Agents of the neutral powers: three near-omnipotent crystal balancers that keep the plane of perfect order in equilibrium, and the silver courier spheres that carry the gods' messages.
Mediators serve the neutral powers. Two kinds exist: three great balancers dwelling on the plane of perfect order, and their humbler kin, the translators, who carry divine messages.
A great mediator is a rough ball of green crystal bristling with squares, triangles, trapezoids and smaller spheres. It communicates by empathy, though never with undead, and exists to keep light and dark, solid and liquid, and every other pair of opposites in perfect proportion.
It fights only to even out a battle, firing a green ray for 2d12 damage that ignites combustibles and hits anything in its sight with no range penalty. In game terms it has unlimited wishes usable only for balance: if liquid begins to outweigh solid on its plane, it turns liquid to solid; if two forces clash, it may destroy combatants until the sides match or stop the fight telekinetically. Its own death would upset balance most of all, so it uses wishes to protect itself, and any creature attacking it, from anywhere and by any means, instantly becomes absolutely neutral and stops. A mediator cannot be killed and is worth no experience points. Thankfully, only three exist.
Caring for nothing but symmetry, not even thinking life, mediators seem cruel, yet they are amoral rather than evil: neutrality free of emotion and bias. They appear rarely, usually heralding great change, and are regarded almost as gods.
Legend holds that when the creators first divided the young planes by alignment, squabbling split nine alignments into 17 planes. The neutral powers were given the central neutral plane but bickered until it fell out of balance, so the creators sealed it, built the clockwork plane of perfect order, moved the neutral powers there, and made three mediators to guard it, one for each Light of Balance still shining in the neutral plane's heart.
These couriers are 3-foot spheres of shining silver with no front, back or apparent body, pulsing yellow while bearing a message. They speak any language aloud rather than by telepathy and learn a new one in about 30 seconds, magically, simply by being near its speakers.
They fight only if blocked from delivering a message or unable to outrun a pursuer, which seldom happens. Their silver beam hits on anything but a 1 and freezes the target, without a save, in suspended animation for 1d12-3 rounds (zero or less means no effect), unable to move or think. It also wipes every memorized spell from a caster's mind.
The sending deity always knows when its courier is attacked mid-delivery and sends help in 1d10 rounds. Roll d100: 01-99 brings one celestial servant. On 00, roll again: 01-99 brings 1d6+1 celestials, and another 00 brings the deity itself.
Translators have no society and want no reward, living only to deliver or wait. They never alter a message, preserving its words and spirit, and warn listeners when distant languages blur the meaning. They feed on planar energy, never eat, drink or sleep, and though they seem like automatons, they think and judge for themselves.
More: Monsters starting with M · Planescape monsters · All monsters A-Z
| Mechanus | Translator | |
|---|---|---|
| Climate/Terrain | Mechanus | Upper Planes |
| Frequency | Very rare | Common |
| Organization | Solitary | Solitary |
| Activity Cycle | None | Any |
| Diet | Genius (17-18) | None |
| Intelligence | Nil | High (13-14) |
| Treasure | Lawful neutral | Nil |
| Alignment | Any | Neutral |
| No. Appearing | 1 | 1 |
| Armor Class | 5 | 8 |
| Movement | Fl 9 (A) | Fl 64 (A) |
| Hit Dice | 3 | 5 |
| THAC0 | 17 | Miss only on 1 |
| No. of Attacks | 1 | 1 |
| Damage/Attack | 2d12 | Stun |
| Special Attacks | See below | Spell erasing |
| Special Defenses | See below | Deific intervention |
| Magic Resistance | 90% | Nil |
| Size | M (5' diam) | S (3' diam.) |
| Morale | Average (8-10) | Fearless (19-20) |
| XP Value | See below | 1,400 |