers begin to notice strange anomalies within the March. There are modrons missing from the ranks, glitches in their ordered behaviors, and even evidence of chaotic magic. It seems that something, or someone, is attempting to disrupt the March - an act that could potentially unravel the precise order of Mechanus and send shockwaves through the multiverse.

As the adventurers dig deeper, they uncover a significant twist: the culprit is a rogue modron who, unlike its kin, has developed a fascination with chaos and unpredictability. This rogue modron believes that introducing chaos to Mechanus will lead to the evolution of its race, freeing them from the shackles of their unwavering order. They are sowing the seeds of disorder in the March, intending to use the energy generated by this grand procession to trigger a transformation in Mechanus itself.

The adventurers now face a monumental task. They must preserve the integrity of the March while dealing with this rogue modron's chaotic influences. In doing so, they confront questions of freedom and order, evolution and tradition, chaos and structure. This journey will not just be a physical one across planes, but also a philosophical one that challenges their views and morals.Stay in your designated rank and file. Don’t disrupt the procession by wandering off or skipping ahead. Modrons value organization and unity.

  • Match the pace of your commanding modron. Keep up with their monotonous chanting and synchronized steps. No improvising allowed! The March follows a precise timetable.

  • Follow orders immediately and without question. The modrons have a strict hierarchy and chain of command. Do as you’re told by any modron of higher rank.

  • Avoid unnecessary chitchat or displays of emotion. The modrons are focused on their mission and have no time for idle talk or feelings. Stay detached and logical.

After 289 years of marching through the planes in perfect order, the March culminates in a ceremony to realign the modrons into new ranks and roles. Though the March may seem pointless to outsiders, for the modrons it is a solemn ritual that upholds the cosmic order of Mechanus itself. By participating, you’ll gain insight into the inner workings of this lawful realm - just be prepared to check your free will at the door!

The March of the Modrons offers a fun way for players to experience the bizarre logic of Mechanus. Though combat is unlikely, roleplaying the modrons’ strict rules and rituals can lead to humorous situations. Characters who disrupt the March may face the modrons’ swift and orderly justice!


Medium construct, lawful neutral

Armor Class 15 (natural armor)

Hit Points 5 (1d8 + 1)

Speed 30 ft., fly 30 ft.

STR 10 (+0)

DEX 13 (+1)

CON 12 (+1)

INT 4 (-3)

WIS 10 (+0)

CHA 5 (-3)

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses truesight 120 ft., passive Perception 10

Languages Modron, understands Common but can't speak it

Challenge 1/8 (25 XP)

Immutable Form. The monodrone is immune to any spell or effect that would alter its form.

Disintegration. If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.


Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Monodrones are the simplest form of Modron. They have a very limited ability to understand and interact with the world. Despite their simplicity, monodrones are capable of following orders to the letter and without question, making them excellent workers and soldiers. They are native to the plane of Mechanus, where everything is governed by a strict and immutable order.

Arcadia: Guardinal Protector

In the tranquil, idyllic fields of Arcadia, where balance and harmony reign supreme, the party comes across an unusual sight: a lone guardinal vigilantly watching over a cluster of quaint halfling settlements nestled among the rolling hills and sparkling brooks. Guardinals, the celestial defenders of the Upper Planes, are known for their dedication to protecting the realm's inhabitants, and this one, a majestic leonal named Kithara, is no different.

Kithara has been entrusted with the protection of these villages, ensuring the halfling folk can live their peaceful, joy-filled lives undisturbed by the threats that lurk beyond Arcadia's borders. A daunting task for a single celestial, but Kithara takes her duty seriously, standing as the unwavering line between the halflings and potential dangers.

As the adventurers approach Kithara, they witness her courage and benevolence firsthand when a marauding band of githyanki raiders emerges from a rift in the plane. Without a moment's hesitation, Kithara springs into action, her celestial powers clashing with the intruders, protecting the halfling villages from harm. The party, seeing her resolve, joins the fray, driving back the raiders and safeguarding the tranquility of Arcadia.

This victory, however, comes with grave news. Kithara confides that the Githyanki attacks are increasing in frequency and ferocity, and the celestial admits, with no small amount of concern, that she fears a large-scale invasion might be imminent. She suspects that these raids are but the precursors to a much bigger assault aimed at seizing control of this region of Arcadia.

The adventurers are thus faced with a mission of utmost importance: to venture into the githyanki's home plane and uncover the truth behind these escalating attacks. Is there a new power rising among the githyanki, intent on disrupting the harmony of Arcadia? Are the halfling villages merely the beginning of a grander, more sinister plot?

With Kithara's celestial blessing and guidance, the party must prepare for a journey into unknown realms, their actions holding the fate of not just the halfling settlements, but possibly, the entirety of Arcadia.

Leonal Guardinal

Large celestial, neutral good

Armor Class 18 (natural armor)

Hit Points 136 (16d10 + 48)

Speed 50 ft.

STR 22 (+6)

DEX 18 (+4)

CON 16 (+3)

INT 18 (+4)

WIS 20 (+5)

CHA 18 (+4)

Saving Throws Dex +8, Con +7, Wis +9

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

Condition Immunities charmed, frightened

Senses truesight 120 ft., passive Perception 15

Languages all, telepathy 120 ft.

Challenge 12 (8,400 XP)

Innate Spellcasting. The leonal's innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, light 3/day each: flame strike, heal 1/day each: regenerate, wall of force

Magic Weapons. The leonal's weapon attacks are magical.


Multiattack. The leonal makes two attacks: one with its bite and one with its claw.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage.

Roar (3/Day). The leonal emits a magical roar. Each creature within 60 feet of the leonal that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the leonal is within line of sight, ending the effect on itself on a success.

The Leonal Guardinals are the noble, lion-like celestials who protect the Beastlands, the home plane of all Guardinals. They are known for their bravery, their honor, and their unwavering commitment to the forces of good.

The Positive Energy Plane: Shining Child

In the heart of the multiverse, the adventurers find themselves in the Positive Energy Plane, a mesmerizing realm pulsating with pure life energy. Here, matter and energy blur, and an overwhelming sense of vitality imbues every particle. The plane shines with an ethereal light that breathes life into everything it touches, a stark contrast to the often brutal and dangerous nature of their usual quests.

As they explore this surreal plane, the party spots a small figure in the distance, a humanoid form radiant with an almost blinding light. It approaches, the radiance intensifying, revealing its form - a child-like entity composed entirely of energy and light. This being, a Shining Child, is a native of this plane, an embodiment of the realm's life-giving essence.

The Shining Child, despite its child-like appearance, communicates with an ancient wisdom. It confides in the party that the Positive Energy Plane is under threat. A being from the Negative Energy Plane, drawn by the overpowering life energy of this plane, has managed to breach the barrier separating the planes. This entity, a Nightshade, is corrupting the Positive Energy Plane, draining its energy and turning it into a realm of desolation.

The Shining Child is not a warrior but was chosen by the plane itself to find those who could confront this Nightshade. However, battling such a creature in a realm where positive and negative energies clash can prove hazardous. The adventurers must figure out a way to navigate this delicate balance while banishing the Nightshade without causing further harm to the Positive Energy Plane.

As they embark on this quest, the adventurers will grapple with the raw forces of life and death, light and darkness. They will also witness the strange and profound impact of these forces on the natives of these planes and their very own selves. Their choices and actions will decide not only the fate of the Positive Energy Plane but also the delicate balance between life and death across the multiverse.The Shining Child beams at you with innocent joy, delighted by your presence. It exudes an aura of positive energy that makes you feel refreshed and invigorated.

However, prolonged exposure to the raw power of this plane can overload mortal beings. The child means you no harm, but its energetic nature could unintentionally drain or damage you if you are not careful.

  • To interact safely with the Shining Child, be respectful and keep your distance. Explain you mean it no harm but cannot withstand its energy for long. It may engage you in a friendly game of make-believe or share stories of other visitors. Answer its questions with care, as the child sees the multiverse through a lens of naiveté. With kindness, you can gain its trust and request safe passage to the portal that leads back to the Material Plane.

  • Leaving the Positive Energy Plane, you feel renewed by your encounter with the Shining Child. Though short, the time spent in its radiant presence has washed away your mortal worries and left you with a spark of its innocent joy. Your memories of the Shining Child and its plane will sustain you through darker days, a reminder of the light that shines within.

Shining Child

Medium celestial, neutral evil

Armor Class 16 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 0 ft., fly 60 ft. (hover)

STR 6 (-2)

DEX 18 (+4)

CON 16 (+3)

INT 14 (+2)

WIS 15 (+2)

CHA 20 (+5)

Saving Throws Dex +7, Con +6, Wis +5, Cha +8

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

Condition Immunities blinded, charmed, deafened, frightened, prone

Senses truesight 120 ft., passive Perception 12

Languages Celestial, Infernal, telepathy 120 ft.

Challenge 8 (3,900 XP)

Innate Spellcasting. The shining child's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: burning hands, color spray 3/day each: flame strike, prismatic spray 1/day each: sunburst

Sunfire Aura. At the start of each of the shining child's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the shining child or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.


Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) fire damage.

Blinding Gaze (Recharge 5–6). The shining child targets one creature it can see within 30 feet of it. If the target can see the shining child, the target must succeed on a DC 16 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Shining Children are radiant beings of mysterious origin, infamous for their radiant auras and their ability to blind those who dare to look upon them. These alien creatures wander the planes, serving their own inscrutable purposes. Their true motives are often as enigmatic as their origins.

The Negative Energy Plane: Bodak Assassins

Within the void of existence, there lies a realm that stands as the embodiment of entropy and death - the Negative Energy Plane. A place of unmaking, where life and light are drained into an insatiable darkness, and hope seems to flicker and fade. It is in this harsh and hostile plane that the bodaks, gruesome undead creatures suffused with raw negative energy, have their horrifying origin.

The party's journey begins in the bustling city of Waterdeep on the Material Plane, where mysterious cases of sudden, unexplained deaths are rising alarmingly. Victims are found lifeless, their bodies untouched but for an uncanny aura of death and decay that clings to them. The local clerics are stumped, their divine interventions and healing spells unable to even discern the cause, let alone cure it.

The adventurers are approached by a high-ranking member of the city's Watch, who reveals that all the victims bore a distinctive, arcane mark just before their death. This mark, recognized by an ancient scholar, is the death sign of the bodaks - assassins from the Negative Energy Plane.

The bodaks, the party learns, are sent to the Material Plane with a singular purpose: to drain the life energy of specific targets, sowing death and chaos. These targets, shockingly, seem to be influential figures who are instrumental in maintaining the balance of power and peace within Waterdeep. The question is, who stands to benefit from this rising tide of death, and what is their connection to the bodaks?

Unraveling this mystery will lead the adventurers on a chilling journey into the Negative Energy Plane itself. With each step they take, they will feel their life force being slowly, inexorably drained by the plane's entropic energy, as they confront the bodak assassins and their shadowy master.

Yet, they also harbor a spark of hope - an ancient prophecy foretells of mortal heroes who can turn the bodaks' deathly power against them. Can the adventurers harness the hostile energies of this plane and the deadly abilities of their bodak adversaries to save Waterdeep from a fate worse than death? Only time will tell as they plunge into the heart of the Negative Energy Plane, where life itself hangs by a thread.As a DM, you can have a bodak assassin stalk the party, attacking when they are vulnerable. Describe the temperature dropping, shadows deepening, and a feeling of despair washing over the group as the bodak approaches. Have it use its life-draining gaze and deathly touch attacks, potentially dropping party members before they even know what hit them.

  • If combat ensues, play the bodak as cunning, using stealth and hit-and-run tactics. Have it hide in shadows or darkness, popping out to unleash its gaze then slipping away. Describe the necrotic damage dealt by its touch as a cold, lifeless energy seeping into the victim. Defeating a bodak should feel like overcoming a dangerous predator.

  • Non-combat encounters with a bodak could involve finding clues of its passing, like dead vegetation or the corpses of previous victims. The party may have to track and hunt the bodak to stop its killing spree. You could even have a bodak stalk the group over multiple sessions, creating a recurring villain to build tension before the final showdown.

  • A bodak encounter is a great way to expose players to the alien and inhospitable nature of the Negative Energy Plane. Leaving them drained and on edge after facing such a sinister foe from that dark dimension.

Bodak Assassin

Medium undead, chaotic evil

Armor Class 15 (natural armor)

Hit Points 58 (9d8 + 18)

Speed 30 ft.

STR 16 (+3)

DEX 18 (+4)

CON 15 (+2)

INT 6 (-2)

WIS 14 (+2)

CHA 16 (+3)

Saving Throws Dex +7, Wis +5

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

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages the languages it knew in life

Challenge 7 (2,900 XP)

Assassin. Any hit the bodak scores against a surprised creature is a critical hit.

Sunlight Hypersensitivity. The bodak takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Death Gaze. When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 15 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 22 (4d10) psychic damage on a failed save, and half as much damage on a successful one.


Multiattack. The bodak makes two attacks: one with its Shortsword and one with its Death Gaze.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Etherealness. The bodak enters the Ethereal Plane from the Material Plane, or vice versa.

Bodak Assassins are deadly killers, risen from the corpses of those who have looked upon the face of the Abyss and had their souls scoured away by the experience. They move with a grace and precision that belies their undead nature, striking from the shadows with deadly efficiency. These creatures are often used as assassins by powerful demons and other evil entities.

Celestia: Planetar Peacekeepers

Traveling across the realms, your journey takes you to the celestial planes, home to the Seven Heavens of Celestia. These resplendent realms, each more magnificent than the last, are infused with an energy of pure goodness and are guided by harmonious, altruistic ideals. It's here that you encounter the Planetars - celestial beings of unparalleled virtue who stand as the vigilant peacekeepers of the Seven Heavens.

Planetars are more than just divine warriors. They are wise diplomats and discerning judges, assessing the intent of all who visit their celestial home. These angelic beings prefer harmony over conflict and engage in thoughtful conversation with travelers, gauging their motives before deciding whether to allow them passage or turn them away.

Your group of adventurers is invited into the gleaming halls of the Planetars, tasked to prove your worthiness. You engage in discourse with these celestial beings, your words and actions scrutinized carefully. Yet, amid these interactions, a revelation strikes - the Planetars are worried.

Their celestial realm has recently been plagued by a series of disruptive events that threaten to shatter its tranquility. Holy relics have gone missing, celestials have vanished without a trace, and an unknown force of malevolence seems to seep into the Seven Heavens. These incidents have thrown the celestial realm into confusion and concern - anathema to their very nature.

The Planetars suspect foul play, perhaps even a plot hatched in the lower planes. However, bound by their own laws and reluctant to trigger potential conflicts, they are limited in their ability to respond. Thus, they turn to you, outsiders untethered by the heavenly mandates, to investigate these strange occurrences and restore harmony to the celestial realm.

Embarking on this quest, your party will navigate the divine complexities of the upper planes, uncover hidden truths, and confront an unseen enemy threatening to unhinge celestial harmony. Your actions and decisions will impact not just the fate of the Seven Heavens, but potentially the balance of good and evil across the multiverse. What does it take to prove oneself in the eyes of the divine, and can you preserve the sanctity of the celestial realm? As they say, as above, so below.Should combat break out, the planetar will attempt to subdue and reason with you first before using force. They prefer non-lethal means and will call for your surrender, hoping you see the light and change your ways. However, if you persist in violence, their maces and swords of sharpness will make quick work while their innate spellcasting disables and hinders you.

  • A planetar's goal is to redeem and convert rather than destroy. They believe all beings have the capacity for good, so will use spells like hold person and banishment to remove you from Celestia in hopes you reflect and return with a changed heart. For a peaceful encounter, a planetar may ask you to assist in a task that helps further the cause of good - perhaps recovering a lost relic, rescuing a petitioner under threat, or delivering a message of hope.

  • Completing such a quest may earn you the gratitude of the planetar and a celestial ally. However, should you offend the planetar or work against the forces of good, you risk making a powerful enemy. Tread carefully in the Seven Heavens, for while the planetar aim for harmony, they will defend their home and ideals with a vengeance if necessary. The upper planes are not meant for those who walk the path of evil.


Large celestial, lawful good

Armor Class 19 (natural armor)

Hit Points 200 (16d10 + 112)

Speed 40 ft., fly 120 ft.

STR 24 (+7)

DEX 20 (+5)

CON 24 (+7)

INT 19 (+4)

WIS 22 (+6)

CHA 25 (+7)

Saving Throws Wis +12, Cha +13

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

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 16

Languages all, telepathy 120 ft.

Challenge 16 (15,000 XP)

Divine Awareness. The planetar knows if it hears a lie.

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 21). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague

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

Magic Weapons. The planetar's weapon attacks are magical.


Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Planetars are the generals of celestial armies. These towering warriors are the physical embodiment of valor and duty. A planetar's natural state is a luminous form that gives off light equivalent to a torch. Planetars are typically employed by deities to carry out their will on the material plane and in the celestial realms. They are potent spellcasters and formidable warriors, wielding greatswords imbued with holy energy.

The Far Realm: Mind Flayer Arcanist

As seasoned adventurers, you've walked the length and breadth of the Material Plane, challenged monstrous beasts in the Underdark, and even delved into the chaos of the Abyss. But when it comes to navigating the mind-wrenching enigma that is the Far Realm, you find yourself on untrodden ground.

This eerie dimension is a place where the conventional laws of reality crumble and reshape into forms most mortals can scarcely comprehend. Space and time twist in unfathomable ways, and even thoughts can take on strange and dangerous forms. It's a realm that challenges the very sanity of those who dare to venture into its depths. And from this reality-defying dimension emerges an ominous figure: a mind flayer arcanist.

The arcanist's arrival is heralded by a disconcerting rip in the very fabric of reality, a cosmic rift from the Far Realm into your world. A palpable sense of unease fills the air as this tentacled horror steps through, its otherworldly aura cloaking it in an eldritch shroud. You immediately recognize the danger: this is a being that has steeped itself in the enigmatic arcana of a dimension beyond mortal understanding, a reality where the impossible becomes the norm.

The mind flayer arcanist has spent countless eons studying the anomalous magics of the Far Realm, weaving the realm's inconceivable secrets into its spells and incantations. Its knowledge of magic is as unfathomable as the plane it hails from, making it an opponent that defies conventional tactics.

Suddenly, you receive a telepathic message from a powerful wizard ally. The arcanist's arrival isn't a random occurrence: it seeks a powerful artifact, a relic known as the "Aeon Orb," capable of anchoring the Material Plane to the Far Realm, causing realities to merge and madness to seep into your world.

Now, you and your party are plunged into a race against time. Your quest will lead you to retrieve the Aeon Orb before the mind flayer can get its tentacles on it. You'll navigate convoluted labyrinths of psychic residue, confront mind-bending illusions, and battle other-worldly horrors summoned by the arcanist.

Will you survive the arcane onslaught of the mind flayer arcanist? Can you outwit a creature whose mind is steeped in the enigmas of the Far Realm? Only the bravest of hearts and the sharpest of minds will stand a chance in this battle where reality itself is at stake.When it turns its mental powers against you, prepare for:

  • Strange psychic attacks that sap your strength, scramble your senses, or fill your mind with impossible geometries.

  • Bizarre conjured creatures with non-Euclidean anatomies that hurt to look at.

  • Improbable warping of space that folds the battlefield in on itself or creates pockets of alien physics.

  • Bent and twisted spells that channel the raw chaos of the Far Realm.

To have any hope of victory, you must disrupt the mind flayer’s concentration, avoid gazing directly at its more mind-bending conjurations, and try to ground yourself in the logic of the Material Plane. Defeating this being won’t be easy, but if you emerge victorious you’ll have a tale to tell that strains the limits of comprehension. Surviving an encounter with one of the Far Realm’s most cunning arcanists is a feat that proves your mind and mettle are hardened beyond measure.

Mind Flayer Arcanist

Medium aberration, lawful evil

Armor Class 15 (breastplate)

Hit Points 71 (13d8 + 13)

Speed 30 ft.

STR 11 (+0)

DEX 12 (+1)

CON 12 (+1)

INT 19 (+4)

WIS 17 (+3)

CHA 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6

Skills Arcana +7, Perception +6

Damage Resistance psychic

Senses darkvision 120 ft., passive Perception 16

Languages Deep Speech, Undercommon, telepathy 120 ft.

Challenge 7 (2,900 XP)

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only)

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

Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, mage armor, magic missile, shield 2nd level (3 slots): alter self, invisibility, mirror image 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (2 slots): cone of cold, dominate person


Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A Mind Flayer Arcanist is a mind flayer that has focused more on its inherent psychic abilities, honing them to a devastating level. They also practice wizardry, which combined with their natural psionic abilities makes them formidable opponents. Their psychic abilities are further enhanced by their aptitude for magic, making them feared even among their own kind.

Sigil: Dabus Day Off

Imagine, if you will, the bustling city of Sigil, the City of Doors, a focal point of the multiverse, halting to an unprecedented standstill. The Dabus, silent sentinels and the unseen backbone of the city, have mysteriously vanished from their daily routines. These enigmatic figures who tirelessly maintain the equilibrium of Sigil are nowhere to be found. Their abrupt absence sends waves of confusion and unease through the city's numerous denizens.

Without the Dabus attending to their ceaseless work, Sigil begins to unravel at its seams. The intricate labyrinth of sewers starts to overflow, spewing refuse onto the streets. Portals to other planes of existence, normally maintained with impeccable precision, begin to malfunction - they flicker, spark, and even open to random dimensions, releasing otherworldly entities into the city. Buildings, unattended, start to crumble and decay, threatening to collapse.

As a Dungeon Master, this sudden absence of the Dabus offers a variety of intriguing opportunities for adventure. Players might be brought in as emergency workers, tasked with handling the consequences of the Dabus's sudden disappearance. They could be plumbers fixing the sewers, masons patching crumbling buildings, or arcanists working to stabilize the erratic portals.

However, the core of the adventure lies in the mysterious disappearance of the Dabus. Has there been an unexpected strike, a mass abduction, or perhaps an unforeseen event linked to the enigmatic Lady of Pain? The characters could be hired by influential figures of Sigil, or perhaps driven by their own curiosity, to investigate the cause of this anomaly.

This investigation would lead the adventurers on a winding journey through Sigil's many layers and factions, unveiling hidden secrets and engaging with the city's diverse inhabitants. They might have to navigate the political intrigues of the Factions, delve into the shadowy corners of the city, or even travel through the malfunctioning portals to other planes in search of clues.

Unraveling the mystery of the Dabus' disappearance may even draw the attention of the Lady of Pain herself, adding another layer of danger and complexity to the quest. Their investigation would ultimately lead to a high-stakes encounter to restore the Dabus and save Sigil from descending into complete chaos.

By the end of the adventure, not only would the characters have potentially saved Sigil from disaster, but they would also have delved deeper into its mysteries than they ever thought possible.

  • The PCs stumble upon a malfunctioning portal spewing creatures from the Elemental Plane of Water. They have to find a way to shut it down before the area floods.

  • A gang takes advantage of the Dabus’ absence to vandalize a neighborhood. The PCs have to fend them off and make repairs, gaining favour with the locals.

  • Cultists see the Dabus’ day off as an opportunity to sabotage key portals and cut Sigil off from the multiverse. The PCs must stop their sinister plot.

  • Without the Dabus cleaning the streets, disease starts to spread through Sigil at an alarming rate. The PCs have to help contain the outbreak, racing against the clock until the Dabus return.

When the Dabus finally come back to work, they find Sigil in disarray. But thanks to the heroes' efforts, the damage isn't as catastrophic as it could have been. The dabus express their gratitude in their own strange way before setting back to work, maintaining the City of Doors and keeping its portals open once more. The PCs gain recognition as champions of Sigil, as well as favors owed by the mysterious dabus themselves.


Medium celestial, lawful neutral

Armor Class 15 (natural armor)

Hit Points 55 (10d8 + 10)

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

STR 10 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 16 (+3)

WIS 18 (+4)

CHA 15 (+2)

Skills Perception +7, Insight +7

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

Condition Immunities charmed, exhaustion, frightened

Senses truesight 60 ft., passive Perception 17

Languages all, telepathy 60 ft.

Challenge 5 (1,800 XP)

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

Innate Spellcasting. The Dabus's spellcasting ability is Wisdom (spell save DC 15). The Dabus can innately cast the following spells, requiring no material components:

At will: mending, thaumaturgy 3/day each: dispel magic, silence 1/day each: fabricate, glyph of warding


Multiattack. The Dabus makes two attacks with its hammer.

Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Rebuke (1/Day). The Dabus targets one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target is charmed for 1 minute. While charmed in this way, the target is compelled to not attack or harm the Dabus. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dabus are the servants of the Lady of Pain in the Planescape setting. They act as her custodians and builders, maintaining the city of Sigil and implementing changes according to their inscrutable mistress's wishes. They are known for their unique method of communication, forming symbols and images with their own thought bubbles. Although typically peaceful, they can defend themselves when necessary and are adept at thwarting magical effects.

The Outlands: Ultroloth Negotiations

Delving into the vast expanses of the Outlands, your party finds itself face to face with an ultroloth, a chilling figure shrouded in mystery. These yugoloth mercenaries are known to broker deals between the planes, navigating the intricate, shadowy currents of inter-planar politics and warfare. The ultroloth before you, with its calculating gaze, appears to be no different, yet a proposal hangs in the air between you.

In this precarious situation, the ultroloth offers you a contract - a mission of great import. An ancient artifact of unimaginable power, thought lost to the eons, has resurfaced somewhere deep within the Infernal Planes. It could tip the scales of power across the multiverse, leading to unimaginable chaos. And the Ultroloth’s yugoloth employers want it.

The ultroloth proposes that your party infiltrates the Infernal Planes to retrieve the artifact. You might question why such powerful beings would delegate such a task to mortals. The answer is simple: they cannot retrieve it themselves due to old agreements, curses, or perhaps rivalries with the lords of Hell. Hence, they need intermediaries.

However, nothing comes without a price in the dealings of the ultroloth. The party must agree to a Geas, an enchantment that compels them to complete the task or face severe penalties. There's also the promise of a grand reward - powerful magic items, vast amounts of gold, or even information. Yet one must wonder if there's more to this contract than meets the eye.

As the party embarks on this perilous mission, they'd face various trials. From navigating the treacherous landscapes of the Infernal Planes, to dealing with fiendish traps and infernal legions, to maneuvering the volatile politics between devil lords, this journey is not for the faint of heart.

The twist? The ultroloth is playing a dangerous game. The artifact is not only sought after by the yugoloths, but it’s also a coveted item among the devil lords and other powerful entities across the planes. Retrieving the artifact will put the party in the crosshairs of these entities, leading to high-stakes confrontations.

Will the adventurers fulfill their end of the bargain, navigate the perils of the Infernal Planes, and outwit the cunning entities that seek to control the artifact? Or will they fall prey to the machinations of the ultroloth, becoming yet another casualty in the endless war for power across the planes? Only time will tell. This is an adventure that promises to push the boundaries of their abilities, and test their resolve like never before.When encountering an Ultroloth, remain cautious. These creatures are lawful evil and only care about fulfilling the contract to the letter. Come prepared to haggle and compromise. Ultroloths love making deals and twisting words to their advantage.

  • To start negotiations, state your request plainly without revealing too many details. The ultroloth will make an outrageous initial offer to test your desperation. Stand firm and counter with a reasonable price, around 50-75% of their first offer. Be willing to walk away - ultroloths would rather make a deal than no deal at all.

  • If an agreement is reached, get everything in writing and review thoroughly. Ultroloths are fond of malicious compliance and hidden clauses. Ask questions to ensure full understanding of the terms before signing. Once signed, the contract is magically binding with serious consequences for breaking it.

  • Completing the contract as agreed is the only way to be rid of the ultroloth. Reneging on the deal will result in harassment and legal action from the ultroloth and their yugoloth employers. The Outlands have little tolerance for oathbreakers.

When engaging with beings from other dimensions, caution and preparation are key. Do your research, watch your words, and never make a deal you can't fulfill. The multiverse can be perilous for the uninformed!


Medium fiend (yugoloth), neutral evil

Armor Class 19 (natural armor)

Hit Points 153 (18d8 + 72)

Speed 30 ft., fly 30 ft.

STR 18 (+4)

DEX 14 (+2)

CON 18 (+4)

INT 20 (+5)

WIS 16 (+3)

CHA 22 (+6)

Saving Throws Dex +8, Con +10, Int +11, Wis +9, Cha +12

Skills Arcana +11, Deception +12, Perception +9

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

Damage Immunities necrotic, poison

Condition Immunities charmed, frightened, poisoned

Senses truesight 120 ft., passive Perception 19

Languages all, telepathy 120 ft.

Challenge 13 (10,000 XP)

Innate Spellcasting. The ultroloth's innate spellcasting ability is Charisma (spell save DC 20). The ultroloth can innately cast the following spells, requiring no material components:

At will: detect magic, fear, fireball 3/day each: charm person, hold monster, invisibility (self only), plane shift (self and up to three willing creatures to yugoloths' home plane only) 1/day each: dominate person, power word stun

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


Multiattack. The ultroloth makes two attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) psychic damage.

Hypnotic Gaze. The ultroloth targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours.

Psychic Orb (1/Day). The ultroloth targets one creature it can see within 60 feet of it. The target must make a DC 18 Intelligence saving throw, taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one.

An Ultroloth is a high-ranking yugoloth, often in charge of major operations or even whole companies of lesser yugoloths. These fiends are scheming and manipulative, employing a wide range of magical abilities to achieve their goals. They are feared across the planes for their cunning and ruthless efficiency.

Conclusion: Wrapping Up Your Extraplanar Adventure

You’ve battled demons in the Abyss, outwitted devils in the Nine Hells, and narrowly escaped the clutches of sinister fey in the Feywild. Now it’s time to return home—but not without a few parting gifts from these otherworldly realms.

As you prepare to plane shift back to the Material Plane, consider some final encounters to round out your extraplanar escapade:

  • A pit fiend approaches you with an offer of safe passage in exchange for a favor to be collected at a later date. Do you make a deal with the devil?

  • A unicorn foal in the Feywild has been separated from its herd. Help the little fey creature reunite with its family for a blessing of protection.

  • A succubus attempts to seduce one of your party members into staying behind in the Abyss. Resist her charms or stage an intervention to save your friend from a fate worse than death!

  • Discover a portal leading to another plane of existence, tempting you to continue your journey into the unknown. Do you step through to a new adventure or return home, content with the tales of where you’ve been?

After all you’ve witnessed in these outer realms, the Material Plane may seem dull in comparison. But the comforts of home call as a reminder of your mortal roots. With souvenirs and stories aplenty from your encounters with extraplanar beings, you step back through the portal into the familiar—ready for a well-deserved rest!


So there you have it, 15 encounters with beings from other dimensions to throw at your players. Whether you want to start small with some mephits causing mischief or go big with an archdevil looking to make a deal, extraplanar encounters are a great way to shake up any campaign. The possibilities for roleplaying and combat are endless when you open a portal to another plane. Your players will never know what might step through, so keep them on their toes with encounters from beyond the Material Plane. Who knows, they may even make some unlikely allies or gain powerful enemies along the way. The multiverse is vast, so don't be afraid to get weird with it!

Bonus Article: Creating your own Interplanar Mega Adventure

As a dungeon master you hold the keys to infinite realities, each with its own tantalizing allure and thrilling danger. It's time to step beyond the safe boundaries of your comfort zone and plunge your party into a D&D multiverse mega adventure that will challenge them to their limits, and maybe even beyond.

Crafting an adventure of such an epic scale is akin to shaping a world from the primal chaos - both awe-inspiring and daunting. However, the Dungeon Master's Guide, Monster Manual, and Player's Handbook provide the tools you need to begin. From 1st level to the dizzying heights of 20th level, each player character will be put to the test.

Begin your odyssey by populating your multiverse with diverse planes of existence. In addition to the natives of the Material Plane, draw from the Monster Manual to introduce entities with the extraplanar subtype. These include incorporeal creatures from the Ethereal Plane, and mind flayers, the infamous dwellers of the Astral Plane. Obviously each entity you select should have detailed monster entries, specifying their hit points, armour class, natural weapons, special attacks, and challenge rating.

Consider the native plane and home plane of each extraplanar creature. Anarchic creatures from a chaos plane may pose a greater challenge to the party than the monstrous humanoids of a more ordered dimension. Remember, each plane should have unique visual effects, adding a distinct flavour to each new realm your players traverse.

To ensure a dynamic experience, vary your combat encounters with random encounters. Adjust these encounters to match the ability scores and level of your party, ensuring fair play. For instance, low-level characters might struggle against an astral kraken’s tentacles or an ancient red dragon, but find a skirmish with myconid sprouts or twig blights more manageable.

Don't forget to reward your players for their courage and skill. Magic items, skill points, and better options for character class progression can be sprinkled throughout the adventure. Hexblade Warlocks might encounter otherworldly patrons, and devout characters could experience divine interventions.

Ensure encounters test more than just combat prowess. Constitution saves could defend against a potent poison, while intelligence saves could shield the minds of others from invasive energy drain attacks. Your players' intelligence scores and base attack bonuses should be constantly put to the test.

Encourage your players to strategize. They should consider when to push on and when to take a short or long rest to recover hit points and recharge special abilities. Keep them on their toes by hinting at possible future threats, like an animated object lurking around the corner or an ethereal creature slipping through the transitive plane.

Remember, it's not all about combat. Introduce influential figures, friendly or hostile, who can lead to intriguing roleplay scenarios. Also, the living creature populations of each plane, like plant creatures in the Plane of Shadow, can add depth to your adventure.

As your players progress to higher levels, they might encounter D&D beyond their wildest dreams. By the 15th level, they might have to face the wrath of a Necrotic Damage-spewing monster, and by the 20th level, their physical bodies could transcend their native plane, becoming inhabitants of an entirely new plane of existence.

In summary, creating a D&D multiverse mega adventure is a meticulous but rewarding task. By skilfully juggling the numerous tools provided by previous editions and D&D Beyond, and breathing life into every encounter, you can craft a truly unforgettable journey that your entire party will talk about for a long time to come. Remember, the first encounter is only the beginning. The real joy lies in weaving a complex, challenging, and rewarding multiverse for your players to explore.

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