My level 15 party wanted to buy and sell some magic items so this was the perfect excuse to send them to the planes – a nice break from the technology heavy Iron Gods Adventure Path from Paizo. After much research and money spent they located an entrance to the Infinite Staircase. Easy they thought – but nothing is easy on the planes, even for a high level party. I decided to run the first adventure from Tales from the Infinite Staircase called “Planewalkers”. This has them landing in the realm of Selûne with a Shard forming from nothingness to greet them with a palace made of silver and moonlight in the background. They freaked out. The right reaction for those entering the planes for the first time.
The shard acted as their guide though she became impatient with these flippant and clueless Primes until they got the message – don’t poke the bear. I didn’t expect combat with the shard or the lillend but as a huge fan of the Planescape setting I had fun converting them nonetheless.
Medium elemental (radiant), chaotic good
Armour Class 13
Hit Points 102 (12d10 + 36)
Speed 40 ft.
STR 11 (+0) DEX 17 (+3) CON 16 (+3)
INT 11 (+0) WIS 11 (+0) CHA 18 (+4)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Celestial, Common
Challenge 5 (1,800 XP)
Selûne’s Sight. Shards can see in any amount of light, darkness or shadow.
Moonfire Body. A creature that touches the shard or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage.
Illumination. The shard sheds dim moonlight in a 30-foot radius. The shard may control the intensity of the light and may reduce it to nothing. Usually the shard’s brightness reflects the phase of the moon.
Multiattack. The shard makes two touch attacks. She may also cast a spell.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) radiant damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Spells. A shard can cast each of the following spells as an action three times per day. Save DC is 15.
3/day. light, darkness 10-foot radius, burning hands, faerie fire and dancing lights.
These beings resemble human women hut are composed of moonlight and flame, the illumination of which shines visibly in their eyes, their hair, and even from the tips of their fingers.
Shards have unpredictable temperaments. They try to be friendly and accommodating, yet they are quick to anger and easily offended. Anything pertaining to Selûne, the realm, the palace, the moon, or the shards themselves might enrage them if phrased as anything but a compliment. If angered, they might attack characters for a round or two or they might just leave. The shards and the lillendi tolerate each other, but a body would not call them allies. The shards do not go into those areas under the jurisdiction of the lillendi, and vice versa.