Plumed, frost-sworded spirits of devoted heroes, pers stand eternal guard over the portals of the upper planes and will fight to the death rather than leave their post.
A per looks like a muscular human warrior in richly decorated armor of steel or bronze, crowned by a huge helm with plumes or other decoration. Though not evil, its manner is stern and forbidding. It speaks the languages it knew in life plus the common tongue.
A per has truesight, are never surprised, regenerate 3 hp each round, and are always shielded as by a shield spell. Only +1 or better weapons harm them. Fanatically loyal, they never abandon their post and, once challenged, fight to the death without checking morale.
Its great two-handed sword strikes for 2d10. The blade, a sword +3 frost brand that rises to +6 against creatures that use or live in fire, houses the spirit of some upper power's servitor. Lawful neutral, with Int 15 and Ego 18, it speaks common, and offers confusion for 2d6 rounds (its special purpose power), detect evil/good within 10 feet, detect invisible objects within 120 feet, and detect magic within 10 feet. Per and sword are in full agreement, but anyone else who grasps it faces an ego struggle.
Its spell-like powers, used at 10th level and once per round unless otherwise limited, are ESP, light, read magic, mirror image and blade barrier at will, plus cure serious wounds three times a day and charm person or mammal seven times a day. It can also magically gauge an opponent's fighting skill, though not its spellcasting. Knowing its limits, an outnumbered per may call out the opposing leader or mightiest fighter to settle matters one on one.
Pers devote themselves utterly to their duty, using ESP and their swords' detection to screen visitors. A partial mental link joins them to their plane's powers, which learn at once when a per is threatened or slain and always send help, usually more pers, if a portal is breached.
A renowned planar traveler tells of a per she befriended who seemed as passionless as a golem until she asked what he hated. Sprites, pixies and mephits, he said bitterly. Bound to his door and allowed to use his sword only in its lawful defense, he must endure them turning his hair green or pink, making it grow, and pestering him with riddles such as how many pers are needed to pop corn (five, since one grips the pan while four rock the stove). She keeps a shield marked with a green mephit in a barred red circle in a wizard's castle, meaning to give it to him if she returns.
Every per was once a human who gave a cause absolute devotion, and fallen heroes consider the transformation a great honor. Whenever their numbers dwindle or a fresh portal appears, good powers raise up more.
More: Monsters starting with P · Planescape monsters · All monsters A-Z
| Climate/Terrain | Upper Planes |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | None |
| Intelligence | Very (11-12) |
| Treasure | Nil |
| Alignment | Lawful neutral |
| No. Appearing | 1 |
| Armor Class | -1 |
| Movement | 12 |
| Hit Dice | 10 |
| THAC0 | 11 |
| No. of Attacks | 1 |
| Damage/Attack | 2d10 (+3 or +6) |
| Special Attacks | Magical weapon |
| Special Defenses | Never surprised, regeneration, never check morale, +1 or better weapon to hit |
| Magic Resistance | 50% |
| Size | M (6' tall) |
| Morale | See below |
| XP Value | 12,000 |