The Beastlands is an outer plane of neutral good and chaotic good alignment where nature holds absolute dominion. The land, sky, and waters teem with creatures of every kind, all living according to the primal rhythms of life and death, predator and prey, day and night.

Geography

The plane is divided into two primary layers defined by their relationship to light.

Krigala, the layer of eternal day, is bathed in a perpetual golden glow that illuminates verdant canopies and the countless creatures inhabiting them. Every organism, from the smallest insect to the mightiest beast, participates in the plane’s ceaseless cycle of life.

Brux, the layer of everlasting night, is a realm of shadows and nocturnal activity. Owls, panthers, and wolf packs dominate this landscape, their senses attuned to the darkness. The sounds of the night create a constant backdrop of calls, rustling, and distant howls.

Notable Inhabitants

Presiding over the Beastlands is Mizcoatl, the Twilight, the Puma Serpent. She is the dappled light filtering through Krigala’s canopies and the unseen presence watching from the darkness of Brux. Her laughter echoes in the calls of the wild, and her influence is felt in every corner of the plane.

Localized Phenomena

Optional Rule: Hunter’s Paradise

Visitors to the Beastlands find their hunting and stalking capabilities improved. Characters have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while on the plane.

Optional Rule: Beast Transformation

Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw, ending the effect on a success. After three failed saving throws, the transformation can be undone only by a remove curse spell or similar magic.