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  • Bzastra

    Bzastra Bzastra Medium Monstrosity, Neutral Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix. III - 1998) From the notebooks of Ctan Ftau: "What strange life is spawned on the endless planes, where all things are surely possible, given enough time? Indeed, infinite time and infinite space means infinite potential, and the proof is all around us, on each plane of our multiverse. "Take, for example, the case of the bzastra. Most folks don’t know of this creature of the Elemental Plane of Water, for it is both rare and reclusive. Nonetheless, it’s the product of strange chance and random possibility. "As near as anyone can determine, there were once small creatures on Water that appeared to be rings of coral but were actually beasts of scaly flesh. These unintelligent, unobtrusive animals fed on the rich kelp beds of the plane. "Then, at some point (probably long ago), chance stepped in. A few of these ring creatures came upon a waterborne plant called a blue waterwhip — a bit of aquatic flora that seemed no different from the millions of other simple seaweeds thriving in the Endless Ocean. No one knew, however, that the blue waterwhip gave off a low-frequency aura of energy, invisible in all spectrums. Somehow, this energy interacted with the chemical nature of the ring creatures, bringing them together — linking them in a heretofore unknown way. On that day, the first bzastra was born." This intelligent creature is formed from the union of a blue waterwhip and three to six of the ring beasts. The rings stack horizontally atop one another, the plant’s blue vine threaded in and out between them. The bzastra exists only in this symbiotic fusion. If separated, the rings and the waterwhip resume their simplistic, unintelligent existences. Unemotional, logical creatures, bzastra have no real passions or goals other than survival. On rare occasions, however, an individual bzastra encounters someone or something that exerts a powerful influence and bends it to the cause of good or evil (or, even more rarely, law or chaos). Despite the sheer impossibility of their existence, bzastra have formed a complex society of clever, free-thinking individuals. With their strange evolution came amazing powers that allowed them to communicate telepathically with any creature, protect themselves against the predators of their watery plane, and reach high above their meager beginnings. Combat: The bzastra manipulates energy currents that run through the plane of Water. These subtle, invisible waves enable the creature to affect matter in a way that resembles a powerful and delicate telekinesis. First and foremost, the creature can defend itself by lashing out with the energy, inflicting 2d6 points of damage per attack. Alternatively, a bzastra can immobilize a single creature as if it had cast a hold person or hold monster spell (though the victim can remain free if he succeeds at a saving throw versus paralyzation). Lastly, a bzastra can project the energy all around it, forming a kind of telekinetic shield that improves its Armor Class by 6 steps (giving it an AC of 0). However, the creature can do nothing else while using its power to maintain the shield. In addition, a bzastra’s energy-control abilities enable it to use the following spell-like powers once per round, at will: animal growth , blink , ESP , plant growth , suggestion , and water breathing (on others). Through telekinesis, a bzastra can also manipulate an object of up to 200 pounds with a high degree of dexterity. The creature can use each of these spell-like power independently of its above-mentioned offensive and defensive capabilities. The energy given off by the waterwhip must be at least somewhat magical in nature, because a dispel magic spell renders a bzastra into its component parts: a few ring beasts and a strand of blue waterwhip. The spell causes no physical damage. No one’s found any other method of separating the parts of the creature without killing it in the process. Habitat/Society: Scholars assume that when the first bzastra was created by accidental contact between the ring creatures and the blue waterwhip, it used its newfound intelligence and powers to maneuver other rings and waterwhips together, thus forming more of its kind. Indeed, bzastra occasionally refer to a “time mover”, and it’s thought that it is this first individual to which they refer. Bzastra construct homes for themselves out of water plants, most frequently relying on none other than the blue waterwhip. Their globelike lairs consist of vines woven together and provide only privacy, not protection. More than just homes, however, the constructs ride the currents of the plane of Water, carrying the bzastra inside safely along. Each creature builds a separate lair, though at times a group of them may link their individual dwellings together with vine tethers. Whether alone or in a community, bzastra prize private contemplation. Many spend weeks and months in quiet meditation, focusing on topics that outsiders can barely guess at. Given their apparently random evolutionary leap, some scholars believe that the bzastra contemplate the beauty of chance. Of course, the scholars who offer this theory are Xaositects, so a berk should take their “wisdom” with a grain of salt. When active, bzastra spend their time building homes, feeding on microscopic life, and exploring their plane. Inquisitive and scholarly in their pursuits, they even record some of their findings on animal shells (using their telekinesis). Those who’ve tumbled to the creatures’ written language are said to have learned a great many secrets about the Elemental Plane of Water. Bzastra aren’t likely to be hostile, but will defend themselves if attacked. They may also try to steal interesting objects from intelligent creatures that cross their path. Generally, they do this only to further their knowledge and satisfy their curiosity, though sometimes they may figure out how to operate a magical item they’ve obtained and use it for their own sake. Ecology: Bzastra feed on microscopic or near-microscopic animals and plants like plankton and kelp. Although some bzastra are made of as few as three ring beasts or as many as six, any differences that this might cause or reflect remain a mystery. Chant has it, however, that the bzastra gather all the ring creatures they can find and secrete them away. They keep the rings safe and sound like children, occasionally forcing evolution on them through the introduction of a blue waterwhip. This speculation is probably true, since no one has ever actually seen one of the mysterious ring crealures on its own in the wild. Blue waterwhip, on the other hand, thrives throughout the Elemental Plane of Water, though it exhibits no known effects on any other creatures. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (5 ft. tall) Suggested: Medium Other Monikers None Appearance Abilities - Energy-based attacks (either force or psychic) - Telekinetic shield - Innate spellcasting (magical or psionics) - Telepathy - Swim speed This intelligent creature is formed from the union of a blue waterwhip and three to six of the ring beasts. The rings stack horizontally atop one another, the plant’s blue vine threaded in and out between them. Home Plane Elemental Plane of Water Stat Block 2nd Edition: - Mojobob's Website Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Buraq

    Buraq Buraq Large Celestial, Neutral Good Hero Forge Mini Description (From Monstrous Compendium: AL-Qadim Appendix - 1992): The buraq are the horses of heaven, companions to princes and sultans of virtue and the saviors of many holy warriors. They choose their companions and call no rider master. The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop. Combat: Although the buraq can serve as a warhorse, it rarely takes any pleasure in such service. When it does serve in battle, it avoids the fray and prefers its master take a position of leadership without getting entangled in the melee. If necessary, it can strike with its hooves for 1d6 points of damage each or bite for 2d6 points. A foe hit by both hooves is automatically knocked down and trampled for an additional 2d6 points of damage per round until he spends a complete round getting out from under the buraq’s hooves. As a traveler, the buraq excels. It can gallop through the air at the same speed as on ground, though it requires a running start of at least three rounds before it launches itself into the air. A buraq cannot stop moving once it is airborne. A trip of any length can seem instantaneous to a buraq’s rider, because, if the buraq wills it, a time stop is in effect on its back. A buraq can use this ability to preserve the life of a mortally wounded, poisoned, or starving rider until it can reach help. Some riders have crossed great distances this way and lived lives that seemed much longer than those of common folk. A buraq can speak with animals at will and has the ability to comprehend languages three times per day. Habitat/Society: The buraq is a friend to the faithful and the deserving, but before it will consent to take a rider, the rider must gain its trust. This may either be done through a lifetime of good deeds, close personal attention to the buraq (currying, combing, braiding its mane), sharing of fresh fruit and sweets, bravery and generosity, and a willingness to sacrifice the rider’s goals and desires to fulfill the needs of others. The potential rider must show mercy and respect for each person while balancing his mercy with respect for the law and all the harsh justice it sometimes demands. Few meet the buraq’s standards, and even a single failure is enough to drive it away, never to return. A buraq always demands its master’s care and devotion in return for its service. In return, it offers good advice and counsel, and it will serve fearlessly in the face of danger. The buraq can travel across any terrain unerringly by day or night; it never gets lost because of its ability to navigate by the sun and by the stars. Although it can cross straits and narrow channels, it cannot cross oceans because it must rest on land every night. Herds of buraq are said to run free at the edge of the world and in the green fields of Elysium, the Twin Paradises, the Happy Hunting Grounds, Olympus, and the Seven Heavens. Ecology: The buraq has the usual needs of a fine horse, but it can survive without any physical nourishment at all. It thrives on the care and attention involved in feeding and grooming, rather than the food itself; the buraq can literally eat good intentions. Thus, it could be well maintained by a big-hearted beggar and it could wither away in the care of a distant, proud sultan. The feathers of a buraq’s tail are valuable in the creation of scrolls, especially scrolls of protection and clerical scrolls dealing with curative and protective magics. A buraq may occasionally visit a renowned or particularly pious congregation of the faithful or the hovel of a mystic and leave a single feather behind as a sign of the gods’ favor. Combined with inks made from precious stones and gold dust, this feather may be used to inscribe either a single scroll of protection or a scroll of up to 14 spell levels in any combination (two 7th-level spells, two 5th-level and one 4th-level, and so on). Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: Mount (XL) Lore: Large (6' long) Suggested: Large Other Monikers Horse of Heaven Appearance Abilities - Travel of any distance seems instantaneous for anyone riding the buraq (Time Stop) - Innate spellcasting (magical or psionics) - Bite, hoof, trample attacks - Flight The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop. Home Plane Elysium and other Upper Planes Stat Block 5th Edition: - 5esrd.com (homebrew) 3.5e: - d20pfsrd.com 2e: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - Monstrous Compendium: AL-Qadim Appendix (1992) - Mojobob's Website

  • D&D | Digital Demiplane

    Digital Demiplane provides free digital art, environments, monsters, downloadable assets and monster lore for the Dungeons & Dragons Tabletop Roleplaying Game. Assets are created using Hero Forge and Talespire, with links provided. Planescape is the site's main focus but many assets are universal and agnostic to all D&D settings! Great place to find inspiration for thought-provoking monsters and strange, extradimensional realms from the great wheel cosmology of D&D! Digital DemiPlane Art and Lore for Planescape, D&D, and related TTRPGs Updates Wednesday, March 06, 10:30 PM Tieflings and Genasi ! Because they're two playable races introduced in Planescape and had to be here. Lots of potential NPCs here, including some fun easter eggs for Critical Role, Baldur's Gate and Torment fans.... - Matt-GM Tuesday, March 05, 11:00 PM The jinn (a.k.a. Genies ) have come to the bestiary, along with a lot of old 2nd edition lore which seems very interesting to me, but it's D&D genies , with the likely mythological accuracy of Disney's Aladdin. The lore could probably also use a sensitivity screening by a well-paid expert which I definitely cannot afford. I don't think anything punches down, but if there's stuff in there that's upsetting (hopefully not everything), let me know and I'll likely take it down with apologies. - Matt-GM Friday, November 10, 11:00 AM The Inevitables , divine constructs of the gods of law, have arrived in the bestiary! - Matt-GM Wednesday, November 1, 2:00 PM More giants have arrived! Did a bunch of Storm, Cloud, and Hill giants, and made specific lore pages for each type in the bestiary. Check out the new pages in the giants section. - Matt-GM Saturday, October 21, 2:00 PM Someone suggested the Nameless One mini needs Morte. Could not refuse! This version's not in the bestiary yet (though Morte is, by his lonesome), but the Hero Forge link of them together is here . :) - Matt-GM Saturday, October 21, 11:00 AM, 2023 Gave our old friend Dak'kon a custom face. He's earned it. - Matt-GM Thursday, October 19, 4:00 PM, 2023 Did an update of the Dabus - now with a custom face, new shoulders, and several robe colour variants, including a version of Fell , the fallen dabus. - Matt-GM Saturday, October 14, 7:00 PM, 2023 Just finished a pass of this update section! - Matt-GM

  • Monsters | Digital Demiplane

    An increasingly vast assortment of monsters from Dungeons & Dragons. My focus is mostly on extradimensional creatures for the Planescape settings, especially critters from the outer planes, but a lot of them are pretty universal, and weird enough to maybe inspire some new ideas for your game. Every monster listed has at least one miniature linked (made in Hero Forge) for use in your own game. I'm still not done every Planescape monster ever, but it remains my ambition! In the meantime, enjoy! Bestiary Made with Hero Forge Disclaimer: There's no paywalls on this site. Every image has a free Hero Forge link available, and (often) a lore page describing the creature. You can view and modify any of these minis using the Hero Forge interface, and buy what you want from their system. Hero Forge is designed for humanoids, not monsters, so most of these are made from kit-bashed versions of adventuring items, shields, or any other prop I can cram into the mini to change its shape. I enjoy the challenge, but you need a certain level of expectation about the result. Some of the minis use floating item bugs and other tricks. If you want to print a physical mini, Hero Forge charges more, and won't handle any free-floating objects that aren't physically connected to the base. Floating stuff seems to work fine in VTTs like Talespire, fortunately. A lot of the monsters have lore pages, but not all. It takes a fair bit of time to build these pages. I'll get around to it. My priorities change like the wind, but in an ideal world, I want to try to make every monster in Planescape's 2nd edition; and maybe a few monsters from 5th edition, if I have time. There's also tons of minis I'd love to update with the new features (custom faces, full kit bashing, etc.), not to mention all the experience I've accumulated since I started. If you have preferences or requests about how I spent my time, feel free to ask from the Contact page. - Matt-GM Planescape Contents [A-D] Aasimar Aasimon (angels) Agathinon Movanic Deva Monadic Deva Astral Deva Light Aasimon Planetar Solar Air Sentinel Animal Lords Animentals Archons Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon Aboleth Abrian Achaierai Aleax Allip Ardling Arcane Asrai Astral Dreadnought Astral Searcher Asura Azer Bacchae Banderhobb Baku Balaena Banshee Barghest Bariaur Beholder Belker Berbalang Bladeling Blink Dog Bloodthorn Bodak Boggle Boneclaw Bonespear Buraq Busen Bzastra Cadaver Collector Cambion Chaos Imp Chimera Chososion Chuul Couatl Cranium Rat Cyclops Dabus Darklight Darkweaver Deep Scion Delphon Demarax Demons (tanar'ri) Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol Dhour Devete Devils (baatezu) Amnizu Barbazu Bezekira Black Abishai Blue Abishai Cornugon Erinyes Gelugon Green Abishai Hamatula Imp Kocrachon Kyton Lemure Merregon Narzugon Nupperibo Orthon Osyluth Pit Fiend Rakshasa Red Abishai Spinagon White Abishai Devourer Dharum Suhn Diakk Displacer Beast Dragons Abyssal Drake Adamantine Dragon Amethyst Dragon Astral Dragon Battle Dragon Black Dragon Blue Dragon Brass Dragon Bronze Dragon Chaos Dragon Copper Dragon Crystal Dragon Dracolich Dragonbone Golem Emerald Dragon Ethereal Dragon Faerie Dragon Ghost Dragon Gold Dragon Green Dragon Hellfire Wyrm Hollow Dragon Howling Dragon Moonstone Dragon Oceanus Dragon Pseudodragon Pyroclastic Dragon Radiant Dragon Red Dragon Rust Dragon Sapphire Dragon Sea Serpent Shadow Dragon Silver Dragon Styx Dragon Tartarian Dragon Time Dragon Topaz Dragon White Dragon Wyvern Contents [E-Z] Egarus Empyrean (Titan) Einheriar Eladrin Autumn Eladrin Bralani Coure Firre Ghaele Noviere Shiere Spring Eladrin Summer Eladrin Tulani Winter Eladrin Facet Fhorge Fire Bat Firenewt Foo Creature Formians Worker Warrior Taskmaster Myrmach Queen Fundamental Gear Spirit Genasi Genies Dao Djinn Efreet Jann Khayal Marid Qorrash Tasked Administrator Genie Tasked Architect Genie Tasked Artist Genie Tasked Deceiver Genie Tasked Guardian Genie Tasked Harim Servant Genie Tasked Herdsman Genie Tasked Messenger Genie Tasked Miner Genie Tasked Oathbinder Genie Tasked Slayer Genie Tasked Warmonger Genie Tasked Winemaker Genie Giants Cloud Giant Cloud Giant Smiling One Hill Giant Fire Giant Fire Giant Dreadnaught Frost Giant Stone Giant Storm Giant Storm Giant Quintessent Gith Githyanki Buccaneer Githyanki Gish Githyanki Kith'rak Githyanki Knight Githyanki Star Seer Githyanki Supreme Commander Githyanki Warrior Githyanki Xenomancer Githzerai Anarch Githzerai Enlightened Githzerai Monk Githzerai Zerth Grues (Elemental) Chaggrin Harginn Ildriss Varrdig Guardinals Avoral Cervidal Equinal Leonal Lupinal Musteval Ursinal Hags Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Hollyphant Hook Spider Hordlings Howler Illithids (Mind Flayers) Alhoon (Illithilich) Eater of Knowledge Elder Brain Elder Brain Dragon Intellect Devourer Mind Flayer Mind Flayer Clairvoyant Mindwitness Neolithid Ulitharid Inevitables Kolyarut Marut Quarut Varakhut Zelekhut Lady of Pain Larva Lillend Mephits Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit Modrons Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Septon Hexton Quinton Quarton Tertian Secundus NPCs (Torment) Annah Dak'kon Deionarra Fall-From-Grace Ignus Morte Nordom Ravel Puzzlewell The Nameless One Vhailor Rilmani Abiorach Argenach Aurumach Cuprilach Ferrumach Plumach Slaadi Black Slaad Blue Slaad Death Slaad Gray Slaad Green Slaad Red Slaad White Slaad Tieflings Yugoloths (daemons) Arcanaloth Baernaloth Canoloth Dhergoloth Hydroloth Merrenoloth Mezzoloth Nycaloth Oinoloth Piscoloth Ultroloth Yagnaloth Aasimar [about] Aasimon (Angels) [about] Agathinon Astral Deva Light Monadic Deva Movanic Deva Planetar Solar Animal Lords [about] Animentals [about] Archons [about] Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon Ardlings [about] Aboleth Abrian Achaierai Air Sentinel Aleax Allip Arcane Asrai Astral Dreadnought Astral Searcher Asura Azer Bacchae Baku Balaena Banderhobb Banshee Barghest Bariaur Beholder Belker Berbalang Bladeling Blink Dog Bloodthorn Cambions [about] Chaos Beasts [about] Cadaver Collector Chaos Imp Chimera Chososion Chuul Couatl Cranium Rat Cyclops Dabus Darklight Darkweaver Deep Scion Delphon Demarax Devete Devourer Dharum Suhn Dhour Diakk Displacer Beast Demodands (Gehreleths) [about] Farastu Kelubar Shator Demons (Tanar'ri) [about] Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol Devils (Baatezu) [about] Amnizu Barbazu Bezekira Black Abishai Blue Abishai Cornugon Erinyes Gelugon Green Abishai Hamatula Imp Kocrachon Kyton Lemure Merregon Narzugon Nupperibo Orthon Osyluth Pit Fiend Rakshasa Red Abishai Spinagon White Abishai Dragons [ab out] Black Blue Green Red White Brass Bronze Copper Gold Silver Emerald Sapphire Moonstone Crystal Topaz Amethyst Faerie Pseudodragon Sea Serpent Wyvern Dracolich Dragonbone Golem Ghost Hollow Abyssal Drake Adamantine Astral Battle Chaos Ethereal Hellfire Wyrm Howling Oceanus Pyroclastic Radiant Rust Shadow Styx Tartarian Time Einh eriar [ab out] Eladrin [about] Bralani Eladrin Coure Eladrin Noviere Eladrin Spring Eladrin Summer Eladrin Autumn Eladrin Winter Eladrin Firre Eladrin Ghaele Eladrin Shiere Eladrin Tulani Eladrin Egarus Empyrean Facet Fhorge Fire Bat Firenewt Foo Creature Fundamentals Gear Spirit Hollyphant Hook Spider Howler Formians [about ] Worker Warrior Taskmaster Myrmarch Queen Genasi [about] Genies [about ] Dao Djinn Efreet Jann Khayal Marid Qorrash Administrator Architect Artist Deceiver Guardian Harim Servant Herdsman Messenger Miner Oathbinder Slayer Warmonger Winemaker Giants [about ] Hill Giant Stone Giant Frost Giant Fire Giant Fire Giant Dreadnaught Cloud Giant Cloud Giant Smiling One Storm Giant Storm Giant Quintessent Gith [about ] Githyanki Warrior Githyanki Knight Githyanki Gish Githyanki Kith'rak Supreme Commander Githyanki Buccaneer Githyanki Star Seer Githyanki Xenomancer Githzerai Monk Monk Githzerai Zerth Zerth Githzerai Enlightened Enlightened Githzerai Anarch Anarch Grues (Elemental) [about] Chaggrin Chaggrin Harginn Ildriss Vardigg Guardinals [about ] Musteval Cervidal Lupinal Equinal Avoral Ursinal Leonal Hags [about ] Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Hordlings [about ] Illithid (Mind Flayers) [about] Mind Flayer Alhoon Clairvoyant Ulitharid Intellect Devourer Eater of Knowledge Elder Brain Elder Brain Dragon Mindwitness Neothilid Inevitables [about ] Kolyarut Kolyarut Zelekhut Marut Marut Marut Quarut Varakhut Lady of Pain Larva Lillend Mind Flayer Mephits [about] Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit Modrons [about ] Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Septon Hexton Quinton Quarton Tertian Secundus NPCs (Torment) [pages coming soon ] Annah Dak'kon Fall-From-Grace Morte Nameless One Nordom Ignus Vhailor Deionarra Ravel Puzzlewell Rilmani [about] Plumach Abiorach Ferrumach Cuprilach Argenach Aurumach Slaadi [about] Red Slaad Blue Slaad Green Slaad Gray Slaad Death Slaad White Slaad Black Slaad Tieflings [about] Yugoloths (Daemons) [about ] Mezzoloth Dhergoloth Canoloth Piscoloth Hydroloth Nycaloth Merrenoloth Arcanaloth Yagnoloth Oinoloth Ultroloth Baernaloth

  • Banderhobb

    Banderhobb Banderhobb Large Monstrosity, Neutral Evil Hero Forge Mini Description (from Volo's Guide to Monsters - 2016): A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper. Birthed by Hags . In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry. Silent and Deadly. When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner. Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away. A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam. (from 4th Edition Monster Manual III - 2010): As the day recedes, shadows lengthen over the world like grasping claws. That's when the banderhobbs come. Beneath the stars, in the dead ofmoonless nights, they march in ones and twos from the land ofdeath and darkness. A banderhobb's snaking tongue ensnares its victim, drawing it into the creature's distended maw before it is swallowed into the banderhobb's cavernous stomach. Then the creature departs to where its master waits for it to regurgitate its stili-living cargo. For what purpose? A banderhobb never tells. LORE: Arcana DC 25: Parents tell children that if they misbehave, banderhobbs will come to take them away. According to stories. the torsos ofbanderhobbs are carved with ritual markings that allow them to pass between worlds at places where the veil is thin and shadows are thick. Their home is the Shadowfell, where their ancient master dwells in a dark tower. People speculate that the banderhobbs' captives work as slaves in the Shadowfell until they eventually transform into banderhobbs. Fragments oflore tell ofvast feeding pits where banderhobbs feast. In the dark reaches of this place, no god watches. Encounters: Even the other fell creatures ofthe Shadow fell shun banderhobbs. When banderhobbs do ally with other creatures, they are most often seen in the company of shadow wolves and howlers. Banderhobb Warder: Lurking in shadow, such as the dark of the cellar and the black abyss beneath the bed, are the banderhobb warders. No place in the world is safe from warders, for it is in the brightest light that the darkest shadows are cast. No matter how far a person flees, a warder finds its prey. Banderhobb Filch: Like a lizard, a shadowy thing scuttles down chimneys, through windows in walls and holes in thatch to the bedsides ofsleepers. Something is dragged across the floor. A shadow is hunched, hefting an awkward sack stretched from its shoulder to the earth. Something is dragged through the woods. The creature moves over stones, through brambles. The sack whimpers, and the thing draws it tight, draws it silent. Someone is dragged away. Banderhobb Abductor: They find the places where shadows are thick. On flat 0 feet, banderhobb abductors silently slip into the world ~ to steal and feed. They lurk in the seams between this w world and the shadow realm. looking into this world, waiting for the right opportunity. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 13 ft. (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Appearance Abilities - Tongue attack deals necrotic damage and drags enemies close - Grappling bite attack - Swallows enemies, dealing necrotic damage each turn - Shadow step teleport - Shadow stealth - Uses piece of object or creature to track within 1 mile - Immune to charmed, frightened A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. Home Plane Shadowfell, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010) Sources - Forgotten Realms Wiki - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010)

  • Boneclaw

    Boneclaw Boneclaw Large Undead, Chaotic Evil Hero Forge Mini Description (from Mordenkainen's Tome of Foes - 2018): A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich’s attributes — but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master — a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master’s wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master’s desires. Limited Immortality. A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep. (from 3rd Edition Monster Manual III - 2004): This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws out toa distance of 20 feet, neatly skewering fleshy creatures that stand in the way. A boneclaw stands about 8 feet tall and weighs about 300 pounds. Boneclaws speak Common and Abyssal. Combat : A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, surprising them with an attack of opportunity by extending its claws as its enemies close to melee range. With its Combat Reflexes, this can occur often within the same fight. A boneclaw normally attacks using its Power Attack feat, taking a —2 penalty on its attack rolls and gaining a +2 bonus on damage rolls. Reaching Claws (Ex): A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 \, feet (thereby allowing the boneclaw to threaten more squares than even its Large size 4 would otherwise indicate). i Unholy Toughness (Ex): A boneclaw gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice. Boneclaws in Eberron: Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. During the Last War, spies from Karrnath failed to steal the secrets of boneclaw construction from a cabal of necromancers operating within the Great Crag (Droaam’s capital). Through careful negotiation, however, Emerald Claw agents have succeeded where the Karrns failed and have begun creating their own boneclaw killers. Boneclaws in Faerûn: Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faertin. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 13 ft. (XL) Lore: Large (8-9 ft. tall) Suggested: Large Other Monikers None Appearance Abilities - Piercing claw attacks grapple victims and drag them close - Deadly reach - Chooses host/master so it can rejuvenate after its body is destroyed - Shadow jump teleport does AOE necrotic damage - Immune to poison, charmed, exhaustion, frightened, paralyzed - Resistant to cold, necrotic, nonmagical attacks - Shadow stealth - Requires no air, food, drink, or sleep This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Home Plane Prime Material Plane, Negative Energy Plane Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3rd Edition: - realmshelps.net Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - 3rd Edition Monster Manual III (2004)

  • Banshee

    Banshee Banshee Medium Undead, Chaotic Evil Hero Forge Mini Description (From 5th Edition Monster Manual - 2014): The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. Beauty Hoarders. The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. (From 3rd Edition Monster Manual II - 2002): A banshee is the spirit of a strongwilled, selfish individual of a humanoid race. Because of its rage at the loss of its own life, it delights in bringing death to any living creature it encounters. This creature appears as a translucent image of the form it held in life. With the passage of time, the banshee’s image tends to become blurred and indistinct, though the creature remains recognizable as a humanoid. The very presence of a banshee creates a pall over the landscape. Its ability to stunt the growth of plants combined with its deadly wail eventually reduces the surrounding territory to blasted heath and wasteland. Largely for this reason, many cultures consider a sudden blight upon the land to be an omen of death. A banshee speaks the languages that it knew in life. Combat: Banshees hate all living things with an unholy fury, and they readily attack anyone foolish enough to trespasses within their territories. A banshee typically uses its horrific appearance to drive off less powerful foes, then employs its howling wail one or more times to damage any who remain. Finally, it finishes off the intruders with its Charisma drain in melee. If overmatched, the creature flees into the earth, usually to a gravelike lair that it maintains beneath the surface. Charisma Drain (Su): An individual struck by a banshee must make a Fortitude save (DC 26) or permanently lose 1d4 points of Charisma (or 2d4 points on a critical hit). The banshee heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points. Horrific Appearance (Su): Any living creature within 60 feet that views a banshee must make a successful Fortitude save (DC 26) or permanently lose 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 points of Constitution. A creature that successfully saves against this effect cannot be affected by the same banshee’s horrific appearance for 24 hours. Wail (Su): During the night, a banshee can loose a deadly wail. This attack can slay up to eighteen living creatures within a 30-foot spread centered on the banshee, or within a 60-foot cone extending from the banshee, at the creature’s option. A successful Fortitude save (DC 26) negates the effect. Once a banshee wails, it must wait 1d4 rounds before it can do so again, and it can wail no more than three times per day. Detect Living(Sp): This ability functions like the commune with nature spell, except that it detects only living creatures and the range is one-half mile. The banshee can use detect living up to three times per day. Incorporeal Subtype: A banshee can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A banshee can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A banshee always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Stunt Plants (Su): Once per day, a banshee can stunt all normal plants within a one-half mile radius. This ability otherwise functions like the stunt version of a diminish plants spell (caster level 18th). Undead Traits: A banshee is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A banshee cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). (From Monstrous Manual - 1993): The banshee or groaning spirit , is the spirit of an evil female elf — a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet. Banshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain — hence their name. Combat: Banshees are formidable opponents. The mere sight of one causes fear, unless a successful saving throw vs. spell is rolled. Those who fail must flee in terror for 10 rounds and are 50% likely to drop any items they were carrying in their hands. A banshee’s most dreaded weapon is its wail or keen. Any creature within 30 feet of a groaning spirit when she keens must roll a saving throw vs. death magic. Those who fail die immediately, their faces contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night. The touch of a groaning spirit causes 1d8 points of damage. Banshees are noncorporeal and invulnerable to weapons of less than +1 enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to charm , sleep , and hold spells and to cold- and electricity-based attacks. Holy water causes 2d4 points of damage if broken upon them. A dispel evil spell will kill a groaning spirit. A banshee is turned as a special undead. Banshees can sense the presence of living creatures up to five miles away. Any creature that remains within five miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack varies with the victim. Beasts and less threatening characters are killed via a touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit’s keen are left alone. When attacking adventurers, the groaning spirit attacks at night with her wail. If any characters save successfully, she then retreats to her lair. Thereafter, each night, the groaning spirit returns to wail again. This routine is repeated until all of the victims are dead or have left the groaning spirit’s domain, or until the groaning spirit is slain. Habitat/Society: Banshees loathe all living things and thus make their homes in desolate countryside or ancient ruins. There they hide by day, when they cannot keen, and wander the surrounding countryside by night. The land encircling a groaning spirit’s lair is strewn with the bones of beasts who heard the groaning spirit’s cry. Once a groaning spirit establishes her lair she will remain there. The treasure of groaning spirits varies considerably and often reflects what they loved in life. Many hoard gold and fine gems. Other groaning spirits, particularly those that haunt their former homes, show finer tastes, preserving great works of art and sculptures, or powerful magical items. It is nearly impossible to distinguish the cry of a groaning spirit from that of a human or elf woman in pain. Many a knight gallant has mistaken the two sounds, and then paid for the mistake with his life. Banshees are exceptionally intelligent and speak numerous languages, including common, elvish, and other demihuman languages. Banshees occasionally use their destructive powers to seek revenge against their former adversaries in life. Ecology: Banshees are a blight wherever they settle. They kill without discretion, and their only pleasure is the misfortune and misery of others. In addition to slaying both man and beast, a groaning spirit’s keen has a powerful effect upon vegetation. Flowers and delicate plants wither and die and trees grow twisted and sickly, while hardier plants, thistles and the like, flourish. After a few years all that remains within five miles of a groaning spirit’s lair is a desolate wilderness of warped trees and thorns mixed with the bones of those creatures that dared to cross into the groaning spirit’s domain. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (5-6 ft. tall) Suggested: Medium Other Monikers Groaning spirits, wailing ghosts Appearance Abilities - AOE wail potentially kills creatures or inflicts psychic damage - Horrifying visage frightens creatures - Corrupting touch does necrotic damage - Detects life up to 5 miles - Immune to cold, necrotic, poison, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained - Resistant to acid, fire, lightning, thunder, nonmagical attacks - Needs no air, food, drink, or sleep - Incorporeal movement - Flight Banshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain — hence their name. Home Plane Feywild, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - D&D 5th Edition Basic Rules (2014) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - Angry Golem Games - D&D 5th Edition Basic Rules (2014) - DnDBeyond - 3rd Edition Monster Manual II (2002) - 2nd Edition Monstrous Manual (1993) - Mojobob's Website

  • 500 | Digital Demiplane

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  • Cyclops | Digital Demiplane

    Cyclops Huge Giant, Chaotic Neutral Hero Forge Mini (From 5th Edition Monster Manual - 2014): Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory. Nonreligious. Legends claim that the cyclopes are the spawn of one of the gods of the giants , but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains. Unsophisticated. Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn. A cyclops lairs within a day’s journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don’t use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal. Unwise. Cyclopes aren’t great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a “god” is a mere mortal. (From Bigby's Glory of the Giants - 2023): Cyclopes . Contradictory legends explain the origin of cyclopes , and none of those legends are told by cyclopes themselves (who generally display little interest in the question of their origins and their connection to the gods). Some myths lump them in with ogres as descendants of Vaprak, while others claim they were once ogres who joined the ancient fomorians’ invasion of the Feywild and thus shared in fomorians’ banishment to the Underdark and the resulting corruption of their physical forms. One myth suggests cyclopes are descendants of Karontor like the fomorians, but stemming from a line that began after Karontor’s banishment rather than before it. (By Eric Cagle in Dragon Magazine #323): Legends speak of an enigmatic race of giants known as the cyclopes. Similar to hill giants in many ways, these brutes had one unique trait: single eyes situated in the middle of their foreheads. Cyclopes lived in an uneasy peace with other giants, with the one-eyed beings losing battles more often than winning. Over time, cyclopes lost the majority of their territory, forcing them to move farther into the wilderness or closer to the settlements of humanoid races, particularly humans. In most of these collisions of cultures, the humanoids treated cyclopes with fear and suspicion, resulting in the slow decline of the cyclopes population. Over the centuries, as the cyclopes died off, other races came to regard them as nothing more than a myth. However, pockets of these giants survived in the wilderness and along the rocky crags of forbidding shores. Tales persisted of sailors running afoul of cyclopes living on isolated islands. Most of these stories ended poorly for the sailors, but some tell of a cyclops who would trade a glimpse into the future for goods or favors. In one story, a flood of refugees fled their city during a siege and sought out the ancient cyclops, Menta the Wizened. Menta foretold of great doom and despair for many of the refugees, but eventual revenge against their attackers. His prophecy came true, and the grateful survivors deified Menta and made his home a sacred place. Worshippers and omen seekers often visited the island, and Menta took some as mates. His children, although smaller and weaker than the giant who begat them, slowly spread throughout the land and became a viable race in their own right. These first cyclopeans retained both their ancestor's ability to look into another person's future, as well as a deep passion for solitude and respect for nature. Most of these cyclopeans stayed close to the sea, doing their best to remain hidden from others. They made peaceful contact with gnomes, fey, and the rare dwarven clans who regarded cyclopeans with curiosity. Although most cyclopeans consider Menta the father of their race, other myths persist that tell of tribes that descended from other cyclopes. Known as the feral-kind, these cyclopeans are violent and savage, like many other types of giants. While most cyclopeans descended from Menta wish only to live in peace, their brethren make life difficult for the race, attacking innocent travelers who roam too close to their caves and hovels. Today, the two cyclopean branches form a minor, fragmented race, eking out an existence among more numerous humanoids. Rumors persist that some cyclopeans see visions of their race's ultimate fate - but none, even under pain of death, reveal what the future holds for their kind. Some sages speculate that the cyclopeans face a slow, agonizing extinction as their bloodline runs dry, although hints abound of the race gaining greater glory and respect. Optimistic - some say naive - cyclopean adventurers dedicate themselves to increasing their race's beleaguered status. The boldest make quests to locate the few remaining cyclopes in hope of bringing power to their ailing race. The most fervent even believe Menta lives and waits for his children to return to him, and they scour the world seeking him. Personality : Introspective and thoughtful, Menta cyclopeans often take a long-term view. Because of their ability to look into the future, cyclopeans often seem lost in thought, spending more time "looking forward" than paying attention to the world of the present. Even if not actively using their future sight, most cyclopeans spend their time mulling over other creatures' fates and what those creatures mean in the scheme of the universe. To others, a cyclopean might seem distracted and absent-minded, and often needs coaxing to pay attention to matters at hand. Otherwise, the relatively peaceful and withdrawn cyclopeans strive to live in harmony with their surroundings. Often witnesses to the folly in others, they maintain a fatalistic attitude toward life that makes them stoic and unemotional. They know of the future's eternal flux and that patience and calm help them survive turbulent times - they believe that if one waits long enough, new possibilities always emerge. Their unique ability to see into the future creates two distinct personality types among the peaceful Menta cyclopeans. One type becomes deeply intrigued - almost obsessed - with the lives of other sentient beings, peering into the future and watching as their fates play out. Sometimes these cyclopeans befriend beings they see as having interesting fates, guiding those creatures with advice bestowed by their ability. The other type of Menta cyclopean, haunted and overwhelmed by seeing the fate of others, withdraws from society and seeks solitude. They reveal their secrets only through bribes, coercion, or methods of convincing them of the importance of their information. Either way, many beings seek out cyclopeans in hope of finding out what the future holds. Most Menta cyclopeans loathe revealing too much and become angry or morose if asked too often. Menta cyclopeans cherish those beings who learn to accept them for more than their ability to see into the future. Bitter and savage, the feral-kind cyclopeans use their great strength and physical prowess to toy with victims before killing them out of spite. These evil loners typically live close to other humanoids in order to have plenty of "toys" to play with. Feral-kind cyclopeans possess a dark and twisted view of the world, seeing it as a place of hardship where only the strong survive. They see their more peaceful brethren as weak and soft, misusing their talents and heritage for pointless reasons. Smarter feral-kind cyclopeans might even adopt the ruse of acting like their more gentle brethren in order to lure the naive and overly trusting. Physical Description : Descended from the giant race of cyclopes, these extremely tall humanoids stand just shy of Large size at 7 to 8 feet. With wiry builds and ruddy, leathery skin, cyclopeans weigh between 250 and 350 pounds. Both types of cyclopean females generally wear their hair very long while the males shave their heads bald. Elder male cyclopeans commonly tattoo their smoothly shaved heads with intricate abstract patterns. The higher the male's status, the more complicated the tattoo. Located immediately above the bridge of its nose, the cyclopean's single eye is slightly larger than normal for a humanoid of its size, and it requires far less blinking to keep it moist and safe. Its eye always has a brilliant color resembling a gemstone, with no two cyclopean irises sharing the same color. Because of their single eye, cyclopeans lack depth perception and few make use of ranged weapons, preferring to hunt with spears and clubs, or to fish for their meal. This lack of depth perception often causes them to ignore personal space and move uncomfortably close to others, and it also makes them nervous when people try to talk to them from far away. Menta cyclopeans prefer to wear simple garb, such as tunics, loincloths, or robes, which they often wear short in the dry, arid regions that they commonly inhabit. They dislike bold and gaudy adornment, although almost every Menta cyclopean wears a necklace or other bit of tasteful jewelry made from natural materials. Feral-kind cyclopeans wear animal skins and bits of jagged metal, often culled from discarded or stolen armor. Relations : Cyclopeans live close to the land, and as a result, find themselves dealing most often with gnomes, dwarves, and sylvan beings. Menta cyclopeans respect the privacy and territory of other races and ask only the same in kind. However, due to their future sight, other beings often seek out cyclopeans in hopes of having their futures predicted. Some tribes see little problem with this, trading information from their visions for goods from other races. Other tribes dislike the requests and demands of seekers who ask too much or too often, and they turn their backs on anyone who gets too pushy. Feral-kind cyclopeans, particularly those who live deep in the wilderness, often find themselves dwelling side-by-side with sylvan races, such as satyrs, pixies, and dryads. Occasionally, this close proximity leads to violence, but the feral-kind cyclopeans have lost enough warriors in the past that they rarely start fights anymore. Most cyclopeans treat giants with a neutral attitude, knowing that they share a common ancestry but one they often wish to leave in the past. In turn, giants, especially hill and stone giants, regard cyclopeans with superstition and begrudging respect. Most giants simply leave them alone, sensing the blood of the cyclopes running in their veins. The more enlightened and intelligent giants, such as cloud and storm giants, have a patronizing view of cyclopeans, seeing them as a failed and dying bloodline doomed to pass into obscurity. The two cyclopean factions do not get along, their meetings often ending in bloodshed. However, because their race lacks numbers, few cyclopeans actively quarrel with their kin. At best, Menta and feral-kind cyclopeans simply ignore each other and strive to stay far away from each other's territory. Alignment : The introspective Menta cyclopeans like to gather facts before passing judgment, making most of them neutral or lawful neutral. The far more savage and brutal feral-kind cyclopeans tend more toward chaotic and evil behavior, although the isolationists among them lean toward neutral evil. Religion: Concerned with the natural rhythm of life and the ebb and flow of fate in the universe, cyclopeans pay little heed to most religions. Those who do pray to deities commonly worship Obad-Hai (representing balance in nature), or Boccob (the uncaring deity of magic). Cyclopeans with a violent bent (which occurs most commonly among the feral-kind, but occasionally among the Menta cyclopeans) worship Nerull or Erythnul. Overall, however, cyclopeans like to make their own judgment on matters and dislike those who preach to them or make them targets of religious conversion. Regardless of their beliefs, all cyclopeans possess deep convictions pertaining to their heritage - the Menta cyclopeans believe Menta begat their species, while feral-kind see themselves as the wronged descendants of ancient cyclopes from long ago. Language : Cyclopeans speak Giant as their natural tongue, although those who live close to other races learn to speak Common as well. Linguists note that cyclopeans speak a rather brutish version of Giant with a lyrical tone to their voices, a trait that most other beings find slightly hypnotic. Ocular imagery and numerous phrases discussing fate and the future fill the cyclopean dialect. Names : As befitting their giant ancestry, cyclopeans have short, simple names. They eschew familial names in favor of titles, such as "the Dark Seer," "the Sullen," or "the Waywalker." Only other cyclopeans (or sometimes the tribe as a whole) grant such titles. Titles might change over time as cyclopeans experience life-changing events. A few adopt the naming conventions of other races, particularly dwarves and gnomes, accepting this additional name as just another way to make themselves out as individuals. Male Names : Brengar, Corvor, Gorr, Merr, Tuffor, Ulbur, Warror. Female Names : Emara, Kelara, Lessi, Nallo, Oova, Tamri, Veshe. (From Monstrous Manual - 1993): Cyclopskin: A diminutive relative of true giants, cyclopskin are single-eyed giants that live alone or in small bands. The typical cyclopskin weighs around 350 pounds, and stands 7� feet tall. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. Cyclopskin commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung. Combat: Cyclopskin are armed with either a club or a bardiche. Each will also carry a heavy hurling spear (1d6 damage) and a sling of great size (1d6 damage). They never wear armor or use shields, for their tough hide gives them ample protection from most attacks. Cyclopskin do not bother with strategy or tactics in combat. If their opponents are out of reach, they use slings or hurl heavy spears. They can not throw boulders like their larger cousins. Since the single eye of the cyclopskin gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage. If the opponents are close, the cyclopskin rush in to fight with their clubs or bardiches. Habitat/Society: The single-eyed humanoids shy away from organized settlements. If left alone, they tend to leave armed groups alone, though they are not above attacking a much weaker force if they stumble across one. Cyclopskin have no regard for any form of life other than themselves. Captives are either enslaved or eaten. This doesn’t happen very often, since the cyclopskin tend to live in remote rocky places. They rarely wander more than 10 miles from their caves. Being poor hunters, most cyclopskin clans keep small herds of goats or sheep. Some clans are nomadic, while others stay put in their caves. Each spring, regional clans meet to exchange goods and slaves and to select mates. On rare occasions a charismatic cyclopskin will arise and bring together several clans to form a wandering tribe. The largest known tribe numbered around 80 fighting cyclopskin. Such a band will aggressively raid outlying areas with a boldness uncommon in a single clan. All group decisions are made by the strongest and toughest cyclopskin in the group, usually through intimidation. This in turn leads to brawls and fist fights. There are no rules in such fights, and they can lead to permanent injury or death for the loser. A cyclopskin cave is sealed with boulders and there is but one entrance. Inside, if size permits, there will be wooden pens to house both animals and slaves. The pens always have roofs of either wooden bars or the natural cave ceiling. At night, a large boulder or stout wooden gate is placed at the entrance of the cave to protect the cyclopskin from predators. There are no interior fire pits, since cyclopskin use fire infrequently, and then only outside their lairs. Any cyclopskin treasure will be kept in a sack in the cave. Ecology: Cyclopskin can survive on almost any animal or plant diet. They enjoy meat of all sorts and prize it above vegetable foods. While they live off the land, they do not live with it. They have absolutely no sanitary practices, and rarely even cook their meals. They take no care to preserve their environment while hunting, and are considered to be one of the easiest creatures of their size to track. The life of a cyclopskin is hazardous, and hence they have a short life expectancy. Besides human adventurers, there are many predators, such as tigers , giants, wyverns , and trolls , that are not above attacking a small group of these giants. However, mountain dwarves actually go out of their way to hunt cyclopskin, receiving the dwarven bonus against giants. Cyclops: These larger versions of their slightly more common cousins are usually found in the extreme wilds or on isolated islands, where they scratch out a meager existence by shepherding their flocks of giant sheep. Cyclopes can hurl boulders up to 150 yards away, inflicting 4d10 points of damage. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 13 ft. (XL) Lore: Huge (12-20 ft.) Suggested: Huge to Gargantuan Other Monikers Cyclopes, cyclopeans, cyclopskin Appearance Abilities - Immense size, strength, and durability - Wields gigantic (but usually simple) weapons - Can throw huge rocks, but poor depth perception makes hitting anything beyond 30 feet difficult Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength.... Home Plane Arborea, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DndBeyond: cyclops , cyclops oracle 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Bigby Presents: Glory of the Giants (2023) - 5th Edition Monster Manual (2014) - DndBeyond: cyclops , cyclops oracle - Eric Cagle (Dragon #323) - Monstrous Manual (1993) - Mojobob's Website

  • Displacer Beast | Digital Demiplane

    Displacer Beast Large Monstrosity, Lawful Evil Hero Forge Mini (From 5th Edition Monster Manual - 2014): This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast’s eyes glow with an awful malevolence that persists even in death. Unseelie Origins. Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn’t take long for the displacer beasts to use their malevolent intelligence to escape their masters. Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight. Love of the Kill. Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction. Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its packmates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans. Prized Guards and Pets. Intelligent evil creatures favor displacer beasts as pets, but a displacer beast enters such an alliance only if it appears beneficial. A displacer beast might guard a vault or act as a bodyguard for a prominent individual. (From 3.5e Monster Manual - 2003): This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads. The displacer beast is a savage and stealthy carnivore that resembles a puma in some respects. Displacer beasts favor small game but will eat anything they can catch. They regard all other creatures as prey and tend to attack anything they meet. They have a deep-seated hatred of blink dogs, and the two attack each other ruthlessly when their paths cross. A displacer beast is the size of a Bengal tiger, about 9 feet long and weighing about 500 pounds. Displacer beasts speak Common. Combat : Displacer beasts tear at opponents with their tentacles and bite foes that get close. Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect. Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks). Skills: A displacer beast has a +8 racial bonus on Hide checks, thanks to its displacement ability. Displacer Beast Pack Lord: Due to the bizarre nature of their anatomy, displacer beasts are unusually likely to produce mutant offspring. These whelps can grow to tremendous size, reaching a length of 20 feet and standing almost 10 feet high at the shoulder. Pack lords, as these gigantic displacer beasts are known, frequently lead bands of their smaller fellows. Except for their freakish size and strength. (From Monstrous Manual - 1993): The displacer beast is a magical creature that resembles a puma with two powerful black tentacles growing from its shoulders. Very rare, they stay far from human habitations. The displacer beast has the blue-black coloring of a dark panther,and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 Lbs. They have 6 legs. Tentacles are tipped with rough horny edges that can inflict terrible wounds. Their eyes glow bright green, even after death. Combat: The displacer beast is a fierce, savage creature that hates all forms of life. Highly aggressive, the displacer beast will attack on sight, using its tentacles to inflict 2-8 (2d4) points of damage to its victims. Their main advantage in combat is their magical power of displacement, which allows them to appear to be some 3 feet from their actual location. Anyone attacking a displacer beast does so at -2 on his attack roll. In addition, the beasts save as 12th-level fighters; adding +2 to their die rolls. To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature’s left, 8-9, to the right. On 10, the illusion is behind the beasts actual position. Although this ability is magical, the beast�s location can not be determined by dispel or detect magic . Only true seeing will reveal its position. Displacer beasts will not use their claws or teeth unless near death, or when in combat with a very large opponent. If they do employ them, each claw does 1-3 points of damage, and each bite does 1-8 points of damage. Habitat/Society: Displacer beasts are carnivores. Unless they are raising young, they usually run in packs, carving a savage swath of destruction as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never fight among themselves. The pack is a well-run and highly efficient killing machine. When encountered in packs, displacer beasts are more than a match for many large creatures and have been known to make a meal of orcs , goblins , and bands of men. Any creature entering their territory is viewed as potential prey. Displacer beasts mate in the autumn, and the young are born in spring. A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats , are born without tentacles and reach maturity, though not full size, within 4 months. They remain in the cave until their displacement abilities are fully developed. This is followed by a two month period during which the cubs are taught how to hunt. When this is completed, the family group disbands and the monsters wander off to join separate packs. While raising young, the monsters are fiercely protective of their lairs. One adult always remains with the cubs, usually the female, while the other goes off to hunt. Dead prey is dragged back to the lair to be eaten by the family. Lairs are littered with the bones, equipment, and the treasures of its victims. Naturally vicious and almost evil at times, displacer beasts harbor an undying hatred of blink dogs . Many theories attempt to account for this enmity. Some sages believe it springs from antipathy in temperaments — the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. Others argue that it is the displacement and blink abilities which cause this antipathy — the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions. Encounters between the two breeds are rare however, since they do not share the same territory. Ecology: Displacer beasts have little to fear from other large predators, save perhaps trolls or giants. Some wizards and alchemists value their hides for use in certain magical preparations, and will offer generous rewards for them. The eyes of a displacer beast are a highly prized, if uncommon, good luck charms among thieves who believe that they will protect the bearer from detection. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: Mount (XL) Lore: Large (9-12 ft.) Suggested: Large to Huge (pack lord) Other Monikers Dirlagraun, omlarcat Appearance Abilities - Barbed tentacle attacks - Displacement illusion makes beast appear where it's not - Supernatural avoidance - 6 clawed feet for extra threat (but no attack in 5e?!) This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads. Home Plane Feywild, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - Mojobob's Website

  • Cadaver Collector | Digital Demiplane

    Cadaver Collector Large Construct, Lawful Evil Hero Forge Mini (From Mordenkainen's Tome of Foes - 2018): The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn’t require air, food, drink, or sleep. (From 3.5e Monster Manual III - 2004): This massive, hunched creature built of stone and metal looms over you. Its long, heavily plated arms nearly drag on the ground from shoulders flanking a flat-featured, oblong head, but its back draws your eye. Spikes of various sizes—all barbed and covered in gore dried and fresh—sprout from the plates of metal on its back. A few bodies remain impaled on the spikes, their mouths open in silent screams. Cadaver collectors were originally built to serve exactly the purpose their name implies. Those with an interest in collecting the dead would deploy the constructs to bring bodies back from a battlefield. Corpses gathered in this fashion are often used by generals to provide information on an enemy's forces, as well as to fuel magical or medical research. Most often, though, cadaver collectors were dispatched to gather bodies for the creation of undead. This activity after a battle typically resulted in retaliation from either or both sides, as few armies want to see their dead return to walk the land in undeath. In times of peace, cadaver collectors usually sit idle, finding out-of-the-way locations near the site of their last great battle to wait for a new master to give them new orders. Others find employment performing their grisly task for masters who are not so discriminating about where corpses are collected. Still others have found, through a certain perverse twist of logic, that if no battle can be found, they can find ways to start a conflict so that bodies become available and they can realize their purpose once more. Some have just ceased to function correctly. With a lack of purpose, they are unable to distinguish between bodies living or dead, and collect each indiscriminately. A cadaver collector, even hunched over, stands about 12 feet tall and weighs about 4,000 pounds. They do not speak but understand one language, usually Common, known to their creator. Combat : A cadaver collector typically begins a battle with its breath weapon, then grabs any paralyzed opponents and impales them on its spikes to die before turning to deal with other foes. If enemies prove resilient to its breath, it doesn’t hesitate to snatch up and impale any enemy it can reach. Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, paralyzing gas, Refl ex DC 18 negates. The save DC is Constitution-based. Impale (Ex): If a cadaver collector has successfully grappled a Medium or smaller creature, it can attempt to impale the creature on its back spikes by making a successful grapple check. Doing so is a standard action that does not provoke attacks of opportunity. If the collector successfully impales a creature, the creature takes 4d8+15 points of damage and is considered pinned. Each round, the creature takes another 2d8 points of damage as the movement of the cadaver collector causes additional pain to the impaled creature. The creature cannot break free unless it makes a DC 28 Strength check. Success indicates the creature is free of the spike but takes an additional 2d8 points of damage in the process. Failure means the creature takes 4d8 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 20 Strength check. Once a cadaver collector has a creature or creatures impaled on its back spikes, it is no longer considered to be in a grapple and can attack other opponents without penalty. It cannot use its slam attacks against impaled opponents. Creatures that get free of a cadaver collector become its immediate and most urgent targets. It typically pursues such creatures exclusively if it has any chance of catching and impaling them again. A cadaver collector’s back spikes can hold up to 4 Medium creatures, 16 Small creatures, or 64 Tiny creatures. Creatures smaller than Tiny are too miniscule to be impaled on the collector’s back spikes, although the collector can still deal 4d8+15 points of damage to such opponents by grinding them into its back spikes with a successful grapple check once it has them grappled. Improved Grab (Ex): To use this ability, a cadaver collector must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to impale the following round. Trample (Ex): Reflex DC 28 half. The save DC is Strength-based. Immunity to Magic (Ex): Like golems, cadaver collectors are especially resilient to magic. However, this resilience takes a slightly different form in the cadaver collector. A cadaver collector is immune to any spell or spell-like ability that allows spell resistance. In addition, spells of 3rd level or lower that target a cadaver collector automatically rebound back at their caster as if the collector were under the effects of an unbeatable spell turning effect. This effect cannot be dispelled or suppressed, except against spells that deal electricity damage (see below). Spells that deal rust damage or alter stone penetrate the immunity to magic. Other spells and effects function differently against the creature, as noted below. A magical attack that deals sonic damage slows a cadaver collector (as the slow spell) for 3 rounds, with no saving throw. Sonic spells of 3rd level or lower are absorbed by the collector and not refl ected. A magical attack that deals electricity damage is absorbed rather than refl ected. Such an attack breaks any slow effect on the collector and heals 1d6 points of damage for every 6 points of damage the attack would otherwise deal. If the amount of healing would cause the collector to exceed its full normal hit points, it gains any excess as temporary hit points. A cadaver collector is affected normally by rust attacks. In addition, magical attacks that alter the nature of stone, such as transmute rock to mud, deal 1d6 points of damage per spell level to the cadaver collector. Greater Cadaver Collector: An impressive construct built more sturdily than a standard cadaver collector, a greater cadaver collector stands about 30 feet tall and weighs about 15 tons. Combat : In addition to the tactics common to all cadaver collectors, a greater cadaver collector also chooses to bull rush, overrun, and trample to separate and pulp opponents. Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, paralyzing gas, Refl ex DC 27 negates. The save DC is Constitution-based. Trample (Ex): Reflex half DC 41. The save DC is Strength-based. Cadaver Collectors in Eberron: Cadaver collectors are found throughout the Mournland, slowly picking their way through battlefields. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 13 ft. (XXL) Lore: Large (12 ft.) Suggested: Large Other Monikers None Appearance Abilities - AOE paralyzing gas attack - Summons enslaved specters it has slain - Slam attacks deal bludgeoning and necrotic damage - Magic Resistance - Immune to necrotic, poison, psychic, charmed, exhaustion, frightened, paralyzed, petrified, and nonmagical attacks that aren't adamantine This massive, hunched creature built of stone and metal looms over you. Its long, heavily plated arms nearly drag on the ground from shoulders flanking a flat-featured, oblong head, but its back draws your eye. Spikes of various sizes—all barbed and covered in gore dried and fresh—sprout from the plates of metal on its back. A few bodies remain impaled on the spikes, their mouths open in silent screams. Home Plane Acheron Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net Sources - Forgotten Realms Wiki - M ordenkainen's Tome of Foes (2018)

  • Chuul | Digital Demiplane

    Chuul Large Aberration, Chaotic Evil Hero Forge Mini (From 5th Edition Monster Manual - 2014): Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time. Primeval Relics. In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls. Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths’ command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths’ empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power. Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death. Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago. Waiting Servants. Although the aboleths’ ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths’ sinister purposes. (From 3.5e Monster Manual - 2003): Like some large insect or monstrous crustacean, the creature rises from the still pool, its pincerlike claws snapping angrily as torchlight reflects off its mottled, armored carapace. Its small dark eyes fix you with a hungry stare, and the tentacles dripping from its mouth squirm excitedly as it emerges from the water. A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. They love to prey on lizardfolk. Chuuls are known to collect trophies from their kills. Although unable to use weapons, armor, or most other belongings, chuuls keep these items in their lairs. If a victim has no interesting possessions, the chuul takes its skull. Most chuuls live in swamps and jungles, but some have adapted to subterranean life, hunting in and near underground streams and lakes. These underground varieties often prey on troglodytes and unwary drow. They are sometimes found as thralls of beholders or mind flayers. A chuul is about 8 feet long and weighs 650 pounds. Chuuls speak Common (or Undercommon, for the underground variety). Combat : A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest. Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage. Improved Grab (Ex): To use this ability, a chuul must hit with a claw 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 or on its next turn transfer a grabbed opponent to its tentacles. Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles. Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land. Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 8 ft. (XL) Lore: Large (8 ft.) Suggested: Large Other Monikers None Appearance Abilities - Paralytic entacles - Large pincers grapple enemies - Immune ot poison - Senses magic within 120 feet - Amphibious Like some large insect or monstrous crustacean, the creature rises from the still pool, its pincerlike claws snapping angrily as torchlight reflects off its mottled, armored carapace. Its small dark eyes fix you with a hungry stare, and the tentacles dripping from its mouth squirm excitedly as it emerges from the water. Home Plane Unknown (Prime Material Plane) Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond - Monster Manual v3.5 (2003)

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