Critters from the Far Realms [Archive] - Wizards Community

Post/Author/DateTimePost
Avalon®

11-13-05, 11:03 AM
I was wondering, what mind-boggling, thought-provoking, incomprehensible creatures reside in the Far Realm. Pls. post your views on what resides in this plane. :coolcthul
Echoes of Deception

11-13-05, 03:23 PM
Well, in many cases, the creatures in the Nightmare Dimension aren't very 'thought-provoking'. In fact, many of them tend to stop people from thinking altogether :P

I would assume though, that any variety of parts that in no logical way connect, are connected in the formation of creatures. They aren't limited to just stingers, tails, claws, tentacles, suckers, mouths, arms, horns, and heads, either. Far Realm creatures often have parts that are made out of minerals, energies, concepts and things that don't exist. They also fail to make make the distinction between single-celled, multi-celled, mineral, plant, animal and fungus traits. Very few Far Realm creatures have all of these trais, and some even resemble actual creatures that obey the laws of physics. That's another thing that these critters have, sometimes they embody the laws of physics... primarily laws that don't exist or contradict reality. Nightmare Dimension creatures are often just that, too. Nightmares. They could come straight out of somebody's most disturbing nightmare, and exist for no other reason than that somebody dreamt of them.

Hmm, yeah. That's all I can think of for now.
Raymond_Luxury_Yacht

11-13-05, 03:39 PM
I was wondering, what mind-boggling, thought-provoking, incomprehensible creatures reside in the Far Realm. Pls. post your views on what resides in this plane. :coolcthul
Dharculi, wystes, bloodsippers, brood gibberlings, and the neh-thagglu. In short, things with sharp, pointy teeth that want to eat you.
The Vorpal Tribble

11-13-05, 03:42 PM
R.M.G.C.L.F has done extensive work on the Far Realm, might give him a ring, and I've made a few creatures from it myself if interested.

Might also take a look at Lords of Madness, which is based on that kind of thing.
General_Ridley

11-13-05, 04:03 PM
Psurlons.

I think anything could be there really.
sandskimmer

11-13-05, 04:08 PM
Dream Larva from the ELH and the Malfera from the old D&D boxed sets of Mystara are specific examples that I know of.
Raymond_Luxury_Yacht

11-13-05, 04:18 PM
Psurlons.

I think anything could be there really.
Nah, they're from an unknown Prime world that does not exist anymore, seeing as how they blew it up.

The 'thids are technically from it, since when they went back in time, they went through the Far Realm and got warped into the forms we see today.
General_Ridley

11-13-05, 04:39 PM
^^^ Actually, they originated in the Far Realm, then migrated to the Prime Material.

that's what I recall from the text.
Raymond_Luxury_Yacht

11-13-05, 04:48 PM
^^^ Actually, they originated in the Far Realm, then migrated to the Prime Material.

that's what I recall from the text.
That's why I dislike using LoM for flavor text. It just contradicts too many things.
savant_warlord13

11-13-05, 07:44 PM
a 4 dimensional aberration with no charisma score, with which mental contact can destroy the soul so that not even divine intervention can bring the dead person back to life
Ront Iron-Roar

11-13-05, 07:51 PM
Yeah, just about anything in there. Though, if its from another plane just slap on the Pseudo-natural template.
savant_warlord13

11-13-05, 08:05 PM
In regards to the pseudo natural template, which should I use? The one from LoM or the one from ELH?
dmdarkdragon

11-14-05, 12:03 AM
Far realm, eh? How's about some angry cats with tentacles for eyeballs and eyeballs for forepaws. That sounds about right. Oh, and the cats have snakes for tails that shoot lasers or acid or something. Of course, every four rounds the image of the cat distorts into a terrible, non-euclidian visage that tears at the very fabric of your soul.
Avalon®

11-14-05, 12:56 AM
Do you think creatures like the Tyranids of the Warhammer 40,000 game and the Zerg belong to the Far Realm? :88E:

How about H.P. Lovecraft's creations? :coolcthul


Let's try and see if we can post our own creations that come from the far realm on this thread.
Callahan

11-14-05, 01:38 AM
Far realm, eh? How's about some angry cats with tentacles for eyeballs and eyeballs for forepaws. That sounds about right. Oh, and the cats have snakes for tails that shoot lasers or acid or something. Of course, every four rounds the image of the cat distorts into a terrible, non-euclidian visage that tears at the very fabric of your soul.
Environment: any Cyclopean city that defies the laws of geometry
Relic

11-14-05, 08:25 AM
How about H.P. Lovecraft's creations? :coolcthul


Absolutely. Lovecraft was the beginning of creepy, alien "thingies" bent on twisting, corrupting, flailing, dominating, subjucating, and eating humankind.
The Vorpal Tribble

11-14-05, 08:38 AM
Here is a few of mine:
Bleggan (http://boards1.wizards.com/showthread.php?t=505394)
Far Realm Orca (http://boards1.wizards.com/showpost.php?p=7316627&postcount=2)
Muusi (http://boards1.wizards.com/showthread.php?t=434850)
Opabinia Floater (http://boards1.wizards.com/showthread.php?t=534036)
Psuedonatural Elephant (http://boards1.wizards.com/showpost.php?p=7172984&postcount=2)
Pswarmers (http://boards1.wizards.com/showthread.php?t=494301)
T't't (http://boards1.wizards.com/showthread.php?t=455052)
digoraccoon

11-14-05, 08:59 AM
Any creature found in a Dr. Seuss book. Just add teeth! :D
the Slayer of Heroes

11-14-05, 09:19 AM
you can always check out this thread: http://boards1.wizards.com/showthread.php?t=448354 for a (more or less) full list of Far Realm denisens and related creatures......
cwslyclgh

11-14-05, 10:10 AM
several of my Monsters of the Week including the Dyan'Nell, the Nightmare Maurader, and Gothmog were far realms entities.
cwslyclgh

11-14-05, 10:14 AM
In regards to the pseudo natural template, which should I use? The one from LoM or the one from ELH?

I tend to call them the lesser psudonatural template (LoM, CA) and the greater psuedonatural template (ELH), and think that uses can be found for both. Although all in all I think that both are much too limited in scope to make great far realms creatures.
Spike_Fightwicky

11-14-05, 10:38 AM
How about H.P. Lovecraft's creations? :coolcthul


The Far Realm is like the ballroom in which Lovecraft's creations sometimes go to dance to a tune that would rend even the sanest mind and leave a raving lunatic in its wake.

Let's try and see if we can post our own creations that come from the far realm on this thread.

Now we're talking :D

I'll make one up for kicks.
SinisterSeraph

11-14-05, 10:46 AM
Nah, they're from an unknown Prime world that does not exist anymore, seeing as how they blew it up.

The 'thids are technically from it, since when they went back in time, they went through the Far Realm and got warped into the forms we see today.


Know anywhere I could get the backstory on that? The Illithids are the one Planespanning group I know the least about, and I'd love to fill in the blanks.
Spike_Fightwicky

11-14-05, 12:03 PM
Here's a doozy. It might be too much, but I think it's par for a far realms creature:

Screaming Star-Spawn
Huge Outsider
Hit Dice: 13d8 + 117, (175 hp)
Initiative: -1
Speed: 20 ft (4 squares)
Armor Class: 27 (-2 size, -1 dex, +20 Natural), Touch 7, FF 27
BAB/Grapple: +13/+33
Attack: Tentacle +23 melee (2d6+12)
Full Attack: 5 Tentacles +23 (2d6+12 +maddening touch) and Bite +21 (2d6+6)
Space/Reach: 15ft/10ft (25ft with tentacles)
Special Attacks: Maddening Touch, Engulf, Improved Grab, Constrict
Special Qualties: Amorphous physiology, Shouldn't Be, DR 10/Magic and Lawful*, Howls of Insanity, Insane Mind, Blindsense 120ft*, Detect Thoughts aura, Unnatural Aura, Fast Healing 5, Darkvision 60ft
Saves: Fort +19,Ref +7,Will +6
Abilities: Str 35, Dex 8, Con 29, Wis 6, Int 6, Cha 15
Skills: Concentration +24, Intimidate +22, Spot +17, Listen +17, Survival +2
Feats: Ability Focus (Detect Thoughts Aura), Great Fortitude, Improved Natural Attack(Tentacle), Multiattack, Power Attack
Environment: Far Realm*
Organization: Solitary or Pair
Challenge Rating: 12-13?? (maybe 14 if you increase the Charisma and Con scores a bit)
Treausre: None
Alignment: C/N
Advancement: 14-19(Huge), 20-30(Gargantuan)
Level Adjustment: -
*See Text

My master had sent me his wishes through a dream. My coleagues and myself were to perform the magic required to open a gate to the Far Realm so that he could send his emmissary to us. The 6 of us cast the required magics and we caught a fleeting glimpse of the great Far Realm. Then we heard it. Through the open portal flopped a formless mass of mouths and ever shifting tentacles, its many lips screaming as if mad. This had to be the emissary of our master. Yet something was wrong. 2 of our group suddenly fell to the floor, muttering incoherently and staring blankly towards the sky. Another 2 seemed to have lost all sense of reason and began attacking themselves tooth and claw, forgetting their arcane discipline. Only myself and Nara kept our wits about us. This must be a test of our worth. The horrid thing simply seethed over the fallen comerades, their final shrieks added to the thing's never ending cacaphony. Nara told me to flee, as something must have gone wrong in the casting of the Gate spell and only she could close it. She always was the bravest of our little group. Gathering whatever wits I had left, I fled. The screaming eventually died off. If this was because the thing had been sent back to its place, or because there was no one left to feed it, I'll never know. My master seems angry, filling my sleep with nightmares. I know not how long until his minions find me, but let this message serve as a warning to those who wish to delve too far into the secrets of the Cosmos...
Last entry in the journal of Tyrnov Lamordia

The Screaming Star-Spawn is a creature from the furthest reaches of the Far Realm. It feeds upon essence of others through its Maddening Touch. The beings of the Far Realm do not offer very satisfying meals, and as such the Screaming Star-Spawn is drawn to any portals, gates and teleportions into the Far Realms. It will quickly try to force its way through any portal, and attack any beign from the prime material plane.

Combat:

A Star Spawn will typically attack the target that has the highest intelligence (see Detect thoughts aura ability) and then work its way down to the least intelligent, then finish off whoever it didn't detect. It will, however, prioritize any spellcaster as well as anyone able to harm its physical form (any melee attack that bypasses its DR).

Maddening Touch (Su): Anyone hit by a tentacle attack must make a Will saving throw (DC 18) or lose 1d3 point of Intelligence, Wisdom and Charisma. Everytime someone fails their will saving throw, the Screaming Star-Spawn gains 3 temporary HP. A creature reduced to 0 in all 3 stats loses all sanity and become catatonic, occasionally muttering incoherently and staring off at something in the distance. Only a Wish or Miracle spell can recover the lost stat points if this happens. The save DC is Charisma based.

Engulf (Ex): Although it moves slowly, a Screaming Star-SPawn can simply mow down Huge or smaller creatures as a standard action. It cannot make a tentacle or bite attack during a round in which it engulfs. The screaming star-spawn merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the spawn, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 28 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spawn moves forward. Engulfed creatures are subject to the spawn’s Maddening touch (no will save) every round, and are considered to be grappled and trapped within its body. The maddening touch damage from inside the body is NOT a supernatural ability. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a screaming star-spawn must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A screaming star-spawn deals 2d6+12 points of damage with a successful grapple check.

Amorphous Physiology (Ex): The body of a Screaming Star-Spawn is an ever shifting mass of flesh. As such, it has no discernable anatomy and is immune to stunning and critical hits, cannot be tripped and cannot be flanked. Amorphous Physiology also gives it DR 30/bludgeoning. Also, every 5 rounds, all spells and spell-like abilities that have been used on the Star-Spawn (even beneficial ones) are cancelled as if their duration ran out as the body is constantly reforming itself.

Shouldn't Be (Ex): The mere presence of is disconcerting. That such a thing even exists is enough to turn the sanest mind to lunacy. Anyone who sees one must make a will save (DC 18) or take 1d6 wisdom damage. This save only happens once per encounter with the star-spawn. The save DC is charisma based.

Howls of Insanity (Su): The Screaming Star-spawn gets its name from the multiple mouths emitting constant screams of madness. During the first round of combat as a free action, and every 1d4 rounds thereafter, the mad howling reaches a peak and everyone within 40ft must make a will save (DC 18) or suffer the effects of a Confuion spell until the next time they get a save for the effect (every 1d4 rounds after the first round). This effect is always on and cannot be suppressed. The save DC is Charisma based.

Insane Mind (Ex): The mind of a Screaming Star-spawn is a chaotic mix of screams and images of things that should not be. The star-spawn is immune and cannot be affected by mind affecting spells and abilities. <i>Special:</i> Anyone attempting to use any kind of mind reading or thought detecting (such as Detect Thoughts or any Psionics from the Telepathy discipline) has to make a DC 18 will save or suffer 2d6 wisdom points from delving into an insane mind.

Detect Thoughts Aura (Su): A Screaming Star-Spawn can detect thoughts (as the spell functioning with 2 rounds of concentration, but with no Intelligence limit) of all creatures within 120ft of it (Save DC 20). This power is always on and cannot be supressed. The save DC is charisma based.

Blindsense (Su): A Screaming Star-Spawn can 'see' any creature within 120ft that has failed its will saving throw to the Detect Thoughts Aura.

Unnatural Aura (Ex): The presence of a Screaming Star-Spawn is enough to drive away any 'Animal' type creature. The area of effect is 120ft.

Skills: A screaming Star-Spawn has a +4 racial bonus to Spot, Listen and Intimidate.
cwslyclgh

11-14-05, 02:02 PM
okay, here is one of mine...

Phase Horror
Medium Aberration (extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +2 (Dex)
Speed: 30 ft. fly 70ft. (good)
Armor Class: 14 (+2 Dex, +2 natural) touch 12 flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Tentacle slap +6 melee (1d4+4 plus 1d6 acid)
Full Attack: 8 tentacle slaps +6 melee (1d4+4 plus 1d6 acid)
Space/Reach: 5ft./10ft. (with tentacles)
Special Attacks: Acid, improved grab, constrict 2d4+4
Special Qualities: Phase hop, Darkvision 60ft. DR 5/magic, Alien mind, immune to acid
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 19, Dex 14, Con 11, Int 10, Wis 13, Cha 12
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9
Feats: Alertness, Stealthy
Environment: The Far Realms of Insanity
Organization: Solitary, Pair, or flight (3-9)
Challenge Rating: 3
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: 3-6 HD (medium) 7-9 HD (large)
Level Adjustment: --

A Phase Horror looks much like a five-foot diameter sphere of writhing tentacles. They are predominantly silvery-blue in color, and constantly drip a clear acidic slime. They posses the ability to flicker back and forth between dimensions, and this is what lead to their name among material plane scholars. Phase horrors are rarely encountered on the material plane however, generally only being called here through the actions of an alienist, or else drawn through one if the temporary magical portals that sometimes form linking the far realms and the material plane at sites of great magical catastrophe (especially if madness is involved). Although a Phase Horror demonstrates remarkable intelligence in the tactics and actions, their minds are far too alien for material plane creatures to comprehend, and no attempt to communicate with one has ever been successful.

COMBAT

Phase horrors enjoy spreading terror and panic, they try to surround and confuse opposition with their phase hop ability before constricting them to death with their acid tentacles. A Phase Horror’s tentacles count as magical weapons for the purposes of overcoming the damage reduction of other creatures.

Acid (Ex): A Phase Horror’s tentacles secrete an acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Alien Mind (Ex): A Phase Horrors alien mentality renders them immune to all Mind-affecting effects.

Constrict (Ex): A Phase Horror deals 2d4+4 points of damage plus 1d6 points of acid damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a Phase Horror must hit a creature of medium or smaller size with a tentacle slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can attempt to constrict the opponent in the following round.

Phase Hop (Su): A Phase Horror can use blink as the spell (caster level 6th), and can evoke or end the effect as a free action.
Raymond_Luxury_Yacht

11-14-05, 02:31 PM
Know anywhere I could get the backstory on that? The Illithids are the one Planespanning group I know the least about, and I'd love to fill in the blanks.
It's from the 2e Illithiad.
R.M.G.C.L.F.

11-14-05, 05:17 PM
Zethid Fluke (http://boards1.wizards.com/showthread.php?t=193767)
G-Pin-Yow (http://boards1.wizards.com/showthread.php?t=121885)
Kgryne $@ (http://boards1.wizards.com/showthread.php?t=119292)
more later
savant_warlord13

11-14-05, 05:28 PM
Do you think creatures like the Tyranids of the Warhammer 40,000 game and the Zerg belong to the Far Realm? :88E:

How about H.P. Lovecraft's creations? :coolcthul


Let's try and see if we can post our own creations that come from the far realm on this thread.

Lovecraft: yes
Tyranids and Zerg: maybe originated there and evolved to not be as messed up
savant_warlord13

11-14-05, 05:54 PM
Any creature found in a Dr. Seuss book. Just add teeth! :D

and lets not forget random tentacles!
Relic

11-14-05, 06:55 PM
How about H.P. Lovecraft's creations? :coolcthul


If you want some movie inspirations just take a look at the movie, In the Mouth of Madness. Very Lovecraftian, and was actually inspired by H.P. Lovecraft's writings.
Avalon®

11-15-05, 08:40 AM
Thanks for the monsters. I was actually trying to look for creatures for a Lovecraftian style campaign setting of mine.

I'm trying to convert the zerg and the tyranids to dnd creatures. Can you guys help me on this?
Callahan

11-15-05, 03:27 PM
Thanks for the monsters. I was actually trying to look for creatures for a Lovecraftian style campaign setting of mine.

I'm trying to convert the zerg and the tyranids to dnd creatures. Can you guys help me on this?
ah. then you've come the wrong way.

check here: http://boards1.wizards.com/showthread.php?t=160726
R.M.G.C.L.F.

11-15-05, 05:29 PM
I said I'd post more.

The Dainregan and the Whsklivy (http://boards1.wizards.com/showthread.php?t=186209)

Slorgmath't (http://boards1.wizards.com/showthread.php?t=136518)
Metaxenorth (http://boards1.wizards.com/showthread.php?t=113105) far realm ooze
Weaker Far Realm Creatures (http://boards1.wizards.com/showthread.php?t=133475), cuz not everythign from the distant insanity is uber-powerful. Reality can be painfully restrictive.
Plinka (http://boards1.wizards.com/showthread.php?t=133475) Looks and acts like it sounds

More weak far realm critters (http://boards1.wizards.com/showthread.php?t=72976)
Half-far realm template (http://boards1.wizards.com/showthread.php?t=71022)

#-; (http://boards1.wizards.com/showthread.php?t=71800)
Grasping Cluster (http://boards1.wizards.com/showthread.php?t=58048)

Xurgitonous and Far Wight (http://boards1.wizards.com/showthread.php?t=173279)
Far Realm Demigods (http://boards1.wizards.com/showthread.php?t=173279)
I Am Famine

11-16-05, 10:09 AM
Heres a not so nasty but freaky pseudonatural critter for you... :D

WEMTHREYUK
Medium-sized Aberration (Extraplanar)
Hit Dice: 10d8+20 (65 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (poor)
AC: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+9
Attack: Gore +4 melee (1d8 +1)
Full Attack: Gore +4 melee (1d8 +1) or quarterstaff +3 melee (1d6/1d6 +1) or javelin +3 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, disassociative voice, sonic bend
Special Qualities: Alien defences, unreal volume, planeshift, SR 12, fast healing 5
Saves: Fort +5, Ref +3, Will +11
Abilities: Str 14, Dex 11, Con 14, Int 19, Wis 18, Cha 15
Skills: Concentration +12, Diplomacy +12, Escape Artist +10, Knowledge (arcana) +16, Knowledge (nature) +16, Listen +4, Move Silently +3, Spellcraft +16, Spot +4, Use Magic Device +10
Feats: Eschew Materials, Flyby Attack, Greater Spell Focus, Hover
-------------------------------------------------------------------
Climate/Terrain: The Far Realms
Organization: Solitary
CR: 14
Treasure: Triple standard magic items; no coins; standard goods
Alignment: Usually chaotic good
Advancement: By character class
LA: -

Wemthreyuk are bizarre but oddly friendly beings that originate from the Far Realms but spend as much as they can on the material plane. Their reason for this is because of their fascination (though 'obsession' is far more accurate word) with non pseudonatural beings. They enjoy cataloging and archiving the different animal species they discover and they wish to converse with the many intelligent beings they meet. Most humanoids are frightened and bewildered when they first meet Wemthreyuk, a reception the visitors understand and expect. However many wise creatures soon become grateful of these strange allies. Wemthreyuk for all their alien power are still quite naive about the material plane and its ways, coming from a particulary peaceful layer of the Far Realms. The material plane is still a vast unexplored land to them but seeing as Wemthreyuk are ageless creatures they have all the time in the multiverse.
A Wemthreyuk is essentially a man sized mass of tangled prehensile tentacles and dozens of flexing, undulating urchin-like legs. These fleshy pseudophilia constantly shift from being lilac and thickly scaled to pale blue and smooth. Their most striking feature however is their comparatively over-large shell-covered crescent-shaped head. Three unblinking eyes are placed on each side of its head, taking turns to light up red and then fading black again. Its has four mouths placed radially around its pointed goring chin, each having its own weirdly pitched unique voice. Wemthreyuk speak Common and their own unusual language, many also learn Draconic and many planar languages.

COMBAT
Wemthreyuk will almost never initiate a fight due to their friendly natures, but they violently defensive if they or their allies are attacked. Wemthreyuk prefer to use their spell-like abilities in combat.
Spell-like Abilities (Sp): At will- anarchic storm, balor nimbus, false gravity, seal portal (PlanarHB), blast of force, bolts of bedevilment and invoke magic (LoM). Caster level 20th.
Disassociative Voice (Su): Wemthreyuk speak in more than one voice at a time due to their four mouths and in combat these voices can intefere with the casting of magical attacks. Those fighting them must be careful that the Wemthreyuk don't snatch the very sound of their voices from their mouths. Any spell cast on a Wemthreyuk that requires verbal components has a chance of backfiring on its caster. If an opponent casting a spell on a Wemthreyuk fails to break its SR then they must make make a Will save (DC 15 +1 for the level of the spell) who suffer the affects of the cast spell. Once per day a Wemthreyuk can literally 'steal' an opponents voice. The target must make a Will save (DC 16) or be unable to speak. This simply means that the target cannot verbally communicates with others or use spells that require verbal components. A cure spell can cure them of this malady.
Sonic Bend (Su): Wemthreyuk have a strange defence mechanism if attacked with sonic energy, twisted the damage affects back on itself outwardly which gives the attack and strange pitch. Any attacker using a sonic spell with the 'Sonic' descripter or a sonic spell-like ability on a Wemthreyuk initiates a 30 foot radius from it that lasts for 1d4 rounds. All objects within its radius are subject to the shatter spell and all living creatures with 5 or less HD must make a Will save (DC 16) or become stunned for 1d8 rounds.
Alien Defences (Su): Wemthreyuk are immune to any spell or affect that ragets creatures with the Aberration type despite the fact that it is a creature of the Aberration type.
Unreal Volume (Su): Wemthreyuk seem to take up far more space than their actual size logically should allow. Despite actually being Medium-sized creatures they have the carrying capacity of a Large creature.
Planeshift (Su): Wemthreyuk can shift from the material plane to the Far Realms at will, as well as 20 (+5 for each spellcaster level it may have advanced in) HD worth of creatures and 800 ilbs worth of equipment/items. Otherwise this affect is the same as a planeshift spell cast by a 20th level spellcaster.