TEXT: Codex of the 
  Infinite Planes
  The Essential Guide to the Planes of Existence
  Volume VI:
  Astral Plane
  
  The Essential Guide to the Planes of Existence
  Volume VI:
  Astral Plane
  Written & Designed by  “Weird Dave” Coulson
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  Codex of the 
  Infinite Planes
  
  Volume VI  |  Astral Plane
  3
  Volume VI: Astral Plane
  “The Astral Plane is an anomaly. Even thinking about it 
  as a plane is technically wrong, as it is simply the space 
  between the planes, but the nomenclature can be made 
  to work if it is thought of as transitive space. Between the 
  Material Plane and the Inner Planes, and between the 
  Inner Planes and the Outer Planes, the Silver Void of the 
  Astral sits, facilitating not just travel but life itself. Or at 
  least intelligent life, which likely draws cognitive essence 
  from the Astral in some way not yet understood. However, 
  whatever its original intention, it has become a place of 
  breathtaking wonder and limitless danger.”
  Lillandri the Moon Mage
  The Astral Plane is the connective tissue between the 
  multiverse, a place both within and outside most of it. For 
  most Material Plane natives, the Astral Plane is little more 
  than a conduit that is used to access the rest of the planes, 
  and even then it may not register as a place worth visiting. 
  But as a realm of powerful thought and pure belief, it can 
  hold wonders and treasures from bygone times and eras 
  just waiting to be discovered.
  Those wonders are guarded by some fierce monsters, 
  including creatures such as the githyanki, perhaps the 
  most famous of the Astral Plane residents. The curious 
  thing about them is that they are not natives – they were 
  refugees from some other place, where they escaped 
  bonds of servitude at the hands of illithids. They’ve gone on 
  to colonize portions of the Astral Plane, and have learned 
  to harness their impressive mental capabilities to power 
  great ships that sail the Silver Void as quickly as worldly 
  ships travel an ocean.
  And while at first glance the Silver Void earns its 
  name as being empty, travelers that go long enough 
  and far enough can find islands of material from across 
  the multiverse. Great physical masses float tranquilly 
  through the Astral Plane, the husk-like remnants of gods 
  the multiverse forgot about or were defeated by others. 
  Islands of earth, clouds of water, and more have been 
  pushed or pulled into the Astral Plane by a host of events, 
  accidental and deliberate, from a multitude of other planar 
  destinations.
  Adventure seekers drawn into the Astral Plane may find 
  the githyanki city of Tu’narath, explore the vast Field of 
  Stars, search for the legendary Colorless Pool, or mine for 
  rare astral diamonds within the Silver Mountain. These 
  places and more lay scattered about the Astral Plane, just 
  waiting for explorers to uncover.
  Lay of the Land
  The Astral Plane is a vast realm of eternal silver twilight, 
  with no discernible direction or regional break across the 
  entire plane. Planewalkers call the plane the Silver Void 
  for a good reason, and upon first contact it presents an 
  empty silvery sea, devoid of any substance. But it is not 
  empty, and the plane operates on thoughts and willpower 
  more than the elemental building blocks of the multiverse. 
  This basis creates a lot of strange situations that can 
  understandably confuse new travelers.
  And, contrary to this first impressions, the Astral Plane 
  is not even empty of locations and phenomena. The 
  most commonly encountered feature are color pools – 
  two-dimensional circles of varying color that allow easy 
  transportation to other planes in the multiverse. As one of 
  the most frequently traveled planes across the multiverse, 
  it’s also not uncommon to run into other planar travelers, 
  usually on their way to somewhere, but the sheer size of 
  the Astral Plane makes such encounters rare.
  How big is the Astral Plane? Planar scholars have 
  debated this question for ages, and the most common 
  answer is “forever.” There is no end to the Silver Void, 
  where time and direction are meaningless, and the nature 
  of the plane means that finding places to go requires 
  expending mental energy and having a clear vision rather 
  than knowing a specific path or route.
  Besides color pools and the detritus of the multiverse, 
  travelers on the Astral Plane are likely to see astral 
  conduits – ribbons and tubes of various color that wind 
  through the Silver Void. These conduits are sealed portals 
  linking the planes of the multiverse, and are used normally 
  by the souls of the dead moving from their place of death 
  to their final resting place. On other planes, astral conduit 
  openings are difficult to find and often have unusual means 
  of accessing them.
  Cycle of Time
  On the Astral Plane, time does not pass the same as 
  it does across the rest of the multiverse, so there is no 
  measure of time that is useful or meaningful. This means 
  that a creature on the Astral Plane does not age for as long 
  as they remain on the Astral Plane, and they also do not 
  feel hunger or thirst. Travelers still “feel” the passage of 
  time – a minute that passes feels like a minute anywhere 
  else, and this time distortion doesn’t affect spells or other 
  time-based effects.
  Surviving
  The Astral Plane is not hostile to life, and some quirk of 
  the “air” in the plane means that any creature that breathes 
  anything can breathe in the Silver Void. Creatures that can 
  only breathe water can travel side-by-side with another 
  creature that breathes only rock. In this way, there are few 
  friendlier planes in the multiverse for simply existing.
  However, because time does not pass as it normally 
  would, creatures cannot regain hit points by spending 
  hit dice during a rest and they do not regain hit points 
  during a long rest. Magical healing functions as normal, 
  but bodies do not register time as passing so they don’t 
  heal naturally. Certain areas on the Astral Plane, such as 
  the Inn of the Silver Lantern, have special properties that 
  overcome this aspect of the plane.
  
  Volume VI  |  Astral Plane
  4
  Getting There
  The simplest way to enter the Astral Plane is through the 
  use of the astral projection spell. Using this spell, travelers 
  into the Silver Void have their spirit forms transported 
  only, leaving their material bodies behind. A special 
  connection called a silver cord links the spirit form to the 
  physical body, allowing the targets to traverse the Astral 
  Plane at will. If the traveler’s spirit form is reduced to 0 
  hit points, the silver cord simply pulls back the person 
  back to their physical body. Unfortunately, one of the most 
  frequently encountered hostile creatures on the Astral 
  Plane – the githyanki – have special weapons that allow 
  them to cut a silver cord, severing the tie and killing the 
  target immediately.
  Gates exist across the multiverse linking the various 
  planes to the Astral Plane as well, but these are generally 
  hidden and require a key of some sort to activate. The key 
  for such a portal does not need to be a physical object, 
  it can possibly be a gesture or series of actions instead. 
  Volumes of gate lore are recorded by planar scholars 
  across the multiverse, though the largest collection would 
  be in Sigil, the City of Doors, a great strange metropolis in 
  the Outlands.
  Once a traveler has reached the Astral Plane, finding a 
  way out is very straightforward. Floating portals exist in 
  the Silver Void called color pools which link to other gates 
  in other planes. The colors of these pools reflect their 
  destination – ruby for the Nine Hells, emerald green for 
  the Beastlands, jet black for Limbo, and so on. This makes 
  the Astral Plane an ideal stopping point for finding a portal 
  to another plane, as it is the only place where such gates 
  are easily identifiable and discovered.
  Traveling Around
  As a realm of thought, moving around in the Astral Plane 
  is not so much a physical act as a mental one. Creatures 
  on the Astral Plane have a flying speed equal to 3 x its 
  Intelligence score while traveling on the plane. Physical 
  movement is possible as well, but it’s clumsy, so a creature 
  relying on its walking speed has a flying speed equal to half 
  its walking speed. Creatures that can swim or fly can move 
  normally, choosing to use their Intelligence, swimming, or 
  flying speed to move around.
  Distance is a very abstract concept on the Astral Plane 
  as well. While the plane is theoretically infinite, reaching 
  a specific destination relies more on willpower and a clear 
  mental picture than anything else. Traveling to a location 
  on the Astral Plane requires a number of hours based on 
  how familiar the traveler is with their destination. Use the 
  following chart as a guide.
  Familiarity
  travel time
  Very familiar 
  2d6 hours
  Studied carefully
  1d4 x 8 hours
  Seen casually
  2d4 x 8 hours
  Viewed once
  1d6 x 16 hours
  Description only
  2d6 x 16 hours
  A “very familiar” location is one the traveler has been 
  to multiple times. “Studied carefully” is a well-known 
  place that the traveler has been to at least once. A 
  color pool used previously would usually fall under the 
  “studied carefully” category. “Seen casually” is a place 
  witnessed from a distance, or one that is similar to a 
  better-known location – a color pool of the same color as 
  used previously, for example. “Viewed once” would be a 
  place seen through magic, and “description only” could be 
  related to the traveler verbally or written by a third party.
  The nature of the Astral Plane means that there are no 
  encumbrance penalties for travel.
  The Powerful and Mighty
  To date, no overarching power has been found to be 
  lurking behind the Astral Plane, and most planar scholars 
  agree that no such entity or intelligence exists. That 
  doesn’t mean other organizations and powerful creatures 
  haven’t found the Silver Void to their liking, and travelers 
  into the Astral Sea should best be knowledgeable about 
  these groups and their desires.
  Godsblood Fellowship
  Across the history of the multiverse, there have many 
  gods that have perished. Some violently, but most through 
  simple loss of worshippers, depriving them of their 
  deific power until they eventually fade away. Or at least, 
  they fade away from their plane of residence. As a god’s 
  power wanes and fades, a peculiar island appears in 
  the Astral Plane, representing the memory of the fallen 
  deity coalesced as a rocky formation. They bear little 
  resemblance to their former power, but each is unique and 
  contains untapped potential for power.
  Or so the members of the Godsblood Fellowship believe. 
  These researchers, wizards, scholars, treasure hunters, 
  and necromancers have gathered together to study and 
  utilize the god-isles that float through the Astral Plane. 
  They were founded by a pair of priests who had lost faith 
  in their god long ago, but after some tragedy returned 
  to the faith – only to find the faith gone as the god had 
  “died.” They scoured the Silver Void until they found 
  their deity’s god-isle, and upon it they built a home to live 
  and watch over their fallen god. During this time they 
  discovered strange creatures called husks that manifested 
  some power, and fascinated they began to research what 
  properties lay in the physical remnant of their god’s power.
  What they learned surprised them, and eventually they 
  came across others of like mind, and together they formed 
  the Godsblood Fellowship. They turned their home into 
  the Godsblood Citadel, a center for learning, though not 
  all members were interested in simple research. The two 
  priests still operate the fellowship as stewards but they 
  keep the doors to their citadel open for any that show an 
  interest in the god-isles of the Astral Plane and the power 
  that they may hold.
  
  Volume VI  |  Astral Plane
  5
  Holders of the Silver Lantern
  It is not uncommon to find travelers lost in the Astral 
  Plane. Perhaps they were searching for a color pool and 
  got lost in a psychic storm, or they got caught up in a time 
  ripple that robbed them of their memories. The most 
  common problems though are lost travelers that run afoul 
  of one of the plane’s many dangers – githyanki raiders, 
  psurlon psychics, soul leeches, and other monstrous 
  creatures that prowl the Astral Sea. But, for the lucky, a 
  visit from the Holders of the Silver Lantern can be a true 
  beacon in the Silver Void.
  The Holders of the Silver Lantern are a loosely 
  organized band of monks dedicated to protecting travelers 
  across the Astral Plane through any means necessary. 
  They were started by an astral deva named Monaccus 
  who rescued an elder monk grandmaster from a githyanki 
  raiding ship. The two formed an instant friendship, and 
  together they worked to protect those not ready or able 
  to face the threats of the Astral Plane, guiding lost souls 
  and travelers through the Silver Void. Hearing of the 
  grandmaster’s work, other monks came to his side, and 
  more astral devas joined in as well.
  On a rocky chunk of Material Plane sucked into the 
  Astral Plane long ago they built a home for wayward 
  travelers called the Inn of the Silver Lantern. The monks 
  and astral devas use this as their base of operation, 
  and magical spells cast over the multi-storied building 
  allow rest and relaxation to benefit those inside. The 
  grandmaster of the Silver Lantern was captured by the 
  githyanki long ago, and the astral deva Monaccus has been 
  searching for him ever since in his ongoing quest to keep 
  the Astral Plane safe for the innocent.
  Lich-Queen of the Githyanki
  Without a doubt, when most people think of the Astral 
  Plane they think of the githyanki, and with good reason. 
  The githyanki have taken to the Silver Void and claimed 
  it as their own as much as possible, with their astral 
  ships seeking out threats of all kind and well-constructed 
  fortresses lending support to invasions across the 
  multiverse. They have developed powerful magical 
  advances since arriving in the Astral Plane, and most 
  of that can be attributed to the will and might of their 
  leader, the Lich-Queen Vlaakith. She has ruled the city 
  of Tu’narath, built on the hollowed-out god-isle of some 
  forgotten deity, with an iron-like grip, and under her rule 
  Tu’narath has grown into the largest metropolis on the 
  Astral Plane.
  Vlaakith is a power-hungry despot whose word 
  is absolute law in Tu’narath. The githyanki call her 
  the Revered Queen, and most follow her commands 
  without question out of blind loyalty. She is a powerful 
  necromancer and wields formidable magic in her god-skull 
  throne room atop the spire of Sussurus, the Palace of 
  Whispers. From there, it is said that she hears any word 
  whispered by a githyanki anywhere in the Astral Plane, 
  and she is known to strike quickly and decisively against 
  would-be rivals to her throne.
  Vlaakith wields her power for the glory of the githyanki, 
  and she yearns to conquer the rest of the multiverse. As 
  an immortal lich on a plane where time stands still, she 
  has learned patience, and she is careful not to overextend 
  the impressive military might of the githyanki too hastily. 
  But over the centuries, Vlaakith has been plotting 
  invasion forces, and she sees the Material Plane as the 
  perfect location for housing the base of her multiversal 
  empire. Already teams of githyanki assassins and spies 
  have scoured the portals of the Silver Void, charting the 
  destinations and learning the secrets of the other side. She 
  was thwarted once in the past in her invasion attempt, so 
  she has learned to be more cautious and to account for 
  meddling teams of heroes that may interfere.
  Three Minds of Menndryntaerth
  Some travelers in the Astral Plane have reported 
  encounters with a very large, very strange dragon. 
  He is a copper wyrm of ancient descent known as 
  Menndryntaerth, but something has happened to his once 
  formidable intellect that has created a mental schism. The 
  result are three distinct and separate personalities within 
  the mind of Menndryntaerth, each with its own goals and 
  agendas.
  The copper dragon keeps to himself, moving about the 
  Astral Plane and never settling in one place, so tracking 
  Menndryntaerth down has proven difficult if not impossible 
  for those seeking him out. And when found, it is never 
  known which of the three minds of the copper dragon are 
  going to be in control. One of the minds is known to be 
  that of Menndryntaerth as he always was – a good-natured 
  prankster with a sharp intellect and a love of riddles and 
  good conversation. In this personality, the copper dragon 
  seeks only to help, though he is constantly searching for 
  his lost treasure hoard.
  The second mind of Menndryntaerth is greed, miserly, 
  covetous, and suspicious. When this personality is in 
  charge, the copper dragon shies away from company and 
  has been known to strike out at githyanki astral ships 
  and innocent travelers in search of lost treasure. Though 
  unpredictable, this mind of Menndryntaerth usually keeps 
  the dragon hidden from sight.
  The third mind is the most dangerous, and it is 
  one possessed with primordial anger and rage. 
  Menndryntaerth in this mind sees everyone as enemies 
  and spies and doesn’t hesitate to use all of his powers to 
  destroy them as punishment for stealing his lost hoard. 
  He has been known to work with fiends of all kind in this 
  mind, and it is rumored the copper dragon is owed a great 
  favor by a demon prince of the Abyss.
  All three of Menndryntaerth’s minds are occupied with 
  finding the dragon’s lost treasure to some degree, leading 
  some planar scholars to believe it was something in that 
  hoard that caused the great dragon’s fractured mental 
  state. No one has so far been able to piece together enough 
  information about Menndryntaerth’s background to find 
  more information on his lost treasure, however.
  
  Volume VI  |  Astral Plane
  6
  Redfang Reavers
  It’s not just the githyanki that have discovered the Astral 
  Plane’s amenable position as a base of operations for raids 
  into the multiverse. Smaller outfits with a bit of planar 
  knowledge utilize the Silver Void as well, and the most 
  successful so far has been a group known as the Redfang 
  Reavers. The leader of the Reavers is a cunning gnoll 
  warrior named Redfang from the Material Plane, and 
  his raiding crew of goblins, hobgoblins, ogres, and other 
  humanoids has grown in size since he stumbled upon a 
  portal to the Astral Plane decades ago.
  Part of Redfang’s success comes from his patience. He 
  and his most trusted advisors, which include twin goblin 
  sorcerers and a minotaur priest, have charted many portals 
  in the Silver Void, and they are careful not to over raid one 
  too much. They cycle through them as much as possible, 
  raiding and pillaging in one for a period before moving on 
  for years at a time. The spoils of their raid are kept in a 
  secret base somewhere in the Astral Plane, the location 
  of which is kept from all but Redfang’s most trusted 
  lieutenants. The rest of the raiders are blinded leading 
  to and from the base using the goblin sorcerer’s magical 
  powers.
  In truth, Redfang and his reavers are still pretty small 
  when compared to the might of the githyanki army, but 
  they are growing fast and have enjoyed great success 
  over the years. The raiders are ruthless and cunning, and 
  Redfang has learned many tricks of the Astral Plane to 
  avoid complications with his more powerful neighbors.
  Creatures & Denizens
  Though it is commonly understood that few monsters are 
  inherently native to the Astral Plane, over the ages many 
  creatures have settled on it as their permanent place of 
  resident.
  Astral Deva
  Golden-skinned angelic celestials originally from the 
  Upper Planes, astral devas are protectors of the innocent 
  and lost. They earned their name when they took it upon 
  themselves to patrol the Astral Plane on a regular basis, 
  ferrying lost travelers and protecting them from the 
  various threats the Silver Void can conjure up. Each astral 
  deva is a beautiful humanoid-like creature with golden 
  skin and platinum blonde hair, less muscular than their 
  Upper Planes deva cousins but more lithe and agile. A pair 
  of feathery wings sprout from their back, the snowy white 
  color dusted with gold flecks. They wield delicate rapiers 
  made of refined white steel.
  Lich-Queen Bounty. As the astral devas protect non-evil 
  creatures from the dangers of the Astral Plane, they find 
  themselves continually at odds with the highly militarized 
  might of the githyanki. So much so that Vlaakith the 
  Lich-Queen has placed a standing bounty on astral devas, 
  rewarding githyanki warriors and assassins that kill 
  them and claim their rapier in combat with elevation in 
  rank. The githyanki astral ship Bleak Dawn and its crew 
  specialize in hunting down astral devas; the captain has 
  claimed two dozen rapiers as trophies.
  The Lost Lantern. Long ago, the astral deva Monaccus 
  rescued a monk grandmaster from the githyanki, and the 
  two formed a powerful bond. The monk was inspired to 
  found the Holders of the Silver Lantern with Monaccus’ 
  assistance to aid the small number of astral devas helping 
  travelers in the Silver Void, and together they built the Inn 
  of the Silver Lantern as a place of sanctuary and rest. The 
  monk grandmaster was captured in a daring githyanki 
  raid, however, and Monaccus has been scouring the Astral 
  Sea ever since. His searching has taken him the length and 
  breadth of the infinite plane, and he keeps hope alive that 
  his friend, the Lost Lantern, can one day be rescued.
  Astral Deva
  Medium celestial, lawful good
  Armor Class 18 (natural armor)
  Hit Points 120 (16d8+48)
  Speed 30 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  21 (+5)
  16 (+3)
  20 (+5)
  20 (+5)
  20 (+5)
  Saving Throws Wis +9, Cha +9
  Skills Insight +9, Perception +9
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages all, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Angelic Weapons. The deva’s weapon attacks are magical. When 
  the deva hits with any weapon, the weapon deals an extra 4d8 
  radiant damage (included in the attack).
  Innate Spellcasting. The deva’s spellcasting ability is Charisma 
  (spell save DC 17). The deva can innately cast the following 
  spells, requiring only verbal components.
  At will: detect evil and good, see invisibility
  1/day each: blade barrier, raise dead
  Magic Resistance. The deva has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The deva makes two melee attacks.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8+5) piercing damage plus 18 (4d8) radiant 
  damage. If the target is a creature, it must succeed on a DC 17 
  Intelligence saving throw or be stunned until the start of the 
  astral deva’s next turn.
  Healing Touch (3/Day). The deva touches another creature. The 
  target magically regains 20 (4d8+2) hit points and is freed from 
  any curse, disease, poison, blindness, or deafness.
  Mind Blank (3/Day). The astral deva touches another creature. 
  The target is affected by the mind blank spell for 24 hours.
  
  Volume VI  |  Astral Plane
  7
  Astral Dreadnought
  The Astral Plane holds few terrors greater than an astral 
  dreadnought. These monstrous beings are enormous, as 
  tall as a storm giant, with a pair of bulky arms that end in 
  massive crab-like pincers. The creature’s mottled pinkish 
  body is covered in thick scales, and its head is dominated 
  by a single large alien eye that constantly scans the plane 
  in search of food. The astral dreadnought’s mouth is filled 
  with jagged teeth capable of rending flesh from bone.
  Diet of Astral Projections. Astral dreadnoughts are 
  highly skilled predators but they feed almost exclusively 
  on the astral projections of creatures traveling the Astral 
  Plane from somewhere else in the multiverse. They 
  only rarely attack visitors who have come to the plane 
  physically, but the githyanki have learned to give the beasts 
  wide berths when encountered. The astral dreadnought 
  has honed its techniques to sniffing out and devouring 
  targets with silver cords, and because of this they are 
  feared more by spellcasters than most.
  Natural Species? Because of their highly developed 
  senses and very specific diet, many planar scholars have 
  theorized that the astral dreadnought is a native species 
  of the Silver Void. They could not have found a diet of 
  astral projections anywhere else in the multiverse, so 
  this reasoning seems sound, but there are enough other 
  factors that cause others to doubt. Are they related at 
  all to beholders? The large central eye and its anitmagic 
  properties lends credence to this theory, but to date no 
  one has communicated with an astral dreadnought. The 
  creature’s mind is utterly alien and its actions suggest it is 
  consumed only with hunger.
  Astral Dreadnought
  Huge monstrosity, chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 276 (24d12+120)
  Speed 10 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  13 (+1)
  21 (+5)
  14 (+2)
  10 (+0)
  9 (-1)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  incapacitated, prone
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 17 (18,000 XP)
  Antimagic Cone. The astral dreadnought’s central eye creates an 
  area of antimagic, as in the antimagic field spell, in a 150-foot 
  cone. At the start of each of its turns, the astral dreadnought 
  decides which way the cone faces and whether the cone is 
  active.
  Astral Predator. The astral dreadnought has perfected fighting 
  astral projections on the Astral Plane. It deals an extra 18 (4d8) 
  damage against targets with a silver cord (such as targets of the 
  astral projection spell).
  Actions
  Multiattack. The astral dreadnought makes two pincer attacks 
  and one bite attack.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 42 (6d10+9) piercing damage. If the astral dreadnought 
  is grappling the target on the Astral Plane and the target has a 
  silver cord, the target must succeed on a DC 18 Intelligence 
  saving throw or have the silver cord severed by the bite.
  Pincer. Melee Weapon Attack: +14 to hit, reach 15 ft., one 
  target. Hit: 27 (4d8+9) piercing damage. If the target is a 
  creature, it is grappled (escape DC 18).
  Frightful Presence. Each creature of the astral dreadnought’s 
  choice that is within 120 feet of the astral dreadnought and 
  aware of it must succeed on a DC 18 Wisdom saving throw 
  or become frightened 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. If a creature’s saving throw is successful 
  or the effect ends for it, the creature is immune to the astral 
  dreadnought’s Frightful Presence for the next 24 hours.
  
  Volume VI  |  Astral Plane
  8
  Astral Stalker
  Created by some unknown power long ago to serve as 
  assassins, astral stalkers are known as consummate 
  hunters across the multiverse. They are humanoid in 
  shape, with broad shoulders and jet black skin, but their 
  arms are unnaturally long and bulky. Retractable claws like 
  blades hide in their forearms and they are adept at striking 
  foes from a position of advantage. They make poisonous 
  darts from their throat saliva that they use to slow targets 
  down before they move in for a kill.
  Lone Trophy Hunters. Astral stalkers live for the thrill 
  of the hunt, stalking chosen prey for weeks or even months 
  while they wait for the perfect moment to strike. When 
  they take down their prey they take a trophy as a reminder 
  of the hunt, a token that meant as much to the prey as 
  possible. It is theorized that they derive some sustenance 
  from these trophies, but planar scholars have little actual 
  data to back that up. Astral stalkers are solitary creatures 
  and avoid each other whenever possible.
  Across the Multiverse. Astral stalkers keep a lair of 
  some sort in the Astral Plane as it gives them easy access 
  to the rest of the multiverse. When they choose a target, 
  which can be by random chance or a directed mission 
  by some higher power, they are able to move across the 
  planes using the color pools of the Silver Void as their 
  means of transportation. They use their wits and cunning 
  to avoid problems when necessary while keeping their 
  attention focused on their chosen target.
  Astral Stalker
  Medium aberration, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 136 (16d8+64)
  Speed 30 ft., climb 30 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  21 (+5)
  18 (+4)
  12 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Dex +9, Wis +6
  Skills Perception +10, Stealth +13
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., Passive Perception 20
  Languages all, telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Innate Spellcasting. The astral stalker can innately cast the 
  following spell, requiring no material components.
  At will: invisibility
  Magic Resistance. The astral stalker has advantage on saving 
  throws against spells and other magical effects.
  Sneak Attack (1/Turn). The astral stalker deals an extra 21 (6d6) 
  damage on a melee attack if it has advantage on the attack roll 
  or it has an ally adjacent to the target that is not incapacitated.
  Actions
  Multiattack. The astral stalker makes two attacks (claw and/or 
  throat dart).
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. 
  Hit: 12 (2d6+5) slashing damage and 18 (4d8) psychic 
  damage.
  Throat Dart. Ranged Weapon Attack: +9 to hit, range 60/180 
  ft., one target. Hit: 9 (1d8+5) piercing damage. If the target is 
  a creature it must succeed at a DC 17 Wisdom saving throw or 
  suffer the effects of the slow spell for 1 minute. The target can 
  attempt a new saving throw at the end of its turn, ending the 
  effect with a success.
  
  Volume VI  |  Astral Plane
  9
  Bebilith
  Bebiliths are enormous fiendish blood-red spiders with 
  hard chitinous shells. Their front forelegs end in brutal 
  barbs capable of rending armor and flesh, and its fangs 
  drip poison it uses to debilitate its victims. Bebiliths are 
  often thought to be natives of the Abyss, which is their 
  favorite hunting ground, where they spend their time 
  waiting to ambush demons (their preferred prey), but 
  recently planar scholars have linked them more to the 
  Astral Plane. The fiendish spiders have an innate ability 
  to transport back and forth between the two planes, and it 
  often takes meals back to the Silver Void to devour at its 
  leisure.
  Astral Webs. Bebilith webbing interacts strangely with 
  the Astral Plane. Through some unknown property, the 
  webbing can actually be anchored to nothing on the Astral 
  Plane but still act as if it were stuck to solid material. 
  Each bebilith maintains its own mass of webs, which can 
  contain the dried out husks of demons and travelers alike.
  The Scarlet Lurker. Most bebiliths look similar, so it can 
  be difficult to identify one from another, but one stands out 
  above the rest. Known as the Scarlet Lurker, this bebilith 
  has a bright crimson streak down its back and along its 
  legs, a marking never seen before on another of its kind. 
  The Scarlet Lurker has earned a reputation among the 
  lesser demons across the Abyss as a “demon’s ghost story” 
  but the truth is the bebilith is a skilled, patient hunter with 
  a taste for demon blood. The monster is larger than others 
  of its kind and displays an intelligence and cunning that 
  puts it on a higher scale. No one has found its lair on the 
  Astral Plane yet, but given the number of demonic victims 
  it has claimed it is likely an impressive display.
  Bebilith
  Huge fiend, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 187 (15d12+90)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  18 (+4)
  22 (+6)
  14 (+2)
  10 (+0)
  13 (+1)
  Saving Throws Str +11, Con +10, Wis +4
  Skills Perception +4, Stealth +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., Passive Perception 14
  Languages understands Abyssal but cannot speak
  Challenge 12 (8,400 XP)
  Spider Climb. The bebilith can climb difficult surfaces, including 
  upside down on ceilings, without need to make an ability check.
  Plane Shift. The bebilith can innately cast the plane shift spell, 
  requiring no components, but it can only travel between the 
  Astral Plane and the Abyss.
  Web Walker. The bebilith ignores movement restrictions caused 
  by webbing.
  Actions
  Multiattack. The bebilith makes two attacks with its claws and 
  one attack with its bite.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8+7) piercing damage and the target must make a 
  DC 17 Constitution saving throw, suffering 36 (8d8) poison 
  damage on a failed save, or half as much on a successful one.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 14 (2d6+7) slashing damage. Any nonmagical armor worn 
  by the target is damaged and takes a permanent and cumulative 
  -1 penalty to the AC it offers (nonmagical shields are affected 
  first before armor). The armor is destroyed if the penalty 
  reduces its AC to 10 (or to +0 in the case of shields). 
  Webbing (Recharge 5-6). The bebilith shoots a glob of powerful 
  webbing at a point it can see within 60 feet. Every creature 
  within 10 feet of that point must make a DC 17 Dexterity 
  saving throw or be restrained by the sticky strands. Stuck 
  creatures can attempt a DC 17 Strength check to break free 
  of the webs. The webbing has AC 10, 25 hit points, fire and 
  nonmagical weapon resistance, and immunity to poison and 
  psychic damage.
  
  Volume VI  |  Astral Plane
  10
  Drift Soul
  The most common visitor to the Astral Plane is also the 
  most silent and easily overlooked – the souls of the dead 
  from across the multiverse, traveling along astral conduits 
  to their final destination. Sometimes, however, a conduit is 
  damaged, or souls are pulled into the Astral Plane without 
  the aid of guidance. In these cases, a drift soul is created, 
  wandering the Silver Void, forever in search of a way to a 
  final destination it cannot find.
  Unreachable. A drift soul is not evil, but its behavior is 
  erratic, and it seems drawn to other living creatures like 
  a moth to a flame. Theoretically, if a drift soul were to be 
  led through a portal to its final resting place, it would find 
  peace and cease being a threat. But whatever instinct 
  drives other souls to find their conduits is lost to the drift 
  soul, which seems incapable of communicating with 
  anyone to relate its needs.
  Disconnected. Drift souls are unusual undead creatures 
  as they seem completely disconnected from both the 
  Positive Energy Plane and the Negative Energy Plane, 
  rendering them immune to necrotic and radiant damage. 
  Is this a quirk of the Astral Plane? Certainly the two energy 
  planes are no more connected to the Astral Plane than 
  any other in the multiverse, which means they’re pretty 
  detached, but then from where does a drift soul derive 
  its energy? The question has baffled planar scholars for 
  centuries.
  Drift Soul
  Medium undead, chaotic neutral
  Armor Class 12
  Hit Points 22 (4d8+4)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  12 (+1)
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities necrotic, poison, psychic, radiant
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  Incorporeal Movement. The drift soul can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Actions
  Soul Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6+2) necrotic damage, and the target’s 
  Wisdom score is reduced by 1d4. The target dies if this reduces 
  its Wisdom to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. If a humanoid dies from this attack, 
  a new drift soul rises from the corpse 1d4 hours later.
  
  Volume VI  |  Astral Plane
  11
  Husk
  The floating god-isles of the Astral Plane are not without 
  their own risks. Sometimes, a dead god’s corpse spawns 
  undead monsters containing a vestige of its former power. 
  These creatures are called husks, and they seem formed 
  of the same material as the dead god, and even exhibit 
  similar traits that can help identify which god they serve. 
  While somewhat intelligent, a husk has no motive beyond 
  attacking any non-husk that steps foot on its god-isle with 
  intent to destroy all intruders.
  Parasites or Guardians? Planar scholars debate over 
  the nature of a husk. Is it a guardian, protecting the dead 
  god as loyally as a priest would protect a temple? This is 
  the prevailing theory, but others argue that the husks are 
  simple parasites that feed off the faint lingering divine 
  energy. A third and far less prevalent theory surmises that 
  a husk is actually a manifestation of a loyal worshipper 
  that followed its god even into its final memory form on the 
  Astral Plane.
  Catalogue of Attributes. The Godsblood Fellowship 
  contains extensive records on husks they’ve encountered 
  across the Astral Plane. They study a husk to help identify 
  the dead god that spawned them, and the members of 
  the fellowship have discovered wild variations across 
  the Silver Void. Pinning down the nature of the god from 
  the husks is a popular debate point in the halls of the 
  Godsblood Citadel.
  Husk
  Medium undead, unaligned
  Armor Class 13 (natural armor)
  Hit Points 27 (5d8+5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  12 (+1)
  10 (+0)
  8 (-1)
  10 (+0)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 1 (200 XP)
  God-Corpse Link. Husks are intrinsically connected to the 
  dead god from which they are spawned. The general sphere of 
  influence of the dead god can be guessed at by the property of 
  the resultant husks, which exhibit different traits based on the 
  primary domain available previously to the dead god. The below 
  list provides the most common examples of traits based on 
  the domains in the Player’s Handbook and Dungeon Master’s 
  Guide, but other possibilities exist.
  Death – Reaper. The husk deals an extra 3 (1d6) necrotic 
  damage with melee attacks. It regains hp equal to the necrotic 
  damage it deals, up to its maximum hp.
  Knowledge – Memory. The husk has advantage on attacks 
  against a target it has attacked previously.
  Life – Regeneration. At the beginning of its turn, the husk 
  regains 4 hp up to its maximum as long as it has at least 1 hp.
  Light – Flare. The husk can use its reaction to impose 
  disadvantage on a single attack roll.
  Nature – Feral Nature. The husk has an AC of 16 and adds +2 to 
  damage rolls.
  Tempest – Charged Attacks. The husk deals an extra 4 (1d8) 
  lightning damage with melee attacks.
  Trickery – Sneak Attack. The husk deals an extra 7 (2d6) 
  damage with melee attacks if it is attacking with advantage or if 
  it has an ally adjacent to its target that is not incapacitated.
  War – Multiattack. The husk makes two melee attacks.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6+2) slashing damage.
  
  Volume VI  |  Astral Plane
  12
  Psurlon
  Twisted, evil, and deceitful, psurlons are a race of worm-
  like monstrosities that have managed to keep a low profile. 
  They emigrated to the Astral Plane centuries ago from 
  their Material Plane home after some disaster that they do 
  not speak of, and since entering the Silver Void they have 
  adapted marvelously to the psychic nature of the plane. 
  A psurlon is a horrific sight – their slimy multisegmented 
  bodies hold four limbs, two that serve as “arms” and two 
  that serve as “legs” though functionally each limb is the 
  same, ending in four snapper-like claws. The head of the 
  psurlon is a suction-like opening at the end of its tube body, 
  ringed with teeth, that undulates as the creature thinks. 
  A psurlon has no eyes or nose, but it has developed finely 
  tuned psychic senses that allow it to function. Thankfully, 
  psurlons wear voluminous robes especially when outside 
  of their fortresses.
  Like a Fish to the Astral Sea. The psurlons are not 
  natives of the Astral Plane, but they seem perfectly made 
  for it. Their naturally high intelligence allows them to 
  move quickly through the Silver Void, and their psychic 
  abilities give them ample offensive and defensive options 
  against the other aggressive species of the plane. The most 
  curious aspect is their aging cycle, which is not affected 
  by the time stasis nature of the Astral Plane. Psurlons are 
  hermaphroditic and give birth to only a handful of young 
  every few decades, but these young grow into adulthood on 
  the Astral Plane. Are the psurlons completely immune to 
  the temporal effects of the Astral Plane? None have been 
  known to die of old age. What makes the psurlons immune 
  to this trait?
  Hidden Crystalline Fortresses. Psurlons dwell in 
  unusual crystalline fortresses. Their natural affinity to 
  the Astral Plane allows them to psychically hide these 
  fortresses from casual travelers, and the infinite nature of 
  the Silver Void means stumbling upon by accident is next 
  to impossible. The psurlons live in these crystal fortresses 
  which they dragged with them into the plane when they 
  arrived; those unlucky few to have witnesses a psurlon 
  fortress and lived say the crystal seems to have an active 
  intelligence aligned with its monstrous dwellers.
  Psurlon
  Medium aberration, neutral evil
  Armor Class 16 (psychic armor)
  Hit Points 44 (8d8+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  13 (+1)
  19 (+4)
  12 (+1)
  16 (+3)
  Saving Throws Int +7, Wis +4, Cha +6
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 11
  Languages Psurlon, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The psurlon’s spellcasting ability is 
  Intelligence (spell save DC 15, spell attack modifier +7). The 
  psurlon can innately cast the following spells, requiring no 
  material components:
  At will: mage hand
  3/day each: detect thoughts, hold person, lightning bolt, ray of 
  enfeeblement
  1/day each: confusion, telekinesis
  Magic Resistance. The psurlon have advantage on saving throws 
  against spells and other magical effects.
  Psychic Armor. While the psurlon is not incapacitated, it has a 
  base AC of 14 + Dexterity modifier.
  Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) slashing damage.
  Psychic Rake. Ranged Weapon Attack: +7 to hit, range 40/120 
  ft., one creature. Hit: 22 (4d10+4) psychic damage.
  
  Volume VI  |  Astral Plane
  13
  Soul Leech
  Of all the creatures encountered on the Astral Plane, 
  it’s likely that the soul leeches are one of the few native 
  species. These creatures feed on the life essence of others, 
  draining away the soul and regaining their own strength in 
  the process. A soul leech has three known life phases. As 
  a larva, the soul leech is about the size of a dog and looks 
  like a milky white slug with a pair of thin tentacles near its 
  front and a tail that helps it swim. The mouth of the larva 
  soul leech is ringed with tiny sharp teeth that it uses to 
  latch on to targets.
  An adult soul leech is about 6 feet long but otherwise 
  looks very similar to the larva. Its tentacle appendages are 
  not fully grown out yet to be effective in combat but it uses 
  them to “swim” through the Astral Plane. As the adult soul 
  leech feeds it grows, and eventually it transforms into a 
  greater soul leech. These monsters are the size of a large 
  horse, and though their mouths have puckered up their 
  tentacles have grown new mouths that it uses to draw a 
  victim’s life force.
  Colonies. Soul leeches gather in colonies around 
  sources of food. They’re intelligent enough to recognize 
  danger and lay traps, and it’s not uncommon to find a 
  colony of them gathered around a popular color pool in the 
  Astral Plane.
  Spawn Cycle. The life cycle of a soul leech is not 
  entirely understood. They start out as larva hatching from 
  translucent eggs laid by greater soul leeches, and then 
  grow from there. They do not age, but instead grow in size 
  and potency by continually feeding on subjects. There is 
  no known upper limit to the size of a soul leech, and it is 
  rumored that the stolen city of Grayholde in the Astral 
  Plane contains a massive specimen somewhere in the 
  city’s College of Wizardry.
  Larva Soul Leech
  Small monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 27 (5d6+10)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  15 (+2)
  12 (+1)
  10 (+0)
  9 (-1)
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Soul Sense. The soul leech knows the location of any creature 
  with a soul within 60 feet and cannot be surprised by a creature 
  with a soul. Creatures without detectable souls by a soul leech 
  include constructs and elementals.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6+3) piercing damage, and the soul leech latches 
  onto the target if the target has a soul, grappling them (escape 
  DC 13). While attached, the soul leech doesn’t attack. Instead, 
  at the start of each of the soul leech’s turns, the target must 
  make a DC 13 Wisdom saving throw, suffering 14 (4d6) 
  psychic damage on a failure, or half as much on a success. The 
  soul leech heals itself equal to half the psychic damage dealt to 
  the target. The soul leech can only be latched on to one target 
  at a time.
  
  Volume VI  |  Astral Plane
  14
  Adult Soul Leech
  Medium monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 90 (12d8+36)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  14 (+2)
  10 (+0)
  9 (-1)
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 4 (1,100 XP)
  Soul Sense. The soul leech knows the location of any creature 
  with a soul within 60 feet and cannot be surprised by a creature 
  with a soul. Creatures without detectable souls by a soul leech 
  include constructs and elementals.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10+4) piercing damage, and the soul leech latches 
  onto the target if the target has a soul, grappling them (escape 
  DC 15). While attached, the soul leech doesn’t attack. Instead, 
  at the start of each of the soul leech’s turns, the target must 
  make a DC 15 Wisdom saving throw, suffering 28 (8d6) 
  psychic damage on a failure, or half as much on a success. The 
  soul leech heals itself equal to half the psychic damage dealt to 
  the target. The soul leech can only be latched on to one target 
  at a time.
  Stun Blast (Recharge 5-6). The soul leech shoots a cone of 
  stunning psychic power out to 60 feet. Creatures caught in the 
  cone must succeed at a DC 15 Wisdom saving throw or be 
  stunned until the start of the soul leech’s next turn.
  Greater Soul Leech
  Large monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 171 (18d10+72)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  13 (+1)
  19 (+4)
  16 (+3)
  10 (+0)
  9 (-1)
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 9 (5,000 XP)
  Soul Sense. The soul leech knows the location of any creature 
  with a soul within 60 feet and cannot be surprised by a creature 
  with a soul. Creatures without detectable souls by a soul leech 
  include constructs and elementals.
  Actions
  Multiattack. The greater soul leech makes two suction mouth 
  attacks.
  Suction Mouth. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 15 (2d8+6) piercing damage, and the soul leech 
  latches onto the target if the target has a soul, grappling them 
  (escape DC 18). While attached, the soul leech doesn’t attack. 
  Instead, at the start of each of the soul leech’s turns, the target 
  must make a DC 18 Wisdom saving throw, suffering 54 (12d6) 
  psychic damage on a failure, or half as much on a success. The 
  soul leech heals itself equal to half the psychic damage dealt 
  to the target. A greater soul leech can have up to two targets 
  grappled at a time.
  Stun Blast (Recharge 5-6). The soul leech shoots a cone of 
  stunning psychic power out to 60 feet. Creatures caught in the 
  cone must succeed at a DC 18 Wisdom saving throw or be 
  stunned until the start of the soul leech’s next turn.
  
  Volume VI  |  Astral Plane
  15
  Hazards & Phenomena
  Travelers to the Astral Plane should be aware of the 
  various hazards that can wreak havoc on their journey, 
  such as psychic storms and time ripples. Remembering 
  which color pool leads to which plane can be helpful as 
  well, along with knowing what to expect from the tubes of 
  astral conduit that crisscross the Silver Void.
  Astral Conduit
  The Astral Plane has few natural occurrences, but the 
  conduit system that connects up the various planes of the 
  multiverse is considered one of them. Conduits are similar 
  to portals in that they link two locations on separate planes 
  to each other, but the difference is in the transportation. 
  Portals are like doors – start in one plane, step through a 
  portal, and you’re now somewhere else entirely. Conduits 
  are tubes that can be viewed and interacted with outside of 
  their entrances and exits and they all use the Astral Plane 
  as a middle ground.
  The most common use of an astral conduit is invisible 
  and unknown to most people. When a creature dies, 
  its soul instinctively moves to the nearest conduit that 
  correlates to their plane of final rest. They move into the 
  conduit, travel through the Astral Plane, and are deposited 
  at their destination. Simple as that. Living creatures can 
  use astral conduits, and the effect can be disorientating 
  as the mind and body of the traveler is hurled through the 
  length of the conduit for several minutes before reaching 
  the exit.
  Astral conduits are difficult to locate as they don’t show 
  up on typical searches, and many conduits only allow 
  travel by physical bodies under certain circumstances, like 
  a specific moon phase or time of day or night. They don’t 
  require keys as a rule and they tend to be more stable than 
  standard portals. They also only allow one-way travel. It’s 
  worth noting that no astral conduit exits in Sigil, City of 
  Doors, but there are a wide variety of conduits leading out 
  of the city.
  Astral conduits can be directly affected on the Astral 
  Plane. The githyanki are known to have a special spell that 
  allows them to pierce an astral conduit, and it’s through 
  these tears that drift souls are known to spill out of. An 
  astral conduit self-heals over time, leading some planar 
  scholars to theorize they are living organisms, but no 
  definitive conclusion has been reached.
  Astral Traveler
  As the Astral Plane touches all of the other planes of the 
  multiverse, it is a natural pathway for many creatures 
  seeking other planes. Whether it’s Material Plane wizards 
  exploring new portals, raiders and pirates choosing 
  their next target, fiends mounting assaults on faraway 
  fortresses, or celestials watching over the order of the 
  multiverse, almost any other type of intelligent creature 
  can be encountered in the Silver Void.
  You can use the table below to inspire an astral traveler 
  randomly encountered in the Silver Void. Some can be 
  encountered alone (such as a beholder or lich), while it 
  makes sense for others to have a group of one or more 
  with them (such as the pit fiend or hobgoblin warlord). You 
  can also roll on the Astral Traveler Purpose table to help 
  outline the nature of the encounter.
  1d100
  astral traveler
  01-03
  Deva
  04-06
  Planetar
  07-09
  Solar
  10-12
  Beholder
  13-15
  Cambion
  16-18
  Death knight
  19-21
  Balor
  22-24
  Marilith
  25-27
  Erinyes
  28-30
  Horned devil
  31-33
  Pit fiend
  34-36
  Drow priestess of Lolth
  37-39
  Dao
  40-42
  Djinni
  43-45
  Efreeti
  46-48
  Marid
  49-51
  Githzerai monk
  52-54
  Night hag
  55-57
  Hobgoblin warlord
  58-60
  Lich
  61-63
  Mind flayer
  64-66
  Mummy lord
  67-69
  Oni
  70-72
  Rakshasa
  73-75
  Death slaad
  76-78
  Succubus
  79-81
  Vampire
  82-84
  Arcanoloth
  85-87
  Ultroloth
  88-90
  Archmage
  91-93
  Assassin
  94-96
  Chromatic dragon
  97-99
  Metallic dragon
  00
  Roll twice
  1d20
  astral traveler PurPose
  1-4
  Searching for a color pool
  5-8
  Hunting a target on the Astral Plane
  9-12
  Hiding from a rival
  13-16
  Looking for a specific site
  17-20
  Meeting another creature (roll again on 
  the Astral Traveler table)
  
  Volume VI  |  Astral Plane
  16
  Color Pool
  The Astral Plane is famous for its color pools – easily 
  discovered portals to all of the other planes in the 
  multiverse. Each color pool appears on the Astral Plane 
  as a two-dimensional circle, 1d6 x 10 feet in diameter, 
  completely filled in by a single dominant color. The 
  colors match to other planes, though each color pool has 
  a unique and fixed destination point on the other side. 
  Unfortunately, these are general traits, and there are some 
  color pools that do not behave as expected.
  Most color pools are one way, which means there is no 
  return journey possible. A rare few are two-way portals, 
  and these tend to be jealously guarded by creatures native 
  to the plane on the other side (for protection against 
  invading githyanki if nothing else!).
  Roughly 5% of color pools are incorrect in color, so 
  where a traveler might think the amber color pool they’re 
  moving through is going to take them to Bytopia, it could in 
  reality deposit them somewhere in the Nine Hells.
  Also, some color pools do not have a fixed location and 
  instead drop the traveler at a random location on the 
  destination plane. It’s about 5% of color pools that fall into 
  this category as well.
  1d100
  Plane
  Pool Color
  01-04
  Ysgard
  Indigo
  05-08
  Limbo
  Jet black
  09-12
  Pandemonium
  Magenta
  13-16
  The Abyss
  Amethyst
  17-20
  Carceri
  Olive
  21-24
  Hades
  Rust
  25-28
  Gehenna
  Russet
  29-32
  The Nine Hells
  Ruby
  33-36
  Acheron
  Flame red
  37-40
  Mechanus
  Diamond blue
  41-44
  Arcadia
  Saffron
  45-48
  Mount Celestia
  Gold
  49-52
  Bytopia
  Amber
  53-56
  Elysium
  Orange
  57-60
  The Beastlands
  Emerald green
  61-64
  Arborea
  Sapphire blue
  65-68
  The Outlands
  Leather brown
  69-72
  Ethereal Plane
  Spiraling white
  73-76
  Plane of Air
  Pale blue
  77-80
  Plane of Earth
  Moss granite
  81-84
  Plane of Fire
  Fire emerald
  85-88
  Plane of Water
  Dark blue
  89-00
  Material Plane
  Silver
  When a color pool is encountered, roll 1d20. If the result 
  is a 1, the color of the pool does not match the destination; 
  roll randomly on the Color Pool Table below to see where 
  it actually leads. If the result is a 2, it’s a color pool without 
  a fixed location. When the characters move through it, they 
  arrive in a random location on the destination plane. Look 
  to the destination plane for possibilities. If the result is a 
  20, it’s a rare two-way color pool with a way to access it 
  from the destination plane.
  Dead God
  The rocky remnants of gods floating in the Astral Plane 
  aren’t really the bodies of gods – gods have no true 
  physical form. Instead, they are the physical remains of 
  memories, heroes, wars, promises, regrets, hopes, and so 
  much more, and the Astral Plane is where these powerful 
  fragments coalesce into solid matter. God-isles, as they are 
  sometimes referred to as, look at first glance to be made 
  of rock and unworked stone, and though they occasionally 
  offer a hint in their formation they are just as likely to be 
  large unidentifiable chunks of terrain.
  The Godsblood Fellowship and certain sects of the 
  githyanki are obsessed with cataloguing these godly 
  fragments and understanding what powers can be pulled 
  from them. Some god-isles spawn husks, undead monsters 
  that hold a spark related to the dead god upon which 
  they roam, but not all of them do. Most god-isles have 
  “godquakes” that shake them violently, occurring every few 
  dozen decades or longer, and during these catastrophic 
  events strange things can happen. Godsblood scholars 
  believe a godquake to be a memory shuddering through 
  the physical remains, and there have been occurrences of 
  creatures and effects appearing as a result.
  Some god-isles have been mined to reveal veins of 
  otherworldly metal, while others possess strange auras 
  and properties that defy description. Each one is unique, 
  and learning the nature of the god that it represents 
  can offer insight into what treasures and dangers might 
  be lurking beneath the rocky surface. The Godsblood 
  Fellowship is dedicating to uncovering as much about the 
  god-isles as possible, and the self-serving githyanki are 
  always looking for an edge in their extraplanar conflicts.
  
  Volume VI  |  Astral Plane
  17
  Psychic Wind
  The Astral Plane is not completely devoid of natural 
  phenomena. Psychic winds are not actual storms, but 
  instead a wave of lost memories and thoughts that gather 
  naturally in the Silver Void from points all across the 
  multiverse. What causes a psychic wind to form is not 
  understood, but they travel through the Astral Plane and 
  can wreak havoc on travelers and natives alike.
  The arrival of a psychic wind is preceded by a darkening 
  of the silver landscape, but by that point there is no escape 
  – the phenomena moves too quickly and encompasses too 
  broad of an area for creatures to escape. Within minutes of 
  the darkening, the force hits, sending travelers tumbling in 
  a wild chaotic jumble of powerful thoughts and battering 
  emotions. 
  Psychic winds have two effects. The first is a 
  disorientation, which cannot be avoided. Roll on the 
  Psychic Wind Location Effect table to determine the result. 
  The second is a mental one, and intelligent creatures must 
  succeed on a DC 15 Intelligence saving throw or suffer a 
  random effect from the Psychic Wind Mental Effect table.
  1d20
  PsyChiC Wind loCation eFFeCt
  1
  Pushed forward; reduce travel time by 1d6 
  hours
  2-8
  Diverted; add 1d6 hours to travel time
  9-12
  Blow off course; add 3d10 hours to travel 
  time
  13-16
  Lost; at the end of the travel time, characters 
  arrive at a location other than the intended 
  destination
  17-20
  Sent through color pool to a random plane 
  (roll on the Astral Color Pools table)
  1d20
  PsyChiC Wind mental eFFeCt
  1-8
  Stunned for 1 minute; you can repeat the 
  saving throw at the end of each of your turns 
  to end the effect on yourself
  9-10
  Short-term madness (see the Dungeon 
  Master’s Guide for details)
  11-12
  11 (2d10) psychic damage
  13-16
  22 (4d10) psychic damage
  17-18
  Long-term madness (see the Dungeon 
  Master’s Guide for details)
  19
  Unconscious for 5 (1d10) minutes; the effect 
  on you ends if you take damage or if another 
  creature uses an action to shake you awake
  20
  You suffer the effects of a failed saving throw 
  against the feeblemind spell
  Time Ripple
  Time behaves strangely on the Astral Plane, and one of 
  those strange effects is a time ripple that moves through 
  the plane. A time ripple appears as black and white tear in 
  the Silver Void, miles wide and dozens of feet tall. It moves 
  rapidly and is preceded by the sound of crackling. Unlike 
  a psychic wind, characters can avoid a time ripple if they 
  know what it is by making a DC 17 Intelligence saving 
  throw. On a success, they are able to propel themselves out 
  of the way of the incoming anomaly and do not suffer any 
  ill effects.
  On a failure, the character is caught in the time ripple. 
  Roll on the below table to determine the effect.
  1d20
  time riPPle eFFeCt
  1
  You age 1d100 years
  2-4
  You age 1d6 years
  5-8
  You lose all hit dice; they are regained after a 
  long rest spent outside the Astral Plane
  9-12
  You lose access to any ability or effect that 
  is usable one per short or long rest; they are 
  regained after a long rest spent outside the 
  Astral Plane
  13-16
  Any spell slots for levels 4 or higher you have 
  are reduced to 0; they are regained after a 
  long rest spent outside the Astral Plane
  17-19
  Any spell slots of any level you have are 
  reduced to 0; they are regained after a long 
  rest spent outside the Astral Plane
  20
  You gain insight into the future. Roll 1d20 and 
  record the result. You can replace the die roll 
  of any ability check, saving throw, or attack 
  roll you make with that result. Once you do so 
  this ability is lost.
  
  Volume VI  |  Astral Plane
  18
  Mysterious Sites & Treasures
  The Astral Plane may seem like an empty place, but it 
  holds more mysterious locations and hidden treasures 
  than most planar travelers give it credit for. Whether it’s 
  uncovering the secrets within the Corpse of the Blood 
  Lord, searching for the mythical Colorless Pool, or 
  infiltrating the githyanki capital of Tu’narath, there is plenty 
  of opportunity for adventure and danger in the Silver Void.
  Bonecloud
  Relatively mindless undead like skeletons and zombies 
  have a difficult time on the Astral Plane, a plane where the 
  power of one’s intellect drives many aspects. At some point 
  in the past, a large quantity of zombies and skeletons were 
  pulled into the Silver Void in a single event by mistake, 
  and they floated together without purpose or direction. 
  This marked the beginning of the Bonecloud, and it’s only 
  grown since then.
  Essentially, the Bonecloud is a mass of writhing zombies 
  and bony skeletons held together by some unknown force. 
  It is now miles across and moves slowly through the Astral 
  Plane, directionless and without inherent purpose. The 
  individual undead creatures inside the Bonecloud have no 
  need to feed and feel no passage of time, so they simply 
  float on psychic winds. The formation has grown so large 
  that it has begun to pull new mindless undead creatures 
  into its bulk, and for those travelers brave enough to try 
  the Bonecloud can actually be walked upon. There are so 
  many skeletons and zombies that the threat from any one 
  individual to a visitor is nearly nullified.
  But that doesn’t mean the Bonecloud is safe. When the 
  collective mass senses life nearby, it moves to engulf it. 
  It’s still very slow, so it’s possible for reasonable travelers 
  to avoid it, but that also means it hides a mass of secrets 
  under its undead bulk.
  Colorless Pool
  The legend of the Colorless Pool started with a drunk 
  wizard, who swore that he had found a massive portal that 
  could lead anywhere on the Astral Plane. The rumors said 
  that it was not made of color, but instead sound, as it was 
  connected to every other plane in the multiverse through 
  some unknown link. The drunk wizard’s claims of having 
  found it were scoffed at, but some planar travelers took 
  note of it, and it turns out it’s not just a rumor.
  The Colorless Pool exists, and it is a strange phenomena 
  in a plane that redefines strange on a regular basis. It is 
  several hundred feet wide and completely invisible, but it 
  can be heard for miles around it. The sounds of whispers, 
  scratches, yelling, talking, fighting, and so much more 
  originate from it, all contained within a dull cacophony that 
  sits just below normal hearing. Some trick of the plane 
  keeps travelers from finding it the normal way, but getting 
  close enough by happenstance can lead someone with 
  sharp hearing to the location.
  Using the Colorless Pool requires only thinking about 
  a destination and then moving through, which otherwise 
  functions as a normal color pool. The githyanki have been 
  searching for the Colorless Pool for years, but the rumors 
  say it is watched closely by the mind flayers.
  Corpse of the Blood Lord
  God-isles float through the Astral Sea like great rocky 
  debris, each a unique memory fragment of a fallen god. 
  The Godsblood Fellowship keep careful records of each 
  that they find for identification and exploitation, but one 
  in particular stands out among the rest. It’s been dubbed 
  the Corpse of the Blood Lord, and its red rock bulk is 
  unusually large for a god-isle. The Godsblood Fellowship 
  has established a base nearby to study the god-isle, one 
  of the few ongoing research efforts they have across the 
  Astral Plane.
  It’s pretty clear from the spawned husks that the 
  Corpse of the Blood represents a fallen god of blood, but 
  there seems to be more to it than that. Debates rage, but 
  the prevailing theory is that it was a god of blood and 
  vengeance, as godquakes on the god-isle have resulted in a 
  strange crimson mist that drives visitors insane with rage. 
  But, those same godquakes have revealed trickles of a 
  thick black syrup that holds unique healing properties.
  The Godsblood Fellowship holds a strong position 
  overlooking the Corpse of the Blood Lord, but they must 
  continually defend their claim from githyanki warlocks 
  and greedy fiends. The Holders of the Silver Lantern 
  refuse to go near the site, claiming that the god-isle moves 
  and breathes, a trait not shared by any other dead god in 
  the Astral Plane. The fellowship maintains that its just a 
  period of unusual godquake activity, but even they have 
  been unable to adequately explain some of the stranger 
  occurrences that have been recorded on the Blood Lord’s 
  Corpse.
  Field of Stars
  One of the more curious sights in the Astral Plane is a site 
  known as the Field of Stars. Encompassing an area dozens 
  of miles across, the region is filled with multicolored 
  spheres of pulsating energy. Each sphere is about 10 feet 
  in diameter and produces no harmful energy, and they 
  each change color at random intervals, shifting between 
  shades of blue, red, orange, yellow, and purple. A creature 
  can move inside one of the spheres, a sensation not unlike 
  moving through a color pool, but no transportation occurs 
  and nothing adverse has been known to happen.
  What are the balls of light? What purpose do they serve? 
  A team of githyanki surveyors studied the Field of Stars for 
  several years until they finally concluded that it was simply 
  a natural phenomena of the Silver Void with no intrinsic 
  value. However, other travelers in the region have spotted 
  psurlon activity in the Field of Stars, and there is evidence 
  that one of their hidden crystalline fortresses is nearby. Did 
  the mysterious psurlons create the spheres of light? Or is it 
  a byproduct of something they did – or are doing?
  Frozen Fire Forest
  As a general rule, elemental energy from the Inner 
  Planes behaves normally on the Astral Plane. Fire burns, 
  water flows, earth exists, and air floats. But occasionally, 
  some quirk of the plane, perhaps an errant time ripple 
  interacting with a color pool, creates something truly 
  strange. The Frozen Fire Forest is one such example. It 
  
  Volume VI  |  Astral Plane
  19
  is a shifting area containing tall pillars of red and orange 
  flames, each suspended in time. They retain all of the 
  properties of fire, so they burn objects and creatures that 
  touch them, but they consume no more or less than what 
  they did when they arrived on the Astral Plane. Each pillar 
  of fire is between 5 and 20 feet tall and they float through 
  the Silver Void, clustered together to form the “forest.”
  In recent years, the Frozen Fire Forest has become 
  a popular meeting spot for clandestine gatherings in 
  the Astral Plane, as it’s unique features make it easy to 
  describe and for others to find.
  Grayholde the Stolen City
  Long ago, the city of Grayholde sat on the Material Plane. 
  It was a center for learning, and boasted the impressive 
  College of Wizardry that catered to magical research 
  and study. Everything in Grayholde was centered on the 
  College of Wizardry, from the shops and commerce to the 
  students and faculty. Then, one day, something happened 
  within the college, and in the blink of an eye Grayholde 
  was transported wholly from the Material Plane to the 
  Astral Plane.
  But the residents of Grayholde were not so lucky. 
  Whatever effect pulled them into the Silver Void attracted 
  or created a huge quantity of soul leeches. The voracious 
  eaters descended upon the stunned city and in a matter 
  of hours no one was left alive. Some of the more prepared 
  wizards and students of the College of Wizardry managed 
  to flee, but most succumbed to the soul leeches. Now, 
  Grayholde floats in the Astral Plane, its buildings and 
  college devoid of any life except for the soul leeches that 
  haunt the empty streets. It is said that a monstrously huge 
  soul leech sits in the College of Wizardry’s center and 
  feeds upon the ambient magical energy of the place along 
  with the souls of those lost, but few have dared entered 
  Grayholde to risk the wrath of the new residents.
  Inn of the Silver Lantern
  Few places on the Astral Plane offer open hospitality, but 
  the Inn of the Silver Lantern is one of them. It is a three 
  story inn built on a floating rock island, with a tranquil 
  stone garden in front and doors that open freely. A radiant 
  silver and gold light spills out from the top of a slender 
  tower that extends above the inn’s roof. Above the door 
  hangs a sign bearing the silver lantern symbol of the inn 
  and the monks that operate it. Inside, a feeling of peace 
  and welcome washes over visitors, and the monks that 
  tend the place greet all who come in with a smile and a 
  wave. They do not serve alcohol, but simple foods and 
  beverages are available, and an enchantment has been 
  placed over the entire inn to allow travelers to gain the 
  full benefits of a long and short rest, as their time dictates. 
  Astral devas are a common site in the inn’s common room.
  At all times, an astral deva sits in the tower that stands 
  over the Inn of the Silver Lantern. They maintain a relic 
  called the Silver Lantern that prevents the safe haven 
  from being found by those wishing to do harm to it or to 
  someone held inside. In this way, the Holders of the Silver 
  Lantern have built a neutral refuge for people fleeing 
  githyanki or other terrors of the Astral Plane, and beyond. 
  In exchange, the monks that operate the inn ask only 
  that peace be maintained within the inn’s grounds. They 
  accept donations but the operating costs for the inn are 
  covered through the aid of the astral devas and the monk 
  volunteers.
  Ka’la’taa Shipyard
  Githyanki astral ships are a magnificent sight. Each one is 
  built in a similar style to a sailing ship found on a Material 
  Plane ocean, but the githyanki use a special wood and 
  enchant the vessel so that it is receptive to the collective 
  mental power of the onboard githyanki. The result is a ship 
  capable of delivering large numbers of raiders and soldiers 
  across the Astral Sea vaster than they would be able to 
  travel individually.
  These ships are engineered and constructed in a secret 
  base called the Ka’la’taa Shipyard, the location of which 
  is jealously guarded by the githyanki. The shipyard is 
  built around a rare two-way color pool to a Material Plane 
  forest that grows the unusual trees used in astral ship 
  construction. Githyanki workers toil tirelessly to build the 
  ships of the Lich-Queen’s fleet, but working with the rare 
  wood is a delicate process and they do not produce as 
  many ships as their queen would like.
  Nonetheless, Ka’la’taa Shipyard represents a vital 
  component in githyanki supremacy on the Astral Plane, 
  and it is protected from attack by the finest warriors and 
  defenses. Visitors are not allowed on site, but there was an 
  uprising by the native Material Plane population in recent 
  years that caused a slowdown in astral ship construction. 
  The natives were put down by ruthless githyanki enforcers 
  and they have not had any trouble since.
  Midnight Prison
  There is a strange region of the Astral Plane known as 
  the Deadmind, where no psychic winds blow. It is not 
  very large, but at its center is a granite fortress meant to 
  house cursed magical items from around the multiverse. 
  The dwarf clan that runs it calls it Hornpike Hall, but 
  across the Silver Void It’s known as the Midnight Prison. 
  The Hornpike Clan has operated the Midnight Prison for 
  centuries, starting out as a simple experiment to see the 
  effects of the Astral Plane on a cursed magical battleaxe 
  that had been in the family for generations.
  Over the years, their reputation for being able to contain 
  cursed items has grown to the point where they need 
  to build more containment cells within Hornpike Hall 
  in order to house the increasing number of dangerous 
  items. From bloodlust-filled swords, to amulets that 
  turn their wearer inside out, and a host of other terrible 
  items, the Hornpike dwarves have devoted their efforts to 
  understanding and eventually dismantling these items. 
  The current clan matriarch, Helenna Hornpike, is a 
  shrewd negotiator who demands top coin for her clan’s 
  efforts from any potential client. The previous clan leader 
  was held responsible for a cursed magical mirror getting 
  loose, sending dozens of evil doppelgangers of everyone in 
  the Midnight Prison through the halls. Helenna has vowed 
  never to let such a lapse in security happen again.
  
  Volume VI  |  Astral Plane
  20
  River of Memories
  The River of Memories isn’t a traditional river in the same 
  way the Astral Sea isn’t a traditional sea, but it exists 
  nonetheless. It snakes its way through the Silver Void, 
  appearing as a misty ribbon of multicolored turbulent 
  energy, bending and winding to some unknown will. 
  The River of Memories is the dumping ground for stolen 
  memories on the River Styx, which is a planar feature that 
  connects the Lower Planes together.
  When an intelligent creature loses its memories to 
  the River Styx, the River of Memories grows wider as it 
  absorbs those lost thoughts. If a creature moves into the 
  River of Memories, they are bombarded with a multitude 
  of stolen psychic fragments and must make a DC 14 
  Intelligence saving throw, suffering 36 (8d8) psychic 
  damage on a failure, or half as much damage on a success. 
  The saving throw and damage repeats every 1 minute.
  It is rumored that there is a way for a person to retrieve 
  lost memories stolen by the River Styx, but it takes more 
  than simply swimming into the River of Memories to get 
  them back. Finding the exact strain of memories among 
  the jumble is one thing, and then extracting them into the 
  original mind is another. It’s a tricky process and one that 
  only a few claim to have completed. One of them is the 
  master elven bard Dalynn Moonsong, who can often be 
  found at the Inn of the Silver Lantern, entertaining guests 
  with her soothing music.
  Shattered Land
  Random chunks of earth, whether from god-isles or just 
  planar debris, are not uncommon in the Astral Plane, as 
  over time physical fragments gather together in clumps 
  that have been pulled through various color pools. It’s rare 
  to find more than a few together, but in the region known 
  as the Shattered Land, a great field of rocky detritus floats 
  for miles and miles. It is widely assumed that the rock 
  chunks are the result of meddling by a dao wizard on the 
  Plane of Earth, which created a one-way ever-spewing 
  fountain of stone, but none have witnessed new rocky 
  island being pulled in. Perhaps the color pool is invisible, 
  or perhaps it was a one-time incident.
  Some of the earthen fragments are hundreds of feet 
  across, and the largest one observed was over a mile wide, 
  but most are much smaller. They float aimlessly together, 
  knocked about by psychic winds and time ripples, and the 
  rocky islands have become a popular vacation spot for 
  dao nobles from the Sevenfold Mazework. Perhaps some 
  larger secret lies hidden in the heart of the Shattered 
  Land, and recently agents of the Great Khan of the 
  Dao have been seen scouring the debris field for some 
  unknown reason.
  Silver Mountain
  Astral diamonds are rare precious gemstones with unusual 
  magical properties that make them ideal for holding 
  powerful enchantments. Githyanki love them and use 
  them as a sort of “super” currency, and the vaults of the 
  Lich-Queen are said to be overflowing with hundreds of 
  thousands of stored astral diamonds. These gemstones 
  come from one place on the Astral Plane, a site known 
  as the Silver Mountain, but it’s not a typical mountain as 
  most think about. It’s a massive semi-solid cloud of silver 
  vapors, nearly invisible in the Astral Plane. Within its 
  bulk, the githyanki have created tunnels propped up by 
  special braces that keep them from collapsing, and they dig 
  through the ooze-like substance of the Silver Mountain to 
  unearth the astral diamonds.
  Githyanki have undisputed control over the Silver 
  Mountain, but it is a very large feature – about three miles 
  tall and wide – so its near impossible for them to assert 
  their dominance across its entire surface. Raiders of all 
  sorts sneak into abandoned tunnels and try to get away 
  with some astral diamonds of their own to sell or trade, 
  and enough have made it into regular circulation that the 
  githyanki cannot rightfully claim sole ownership of them 
  all. Several astral stalkers are known to lair in the Silver 
  Mountain as well, and they hunt indiscriminately any that 
  cross their path or get their attention.
  Tu’narath, Githyanki Capital
  Built on the husk of a vaguely humanoid-shaped dead 
  god, Tu’narath is the largest and most important of the 
  githyanki cities on the Astral Plane. Its fortified buildings 
  and ominous towers are examples of the githyanki mindset 
  – simple, effective, and built to last. The arms and legs of 
  the god-isle are adorned with mooring towers and landing 
  platforms that allow astral ships to dock, and the city is 
  protected by the largest single githyanki fleet in the Astral 
  Sea. Over 100,000 githyanki call Tu’narath home, and they 
  all serve at the whim of Vlaakith the Lich-Queen.
  The Lich-Queen’s home is an obsidian palace at the head 
  of the god-isle known as Susurrus, the Palace of Whispers. 
  From there she surveys her Astral dominion and through 
  magical effects and items she is able to see and hear 
  nearly any point she chooses to focus on across the plane. 
  Her royal palatial guards are picked from the elite of the 
  elite of the githyanki military, and she commands a cadre 
  of assassins that have claimed more lives than the Lich-
  Queen has had years of unlife. The obsidian palace of 
  Susurrus is said to trap the souls of any who die inside, the 
  whispers of which can be heard by anyone inside.
  While githyanki dominate the city streets of Tu’narath, 
  the merchant district does welcome other astral traders as 
  long as they adhere to the codified laws of the city. Blood 
  enemies of the githyanki, such as the githzerai and the 
  mind flayers, are killed or captured onsite, and harboring 
  such fugitives is punishable by the same, but the rest of 
  the laws are strict but tolerable. A secret spy network run 
  by the psurlons is said to operate in the merchant district, 
  but to date the githyanki secret guards have not uncovered 
  proof of its existence.
  
  Volume VI  |  Astral Plane
  21
  Adventure Hooks
  Most planar-savvy creatures consider the Astral Plane 
  devoid of any interesting features, but they are missing out 
  on a whole realm of adventure and possibility.
  Tier 1 (levels 1-4)
  As a non-hostile environment, even low-level characters 
  can travel to the Astral Plane and survive the journey. The 
  trick is getting them to want to do it, so you can use one of 
  the following hooks to lure the characters into the Silver 
  Void for further adventures.
  ... The characters find themselves traveling through a 
  region on the Material Plane when they run into a family 
  fleeing for their lives. They are running from raiders that 
  stole their goods and burned their home, and these raiders 
  have appeared every 10 years out of nowhere. Tracking the 
  bandits down reveals them to be members of the Redfang 
  Reavers that operate out of the Astral Plane, and there’s 
  a two-way color pool not far from the ruined farmhouse. 
  The characters have a chance to strike back at the 
  nefarious raiders and help make the region safe for future 
  generations.
  ... While staying at an inn, the characters are awakened by 
  a commotion, and when they go down to investigate they 
  find a group of displaced drift souls making inadvertent 
  trouble downstairs. One of the drift souls is aware enough 
  to explain that they were all lost on their way “home” and 
  they beg the characters to help. The way “home” for the 
  drift souls is through an astral conduit, but once it’s found 
  a tear is discovered in it that needs to be closed. What 
  monster has chewed its way through the conduit on the 
  Astral Plane?
  ... An insane beggars stops the characters while they’re 
  traveling through a city and asks them questions that don’t 
  make any sense, but one of them has something to do with 
  trouble the party is currently investigating. The beggar 
  is the victim of a time ripple on the Astral Plane, but he’s 
  connected to a larger mystery involving the characters. 
  Getting the insane beggar to remember what happened 
  requires piecing together their previous travels that took 
  them into the Silver Void.
  Tier 2 (levels 5-10)
  Larger mysteries and problems begin to be laid at the feet 
  of mid-tier characters, and they may find more purposeful 
  trips to the Astral Plane become necessary to solve some 
  of those issues.
  ... The characters are at the epicenter of a magical disaster 
  that causes all sorts of problems. Getting to the bottom 
  of the disaster reveals a dead thief and a strange cursed 
  magical item that defies destruction. A sage points them to 
  the Midnight Prison on the Astral Plane as a safe location 
  to deposit the item, so the characters must travel to 
  Hornpike Hall and convince Helenna to take the item.
  ... Githyanki raiders steal a valuable item from a local 
  noble, and she desperately needs it back to ward off some 
  calamity to her family. She hires the characters to follow 
  the githyanki into the Astral Plane and recover the item, 
  which leads the party to Tu’narath itself. Navigating the 
  laws and streets of the githyanki city requires caution 
  and finesse, and it turns out the raider is part of a larger 
  network of thieves operating a smuggling ring inside the 
  city’s walls.
  ... A sought-after villain is defeated by the characters only 
  to be revealed as a psurlon puppet in disguise. What 
  are the malevolent psychic worm creatures up to? The 
  investigation leads the characters into the Astral Plane 
  and on the search for one of the psurlon hidden crystalline 
  fortresses. New horrors and terrible monsters await the 
  characters as they peel back the layers of the conspiracy 
  onion and reveal new dangers kept by the psurlons.
  Tiers 3 and 4 (levels 11+)
  ... The Godsblood Fellowship has found a new god-isle 
  in the Astral Sea and it bears a strange connection to 
  one of the characters. Through divination and research, 
  the fellowship connect the worship of the dead god to 
  the character’s past, and they come asking for more 
  information about their family tree. A trip to the god-isle 
  reveals a rocky island adrift in the Silver Void with husks 
  protecting something hidden beneath the surface.
  ... The githyanki prepare for invasion! An advance 
  scouting party is intercepted by happenstance by the 
  characters, and it turns out the githyanki are ready to 
  move in with a large military force on the Material Plane. 
  The characters are tasked with infiltrating the githyanki 
  forces and performing a series of secret strikes against 
  their infrastructure to hopefully weaken the githyanki war 
  machine and put an end to their invasion plans. Strikes 
  could include infiltrating the Ka’la’taa Shipyard and 
  sabotaging the construction of new astral ships, destroying 
  key communication fortresses in the Astral Plane, and 
  helping defector githyanki from within the military force.
  
  Volume VI  |  Astral Plane
  22
  Random Encounter Tables
  The below table can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling around the Astral Plane.
  Astral Plane
  1d100
  astarl Plane enCounter
  01-05
  Time ripple
  06-10
  Psychic wind
  11-15
  1 bebilith
  16-20
  1d4 mind flayers
  21-25
  1 astral stalker
  26-30
  1d4 psurlon
  31-35
  2d6 githyanki warriors
  36-40
  1d8 githyanki knights
  41-45
  2d6 drift souls
  46-50
  1 devourer
  51-55
  1 astral deva
  56-60
  Dead god
  61-65
  Color pool
  66-70
  2d6 larva soul leeches and 1d6 adult soul 
  leeches
  71-75
  1 greater soul leech
  76-80
  1d6 nightmares
  81-95
  Astral traveler
  96-00
  1 astral dreadnought
  
  Volume VI  |  Astral Plane
  23
  Player Options
   
  The Astral Plane may not seem like it holds much promise 
  for adventurers, but there are more secrets and dangers 
  hidden in the Silver Void than most know about. Whether 
  it’s bards studying the use and recollection of memories 
  inspired by the River of Memories, illithid hunters using 
  githyanki techniques across the multiverse, or followers 
  of the Silver Lantern helping out wherever they go, the 
  influence of the Astral Plane can be felt far outside the 
  borders of this unique transitive pane.
  The new class options include the College of Memories 
  for the bard, the Way of the Silver Lantern for monks, and 
  the Mind Stalker archetype for rogues. There is also a new 
  background, Astral Drifter, available to characters.
  Bard: College of Memories
  To the bards that follow the College of Memories, the 
  only truth is how an experience felt, and this feeling can 
  be manipulated by a person skilled in such arts. Part 
  enchanter, part diviner, and all around storyteller, these 
  bards know that how a person remembers an event can 
  shape how they are going to react to future events, and 
  that even the sharpest mind can be tricked under the right 
  circumstances. They are also skilled spellcasters, able to 
  reach into their own memories and recall spells previously 
  cast.
  Bonus Proficiencies
  When you join the College of Memories at 3rd level, you 
  gain proficiency with the Insight and Perception skills. You 
  also learn the friends cantrip if you don’t already know it.
  Recall Memory
  Also at 3rd level, you can reach into your own memory and 
  recall a spell slot that you’ve used already. As an action, 
  expend one of your uses of Bardic Inspiration and regain 
  one expended 1st level spell slot.
  As your Bardic Inspiration die increases, so too does 
  your ability to recall higher level spell slots. At 5th level, 
  you can regain a 1st or 2nd level spell slot. At 10th level, 
  you can regain a 1st, 2nd, or 3rd level spell slot using this 
  feature. And at 15th level, you can regain a 1st, 2nd, 3rd, or 
  4th level spell slot.
  Memory Flood
  Beginning at 6th level, you can unlock a flood of memories 
  in a target to temporarily disorient them. As an action, 
  choose a target within 60 feet. The target must succeed 
  at a Wisdom saving throw against your spell save DC. 
  On a failure, the target is stunned until the start of your 
  next turn. The creature is immune if it’s immune to being 
  charmed.
  You must complete a short rest before you can use this 
  feature again.
  Manipulate Memory
  Starting at 14th level, you learn to cast a more potent 
  version of the modify memory spell. You always know the 
  modify memory spell and it does not count against the 
  total number of spells you know. When you use a spell slot 
  to cast modify memory, the spell is treated as if you cast 
  it using one spell slot higher (up to 9th level). In addition, 
  the spell’s effects can only be removed using the greater 
  restoration spell.
  
  Volume VI  |  Astral Plane
  24
  Monk: Way of the Silver Lantern
  On the Astral Plane, the monks of the Silver Lantern have 
  partnered with astral devas on a quest of assistance. They 
  do their best to monitor traffic in the Silver Void, and they 
  step in to help travelers who find themselves lost or under 
  attack by one of the many threats that wait in the Astral 
  Sea. The guiding principle of the Silver Lantern is to help 
  others whenever possible, and there are those that have 
  left the Astral Plane and sought to bring their mission to 
  the rest of the multiverse. Some connect up with a group 
  of adventurers, acting as a guardian angel in times of strife, 
  while others wander the planes in search of those in need 
  of help. Wherever they go, these monks carry the light of 
  the Silver Lantern and all that it represents in their bodies, 
  minds, and spirits.
  Silver Lantern Bearer
  Starting when you choose this tradition at 3rd level, 
  you can draw upon your training to aid others in their 
  struggles. You can spend 1 kit point to take the Help action 
  as a reaction with a range of 30 feet. In addition, you gain 
  the guidance cantrip if you don’t already know it.
  Silver Spirit
  At 6th level, the power of the Silver Lantern flows through 
  you and protects you from harm for a short period. You can 
  use a bonus action to gain resistance to all damage until 
  the start of your next turn. 
  You must complete a long rest before you can use this 
  feature again.
  Light of Purity
  Beginning at 11th level, you can let your silver light shine 
  upon those close to you to invigorate and renew them. 
  You can cast the beacon of hope spell without having to 
  concentrate on it for its duration. You must complete a 
  short or long rest before you can use this ability again.
  Silver Beacon
  At 17th level, the light of the Silver Lantern burns bright 
  within your body and you can use it to become a beacon of 
  purity and hope. As an action, silver light flares from your 
  body for 1 minute, during which you gain the following 
  properties:
  • 
  Silver light equal to the daylight spell shoots out 
  centered on you.
  • 
  You and all friendly creatures you choose within 60 
  feet are affected by the bless spell.
  • 
  You and all friendly creatures you choose within 60 
  feet are affected by the aid spell. This effect lasts for 8 
  hours.
  You must finish a long rest before you can use this feature 
  again.
  Rogue: Mind Stalker
  The githyanki hate mind flayers more than any other 
  species. Long ago, the mind flayers enslaved the ancient 
  gith race, and for their crimes the githyanki hunt them 
  down relentlessly. A special caste of secret assassins 
  called the glat’tha’nak specialize in illithid hunts, and they 
  have gone so far as to train other races in the ways of 
  resisting and fighting mind flayers. The result is a mind 
  stalker, a rogue who is trained in the githyanki ways of the 
  glat’tha’nak. The skills used in tracking and stopping mind 
  flayers is versatile, however, so some mind stalkers never 
  encounter the foe their training was designed to defeat.
  Dwarves hate mind flayers nearly as passionately as 
  the githyanki do. Mind stalkers are known as caradhaker 
  among dwarven clans and some legends say the ways of 
  the caradhaker came from the githyanki originally. Most 
  learned dwarves scoff at this comparison.
  Aberration Hunter
  When you choose this archetype at 3rd level, you become 
  adept at hunting aberrations. You have advantage on 
  Wisdom (Survival) checks to track aberrations, as well as 
  on Intelligence checks to recall information about them. 
  You also learn one language of your choice that is spoken 
  by an aberration, if they speak one at all.
  Psychic Feedback
  Starting at 3rd level, you have created mental traps for any 
  creature trying to read your thoughts. When your mind is 
  being read by a creature, such as with the detect thoughts 
  spell, you can use your reaction to force the creature to 
  make an Intelligence saving throw against a DC equal to 
  8 + your proficiency modifier + your Intelligence modifier, 
  suffering your sneak attack damage dice in psychic 
  damage on a failure, or half as much on a success.
  Telepathic Sense
  At 9th level, you gain an innate sense for telepathic 
  monitoring. You automatically detect the existence of any 
  creature with natural telepathy within 60 feet of you. This 
  feature does not give you their precise location, only a 
  general direction.
  Lucid Buffer
  At 13th level, you have hardened your mind against 
  enchantments and psychic attacks. You have advantage 
  against any saving throw to be charmed or frightened. You 
  also gain resistance to psychic damage.
  Mind Rip
  At 17th level, you have honed a mental attack passed down 
  through generations of mind stalkers. As an action, you 
  can target a creature within 60 feet that you can see. The 
  target suffers psychic damage equal to your sneak attack 
  damage.
  You must complete a short or long rest before you can 
  use this feature again.
  
  Volume VI  |  Astral Plane
  25
  New Background
  Astral Drifter
  For a period of time, you called the Astral Plane home. 
  Perhaps you escaped capture from githyanki slavers and 
  managed to elude them in the Silver Void, or perhaps 
  you fled some tragedy that befell your original home and 
  stumbled into a portal by accident. The timeless nature 
  of the Astral Plane and its position as a multiversal nexus 
  means you could have come from almost any time and 
  any plane, for any reason. Few stranded travelers last 
  long anywhere in the multiverse, however, so it’s likely you 
  received aid. Astral devas and monks of the Silver Lantern 
  could serve as excellent guides and anchor points, but 
  many other possibilities exist as well. A disenfranchised 
  githyanki soldier, a reclusive wizard hiding from the 
  troubles of the planes, or even a gang of astral raiders 
  could all have served as friends and benefactors for your 
  time spent drifting in the Astral Plane.
  Skill Profiencies: Investigation, Survival
  Languages: Any one planar language 
  Equipment: Simple clothing, large sack tied to a wooden 
  pole, token of your original homeland, astral way finding 
  stone (rock), 12 gp
  Feature: Astral Sanctuary
  The time you spent in the Astral Plane was not always 
  on the move. You found a sanctuary away from the prying 
  eyes of monsters and raiders, a home away from home to 
  call your own. Perhaps you shared it with others, perhaps 
  you lived alone, but it was a space you could rest and relax 
  comfortably. This sanctuary still sits in the Astral Plane, 
  and the nature of travel in the means it’s always just a few 
  hours away - assuming you can find a portal to the Astral 
  Plane in the first place.
  Suggested Characteristics
  Few people take to the Astral Plane willingly, so the types 
  of characters that take up the life of an astral drifter can 
  vary wildly. Some seek solitude, others seek safety, but all 
  can belong in the Silver Void.
  d8
  Personality trait
  1
  I’m constantly looking over my shoulder.
  2
  When I find a place to rest I sleep because you 
  never know when you’re going to rest again.
  3
  I save every last scrap of food.
  4
  My memories of my first home keep me sane.
  5
  I keep my opinions to myself and expect others 
  to do the same.
  6
  I have no respect for personal space.
  7
  I hum songs from my childhood when I’m 
  nervous.
  8
  I always have a crazy scheme going or ready to 
  go.
  d6
  ideal
  1
  Regretful. I’m haunted by my past and the 
  calamity only I escaped. (Any)
  2
  Fellowship. Friends are more important than 
  any treasure in the multiverse. (Good)
  3
  Carefree. Worrying only makes you think about 
  how bad things are. Don’t worry! (Chaotic)
  4
  Deceitful. I lie to keep others from knowing 
  who I really am. (Chaotic)
  5
  Envious. Other people have the good life, and I 
  will do anything to take it from them. (Evil)
  6
  Dutiful. I need to correct some past wrong. 
  (Lawful)
  d6
  Bond
  1
  I was picked up by a kindly mentor in the Astral 
  Plane to whom I owe my life.
  2
  All that I have left of my original home is the 
  token I keep with my at all times.
  3
  The Silver Void is a lonely place, and I need my 
  people to keep me from going insane.
  4
  I tell the stories of my original home as a way to 
  keep the memory alive.
  5
  While on the Astral Plane a band of raiders 
  saved me, and I’m forever in their debt.
  6
  My weapon has saved my life more times than I 
  can count. It must be magical by now!
  d6
  FlaW
  1
  All githyanki are evil tyrants that deserve no 
  mercy. All of them.
  2
  I rush to judge others harshly without waiting 
  for all the facts.
  3
  Fancy talkin’ is for fancy folks, and I ain’t no 
  fancy folk.
  4
  I have nightmares about the event that drove me 
  into the Astral Plane.
  5
  Nothing is good enough to match the life I had 
  before I was in the Silver Void.
  6
  I constantly put down other people to make 
  myself feel strong.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Codex of the Infinite Planes - Vol 06 - Astral Plane.pdf