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  • Sunfly | Digital Demiplane

    Sunfly Tiny Celestial, Chaotic Good Hero Forge Mini Kitbashed, single mini, 8 variants below Description (From Planescape: Morte's Planar Parade - 2023): Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on which Outer Plane the sunfly is on. Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners. (From Book of Exalted Deeds - 2003): Sunflies are native to the planes of good. Individually, they are used as messengers and couriers by archons, planar petitioners, and clerics of Pelor. They are only dangerous in swarms, gnawing on evil creatures that are dazzled by their celestial radiance. A sunfly resembles a large, golden dragonfly with an eldritch, otherworldly quality. Their legs are long and spindly, their eyes are bright and rainbow-colored, and their silvery wings are gossamer-thin. They also have mothlike antennae that catch sunlight like dew-coated spidersilk. Combat : The sunfly swarm surrounds and attacks anything that gets in its way. The swarm deals 2d6 damage to any creature or object whose space it occupies at the end of its move. The sunfly swarm’s natural attacks are treated as good weapons for the purpose of overcoming damage reduction. Dazzling Distraction (Ex): Any creature that begins its turn with a sunfly swarm in its square is automatically dazzled and, if living, must make a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Spell-Like Abilities: At will—detect evil (always active), detect evil (always active). Caster level 10th. Sunburst (Sp): Three times per day, a sunfly swarm can duplicate the effects of a sunburst spell cast by a 20th-level cleric with access to the Sun domain. A successful DC 19 Reflex save halves the damage and negates the blindness effect. The swarm cannot deal damage during the same round it uses the sunburst ability. The save DC is Wisdom-based. Sundance (Su): Once per round, a sunfly swarm can perform a dance that duplicates the effects of a protection from evil spell, affecting both the swarm and any creature occupying the same square. The swarm cannot deal damage during the same round it performs the sundance. Immunity to Light: Sunfly swarms are immune to harmful or debilitating light spells and effects, including all spells with the light descriptor. Outsider Traits: A sunfly swarm cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft. Sunflies do not need to eat or sleep. Swarm Traits: A swarm of sunflies is immune to weapon damage, critical hits, flanking, and spells that target a certain number of creatures (such as disintegrate). The swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. The swarm deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. (From Planescape: Monstrous Compendium Appendix II - 1995): Sunflies are tiny creatures native to the planes of good. They’re occasionally used as messengers or couriers by the local archons , aasimon , or petitioners. Sunflies also make excellent sentries and scouts, since there are a lot of ’em and they can cover a lot of ground quickly. However, for the most part sunflies have no desires or impulses other than creating wonderful dances of light and song, spreading joy and beauty wherever they go. A sunfly resembles a large, golden dragonfly with an eldritch, other-worldly quality. Their legs are long and spindly, their eyes are bright and rainbow-colored, and their wings are gossamer-thin. They also have mothlike antennae that catch sunlight like dew-coated spidersilk. Humans who might otherwise be alarmed by the sight of such a large insect instead find the sunfly to be a beautiful, inoffensive, and fragile creature. By daylight, the sunfly’s golden carapace and silvery wings reflect the light in a dazzling array of color. At dusk, the insects release light they’ve stored all day long in a soft faerie glow. A sunfly’s wings produce a soothing hum or song in flight, changing pitch with each maneuver or shift of the wind. Sunflies aren’t truly intelligent, but they’re highly empathic and have a sense for a creature’s alignment. Evil persons or monsters will be tormented unceasingly - sunflies are smart enough to go get a more powerful servant of good to deal with the intruders. Combat: Sunflies resort to physical attacks only under the direst conditions. They’d much rather avoid conflict, and their high speed and maneuverability usually guarantee a quick escape. A really angry sunfly can bite for 1 point of damage. Sunflies are capable of creating a dazzling burst of light once per hour. The victims must be looking at the sunfly and must be within 10 feet. If they fail saving throws versus spell, they’re blinded for 2d4 rounds. The sunfly prefers to use its physical attack against an opponent handicapped by dazzled vision. A cloud of sunflies often surrounds a party of intruders and flashes together to ensure that all of the possible targets are affected at once. If there are 12 or more sunflies together, they can choose to perform a sundance instead of attacking or dazzling. By flying in a circular pattern, weaving and singing, the sunflies protect themselves and anything inside the pattern with a double-strength protection from evil . Sunflies can use this ability to trap evil creatures who can’t penetrate a protection from evil by weaving the sundance around them, preventing them from moving. The area protected by a sundance is one foot in diameter for each fly in the cloud, so a group of 25 sunflies can create a circle of protection 25 feet in diameter. Habitat/Society: Sunflies are nomadic creatures, moving from place to place constantly. In a typical day a cloud of sunflies’ll migrate 15 or 20 miles. By night, the insects find a tree or bush to sleep in, curling up among the branches and dimming their lights to a faint gleam. The more sunflies in a cloud, the more intelligent they seem to be. A large cloud can assign pickets or scouts to look for evil intruders, dispatch messengers to seek reinforcements, and use its collective dazzle and sundance ability to contain and confuse opponents until help arrives. The dances and songs performed by the sunflies grow more beautiful and intricate with each additional insect. As noted before, sunflies seem to have rudimentary know alignment and empathy abilities, and they can communicate surprisingly well by performing songs and dances for onlookers. The observer’ll pick up on a message of welcome, a warning of danger, or an invitation to play without even realizing that he’s deciphered the meaning of the display. A sunfly cloud has no specific leaders. Decisions seem to be made by consensus. Sunflies are insatiably curious and may follow interesting people for hours, just to see what they’re doing. Sunflies are prized for their beauty by the residents of the Upper Planes. It’s not uncommon for all work to stop in an Elysian town as the citizens gather in a nearby field to watch the sunflies dance at dusk. Any person familiar with sunflies knows that they keep their beauty only so long as they’re free; caging a sunfly brings about its death in a matter of hours. Ecology: Sunflies live on small, mundane insects, fruit, and nuts or berries. Some sages speculate that their diets may be supplemented by an ability to derive nourishment from sunshine, just as plants do. Whether or not this’s true, it’s a fact that sunflies can’t be awakened at night — with one and only one significant exception. Sunflies mate once a year, on midsummer eve or its closest equivalent in their current plane. The longest night of the summer is the only night of the year in which sunflies can remain awake, and they perform breathtaking dances from dusk to dawn. Sunflies always lay just one egg for each member of the cloud, concealing them on the topside of sunny leaves high in trees. The eggs hatch in 2 to 20 days, and the youg sunflies emerge as tiny golden moths — they never go through a larval stage. Sunflies grow to their full size in about 2 months, and can live for up to 10 years. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 5th Edition: - 5etools - 5etools (swarm) - Planescape: Morte's Planar Parade (2023) - DnDBeyond - DnDBeyond (swarm) 3rd Edition: - Book of Exalted Deeds (2003) - realmshelps.org 2nd Edition: - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website Abilities - Dazzling lights stun creatures - Poison stinger with different effect depending on home plane - Swarm behavior - Flight Appearance A sunfly resembles a large, golden dragonfly with an eldritch, other-worldly quality. Their legs are long and spindly, their eyes are bright and rainbow-colored, and their wings are gossamer-thin. They also have mothlike antennae that catch sunlight like dew-coated spidersilk. Humans who might otherwise be alarmed by the sight of such a large insect instead find the sunfly to be a beautiful, inoffensive, and fragile creature. By daylight, the sunfly’s golden carapace and silvery wings reflect the light in a dazzling array of color. At dusk, the insects release light they’ve stored all day long in a soft faerie glow. Size Hero Forge: 1 ft.(kitbashed) Lore: Tiny (1 ft. long) Suggested: Tiny Other Monikers Sun fly Sources - 5etools - 5etools (swarm) - Planescape: Morte's Planar Parade (2023) - DnDBeyond - DnDBeyond (swarm) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Monadic Deva

    Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium to Large Monadic Deva Medium Celestial, Any Good Hero Forge Mini Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix I - 1994): On rare occasions, a power from the Upper Planes needs a servant to go to one of the Elemental or Paraelemental Planes. When this need arises, monadic devas are used. Monadics can pass into any Elemental Plane at will and survive there without ill effect. Devas inhabit the good-aligned Outer Planes: Arborea, Arcadia, the Beastlands, Bytopia, Elysium, Mount Celestia, and Ysgard. These proxies of the powers appear as stunningly handsome humans with large, feathery wings fanning gracefully from their shoulders. Combat: : Unlike the astral devas, monadics are of strong, bulky build and rely more upon strength than on speed and agility. Monadic devas have Strength 20 (+8 damage adjustment). These strong stewards of the gods carry a great metal rod enchanted to give +3 on all attack and damage rolls. This weapon has all properties of a rod of smiting. Only the owner can use these powers, and the weapon never runs out of charges. Solid creatures (for example, those made of stone) and metal-armored opponents suffer an additional ld8 points of damage per hit. Monadic devas can use all common powers shared by devas . The light they shed can extend from 3 to 30 feet as desired. The protection from evil sphere is half power (+1) but has a 15-foot radius. Monadic devas have two additional abilities, usable one at a time, once per round: hold monster and mirror image. Monadic devas are immune to death magic and to life level loss from magic or undead. They also have a power similar to charm person that works on elementals. The spell-like power works like the wizard spell, but only on elementals. MONADIC DEVA - 5e Homebrew Stat Block Medium Celestial, Any Good Armor Class: 17 (natural armor) Hit Points: 136 (16d8 + 64) Speed: 40 ft., fly 120 ft. STR 20 (+5), DEX 18 (+4), CON 18 (+4), INT 17 (+3), WIS 20 (+5), CHA 20 (+5) Saving Throws: WIS +9, CHA +9 Skills: Insight +9, Perception +9 Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities: Fire, Cold, Lightning, Acid, Poison, Radiant, Necrotic Condition Immunities: Charmed, Exhaustion, Frightened Senses: Darkvision 120 ft., Passive Perception 19 Languages: All, Telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: charm person (works only on elementals), detect evil and good, see invisibility, mirror image 1/day each: commune, raise dead, hold monster Magic Resistance. The deva has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack . The deva makes two melee attacks. Rod of Smiting. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) radiant damage. When the deva rolls a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes, Inner Planes Stat Block 2nd Edition: - Planescape Monstrous Compendium Vol 1. (1994) - mojobob's website 5th Edition: - Try homebrew in description above Abilities - Angelic Smiting Rod - Charm elemental - Flight - Innate Spellcasting - Immune to fire, cold, lightning, acid, poison, radiant, and necrotic damage Appearance 2e: "Monadic devas have dark brown skin, jet hair, and piercing green eyes. Their Charisma is 19." 5e: "Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades." Size Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Deva (5e), Angel, Messenger Angel Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website - Roll20 - DnDBeyond

  • Sapphire

    Sapphire Dragon Sapphire Dragon Gargantuan Dragon, Lawful Neutral Hero Forge Mini Button Double mini, no kitbash, 2 variants below Description (From Fizban's Treasury of Dragons - 2021): The thunderous clash of conflict is part of the very nature of sapphire dragons . Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. Luminous Blue. Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons’ moods, bobbing in amusement or flaring with anger. Art of War. The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them. Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads. People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon’s territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs. Martial Hoards . Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power. Creating a Sapphire Dragon Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters. Sapphire Dragon Personality Traits d8 - Trait 1 - I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts. 2 - I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor. 3 - I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses? 4 - Give me a storied helmet or scimitar over a pile of gold any day. 5 - No creature can outsmart my defenses—if they do, they obviously cheated. 6 - Any creature that can hold their own against me must teach me how—whether they want to or not. 7 - I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented. 8 - The sight of blood makes me queasy. Sapphire Dragon Ideals d6 - Ideal: 1 - Solitude. A stranger is just an intruder I haven’t dealt with yet. (Neutral) 2 - Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful) 3 - Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any) 4 - Order. An organized hoard makes me happy—and you don’t want to see me unhappy. (Lawful) 5 - Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful) 6 - Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good) A Sapphire Dragon’s Lair Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon’s lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The challenge rating of a legendary sapphire dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 ((3d8)) thunder damage and be stunned until the end of its next turn. Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick. Regional Effects The region surrounding a legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground. Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon’s psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary’s telepathic bond spell. Thriving Wildlife. Giant spiders (a sapphire dragon’s favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of (3d8) days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate. (From 2nd Edition AD&D Monstrous Manual - 1991): While not actively hostile, sapphire dragons are militantly territorial and initially distrustful of anyone who approaches. These beautiful dragons range from light to dark blue, and sparkle in the light, even at birth. Sapphire dragons are often mistaken for blue dragons , unless someone recalls the latter’s preferred arid environment. Sapphire dragons speak their own tongue and the tongue common to all gem dragons, and 16% of hatchling sapphire dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Sapphire dragons generally observe intruders before deciding what to do with them, unless known enemies such as drow or dwarves are present. If others are not actively hostile the dragon attempts conversation and spell use to determine their intentions and convince them to leave. If the dragon or its treasure is threatened, it attacks immediately with breath weapon, spells, and physical attacks. It uses psionics or other special abilities to escape if its life is in jeopardy. Breath Weapon/Special Abilities: This dragon’s breath weapon is cone of high-pitched, almost inaudible sound, 75 feet long, 5 feet wide at the dragon’s mouth, and 25 feet wide at the base. Creatures caught by the blast can save vs. breath weapon for half damage from the sound’s disruption, and must make a second saving throw vs. breath weapon or be affected by fear, fleeing the dragon in panic for two rounds per age level of the dragon, plus 1d6 rounds. This is a metabolic effect, and creatures unaffected by magical fear still suffer from the effects if they fail their save. Deafness does not protect one from the breath weapon’s damage, though it prevents fear effects. A sapphire dragon casts spells and uses magical abilities at 7th level, plus combat modifier. Sapphire dragons are born with immunity to all forms of fear, as well as immunity to web , hold , slow , and paralysis. As they age, they gain the following additional powers: Young: continual light three times a day. Juvenile: stone shape three times a day. Adult: anti-magic shell once a day. Mature adult: passwall six times a day. Venerable: wall of stone three times a day. Great wyrm: sunray three times a day. Psionics Summary Level = HD Dis/Sci/Dev = 2/2/4 Attack/Defense = PB,EW/M-,IF Score = Int PSPs = 200 Clairsentience — Sciences: clairaudience, clairvoyance; Devotions: know direction, radial navigation. Psychokinesis — Sciences: disintegrate, molecular rearrangement, telekinesis; Devotions: animate shadow, control lights, molecular manipulation, soften. Psychoportation — Science: any; Devotion: any. Most sapphire dragons use psychoportive powers. Habitat/Society: Sapphire dragons live deep underground and often place their treasure in caverns accessible only through magic or psionics. They sometimes share territory with emerald dragons . Sapphire dragons treat their young well, but force them to leave and find their own territory as soon as they are young adults . Ecology: Sapphire dragons consider giant spiders a great delicacy and often hunt them. Deep dragons , drow, dwarves, mind flayers , and aboleth are great enemies of sapphire dragons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Breath weapon: incapacitating thunder - Lightning and thunder resistance - Psionic teleport - Telekinesis - Psionic spellcasting - Shape Change - Burrows through solid rock - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Spider Climb - Blindsight - Telepathy Appearance Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons’ moods, bobbing in amusement or flaring with anger. Size Hero Forge: 8'6"-9'6" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Chasme

    Chasme Chasme Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994) Wretched and horrifying, the chasme travel the layers of the Abyss in search of tanar’ri that evade participation in the Blood War. The chasme act as the punishers of the tanar’ri. This punishment is, of course, lingering, painful death. How the chasme spot Blood War evaders is a mystery. Although tanar’ri as a race are not psychically aware, perhaps these creatures have a psychic power that lets them read the thoughts or emotions of tanar’ri. If this ability extends to non-tanar’ri (a matter for speculation), these monsters would indeed be fearsome opponents. In return for this duty, the chasme avoid going to the “front lines” to fight in combat formations. Instead they fill those ranks with other hapless tanar’ri. This makes them extremely unpopular among the tanar’ri, who often attack chasme on sight. Only their power and the backing of the true tanar’ri protect the chasme from annihilation. Note, however, that the destructive activities of the chasme do not affect the war effort, for the fiends of the Abyss are nearly infinite. Chasme reproduce from eggs. Any adult chasme can lay up to 10 eggs per year. Eggs hatch in three months, and hatchlings growing to adults in seven years. Chasme wings have been used in brews to create potions of flying. Combat : Anyone viewing a chasme must save vs. spells or flee in terror for 1-4 hours. The chasme live to fight. Their physical attacks consist of a claw/claw/nose routine (2d4/2d4/1d4 damage). Claw wounds bleed profusely for 2 hp damage per round until magically healed (cure light wounds, etc.). Chasmes buzz in a rasping voice. Living creatures who hear this drone must save vs. spell or fall into a comatose sleep. Sleeping victims must be splashed with water or vigorously stimulated to wake up. Otherwise, sleep persists for 2d4 hours or until the chasme starts to drain the victim’s blood (1d4 hp per round). A creature can be affected by this power only once per encounter. In addition to those available to all tanar’ri, chasmes have the following spell-like powers at 8th level of spell use: detect good (always active), detect invisibility (always active), insect plague, ray of enfeeblement , and telekinesis . Three times per day a chasme can try to gate in the following: 2-20 manes, 2-5 cambion, or 1 chasme. There is a 40% chance of success. (from Dungeons & Dragons Monster Manual - 2015) This loathsome demon resembles an unspeakable crossing of humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy that leaves them open to attack. The lowly chasmes serve more powerful masters as interrogators or taskmasters. A chasme lives to dole out torture as punishment, and has a knack for spotting demons that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Incapacitating droning noise - Necrotic, life-draining proboscus - Climb on walls, ceilings Appearance The chasme are abominable crosses between human and fly: the body of a giant fly with unnatural human arms in place of forelegs and a vaguely human head. Their mouths are tiny, but their sharp, horn-like noses can bite and draw blood. These creatures can walk on floors, walls, and ceilings as they wish. Size Hero Forge: 7 ft. Lore: Large Suggested: Medium to Large Other Monikers Fly Demons Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website

  • Shiere Eladrin

    Shiere Eladrin Shiere Eladrin Medium Fey (Elf), Chaotic Good Hero Forge Mini Hero Forge Mini No kitbash, mount mini, 1 variant below Description (From Planescape Monstrous Compendium Appendix II - 1995): The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor. They're the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the work of Arborea harm. The shieres appear to be exceptionally tall high elves of some kind. They’re long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere’s as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet. Unlike the other eladrins, shieres’re bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin. The shieres can transform only once per hour, so they don’t often use this ability, preferering to maintain their demihuman appearance. The shieres’re the most numerous eladrins that regularly inhabit the tulani courts, and are the highest of the common eladrins. Shieres of unusual wisdom or experience are often acknowledged as hunt leaders or captains in the service of a tulani lord, but when the battle is over all shiere companies share the same rank. Shieres’re exceptionally honorable and courageous creatures who celebrate similar qualities in others. They can be cold as ice when dealing with those who don’t measure up to their own high standards of behavior. Combat : Shieres' natural armor class is 4, but they commonly wear armor of glass and crystal equivalent to jield plate armor +4 and use long, narrow shields +1. (If a shiere is slain, its armor is usually ruined by the damage.) Shieres favor any knightly weapon, especially the lance, battle axe, horseman’s mace, horseman’s flail, and long sword. A shiere’s weapon is always enchanted to a value of +3 or better and may have sharpness, quickness, or defender properties. As highly skilled warriors, shieres receive 2 attacks per round with their favored weapons. Shieres assume their faerie-light form only in extreme conditions, since they cannot easily resume their normal shape. A shiere may use this ability if [they are] badly wounded and needs to escape to warn others of trouble, or if [they] need to recover with more stealth than [their] normal size allows. In addition to [their] formidable combat skills, a shiere's gaze causes fear in any evil creature that meets [the shiere's[ eyes. [They] also have the spell ability of a 5th-level priest and can use the following spell-like powers once per round at will: alter self, detect invisibility, ice storm, spectral force, wall of ice , or cast a 10d4+10 cone of cold . Once per day the shiere can heal another creature. The Horses of the Shiere: When hunting, patrolling, or riding to war, shiere are always mounted. A shiere’s horse is the equivalent of a heavy war-horse (AC 7, 4+4 HD, THACO 17, Dmg ld8/1d8/ld3) but its morale is Fearless and it never has fewer than 5 hit points per Hit Die. In addition, the shiere’s war-horse has a movement rate of 24 and canfly as long as the sun is not in the sky. 5th Edition Homebrew Stat Block: Shiere Eladrin Medium Fey (Elf), Chaotic Good Armor Class 22 (enchanted glass plate mail, shield) Hit Points 197 (22d8+98) Speed 30 ft. STR 20 (+5), DEX 16 (+3), CON 20 (+5), INT 12 (+1), WIS 13 (+1), CHA 18 (+4) Skills Acrobatics +7, Athletics +8, Intimidation +8 Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 60 ft., Passive Perception 12 Languages Common, Elvish, Sylvan Challenge 13 (10,000 XP) Proficiency Bonus +4 Magic Resistance. The shiere eladrin has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The shiere eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: alter self, color spray, comprehend languages, continual flame, cure wounds, detect evil, phantasmal force, see invisibility 3/day each: ice storm, wall of ice, cone of cold Actions Multiattack . The shiere eladrin can use its Fearsome Regard ability. It can then make two attacks with its Crystal Longsword or Crystal Lance. Crystal Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8+8) slashing damage, or 14 (1d10+8) slashing damage if used with two hands, plus 22 (5d8) cold damage. Crystal Lance. Melee Weapon Attack: +12 to hit, reach ft., one target. Hit: 15 (1d12+8) piercing damage plus 22 (5d8) cold damage. Fearsome Regard. Each creature of the eladrin’s choice that it can see within 60 feet that is aware of the eladrin must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Regard for the next 24 hours. Faerie Light (1/hour). As an action, the shiere eladrin can transform into a tiny, non-corporeal ball of faerie light, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. In light form, the shiere emits bright light in a 5 foot radius and dim light for an additional 10 feet. It cannot attack or cast spells in this form, but gains an AC of 20, a movement speed of 60, and is immune to nonmagical attacks. The rest of its statistics remain the same as its true form. Shiere Warhorse Large Beast, Unaligned Armor Class 22 (enchanted plate barding) Hit Points 68 (8d10+24) Speed 60 ft., fly 90 ft. (can only fly at night/twilight) STR 22 (+6), DEX 12 (+1), CON 16 (+3), INT 2 (-4), WIS 12 (+1), CHA 7 (-2) Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Passive Perception 11 Languages Understands Sylvan and Celestial but cannot speak Challenge 6 (2,300 XP) Proficiency Bonus +2 Magic Resistance. The shiere warhorse has advantage on saving throws against spells and other magical effects. Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Night Flyer. The shiere warhorse is capable of flight as long as the sun is not in the sky. Actions Hooves . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage plus 22 (5d8) cold damage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea Stat Block - 5e: Try homebrew in description above - 2e: Planescape Monstrous Compendium Appendix II (1994) Abilities - Fear gaze - Becomes non-corporeal ball of light - Enchanted weapons and armor - Innate spellcasting - Flying steed Appearance The shieres appear to be exceptionally tall high elves of some kind. They’re long-limbed and slender, with lanky frames and long, narrow faces and hands. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet. Size Hero Forge: Varies (XXL) Lore: Medium (7 feet) Suggested: Medium to Large Other Monikers Knight/Warrior/Soldier Eladrin, Royal Guard, Shining Host, Shieres Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix II

  • Shadow

    Shadow Dragon Shadow Dragon Gargantuan Dragon, Any Evil Button Hero Forge Mini Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014): Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow. Dark Portals. Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream. Recast in Shadow. The transformation to a shadow dragon happens over a period of years, during which time a dragon’s scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane’s malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it. Back in the World. A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can’t undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane. (From Fizban's Treasury of Dragons - 2021): Creating a Shadow Dragon Use the Shadow Dragon Personality Traits and Shadow Dragon Ideals tables to inspire your portrayal of distinctive shadow dragon characters. If you use the variant rule in the Monster Manual for making a dragon a spellcaster, shadow dragons typically have the spellcasting ability of their original forms. Over time, some shadow dragons might replace one or more of their innate spells with spells more appropriate to their tenebrous nature, such as darkness , fog cloud , misty step , or nondetection . Shadow Dragon Personality Traits d8 - Trait: 1 - I am a creature of endless consumption, always looking for the next thing to possess or devour.2I am rarely satisfied with what I have. I envy others’ lives and belongings. 3 - I’m constantly calculating my next move. If I’m not at least one step ahead of foes, I’m a step behind. 4 - I loathe my existence, and the only thing that pleases me is sharing my misery. 5 - It isn’t that I’m unsympathetic to others’ needs; I just don’t let sympathy get in the way. 6 - Everything is a transaction. I don’t do anything before I know what’s in it for me. 7 - It’s nearly impossible for me to conceal my contempt for others. 8 - I truly regret the things I have done and will do whatever I can to atone. Shadow Dragon Ideals d6 - Ideal: 1 - Merciless. Life doesn’t offer second chances, and neither do I. (Lawful) 2 - Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic) 3 - Cruelty. The only release for my pain is to visit it upon others. (Evil) 4 - Aspiration. I will one day find an escape from this condemnation. (Any) 5 - Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to occupy my attention. (Neutral)\ 6 - Compassion. My existence is misery, and no one else should have to suffer such torment. (Good) (From 4th Edition Draconomicon: Chromatic Dragons - 2008): Shadow Dragons are treacherous monsters that prowl in the darkest corners of the Shadowfell. Whether skulking in the deeps of the plane’s Underdark or commanding armies from the ruins of old cities infested with undead, shadow dragons are a dreadful force in this realm. At a glance, a shadow dragon appears insubstantial. Its dark hide and translucent scales help it blend into its dim surroundings. Shadow dragons might be mistaken for black dragons, but their heads feature rows of backward-pointing horns. A long fringe of spines emerges from the back of the dragon’s neck, and its powerful tail features a swimming fin. Shadow Dragon Lore: A character knows the following information with a successful Arcana check. DC 25: Shadow dragons infest crumbling cities and sunken palaces. They are greedy and rapacious, even for dragons, and hungry for power and wealth. Shadow dragons enslave other races to serve them as soldiers and servants. Shadow Dragon Tactics: A shadow dragon never fights fair. It lurks in the darkness, biding its time for the proper moment to strike. In fact, a shadow dragon might follow its quarry for hours before revealing itself. When it finally strikes, it drops globes of darkness, then uses shadow walk to move to the best position for its breath weapon, spending an action point to use it on that turn. While its foes struggle against the rotting power of that attack, the dragon tears into them with fangs and claws, spawning additional globes of darkness to help it teleport about the battlefield. (From 3.5e Draconomicon: The Book of Dragons - 2003): Shadow dragons are sly and devious creatures with ties to the Plane of Shadow. Shadow dragons have translucent scales and dark bodies, giving them an indistinct appearance; from a distance, they seem to be nothing but a foreboding mass of shadows. Combat : Shadow dragons prefer to attack from hiding, employing their shadow blend ability. They use illusion spells to confuse and misdirect their foes. Young adult and older shadow dragons’ natural weapons are treated as magic weapons for purpose of overcoming damage reduction. Breath Weapon (Su): A shadow dragon’s breath weapon is a cone of billowing, smoky shadows with an energy drain effect. Creatures within the cone gain the number of negative levels indicated on the Shadow Dragons by Age table; the saving throw to remove the negative level is given on the table as well. A successful Reflex save (against the same DC) reduces the number of negative levels by half (round down). Shadow Blend (Su): In any condition of illumination other than full daylight, a very young or older shadow dragon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect). All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment within the shadows, though they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because they are considered invisible. Spell-Like Abilities: 3/day—mirror image, nondetection; 2/day—dimension door; 1/day—shadow walk. (From 2nd Edition AD&D Monstrous Manual - 1991): Shadow dragons are sly and devious. They are instinctively cunning and are not prone to taking risks. At all ages, a shadow dragon’s scales and body are translucent, so that when viewed from a distance it appears to be a mass of shadows. Shadow dragons speak their own tongue and a tongue common to all evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category. Combat: Shadow dragons prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability. Breath Weapon/Special Abilities: A shadow dragon’s breath weapon is a cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high. Creatures caught in the cloud are blinded for one melee round and lose � (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to � (round up). The life energy loss persists for a variable number of turns, shown on the table below. Negative plane protection spells prevent this life energy loss. A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud’s effect. A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modifier. Shadow dragons are born immune to energy draining and with the ability to hide in shadows with 40% chance of success; this ability increases 5% per age category to a maximum of 95%. As they age, they gain the following additional powers: Juvenile: mirror image three times a day (1d4+1 images); Adult: dimension door twice a day; Old: non-detection three times a day; Venerable: shadow walk once a day; Great wyrm: create shadows three times a day. (This ability creates a mass of leaping shadows with a radius of 100 yards, duration one hour. All magical {and normal} light and darkness sources are negated for as long as they remain in the radius. Creatures able to hide in shadows can do so in these magical shadows even if under direct observation. Shadow dragons and other creatures from the plane of Shadow can move and attack normally while hiding in these shadows, effectively giving them improved invisibility. A successful dispel magic spell banishes the shadows.) Habitat/Society: Shadow dragons hate both bright light and total darkness, preferring variegated lighting with patches of diffuse light and deep, inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still find shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, fortified castles, or labyrinthine caves. In either plane, they prefer to locate their lairs near colonies of other creatures that can alert them to potential foes or victims. The dragons seldom actually cooperate with these allies, however, though the dragons commonly prey on them. Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas filled with total darkness or light into masses of shadows. Ecology: Shadow dragons eat almost anything. Their favorite food is rotting carrion, though they often kill for sport. Slain victims are left to decay until they become suitably foul. These dragons are equally fond of frost-killed, waterlogged, or salt-poisoned plants. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Shadowfell (Plane of Shadow) Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - 5eTools - DndBeyond 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) 2nd Edition: - mojobob's website Abilities - Shadow breath cannot be healed, victims become shadows - Immune to damage type of original ancestry - Necrotic resistance - Frightful Presence - Shadow stealth - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight - Spellcasting (suggested) Appearance The transformation to a shadow dragon happens over a period of years, during which time a dragon’s scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Size Hero Forge: 11 ft. (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - Draconomicon: The Book of Dragons (2003) - realmshelps.net - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website

  • Musteval | Digital Demiplane

    Musteval Small Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash Description (from Book of Exalted Deeds - 2003): This slim humanoid creature has the elongated snout, tufted ears, and furtive eyes of a ferret. It has slender limbs, white fur covering its body, and pink eyes. Although the least powerful of the guardinals , mustevals nevertheless are unstinting foes against evil. They serve greater celestials as spies, and they often aid humanoid heroes by delivering information about powerful evil creatures. They are the only guardinal variety not represented among the Five Companions of Talisid, the Celestial Lion, and harbor some resentment over that fact, which they regard as a simple oversight bound to be corrected very soon. Mustevals are agile and seldom remain still for long. Clever use of their change selfability usually keeps their animalistic features concealed when dealing with other creatures. Mustevals stand 2 feet tall and weigh 30 pounds. They speak Celestial. Combat : In combat, mustevals remain in constant motion, combining their focused movement and magic missile abilities to good effect. A musteval’s natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—detect evil, detect magic, disguise self, magic missile, protection from evil (self only) and see invisibility; 1/day— invisibility (DC 13). Caster level 3rd. The save DCs are Charisma-based. Focused Movement: When moving, a musteval can take a move action and a standard action at any point during the move. The musteval cannot take a second move action during a round when it uses its focused movement ability. Mustevals almost always use this ability to move before and after using a spell-like ability during combat. Skills: Mustevals have good claws for climbing and sharp hearing. They receive a +4 racial bonus on Climb and Listen checks (from Planescape: Morte's Planar Parade - 2023): Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them adept spies, scurrying through the multiverse to serve greater forces of good. MUSTEVAL GUARDINAL (5e) Small Celestial, Typically Neutral Good AC 13. HP 38 (11d6), Speed 35 ft. STR 12 (+1), DEX 16 (+3), CON 11 (+0), INT 14 (+2), WIS 15 (+2), CHA 14 (+2) Saving Throws: Dex +5, Cha +4 Skills: Perception +6, Stealth +7 Damage Resistances: radiant Condition Immunities: frightened Senses: passive Perception 16 Languages: Celestial, Common Challenge 2 (450 XP) Proficiency Bonus +2 Actions: Multiattack. The musteval makes two Bone Blade attacks. Bone Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) radiant damage. Spellcasting. The musteval casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: dancing lights 1/day each: disguise self, invisibility Reactions: Skirmish Movement. When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed. This movement doesn’t provoke opportunity attacks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023), copy-pasted in description - DndBeyond 3.5e: - realmshelps.net - Book of Exalted Deeds (2003) Abilities - Bone blade deals radiant damage - Fast, highly evasive of enemy melee attacks - Speak with animals - Innate spellcasting Appearance This slim humanoid creature has the elongated snout, tufted ears, and furtive eyes of a ferret. It has slender limbs, white fur covering its body, and pink eyes. Size Hero Forge: 3 ft. (XL) Lore: Small (2 ft.) Suggested: Tiny to Small Other Monikers Mouse guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Planescape: Morte's Planar Parade (2023), copy-pasted in description - DndBeyond - Book of Exalted Deeds (2003)

  • Osyluth

    Osyluth Osyluth Large Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From 5th edition Monster Manual - 2014): Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so. A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails. (From Planescape: Monstrous Compendium Appendix I - 1994): The “police officer” of Baator , the osyluth is horrid: bony and wretched, almost a dried husk of a human form, with a fearsome human skull covered by sickly dried skin stretched tight. The osyluth has a large scorpionlike tail and a foul decay and rot. Osyluths are the only baatezu to have power over baatezu of higher station. They roam the layers and observe the actions of other baatezu, ensuring that they act properly. An osyluth can send offenders into the Pit of Flame for 101 days of torment. After the torture, the offending baatezu returns to its former position. Osyluths have this power over any other baatezu save for pit fiends, who are above their discipline. But with this power comes danger. Any baatezu that has the opportunity to destroy an osyluth without being discovered usually does so. If caught in this act, however, the offender is instantly reduced to marked lemure status. These marked lemures never advance beyond their station and are particularly hated by all baatezu. Because the osyluth are charged with disciplining other baatezu, they are supposed to be absolutely loyal, never step out of line, nor do anything against the nature of baatezu. The osyluths generally obey the stricture, although several historical exceptions are known. The Ring of Cantrum: Once per century, 100 osyluths meet with the Dark Eight to promote gelugons to pit fiend status. The moot is named after the pit fiend cantrum, the founder of the Dark Eight. The 100 osyluths gather in a ring around the pit fiends and present information on promising gelugons, including major campaigns and compliance with the nature of Baator. All 100 osyluths combined have one of the nine votes cast in the Ring. Ecology : Osyluths spend a century as such before advancing among the baatezu. Following every Ring of Cantrum, all 1,000 osyluths advance to hamatula status. Simultaneously, 1,000 new osyluths are formed. Despite this guaranteed advancement, osyluths still have incentives to surpass even their exacting standards. An osyluth that performs with distinction becomes an amnizu rather than a hamatula. This accelerated advancement is rare, but serves the pit fiends well for it guards against complacency in the osyluth ranks. Combat : Terrible opponents, osyluths attack ruthlessly, driven by hatred and rage. They have two claw attacks (ld4 points of damage each) and a bite (Id8 points of damage). Osyluths also attack with their tail, which does 3d4 points of damage and injects poison. The victim must save vs. poison with a -3 penalty. Failure means the victim loses ld4 points of Strength for 1d10 rounds. In addition to those available to all baatezu, osyluths have the spell-like powers fly, improved phantasmal force, invisibility, and wall of ice . Osyluths can also generate fear in a 5-foot radius. Defenders must save vs. rod, staff, or wand or flee in panic for 1d6 rounds. Once per day they may also attempt to gate in either 1 to 100 nupperibo (50% chance) or 1 to 2 osyluths (35% chance). Osyluths can see perfectly in total darkness. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond Abilities - Hooked polearm that grapples enemies - Long-reaching claws - Venomous tail stinger - Devil sight pierces magical darkness - Flight - Magic resistance Appearance A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails. Size Hero Forge: 7 ft. (XXL) Lore: Large (9-9.5 ft.) Suggested: Large Other Monikers Bone devils Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond

  • Githyanki Kith'rak

    Githyanki Kithr'ak Githyanki Kithr'ak Medium Humanoid (Gith), Lawful Evil Button Button Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (From Mordenkainen's Tome of Foes - 2018): Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors ; see the Monster Manual ), while ten sarths obey the commands of a mighty kith’rak . These champions undergo torturous training and psionic testing until they can command the respect of their underlings. (from Planescape: A Guide to the Astral - 1996): As a githwarrior rises in the ranks, [they gain] the title sarth, or “sergeant.” From there, a warrior can raise to the rank of Kith'rak, or “captain.” Kith'rak are answerable only to the supreme leader they serve (and as always, the queen). Once again, it’s important to remember that knights function outside this ranking system. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond Abilities - Greatsword deals psychic damage - Rally troops, ending negative conditions on allies - Innate spellcasting (psionics) - Parries melee attacks - Astral Step teleport Appearance Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their foes. Size Hero Forge: 8'8" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - MrRhexx (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond - Planescape: A Guide to the Astral (1996)

  • Observer | Digital Demiplane

    Observer Large Aberration, Lawful Neutral (Evil) Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix II - 1995): Primes always seem surprised to learn that there are observers that lair on the Outlands and lawful planes, but it only stands to reason that a monster so widespread as the beholder would’ve spawned planar offspring. Observers are a lot like the other beholder-kin, concealing a frightening alien intelligence and fearsome magical powers behind a chitinous body. Unlike their more rapacious prime-material kin, observers adhere to a cool neutrality and are often content to leave well enough alone. (’Course, that doesn’t help the Clueless sod who attacks one of these things, taking it to be a beholder.) An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell’s a mottled purple and pinkish color, and can be 2 to 3 inches thick in places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces. Observers support their bodies by means of an innate levitation ability. Observers often create small empires or tyrannies, using their magical and psionic abilities to take control of regions and order them to their own will. Observers are generally more passive than their beholder cousins, and fight only when directly attacked. Unless it’s physically threatened, an observer’s usually content to use negotiation and manipulation to achieve its ends. Combat: The observer’s main body is AC -2, but its mouths, main eyes, and eyestalks are not as well-armored; they’re only AC 2. The loss of these organs doesn’t count against the obewer’s own hit points. The main eyes can withstand 10 points of damage each, the eyestalks 5 points of damage, and the mouths 15 points of damage before being destroyed. The observer’s mouths actually consist of powerful, reractable stalks that can reach things up to 5 feet from the main body. If the observer’s mouth hits with a roll 4 or more greater than the attack roll needed, it fastens to the victim and begins to drain blood at the rate of 2 hit points per round. When possible, the observer will divide its attacks to drair as nany victims as it can. Although the observer’s attacks are formidable, they pale in comparison to its magical abilities. Each of the creature’s main eyes projects a powerhl ray of telekinetic force that can have one of three effects: First, it can simulate Bigby’s forceful hand , driving back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures between 500 and 1,000 pounds cannot advance closer to the observer while its gaze remains on them. Creatures over 1,000 pounds can advance only at the speed of 10 feet per round. Second, the gaze of the main eyes can be used to strike telekinetic blows inflicting damage equal to 1d12 points plus the victim’s AC. Third, it can automatically deflect all physical missiles fired at the creature from the 120 degree arc in front of the eye. The main eyes have a range of 100 yards. Each of the six smaller eyes can create the following effects against a single target: domination (30-yard range) enervation (30-yard range) fear (50-yard range) finger of death (30-yard range) magic missile (3 missiles, 50-yard range) Otiluke’s freezing sphere (cold ray inflicts 8d4+16 points of damage) The powerful eyes of observers are the equivalent of a true seeing spell to a range of 100 yards, except that the monster can’t determine alignment by sight. This means they can’t be deceived by illusions or invisibility. As if these weren’t enough to lay any sod in the deadlook, observers are also powerful psionicists, in possession of potent telepathic and psychokinetic abilities. An observer usually relies on its magical abilities first, but should those fail or a subtler means of attack be required, it’ll fall back on mental attacks. Observers enjoy experimenting with telepathic attacks against nonpsionic creatures and take a fiendish pleasure in permanently wrecking a foolish opponent’s psyche. Habitat/Society: Fortunately, observers aren’t social creatures. They can’t stand each other and avoid contact with others of their kind. It’s rare for observers’ rivalries to break out into open conflict, but it’s not unheard of. Unlike the xenophobia that forms the basis of prime-material beholders’ conflicts, territoriality and fierce competition for the same resources are the main sources of friction between observers. Observers divide their time between maintaining a realm ordered to their exacting specifications and wandering the cosmos in search of knowledge and power necessary to expand their domains. When an observer’s abroad on the planes, it’s far more passive and less likely to attack cutters who have something it wants (That’s why they call it an observer, berk.) However, its attitude changes once it’s back on its own home turf. Patience and tolerance have no places in the observer’s territory, and it ruthlessly attacks and eliminates competititors or intruders. So, what’s an observer’s domain like? Observers have a strange, alien set of values and ideals. They’ll dominate or psionically alter any living thing in their territory to make it their slave. This means that an observer in its home is likely to be defended by a small army of mind-wiped minions. The creature is also fascinated by wealth and spends much of its time encouraging its slaves to add to its hoard. Despite this, it’s not necessarily interested in malice for its own sake — it’s just supremely selfish and paranoid. Ecology: Observers are near the top of the food chain anywhere they go. Only the most powerful fiends can defeat an eye tyrant. Observers are hoarders of arcane objects and knowledge, and can be an excellent source of information if a cutter’s willing to risk dealing with one.She’ll need to be able to offer the monster something it wants in exchange for any darks she wants the observer to part with; observers don’t give anything away for free. It’s not known how observers reproduce, but some cutters’ve speculated that observers spawn by selecting one of their slaves to carry a parasitic egg. The young observer devours its host from the inside out before emerging to contest its parent’s dominion. The parent drives the young creature out of its territory and ignores it from that point on. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron, Mechanus, Outlands Stat Block 5th Edition: - None (modify Beholder stat block) 2nd Edition: - mojobob's website Abilities - 6 eyestalks shoot powerful magic rays with various effects - 3 central eyeballs telekinetically push creatures away, or prevent their approach - Powerful psionics - Bites from 3 retractable mouths - Chitinous hide - Flight Appearance An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell’s a mottled purple and pinkish color, and can be 2 to 3 inches thick in places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces. Size Hero Forge: 6 ft. diameter (kitbashed) Lore: Large (6 ft. diameter) Suggested: Large to Huge Other Monikers Beholder-kin Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Copper

    Copper Dragon Copper Dragon Gargantuan Dragon, Chaotic Good Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted. Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures. A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure. A Copper Dragon’s Lair Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained . A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing. If the dragon dies, the magic carvings fade over the course of (1d10) days. The other effects end immediately. (From Fizban's Treasury of Dragons - 2021): Creating a Copper Dragon Use the Copper Dragon Personality Traits and Copper Dragon Ideals tables to inspire your portrayal of distinctive copper dragon characters, and use the Copper Dragon Spellcasting table to help select spells for a spellcasting dragon. Copper Dragon Personality Traits d8 - Trait: 1 - I am generous with my time, my words, and my considerable wisdom—but my treasure is mine. 2 - I love music. It is truly the universal language, able to express ideas far better than mere words alone. 3 - I find the notion of trade and barter fascinating, and sometimes even find ways to participate in them. 4 - There is no sound I love more than laughter, a powerful balm for hearts and minds. 5 - I enjoy games of all kinds, especially challenges of wit and intellect—and those I can decisively win. 6 - I admire how brightly short-lived creatures shine before their lights go out. 7 - Nothing is more satisfying than deflating the egos of the high-and-mighty with a well-placed jibe. 8 - When I’m bored, stirring up a settlement and watching its people scurry about amuses me. Copper Dragon Ideals d6 - Ideal: 1 - Beauty. The ability to create, appreciate, and sustain beauty is the true measure of a creature or civilization. (Good) 2 - Curiosity. The world holds so much to experience. I value different perspectives and insights. (Any) 3 - Creativity. Our purpose is to create something new and clever, and I admire those who do so. (Any) 4 - Change. The only constant is change, and we must change with the world. (Chaotic) 5 - Fairness. Life is often unfair, and it is up to us to rebalance its scales from time to time. (Good) 6 - Cruelty. Existence is a cruel joke. You can either be in on the joke, or be made a fool by it. (Evil) Copper Dragon Spellcasting Age Spell Save DC Spells Known Ancient 19 lesser restoration , move earth , phantasmal force , stone shape (From 2nd Edition AD&D Monstrous Manual - 1991): Copper dragons are incorrigible pranksters, joke tellers, and riddlers. They are prideful and are not good losers, although they are reasonable good winner. They are particularly selfish, and greedy for their alignment, and have an almost neutral outlook where wealth is concerned. At birth, a copper dragon’s scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the time the dragon becomes a young adult. Beginning at the venerable stage, the dragons’ scales pick up a green tint. Copper dragons speak their own tongue, a tongue common to all good dragons, and 14% of hatchling copper dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Copper dragons like to taunt and annoy their opponents, hoping they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon’s lair, the dragon will create them ahead of time using stone shape , move earth , and wall of stone . An angry copper dragon will mire its opponents using rock to mud , and will force victims who escape the mud into it with kicks. Once opponents are trapped in the mud, the dragon will crush them with a wall of stone or snatch them and carry them aloft. When fighting airborne opponents, a dragon will draw its enemies into narrow, stony gorges where it can use its spider climb ability in an attempt to maneuver the enemy into colliding with the walls. Breath Weapon/Special Abilities: A copper dragon’s breath is either a cloud of slow gas 30’ long, 20’ wide, and 20’ high or a spurt of acid 70’ long and 5’ wide. Creatures caught in the gas must save vs breath weapon or be slowed for three minutes per age level of the dragon. Creatures caught in the acid take damage, save vs. breath weapon for half. A copper dragon cast its spells and uses its magical abilities at 7th level, plus its combat modifier. At birth, copper dragons can spider climb (stone surfaces only) and are immune to acid. As they age, they gain the following additional powers: Young: neutralize poison three times a day. Juvenile: stone shape twice a day. Adult: forget once a day. Mature adult: rock to mud once a day. Old: move earth once a day. Great wyrm: wall of stone once a day. A copper dragon can jump 30 yards forward or sideways, reaching heights up to 20’ at mid jump. They can jump 30’ straight up. Habitat/Society: Copper dragons like dry, rocky uplands and mountains. They lair in narrow caves and often conceal the entrances using move earth and stone shape. Within the lair, they construct twisting mazes with open tops. These allow the dragon to fly or jump over intruders struggling through the maze. Copper dragons appreciate wit, and will usually leave good or neutral creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don’t laugh at their joked or do not accept the dragon’s tricks and antics with good humor. Because they often inhabit hills in sight of red dragons’ lairs conflicts between the two subspecies often occur. Copper dragons usually run for cover until they can equal the odds. Ecology: Copper dragons are determined hunters, the good sport a hunt provides is at least as important as the food they get. They are known to eat almost anything, including metal ores. However, they prize giant scorpions and other large poisonous creatures (they say the venom sharpens their wit). The dragon’s digestive system can handle the venom safely, although injected venoms affect them normally. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Breath weapons: fire, sleep - Fire immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Blindsight - Spellcasting Appearance A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Size Hero Forge: 8'6"-10'7" (XXL) Lore: Medium to Gargantuan (85 ft. long) Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - Basic Rules - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

  • Scile | Digital Demiplane

    Scile Medium swarm of Tiny elementals, Neutral Hero Forge Mini Kitbashed, single mini Description (from Planescape: Monstrous Compendium Appendix III - 1998): From the journals of Ucec Ordel: “Now what do I sodding do? Reide sends me on this berk’s errand to the Quasielemental Planes, and I run afoul at the first one I hit. Sure, I knew that the plane of Radiance’d burn my eyes out, but I prepared for that. Rittbon Blese taught me a spell to protect me, and I knew that my sword, scold, could stand up to any sodding radiance elemental . I was set. “Yeah, right. “Rittbon’s spell worked, all right — my eyes didn’t burn up — but I could see only a sodding short distance! That’s why I never saw them coming until it was too late. Little creatures, little motes of light, swarmed at me in a cloud, almost like tiny glowing locusts. Well, they were more like sodding little sparks, really, but their light didn’t flicker — it stayed constant. “I suppose it didn’t matter what the flame they looked like. Like my father always said, if you can see ’em, you’re probably already in it too sodding deep. See, these little sparks — a blood in the Cage told me they’re called scile or incandescents — feed on the colors of the quasiplane of Radiance. But they get bored eating the same old thing all the time, so if they run into some poor berk passing through, they eat his colors. “It’s not like going to the Gray Waste, either, ’cause they like to eat gray just fine. No, when those motes’re done with you, they leave you completely transparent. Folks can see right through you. Doesn’t sound so sodding bad? Let me tell you about bad…” Combat: Whcn preying upon planar travelers, the scile attack in large masses. Individually, they can do little, but in a cloud of 30 or more, these little motes of light can drain the color from a sod in just a few minutes’ time. All they need to do is stay within approximately 10 feet of the victim for 1d4 consecutive rounds. At the end of that time, the target gets to make a saving throw versus spell. If he fails the roll, he and his possessions lose their color and become transparent. Transparency is a bit like invisibility, but the victim can’t even see his own body, so he faces a -2 penalty to all die rolls involving physical maneuvers. After all, it’s difficult and disorienting for a basher to climb if he can’t see his feet or hands, to swing a sword if he can’t tell how long it is, or to jump if he can’t judge where he’s standing. Further, if the sod casts a spell with somatic components, there’s a 30% chance that he’ll fail to make the proper gestures, thus wasting the spell. Transparent cutters also tend to bump into things, stub their toes, and the like — they lose all awareness of their body. ’Course, it’s difficult if not impossible to use transparent items. Whether a basher is visible or color-drained, he suffers a -2 penalty when trying to use a transparent weapon or similarly physical item (transparent berks with transparent items aren’t penalized twice). Transparent shields offer no bonus to Armor Class, because the wielder can’t see the shield to know where it gives protection and where it doesn’t. And magical items that’ve been rendered transparent by the scile simply fail to function. Thankfully, the creatures’ strange effect can be reversed. The application of a remove curse spell or dust of appearance restores the color to a transparent person or item, though each sod or object must be treated separately. Of course, mundane means such as paint or dyes work as well, after a fashion. Incandescents can be struck only by weapons of +1 or greater enchantment. Because they’re creatures of energy, they’re immune to magic that alters physical forms, such as that which paralyzes, petrifies, polymorphs, or disintegrates. However, darkness spells drive scile away, and physical barriers like walls of force or walls of ice keep them at bay. Habitat/Society: The scile never leave the quasiplane of Radiance, probably because they couldn’t survive anywhere else. On their home plane, they have an intricate society based around huge, permanent cloud-clusters. Each community consists of many thousands, if not millions, and each is a completely autonomous collective — all scile are equal. The creatures can communicate via telepathy with any others of their kind in sight. Scholars don’t know how — or if — the scile reproduce. Fact is, chant has it that the number of the creatures is constant. They don’t grow old or ill, so the only way for an incandescent to go to the dead-book is through violence. It’s a rare occurrence, but when it happens, the lost individual is not replaced. Instead, the entire population of the scile simply decreases by one. Once they’re all slain, the race will be no more. Ecology: With all the colors of Radiance, the scile never want for food. Nevertheless, many travel the quasiplane in hunting clouds searching for non-natives, who apparently have colors that differ from those present naturally on the plane. It seems, however, that only an incandescent can notice these subtle differences. The Ravagers of Color: A rare breed of evil scile is said to exist deep within the quasiplane of Radiance. These creatures eat away only certain colors, an act that somehow maliciously changes the victim. Those who know the dark of these wicked incandescents call them the Ravagers of Color. When these creatures attack, the Dungeon Master should roll on the following table to determine what color they drain and how it affects the sod. The ravagers eat only one color per victim — once drained of that color, the target is safe from further attack. Dust of appearance or a remove curse spell will restore the lost color and negate the effect. The effect will also cease if the victim is rendered fully transparent by normal scile. 1d6 Lost Color/Effect 1 Blue (serenity). Once per day, victim has a 25% chance to fly into a rage and attack all in sight. 2 Red (passion). Victim becomes listless and impossible to motivate. He must make a saving throw versus spell to take any course of action. 3 Yellow (hope). Victim grows depressed, suffering a -2 penalty to all actions. 4 Green (secrets). Victim becomes unable to lie, and constantly relates information to all around him. 5 Violet (intelligence). Victim loses 1d2 points of Intelligence. 6 Orange (vitality). Victim loses 1d2 points of Strength. The Ravagers of Color are chaotic evil in alignment and very intelligent. They avoid normal scile for obvious reasons, but resemble them in every way other than the effect of their attack. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-elemental Plane of Radiance Stat Block 2nd Edition: - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website Abilities - Drains color and visibility from other creatures, causing various penalties to do things without seeing oneself - Evil scile variant drains specific colors, causing ability score penalties and types of insanity - Immune to radiant damage, paralysis, petrification, polymorph, disintegration and nonmagical weapons - Flight Appearance Tiny little motes of light that swarm in a cloud, almost like tiny glowing locusts, or little sparks, with light that stays constant. Size Hero Forge: Tiny (Kitbashed) Lore: Tiny (1/100 inch long) Suggested: Medium to Large Swarm Other Monikers Incandescents, Ravages of Color Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

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