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- Quadrone | Digital Demiplane
Quadrone Medium Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 3 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): The cubic quadrones comprise the upper level of worker modrons . They serve as field officers, and each battalion has a special “dozen-unit”, containing nothing but quadrone warriors. With their four arms, they are capable of wielding two bows at the same time. Some quadrones are winged (the wings replace one set of arms and negate the use of one bow) which are used for special missions or for aerial combat. As four-function creatures, quadrones can report actions and observations, make plans, react to unexpected occurrences, and act to remedy them. All quadrones have senses equal to 150% of normal human standards. They enjoy 180-foot-range infravision. Equipped with sensory organs on all six sides of their cubic bodies, quadrones are never surprised under normal circumstances. (from D&D 5th Edition Monster Manual - 2014): Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can perform 4 activities at once - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Flight - Capable longbow archers Appearance The cubic quadrones comprise the upper level of worker modrons... With their four arms, they are capable of wielding two bows at the same time. Some quadrones are winged (the wings replace one set of arms and negate the use of one bow) which are used for special missions or for aerial combat. Size Hero Forge: 5'9" (7') (XXL) Lore: Medium Suggested: Medium Other Monikers Class 4 Drone Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Air Mephit | Digital Demiplane
Air Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Most maneuverable in flight of all mephits , air mephits are flighty in personality as well. Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers — for their first mission. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble. Air mephits look like pure white muscular humanoids from the waist up and white tornadoes from the waist down. Unlike most other mephits, they have no wings but fly on their airstreams; they display astonishing agility. They are bald with broad grins and small ears, and they often wear one gold earring. Combat: Air mephits favor sudden ambush attacks and quick escapes. An air mephit attacks with two claws (1d3 damage each). To use its breath weapon, the mephit inhales sand, dirt, or other particles in the vicinity and then blows the grit at high velocity at one target within 10’ (hits automatically for 1d6 damage). The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. Once per hour air mephits can cast blur on themselves at 3rd level of magic use. Once per day they can cast gust of wind . Air mephits are immune to air and gas attacks of all kinds. They regenerate 1 hp per turn automatically. They die instantly and vanish in a vacuum. Ecology: A confined mephit can freshen and cool the air in stuffy rooms. Spellcasters unaccustomed to hot weather sometimes bring them along on trips to hot Lower Planes. (From 3.5e Monster Manual I - 2003): This winged creature looks like a short, cloud-white human with a whirlwind where its legs should be. Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound. Air mephits speak Common and Auran. Combat : Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based. Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - 5esrd (homebrew) 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Damaging grit breath - Claws - Flight - High maneuverability - Innate Spellcasting - Immune to poison Appearance Air mephits look like pure white muscular humanoids from the waist up and white tornadoes from the waist down. Unlike most other mephits, they have no wings but fly on their airstreams; they display astonishing agility. They are bald with broad grins and small ears, and they often wear one gold earring. Size Hero Forge: 3 ft. (XL) Lore: Medium (4-5 ft.) Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Green Slaad | Digital Demiplane
Green Slaad Large Aberration, Chaotic Neutral Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Whether as a host for a reds egg-pellet or as a blue’s disease victim, a powerful human or demihuman host (such as a high-level adventurer) sometimes spawns a baby green slaad instead of a red or blue. This is an auspicious occasion, and both red and blue slaadi nurture the young green carefully. At maturity (10-12 years), green slaadi have somewhat higher foreheads than reds or blues, typically with several tattoos. In their century-long careers they acquire many forehead tattoos. Green slaadi are defensive about weaknesses and self-aggrandizing in triumph. Tremendous braggarts, they sometimes pause even during combat to gloat over opponents. Combat: Green slaadi attack with two claws (1d6+2 damage) and bite (2d8 damage). They prefer to use their innate powers or gate in other slaadi for combat, but they fight viciously if pressed. A green slaad can polymorph at will into a duplicate of the human or demihuman host that spawned it. Green slaadi as a group have demonstrated the following spell-like powers, usable one at a time, one per round, at will: darkness, 15’ radius , delayed blast fireball (once per day), detect invisibility , detect magic , ESP , fear , locate object , produce flame , and telekinesis . No individual green slaad has shown all of these powers. Twice a day, with a 50% chance of success, they can attempt to gate in 1-6 red slaadi, 1-4 blue slaadi, 1-2 green slaadi, or 1 gray slaad. Green slaadi are harmed only by +1 or better weapons. (from D&D 3rd Edition Monster Manual - 2000): This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth. If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad. A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly. Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it. Green slaadi work in groups if doing so suits their immediate needs. Combat : Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it. Spell-Like Abilities: At will— chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day— dispel law (DC 16), deeper darkness, fireball (DC 14). Caster level 9th. The save DCs are Charisma-based. Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form. Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell. (from D&D 5th Edition Monster Manual - 2014): Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host’s form. At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Shapechanger - Hurl Flame - Innate Spellcasting - Resistant to acid, lightning, cold, fire, thunder - Magic Resistance - Regeneration - Blindsight, Telepathy Appearance This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth. Size Hero Forge: 3 ft. (XXL) Lore: Large Suggested: Large Other Monikers Curse Slaad Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Monster Manual 3rd Edition (2000) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Tertian | Digital Demiplane
Tertian Large Construct, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Trial, judgement and sentencing of all creatures in the modron realm is the province of the nine tertians. They supervise the quartons and hear all crimes brought against the rigid orthodoxy of the realm. For the bulk of the modron population, the tertians are alien and unfamiliar, the ultimate impartial judges. If presented with a case against a duodrone , the base modron can only imagine (if it can imagine at all) the tertian to be some incomprehensible manifestation of the supreme logic — a “super-tridrone ” so to speak. Most judgments deal with modron rogues, i.e., any modron who strays from the proper order. In addition, the tertians pass on the orders of the secundi , to whom they all report. Tertians look fairly human, except for their 12-foot height, the horns jutting from the sides of their bald heads, and their long prehensile tails that end in a macelike ball. Anyone struck by this ball must successfully save vs. paralysis with a -4 penalty to the roll or fall paralyzed until the tertian releases them. In addition, tertians may cast spells as 17th-level priests and 20th-level wizards. As with other hierarchs, they cannot use psionics, b e also immune to them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - dmdave.com (homebrew) 3rd Edition: - realmshelps.com Pathfinder: - thecreaturecodex.tumblr.com 2nd Edition: - Mojobob's Website Abilities - Combat ready: advantage on initiative - Spellcasting - 2 slam attacks and 1 tail attack - Immune to charm, frightened. phsycic - Resistant to Lightning, bludgeoning, piercing, slashing damage from nonmagical weapons - Magic Resistance - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Truesight - Flight Appearance Tertians look fairly human, except for their 12-foot height, the horns jutting from the sides of their bald heads, and their long prehensile tails that end in a macelike ball. Size Hero Forge: 4'10" (XL) Lore: Large Suggested: Large Other Monikers Class 3 Hierarch Sources - Forgotten Realms Wiki - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Summer Eladrin
Summer Eladrin Summer Eladrin Medium Fey (Elf), Chaotic Neutral Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (From Mordenkainen's Monster's of the Multivers - 2023): When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force. General Info: Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion- and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result-those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures: Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild (also Arborea, Arvandor) Stat Block 5e: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023) Abilities - Fearsome Presence - Weapons deal fire damage - Innate spellcasting - Magic Resistance - Can Parry attacks Appearance Seasonal eladrin resemble both elves and nature spirits, often leaning more heavily on the latter. Their color, appearance and abilities fluctuate with their emotional state and the four seasons of the feywild, and their moods are often so extreme that they bring those seasons with them, altering both their physical form and their environment to suit their fickle temperament. Size Hero Forge: 8'5" (XXL) Lore: Medium Suggested: Medium Other Monikers None Sources - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023)
- Nameless One | Digital Demiplane
The Nameless One Medium Humanoid, Any Alignment Hero Forge Mini Kitbashed, single mini Description Introductory Cinematic from Planescape: Torment - The Unoffocial Audio Series. (From Planescape: Torment Videogame - 1998): "You are nameless. You awoke on a slab in the Mortuary in Sigil , covered in scars and tattoos, your memory gone. Who has done this to you, and why? You don't know... yet. But you're going to find out." Opening Text: You wake up on a slab covered in dried blood and viscera. Next to you is a device that looks like some kind of sewing machine; arms with hooks, tubes and metallic thread hang from it. Around you is a system of rails running throughout the room. It looks like these slabs can be moved around in these rails. You catch movement from the corner of your eye: a floating skull? No, you realize; a floating, talking skull. "Hey, chief, you okay? You playing corpse, or you pullin' the blind on the dusties? I thought you were a deader for sure." You: "Who are you?" Skull: "Who am I? Well, how about you start? Who're you?" You: "I... I don't know... I... I can't remember." Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block 5th Edition: - Giant in the Playground forums (homebrew) 2nd Edition: - Torment Fandom Wiki Abilities - Impossible to kill, regeneration, ageless, high pain tolerance - Severe amnesia - Past incarnations provide motor memory for a staggering variety of skills, magic, knowledge, and styles of combat... if only any of it could be remembered Appearance Every inch of the Nameless One's flesh is scarred, seemingly from an impossible number of old and mostly unrelated wounds, many looking fatal. His body is so maimed, cold and pallid that he is easily mistaken for a corpse. Looking past these grim details he is a large, muscular human man in a lioncloth and primitive-looking bone belt and straps. Old beads decorate his graying black hair. Even without the scars and corpulent skin he would look tired. Size Hero Forge: 9'4" (XXL) Lore: Medium Suggested: Medium Other Monikers Michael T. Weiss Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki
- White Slaad | Digital Demiplane
White Slaad Medium Aberration, Chaotic Neutral Hero Forge Mini Double mini, no kitbash Description (from 3.5e Epic Level Handbook- 2002): A death slaad (see the Monster Manual) that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the white—and devotes most of its time and attention to the study of yet more lethal art. A white slaad is as pale as snow, seeming to glow in even the dimmest light. Combat : A white slaad may wield a magic weapon if it can find one of sufficient power to compete with its fearsome natural abilities. Stun (Ex): A white slaad can make an attacks as though it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) nine times per day. The Fortitude save DC is 30. Chaos Bite (Ex): On a successful bite attack, the slaad deals an additional 8d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized, it deals another 4d4 points of chaotic damage every subsequent round for 9 rounds. Chaos Spittle (Ex): A white slaad can spit a glob of chaos at any target it can see within 60 feet as a ranged touch attack. The chaos deals 10d4 points of chaotic damage (no splash damage). Unless the chaos is somehow neutralized, the glob deals another 5d4 points of chaotic damage every subsequent round for 9 rounds. Weaponbreaker (Ex): When a white slaad uses its Sunder feat, it rolls damage twice and takes the higher of the two rolls as the roll to break the weapon. Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, dispel law, fear, finger of death, fireball, fly, greater dispelling, identify, improved invisibility, magic circle against law, plane shift, power word blind, power word kill, see invisibility, shatter, teleport without error, word of chaos; 1/day— implosion, peripety, ruin (see Chapter 2). Caster level 21st; save DC 18 +spell level. Alternate Form (Su): A white slaad can shift between its natural form and any humanoid form at will as a standard action. A white slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 21st-level caster. Summon Slaad (Sp): Three times per day a white slaad can attempt to summon 2–4 gray slaadi (01–20 fails, 21–100 succeeds), or 1–2 death slaadi (01–60 fails, 61–100 succeeds). Telepathy (Su): White slaadi can communicate telepathically with any creature within 100 feet that has a language. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 3rd Edition: - Realmshelps.net Abilities - Acidic, chaos-based bite and spittle - Create Temporal Duplicates of itself - Shapechanger - Innate Spellcasting - Magic Weapons - Resistant to acid, lightning, cold, fire, thunder - Magic Resistance - Regeneration - Blindsight, Telepathy Appearance White slaadi [appear] as frightening humanoid toads with pale skin so white that it [seems] to glow when hit by even faint light. Size Hero Forge: 5'8" (XXL) Lore: Medium Suggested: Medium Other Monikers Chronos Slaad Sources - Forgotten Realms Wiki - 3.5e Epic Level Handbook (2002)
- Merrenoloth | Digital Demiplane
Merrenoloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape Campaign Setting Monstrous Supplement - 1994): The marraenoloths are a special type of yugoloth . The thin, gray, pale-eyed humanoids are easily identified by their skeletal faces, somber hooded robes, and eyes that glow red when they are angry. They are a cold species, mercenary at heart, like all yugoloths. They are telepathic and, in addition to speaking all languages, maintain mental contact with others of their race at all times. Combat: Marraenoloths have all the standard powers of tho yugoloths, but also use the following powers at will: alter self , animate dead , cause disease , charm person , improved phantasmal force , produce flame , and teleport without error . In addition, marraenoloths can gate in 1d6 hydroloths (75% chance), should the need arise. These yugololhs are not great warriors, attacking only with tiheir bony fangs. When angered, a marraenoloth’s eyes glow fiery red, and anyone confronted by this horrifying gaze must successfully save vs. spell or be affected as by a fear spell. The marraenoloth will then summon hydroloths to fight for it. Marraenoloths have 80% magic resistance to 1st-level spells. This resistance decreases by 5% for each higher level of spell. (Thus, a marraenoloth’s resistance to 7th-level spells is only 50%.) They are immune to acid, fire, and poison, and they suffer only half damage from gases. Their greatest weakness is cold-based attacks, which inflict double damage upon them. Habitat/Society: Marraenoloths are unique among the yugoloths in that they havy an established task: They are boatmen who pilot small skiffs on the black waters of the River Styx. Unlike many other fiends, the marraenoloths can pass from plane to plane without arousing suspicion in the minds of others. They are ferrymen and ferrymen only. Other fiends would love to subvert the marraenoloths to spy on their Blood War enemies, but these creatures are only concerned with their passengers. Marraenoloths have an innate understanding of the twists and bends of the River Styx’s channels, so they never get lost (unless it’s convenient to do so). These creatures also can pilot their crafts through the Astral Plane and to the boundary of the Prime Material Plane. They can actually enter the Prime Material, too, but they must leave their skiffs behind. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts. Occasionally they are summoned or sent to the Prime, anyway, to transport some being to or from the Lower Planes (using a special plane shift ability that work for this task only). Marraenoloths carry passengers but never cargo, always demanding immediate payment for their servixes. (Greater fiends may ignore this, forcing the marraenoloth to serve them.) The may demand a magical item, a bag of 10 platinum coins, or two gems of 50 gp value (or more). If not paid, the marraenoloth will seek to prevent the would-be passenger from entering its boat, and it will teleport itself and its craft away at the first opportunity. Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance) or by leading the summoner into an ambush (15% chance). This chance of betrayal can be reduced by making additional contributions to the marraenoloth’s hoard (-5% per additional payment listed above). Since all marraenoloths are aware of each other, all know of any person who cheats or harms anyone of their kind. They won’t come to each other’s aid (that would indicate concern for their fellows), but the identity of the transgressor is noted, and future services from any of these yugoloths will require greater payments and incur a significantly higher risk of treachery. The cheater can return to the good graces of the boatmen only by making a suitable sacrifice to all their kind. The nature of this tribute is left to the DM, but a typical one would be the surrender of rare gems or several unique magical items, presented with due ceeremony and contrition. Ecology: There are among the most neutral of the evil yugoloths, existing to collect their fares and nothing else. They stay clear of the politics of the Blood War. Because their skills are valuable to tanar’ri and baatezu alike, the other fiends tolerate this neutrality. As much as some infernal lord might like to subjugate them, it’s understood they would no longer function properly if that happened. As a marraenoloth without its sailing duties is fairly worthless, even as a lowly foot soldier in the Blood War, no one has attempted to take control of them. However, they may unwittingly play pawns in the subtle plottings of some baatezu or tanar’ri. (from Mordenkainen's Tome of Foes - 2014): The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains. A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth’s first duty is always to its vessel. Lair Actions: Any ship a merrenoloth is contracted to captain becomes the creature’s lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: The ship regains 22 ((4d10)) hit points. A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone . Regional Effects: A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects: The ship doesn’t sink even if its hull is breached. The ship always stays on course to the destination the merrenoloth names. Creatures the merrenoloth chooses to take on the ship aren’t discomfited by wind or weather, though this effect doesn’t protect against damage. If the merrenoloth dies, these effects fade over the course of (4d10) hours. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 2nd Edition: - Mojobob's Website Abilities - Fear Gaze - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Blindsight, telepathy Appearance The thin, gray, pale-eyed humanoids are easily identified by their skeletal faces, somber hooded robes, and eyes that glow red when they are angry. Size Hero Forge: 10'1" (XL) Lore: Medium Suggested: Medium to Large Other Monikers Marraenoloths, charonadaemons, he in-between Sources - Forgotten Realms Wiki - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Quinton | Digital Demiplane
Quinton Large Construct, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Quintons are the major bureau chiefs and records keepers of Mechanus . Each has a hexton assistant, seven septons , and one octon as its staff. There are bureaus in each of the sectors and quarter towers, five main bureaus in Primus ’s tower at the capitol, and each of these bureaus is headed by a quinton. Quintons look like tall, stocky humanoids with four flexible arms jutting out from the shoulders. Prehensile tails serve as the creatures’ fifth arms. They have fanlike wings similar to those of the hextons. As a symbol of rank, the quintons have a diamond inscribed in their foreheads. Quintons are capable of casting legend lore as if the questioned object or person were at hand (1d4 rounds). They may detect good/evil at will and may cast spells as 15th-level priests. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - dmdave.com (homebrew) 3rd Edition: - Realmshelps.net Pathfinder: - thecreaturecodex.tumblr.com 2nd Edition: - Mojobob's Website Abilities - Combat ready: advantage on initiative - Spellcasting - 5 slam attacks - Immune to charm, frightened. phsycic - Resistant to Lightning, bludgeoning, piercing, slashing damage from nonmagical weapons - Magic Resistance - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Truesight - Flight Appearance Quintons look like tall, stocky humanoids with four flexible arms jutting out from the shoulders. Prehensile tails serve as the creatures’ fifth arms. They have fanlike wings similar to those of the hextons. As a symbol of rank, the quintons have a diamond inscribed in their foreheads. Size Hero Forge: 6'7" (XL) Lore: Large Suggested: Large Other Monikers Class 5 Hierarch Sources - Forgotten Realms Wiki - Mojobob's Website
- Ildriss | Digital Demiplane
Ildriss Medium Elemental, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compnedium Appendix II - 1994): The ildriss, or wind terror, is a grue from the Elemental Plane of Air. On other planes an air grue is either invisible or seen as a fog-like cloud with vaporous tentacles and three faintly gleaming red eyes. The latter is its natural form on its own plane, where it is generally gray, pale yellow, or (rarely) white. Eyes are pyramidal, ranging from dark orange through scarlet to maroon. Combat : The ildriss can move invisibly on the ground or high up, so opponents’ surprise rolls take a -3 penalty. The air grue attacks first in any round. It whisks about in the former guise, but to attack it must become more substantial. It forms as an entity of swirling mist, its fog arms shooting small particles. These strike like a sandblast (3d4 damage). Their nebulous form makes air grues hard to hit (AC 2). They are immune to weapons of less than +2 enchantment and to air-based spells such as lightning bolt, cloudkill, stinking cloud, cone of cold, invisible stalker, and wall of fog. The presence of an air grue dispels all such magic within 50’. even permanent effects. Magical items are unaffected. Habitat/Society: Ildriss form ever-shifting cliques within semi-stable tribes. They follow no chain of command; those with goals lead the rest in temporary alliances. They do not betray each other, though they may not cooperate. Most are servants or spies of Yan-C-Bin, an Elemental Prince of Evil. Ecology : Outcasts on the Elemental Plane of Air, air grues are parasites and (hesitant) predators. They eat clouds, birds, and small creatures of elemental air. During mating season they defend their territories against interlopers; these territor are drifting bodies of cold dry air (From Complete Arcane - 2004): Some unseen force seems to hover in the surrounding air. Wild winds whip past, carrying dust, debris, and litter in their wake. An ildriss, or air grue, is the product of an evil spell corrupting the substance of elemental air, It is a capricious and violent creature that rages constantly against its surroundings, trying its strength against any obstacle in its path or hurling items through the air from sheer spite. It most enjoys venting its anger against any Material Plane creature it encounters. An air grue is normally invisible, but invisible, but if rendered visible, it appears as a roiling cloud of dark vapor, its face marked by angry, changing features. It speaks Auran, but it is more prone to simply scream in inchoate anger than attempt to communicate. An air grue is about 4 feet in diameter and weighs 10 pounds. To determine the type of spell object contained in an air grue, roll d%: 01-70, invisibility; 71-100, fly. Combat : An ildriss uses its speed, maneuverability, and invisibility to best advantage in combat. Air grues like to race through an enemy's ranks, striking foes at random to cause the most mayhem and uncertainty. Invisible (Su): Air grues are naturally invisible, gaining total concealment. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - worldmakers.wordpress.com (homebrew) 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Invisibility at will - Shoots small vapor particles - Immune to cold, nonmagical weapons and cold- and air-based attacks, dispels air spells within 50 feet - Flight Appearance On other planes an air grue is either invisible or seen as a fog-like cloud with vaporous tentacles and three faintly gleaming red eyes. The latter is its natural form on its own plane, where it is generally gray, pale yellow, or (rarely) white. Eyes are pyramidal, ranging from dark orange through scarlet to maroon. Size Hero Forge: 5'8" (XL) Lore: Small (3') or Medium Suggested: Small to Large Other Monikers Air grue, wind terror Sources - 3.5e Complete Arcane (2004) - Planescape: Monstrous Compendium Appendix I (1994) - Al-Qadim: Secrets of the Lamp (1993) - mojobob's website
- Octon | Digital Demiplane
Octon Large Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 3 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): There are at least 64 octons, one in charge of each sector of the plane in the modron realm. These creatures govern the wheels and can command any armies stationed there. The lesser modrons of each cogwheel are considered wards of the octons, who guard their sectors quite rigidly and see that regulations are obeyed, routine is observed, and reports are invariably correct. An octon moves through air and water by means of a circular collar at shoulder level which is part of the octon’s body. It forces air or liquid through the collar, giving the creature lift, propulsion, and a high amount of maneuverability. Eight tentacle-arms are attached to the outside of this collar. Octons use spells as 12th-level clerics. They can also employ the following spell-like abilities at will, once per round, one at a time: water walking (as the ring of that name), haste , detect good/evil , and telekinesis (3,500-gp-weight maximum). They are immune to psionics. Each octon has a personal staff of one nonaton , who in turn commands one decaton , who controls five pentadrones , then 16 quadrones , 81 tridrones , 256 duodrones , and 1,728 monodrones through the chain of command. These forces maintain towers which are smaller versions of the towers of the quartons , the secundi , and Primus , although they do not understand who built those structures. (from Planescape: Morte's Planar Parade - 2023): At the head of Mechanus ’s sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other hierarchs, such as productivity reports to septons and diagnostic data to decatons . Octons have eight mechanical tentacles which they use to manipulate objects and defend themselves, spinning them in a bludgeoning whirlwind. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can perform many activities at once - Sight in many directions at once - Combat ready: advantage on initiative - Spellcasting - 9 piercing, grappling tentacles - AOE Whirlwind of Tentacles attack - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Flight, swim speed Appearance An octon moves through air and water by means of a circular collar at shoulder level which is part of the octon’s body. It forces air or liquid through the collar, giving the creature lift, propulsion, and a high amount of maneuverability. Eight tentacle-arms are attached to the outside of this collar. Size Hero Forge: 7' (8') (XXL) Lore: Large Suggested: Large Other Monikers Class 8 Hierarch Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Mineral Mephit | Digital Demiplane
Mineral Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): These thickly-built mephits look like earth mephits. Their skin and wings glitter with ground mica. The rigid metallic wings have no obvious function in the mephit’s magical flight. Like their earthy kin, mineral mephits are clumsy in flight. They have no odor. These suspicious, greedy, and self-righteous mephits show an attitude common in their native plane of Minerals: They style themselves guards of all treasure, whether or not they own it. Combat : Mineral mepbits attack with two claws (Id4 damage each). Their breath weapon works as glitterdust (no range, 10’ radius) three times a day at 3rd level of magic use. They can move through stone walls less than a foot thick as though insubstantial. Once per hour, mineral mephits can attempt to gate in 1- 2 other mephits, either earth or mineral. If two arrive, they are the same type. Mineral mephits do not breathe and are immune to gas attacks of all kinds. Vacuum and nonmagical impaling weapons do no damage. Passwall or transmute rock to mud destroys them instantly. Mineral mephits regenerate 1 hp per turn in contact with stone. Gems and jewelry also restore hit points but are consumed in the process, 10 gp of value lost per hp restored. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Mineral Stat Block 5th Edition: - 5esrd (homebrew) 2nd Edition: - mojobob's website Abilities - Glitterdust breath blinds and outlines invisible enemies - Claws - Flight (clumsy) - Passes through solid rock and crystal - Innate Spellcasting - Immune to poison Appearance These thickly-built mephits look like earth mephits. Their skin and wings glitter with ground mica. The rigid metallic wings have no obvious function in the mephit’s magical flight. Like their earthy kin, mineral mephits are clumsy in flight. They have no odor. Size Hero Forge: 3 ft. (XL) Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers Gem mephit Sources - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website









