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- Template - Sigil Roads & Walls
Template - Sigil Roads & Walls Template - Sigil Roads & Walls Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBSb2FkcyAmIFdhbGxz/e4d57a514bd7b483ae2a3287c3b3ab81 Board Link Features - Multiple street and cobble variants - Street Arches (Planescape: Torment) - Arched stone walkways, turns, and stairs - Walkway towers - Walls, ruined walls - Street carts - Canopied Sedan chair - Market Stages (Planescape: Torment) Notes None Assets from Tales Tavern None
- Battle
Battle Dragon Battle Dragon Large Dragon, Neutral Good Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Battle dragons are glorious creature that exult in valorous combat. They often serve as steeds for powerful warriors. A battle dragon at rest has a dull brown sheen to its scales. However, as soon as it takes wing, allowing the sun to strike its armored skin, it gleams like the finest gold. Battle dragons are notorious optimists, and always seem to find the silver lining to any cloud. This emotion is often contagious, as they inspire others to bravery and valor in battle. By juvenile age, battle dragons may find use as steeds for Small riders. Young adult and older dragons can serve Medium riders. Some cities or knightly orders have reached mutual protection and assistance accords with nearby battle dragon families, as generation after generation of rider finds an ally within the same line of dragons. Battle dragons speak Common, Draconic, and Celestial. Combat : A battle dragon is a fearless combatant, raised from birth to take joy in the simple act of conflict. It uses its special abilities to fortify the prowess of its allies, while striking fear into foes with its breath weapon, frightful presence, and battle fury. Young and older battle dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Battle Fury (Ex): Once per day, an ancient or older battle dragon may enter a battle fury, which grants it a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but a –2 penalty to AC. This battle fury lasts for a number of rounds equal to the dragon’s (new) Constitution modifier +3, at the end of which the dragon loses the indicated bonuses but suffers no fatigue or other ill effects. This ability is otherwise identical to the barbarian’s rage class feature. Breath Weapon (Su): A battle dragon has two types of breath weapon, a cone of sonic energy and a cone of fear gas. Creatures within the cone of fear gas must succeed on a Will save or become shaken for 4d6 rounds. Multiple exposures are not cumulative, but if an affected creature is already shaken (for instance, from the dragon’s frightful presence), it becomes frightened instead. Inspire Courage (Su): Once per day, an adult or older battle dragon can inspire courage in itself and its allies, granting them a +2 morale bonus on saving throws against charm or fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. This is identical with the bardic ability of the same name, and requires the dragon to speak, sing, or roar for 1 full round. Spell-Like Abilities: 3/day—aid, protection from evil; 1/day—heroes’ feast, shield other. Skills: Perform is a class skill for battle dragons. Their preferred modes of performance include oratory and singing. (From 4th Edition Draconomicon: Chromatic Dragons - 2008): Battle dragons are prized for their warlike cunning and loyalty. They serve diverse gods, including Kord, Bane, and even Gruumsh, and support their deity’s mortal servants. Battle dragons lend their might to holy champions in wars against their enemies, whether foul demons and devils or the servants of rival gods. A battle dragon resembles a hybrid of a chromatic red and a metallic gold dragon, with gleaming green scales tipped in bronze, red, or gold. Great wings unfold from its back, revealing brilliantly patterned skin. Sharp horns extend from the dragon’s extremities and from the back of its skull. Battle Dragon Lore: A character knows the following information with a successful Religion check. DC 20: Battle dragons are natural leaders that encourage allies to perform daring acts of heroism or despicable deeds of villainy, depending on the gods they serve. They lead strikes against enemies, instilling their followers with a sense of duty and purpose. Battle Dragon Tactics: Bred for war, the battle dragon leads the vanguard against its master’s foes, soaring over their ranks and using its frightful presence. When it is engaged, it descends to tear through enemies with fangs and claws. If the battle turns against its allies, the battle dragon fills them with renewed vigor by screaming its ululating battle cry. It is loath to quit the battlefield, but it’s savvy enough to know when the cause is lost. Before departing, it delivers a vicious bite for its opponents to remember it by. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard Stat Block 5th Edition (different ages have their own stat block): - Nic the DM Homebrew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: sonic, fear - Immune to thunder and frightened condition - Claw, bite, wing and tail attacks - Sometimes wields weapons and wears barding - Frightening Presence - Battle fury - Inspire courage - Flight Appearance A battle dragon at rest has a dull brown sheen to its scales. However, as soon as it takes wing, allowing the sun to strike its armored skin, it gleams like the finest gold. Size Hero Forge: 8'6" (XXL) Lore: Large Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video) - 4th Edition Draconomicon: Chromatic Dragons (2008) - 3.5e Draconomicon: The Book of Dragons (2003) - realmshelps.net
- Devourer | Digital Demiplane
Devourer Large Fiend, Chaotic Evil Hero Forge Mini Kitbashed, double mini (From Planescape: Monstrous Compendium Appdendix III - 1998): Haunting the deep reaches of the Ethereal and Astral Planes, the creatures known as devourers have a reputation for being among the most fearsome and loathsome of foes. For many planewalkers, they embody the true nature of evil (despite the fact that they don’t come from the Lower P1anes). See, Devourer have so little regard for anyone but themselves that they’re willing to steal the life essence of other beings to power their own magic. Nothing about a devourer’s appearance gives the impression that it’s anything other than a horrible monster. A gaunt, skeletal creature of great height, it usually has a tiny figure trapped within what appears to be the bones of its rib cage. This captive is obviously powerless and clearly suffers great distress and pain, though he often has a look about him that indicates that he’s been imprisoned for a long, long time. Combat: Most cutters fear the devourer, and with good reason. Sure, its large, crooked claws inflict 2d6 points of damage per strike, but even worse, its touch also drains one energy level. If wounded in battle, a devourer regains a number of hit points equal to those permanently lost by a victim from whom it drained a level. What’s more, the creature can capture a berk’s entire life essence — truly a fate far worse than death. To steal a spirit, the devourer must roll a successful attack against its chosen victim. The sod must then make a successful saving throw vs. death magic to avoid the effect. If he fails the saving throw, he’s slain, and his spirit becomes trapped within the devourer. Onlookers can see it appear within the rib cage of the skeletal horror. A captive spirit is completely unable to act and can’t be restored by a raise dead spell. Fact is, all it can do is serve as fuel for the devourer’s spells and abilities. The greater the level or Hit Dice of the trapped spirit, the more power it provides to its “host”. And because a devourer’s rib cage can hold only one spirit at a time, the creature always seeks to prey upon the mightiest victims it can find. While it holds a trapped spirit, a devourer can use the following spell-like powers at will, once per round: confusion , control undead , paralysis (as the wand), ray of enfeeblement , spectral hand (which it can use to drain levels, but not steal spirits), suggestion , summon shadow , and true seeing . Each level or Hit Die of the captive gives the devourer a total of five power uses. Once it has completely consumed the spirit in this manner, the sod’s life essence is destroyed forever and the devourer must find a new victim. In addition to powering spell-like abilities, the captive spirit offers the devourer magical protection. If a cutter casts any of the following spells upon the creature (and if they penetrate its magic resistance), they affect the trapped spirit instcad: banishment , chaos , confusion , dispel evil , emotion , entrapment , ESP , fear , geas , holy word , imprisonment , magic jar , maze , quest , spirit wrack , trap the soul , and any type of charm , domination , hypnosis , or suggestion . Note that some of these spells (including banishment , dispel evil , and entrapment ) get rid or the trapped spirit, leaving the devourer’s rib cage empty. If this occurs, the creature can’t use any of its spell-like powers — or protect itself from the above-named spells — until it finds a new victim. And what becomes of the spirit, once released from its skeletal prison? Well, the basher’s still in the dead-book, but at least the spirit is free to go to the plane of its alignment (and can also be brought back to life with raise dead ). When encountered, a devourer will almost always have a captive spirit in its rib cage (85% change). The Dungeon Master should roll 3d4+3 to randomly determine how many Hit Dice or levels the victim has left for its captor to utilize. Habitat/Society: Some folks believe that only one devourer exists, that it’s a unique creature. Wishful thinking — it’s very pretty well confirmed that that’s not the case. However, exactly what the creatures are is still a mystery. Are they a predator race found only on the Silver Void and the Misty Shore? Are they the magical creations of a viciously evil wizard? Are they manifestations of something else entirely — perhaps the most despicable thoughts and emotions that end up on the Astral? No one’s tumbled to the dark of it yet. Fact is, no one even knows if the things can communicate, though it’s been theorized that they’re telepathic. When a planewalker stumbles across a devourer, the creature’s always alone (except for its captive spirit, of course). Nothing alive seems to tolerate the monsters’ presence; they even appear to abhor one another. Furthermore, devourers are encountered only when they’re out hunting for victims from whom they can drain levels or steal spirits. If the creatures do make lairs on the Astral and the Ethereal, such places’ve never been found. Perhaps that’s for the best. Ecology: It’s not known how (or if) devourers reproduce. They subsist totally on life energy, needing no actual food or drink. Despite their appearance and their requirements for existence, they’re not undead. Chant has it that a few bashers have encountered devourers on the Negative Energy Plane, but who’d believe the word of anyone who’d willingly go to such a horrible place? Others contend that while devourers spend most of their time on the Astral or the Ethereal, they do indeed make occasional trips to the Negative Energy Plane, for reasons unknown. Unlike undead, they have no direct connection to the plane (hence their ability to go to the Astral and even beyond, if they wished), but they do seem to make the odd “pilgrimage” now and then — no doubt because of their nature. (From 3.5e Monster Manual I - 2003): This tall, skeletal creature has strands of mummified flesh hanging from its bones. Imprisoned within the creature’s rib cage is a tiny figure, clearly in agony. Devourers are massive creatures every bit as evil as they look. They lurk on the Ethereal Plane and the Astral Plane, stalking both natives and travelers with equal sadistic glee. The tiny figure in the rib cage is the trapped essence of a slain opponent, which is consumed like firewood to sustain the monster’s unnatural life. A devourer is about 9 feet tall and weighs 500 pounds. Devourers speak Common. Combat : Even if it had no special abilities, a devourer would be a terrible opponent, for its bony claws can flay enemies alive. Energy Drain (Su): Living creatures hit by a devourer’s claw attack or spectral hand ability gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charismabased. Trap Essence (Su): The devourer is named for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The affected creature must succeed on a DC 19 Fortitude save or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the devourer’s ribs, and the tiny figure takes on that victim’s features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time. The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spelllike abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 19 Fortitude save for each negative level or lose that level permanently. Spell-Like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, a devourer can use one of the following abilities: confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement (DC 14), spectral hand, suggestion (DC 16), true seeing. Caster level 18th. The save DCs are Charisma-based. Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell (charming a trapped essence, for example, is useless). Some of these effects (banishment, for example) might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim. (From Volo's Guide to Monsters - 2016): Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus’s creed of replacing all life with everlasting death. Instruments of Orcus. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer’s first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons , zombies , ghouls and ghasts , and shadows are particularly attracted to the presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer’s body to begin its new existence as an undead servitor of the monster that spawned it. Fiendish Nature. A devourer doesn’t require air, food (other than souls), drink, or sleep. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral or Ethereal Planes (Deep), or the Abyss Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities '- Imprisons a soul inside its ribcage to increase its health, power and abilities - Soul Rend does AOE necrotic damage - Claw attacks do necrotic damage - Immune to poison - Resistant to cold, fire, lightning - Telepathy Appearance Nothing about a devourer’s appearance gives the impression that it’s anything other than a horrible monster. A gaunt, skeletal creature of great height, it usually has a tiny figure trapped within what appears to be the bones of its rib cage. This captive is obviously powerless and clearly suffers great distress and pain, though he often has a look about him that indicates that he’s been imprisoned for a long, long time. Size Hero Forge: 8' (XXL) Lore: Large (8-9 ft.) Suggested: Large Other Monikers None Sources - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond - 3.5e Monster Manual I (2003) - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website
- Mechanus - Clockwork Nirvana
Mechanus - Clockwork Nirvana Author(s) Matt-GM talespire://published-board/TWVjaGFudXMgLSBDbG9ja3dvcmsgTmlydmFuYQ==/e735ffce477f5fe6cb0a2c8e5497f21c Features - The Plane of Ultimate Law, Mechanus is entirely made up of a series of colossal gears, pulleys, and other clockwork that recede into an infinite smokey haze. - Some gears are as large as continents, and their flat surfaces are habitated by entire species of creatures, kingdoms, empires, and divine domains - Gravity feels artificial, pulling creatures down to whatever surface of a gear is nearest. The underside of every gear is also traversable, allowing creatures to walk normally on either surface. - Gears are constantly in motion, and their rotation speed is inversely proportional to their size; Greybeards claim that if a single gear on Mechanus ever stopped turning, all time and space in the multiverse would cease to function. – Mechanus is inhabited by the most lawful souls in the multiverse, including bizarre constructs such as Modrons (who maintain the plane’s gears), Inevitables (who enforce mortal obedience to the universe’s most vital laws), gear spirits , living mathematical formulas, and even stranger things. There is also a species of mind-controlling ant centaurs that are constantly expanding their empire throughout the plane, known as Formians . Notes - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes - Portal (blue fire ring) can be closed with a hide volume - The flat surface of every gear has its own gravity, so players can run up and down the sides of any horizontal or vertical cog. - At the hub of nearly every gear, there's arrows indicating the direction they are rotating; depending on the gear's size and where the players stand, they are moved along the wheel at the start of each turn; if players move in the same direction a gear turns, they're able to travel much faster; if players move against the gear's rotation, their speed is reduced; players can use this to their advantage to slow enemies and hasten their own movement - If only the gears could really spin in Talespire! Board Link Mechanus - Clockwork Nirvana Assets from Tales Tavern None
- Limbo - Plane of Chaos
Limbo 01 Limbo - Plane of Chaos Author(s) Matt-GM talespire://published-board/TGltYm8gMDE=/356d3c724b36ed4d11d6ac986f06be2f Board Link Features - Plane of chaos; pockets of primordial earth, fire, water, electricity, and stranger elements are constantly manifesting and crashing together in all directions; an endless, rapid cycle of creation and destruction. - Inanimate objects such as houses, plants, trees, islands, and castles also spring into being for short periods of time at random locations; weird junk can be found everywhere; temporary life forms can manifest as well. - Medieval guard tower and disintegrating warship feature in the background. - Majority of space is a muddy "chaos soup" made of water/earth/air that is not breathable; newcomers unfamiliar with the plane often suffocate. - Creatures familiar with the space learn to mold chaos matter with their minds, creating pockets of breathable air, stone roads to walk on, wind to propel themselves forward, etc. - A mind can create literally anything in Limbo, of a size and complexity limited only by a creature's mental ability. - One of the few native species is the "Slaadi;" chaotic toad demons that attack visitors, inflicting horrific transformations on victims to create new Slaad - Enlightened githzerai monks have learned to build monasteries and whole cities out of chaos matter, making the plane their home; they are somewhat xenophobic and isolationist but can sometimes be an ally in the chaos. – Other natives include chaos imps , gibbering mouthers , body-warping chaos beasts , and the terrible chaos dragons . Notes - Very heavy map performance-wise; beware low framerates - Still not fully happy with the lightning/atmosphere, very WIP; changing it all the time. Chaos! – Original seafaring ship (before disintegration) by Istallri & Scarnor (board : https://talestavern.com/slab/ship-collection-by-istallri-scarnor/ ) - Githzerai and slaadi minis from Gonsplitters, MZ4250, and various artists in awesome TS community creature content. Assets from Tales Tavern None
Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None
- Lupinal | Digital Demiplane
Lupinal Medium Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash Description (From 3rd Edition Monster Manual II - 2001): As the name implies, lupinals are half-human, half-wolf creatures. They are constantly on the prowl for evil intrusions into their territory, be it Elysium or a piece of the Material Plane that they have made their own. Lupinals are more likely than cervidals to make their homes outside Elysium and assist other beings in repelling evil incursions. Perhaps because of their pack-based society, lupinals are more lawful than other natives of Elysium. In group activities, they operate in close cooperation and perfect harmony. Even solitary lupinals are rarely more than an hour away from allies (or even closer, via ethereal jaunt). At first glance, a lupinal might be mistaken for a werewolf, with its long muzzle, fur, and backward-bending canine legs. But where lycanthropes are savage and animallike, lupinals are intelligent, regal, and poised—though they are quick to anger and ferocious when aroused. Combat : Lupinals are exceptionally skilled in combat. They use pack tactics (such as surrounding opponents, chasing down enemies, and the aid another action) with great skill. Their approach often involves ambush, deception, and misdirection as well. Fear Aura (Ex): When a lupinal howls, every creature within 600 feet (except other celestials) who can hear it must make a Will saving throw (DC 16). On a failure, a creature with 7 or fewer Hit Dice becomes panicked for 4d6 rounds; one with 8 or more Hit Dice becomes shaken for 4d6 rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by that lupinal’s howl again for 24 hours. Improved Grab (Ex): If a lupinal hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +14). The creature has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the lupinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. Spell-Like Abilities: At will—blink, blur, change self, darkness, ethereal jaunt; 3/day—cone of cold, cure light wounds, fly, magic missile. Caster level 8th; save DC 12 + spell level. Trip (Ex): A lupinal that hits with a bite attack can attempt to trip the opponent as a free action (see Trip in Chapter 8 of the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupinal. Dodge Missiles (Ex): This ability operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need not have its hands free. (The creature is dodging, not deflecting.) This ability is usable three times per round. Scent (Ex): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell. (from Planescape: Monstrous Compendium Appendix II): The lupinals’re the front-line troops of Elysium. Packs of ’em roam all over the plane, and often into the Outlands, Bytopia, or the Beastlands, searching aggressively for any hint of evil intrusion. While the other guardinals take their rest in Elysium, the lupinals hold themselves ready for battle at a moment’s notice. Their organization and outlook are distinctly lawful at times, far more so than those of the other guardinals. Lupinals are half-man and half-wolf . Their bodies are long, lean, and rangy. Their rear legs are bent like a wolfs, and they have long, pronounced muzzles with rows of sharp teeth. Lupinals are covered in short, fine, silvery-gray fur. At a distance, a lupinal could be taken for a werewolf in its hybrid form, but on closer inspection the lupinal is far less bestial and has a much more intelligent and expressive face - until it finds an evil quarry encroaching on its hunting grounds. Like the equinals , lupinals are social creatures who often gather in small packs that hunt, play, and fight together. However, they’re also comfortable being alone, and many lupinals prefer to keep their own company. Combat: Lupinals are exceptionally dangerous in a fight. They are natural-born hunters and stalkers who use terrain, concealment, and ambush to great effect. When the time comes to break cover and join the fray, lupinals fight with a fierce animal savagery. Like leonals , they’re very quick; they gain a -2 bonus to initiative rolls and can dodge normal, nonmagical missiles by making a successful saving throw versus paralyzation. Lupinals have exceptionally keen senses and are surprised only on a roll of 1. The natural stalking abilities of a lupinal allow it to track by scent, move silently, or hide in shadows with a 95% chance of success in natural settings. In urban environments the lupinal’s abilities are reduced to a 50% chance of success. Lupinals attack with their front claws and a powerful bite. Their rangy bodies are surprisingly strong; a lupinal’s Strength is equal to 18/76. If a lupinal hits with its bite by a margin of 4 or more, it seizes its prey and forces its opponent to make a successful saving throw versus death magic or be dragged to the ground. The lupinal automatically hits with its bite each round thereafter until its foe is helpless or dead, or it’s been seriously wounded. The howl of a lupinal causes fear in any evil creature within 200 yards (unless the target survives a save versus spell, of course.) In addition, the lupinal can use the following spell-like abilities: blink , blur , change self , darkness 15’ radius , and wraithform . Three times per day the lupinal can cure serious wounds , fly for up to 3 turns (move 30, MC A), cast magic missile (4 missiles), or breathe a cone of cold 40 feet long and 10 feet wide that inflicts 8d4+8 points of damage. Once per day the lupinal can cure disease or neutralize poison . Lupinals can be hit only by silver or +2 or better magical weapons. Habitat/Society: Lupinals like to run in packs, but have little loyalty to any particular group. A lupinal might run with three different groups on three consecutive nights, or stay with the same band for months or years at a time. The most intelligent or wisest lupinal is always recognized as the pack leader, and the others obey him or her without reservation. Lupinals’re naturally suspicious of strangers and evaluate almost any creature they meet in terms of threat potential. They’re wary of humans and the like, since they regard any mortal adventurer as a disaster waiting to happen. However, once the friendship of a lupinal is won, a body couldn’t have a more loyal or steadfast companion. Lupinals celebrate the hunt as a social gathering and bonding ritual. They never take sentient prey, but love the challenge and excitement of tracking a quarry that’s trying to evade them. Lupinal packs are Elysium’s first line of defense against invasion, and they take their responsibilities seriously. From Book of Exalted Deeds (2003): KHARASH, THE STALKER: A werewolflike creature with topaz eyes steps from the shadows on all fours. Measuring 10 feet long, its lithe, muscular body is covered in a neatly groomed black and brown fur. It smiles broadly, revealing rows of sharp, pearly-white fangs. The paragon of lupinals, Duke Kharash (kah-RASH) is the closest Companion to Talisid, sharing the Celestial Lion’s passion for the hunt as well as his love for the untamed wilderness. The two are nigh inseparable except when Talisid chooses to enter a populated area, at which time Kharash usually opts to remain in the wild. Although sly of tongue and not exactly shy, Kharash doesn’t care much for large groups or accolades. He adores children but is inexplicably awkward around them. His ability to remain out of sight coupled with his willingness to let Talisid speak on his behalf in public has earned Kharash the moniker “Talisid’s Shadow,” and the lupinal duke doesn’t seem to mind. An undisputed master of the hunt, Kharash trusts his senses and intuition. He doesn’t fall easily into traps, and he studies his enemies carefully before moving in for the kill. He maintains no permanent residence. When traveling apart from Talisid and the Companions, Kharash is usually joined by a pack of his trusted lupinals. Combat : Kharash prefers to study his foes for a few rounds before springing into battle, giving him the chance to use his death strike. When fighting alongside Talisid and the other Companions, Kharash usually attacks the most vulnerable opponent first, hoping to take it out quickly before moving on to tougher prey. Kharash’s natural weapons and any weapons he wields are treated as good-aligned for the purpose of overcoming damage reduction. Death Attack (Ex):If Kharash studies his victim for 3 rounds and then makes a sneak attack with a natural weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target. While studying the victim, Kharash can take other actions so long as his attention stays focused on the target and the target does not detect him or recognize him as an enemy. If the victim of such an attack fails a DC 28 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her helpless and unable to act for 1d6+10 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Kharash has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If the death attack is attempted and fails (the victim makes her save) or if Kharash does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt a new death attack. Favored Enemies (Ex): As the ranger class feature, except Kharash gains bonuses as follows: +8 against evil outsiders, +4 against undead, +2 against aberrations, +2 against elementals, and +2 against dragons. Fear Aura (Ex): When Kharash howls, every creature within 600 feet (except other guardinals) that can hear it must make a Will saving throw (DC 33). On a failure, a creature with 32 HD or fewer becomes panicked for 4d6 rounds; a creature with 33 HD or more becomes shaken for 4d6 rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by Kharash’s howl again for 24 hours. The save DC is Charisma-based. Improved Grab (Ex): If Kharash hits an opponent that is at least one size category smaller than him with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Kharash has the option to conduct the grapple normally, or simply use his jaws to hold the opponent (–20 penalty on the grapple check, but Kharash is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals bite damage. Sneak Attack (Ex):This ability functions as the rogue’s sneak attack ability. Kharash deals +9d6 points of damage with a successful sneak attack. Spell-Like Abilities: At will—blink, blur (DC 19), darkness, disguise self, ethereal jaunt; 3/day—cone of cold (DC 22), cure light wounds (DC 18), fly (DC 19), magic missile; 1/day—find the path (DC 23). Caster level 20th. Save DCs are Charisma-based. Trip (Ex): if he hits with a bite attack, Kharash can attempt to trip his opponent as a free action (see Trip in Chapter 8 of the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Kharash. Dodge Missiles (Ex): This ability operates like the Deflect Arrows feat, except Kharash can dodge any missile, need not have his hands free (Kharash is dodging, not deflecting), and can attempt to dodge every missile launched at him. Scent (Ex): Kharash can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Wild Empathy (Ex): This ability works exactly as the druid’s wild empathy class feature. Kharash receives a +4 exalted bonus on wild empathy checks to sway the attitudes of animals and good-aligned magical beasts (including, but not limited to, blink dogs, unicorns, pegasi, and animals with the celestial template) because he has the Animal Friend exalted feat. LUPINAL GUARDINAL (5e homebrew) Armor Class 20 (Natural Armor) Hit Points 128 (18d8 + 54) Speed 50 ft. STR 19 (+5), DEX 23 (+6), CON 16 (+3), INT 15 (+2), WIS 20 (+5), CHA 16 (+3) Saving Throws: DEX +15, CON +8, STR +10, WIS +5 Skills: Athletics +8, Acrobatics +15, Indimidation +8, Perception +15, Stealth +15, Survival +15 Resistances: Acid, Cold, Force, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons that aren't silvered Immunities: Lightning, Petrified Senses: Darkvision 60 ft., Passive Perception 15 Languages: Celestial, Common, Lupinal Challenge 12 (8,400 XP) Celestial Weapons. The lupinal's weapons and natural attacks are considered magic weapons. Innate Spellcasting. The lupinal's spellcasting ability is Wisdom (spell save DC 19). The lupinal can innately cast the following spells, requiring only verbal components: At will: blink, blur, alter self, darkness, detect evil and good, dimension door, dispel magic, gaseous form, light, protection from evil and good, see invisibility, speak with animals. 3/day each: magic missile (4 darts) 1/day each: cone of cold, fly, heal Keen Hearing and Smell. The lupinal has advantage on wisdom (perception) checks that rely on hearing or smell. Lay on Hands. The lupinal has a pool of 40 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the lupinal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The lupinal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs. Magic Resistance. The lupinal has advantage on saving throws against spells and other magical effects. Pack Tactics. The lupinal has advantage on attacks against a creature if at least one of the lupinal's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions: Multiattack. The lupinal makes three attacks: one with its bite, one with its claw, and one with its longsword of. It always begins with the bite attack. If unarmed, the lupinal makes an extra claw attack. Bite . Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing damage, and if the target creature is sized large or smaller, it must make a DC 19 strength saving throw or be dragged prone. Creatures dragged to the ground are grappled (escape DC 19), and the lupinal grappling them automatically hits with subsequent bite attacks as long as the creature remains grappled. Claw . Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Baleful howl. The lupinal howls magically. Every enemy within 300 feet of the lupinal that can hear it must succeed on a DC 19 Wisdom saving throw or be frightened until the end of the lupinal's next turn or until the lupinal is incapacitated. A frightened target that starts its turn within 30 feet of the lupinal must use all its movement on that turn to get as far from the lupinal as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all lupinals for the next 24 hours. Reactions: Missile Evasion. When a lupinal is targeted with a ranged weapon or spell attack, it can make a dexterity (acrobatics +15) check as a reaction. If the number rolled is higher than the attack roll, the attack misses. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Homebrew stat block in description 3rd Edition - Monster Manual II (2001) 2nd Edition: - mojobob's website Abilities - Fear aura - Grabbing and tripping attacks with claws, bite - Dodges projectiles - Pack tactics - Keen senses - Speak with animals - Innate spellcasting Appearance Lupinals are half-man and half-wolf. Their bodies are long, lean, and rangy. Their rear legs are bent like a wolfs, and they have long, pronounced muzzles with rows of sharp teeth. Lupinals are covered in short, fine, silvery-gray fur. At a distance, a lupinal could be taken for a werewolf in its hybrid form, but on closer inspection the lupinal is far less bestial and has a much more intelligent and expressive face - until it finds an evil quarry encroaching on its hunting grounds. Size Hero Forge: 8'4" (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Wolf guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 3rd Edition Monster Manual II (2001) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Murska | Digital Demiplane
Murska Large Monstrosity, Chaotic Evil Hero Forge Mini Single mini, no kitbash Description (From Planescape: Planes of Chaos Monstrous Supplement - 1994): “Am I the friend you sent out into the night to check on the howlers , howlers that screamed so deliciously in their stables? They are silent now — did you notice? I quieted them well. “It was not kind of you to send me out into the night. I had to endure the winds of Pandemonium while all of you were safe. Things lurk in the darkness that make even the walk from the inn to the stable unsafe. “Why won’t you let me in? That’s not kind, either. Can’t you see it’s me standing at the window? Or do you no longer know who I am? Perhaps you fear this body is a husk, holding something terrible within it — that eventually the energies will build and tear through this feeble shell. “You think I’m a murska, one or the great beetle beasts out on the plains. You’ve seen their tracks today, the molted shreds of skin they leave behind. Now you fear the friend you see has become one of them, that he is only the last unmolted remains of the beast’s dinner. I know — you fear that below this wlndow-sill my human flesh ends in shreds and tatters as the hardened carapace of the murska erupts from within. You imagine its shell still glistening and fresh as it flickers green and gold in the windowlight. Even now it might hunger outside the door. “Or maybe I’m me and the murska’s hunting out here. Let me in, you berkzzz, before it’s too late! “What’zzz wrong? It’s only the wind that makes my voice buzz like an insect’s. Why are you staring at my face? lzzz something happening?” Combat: The murska is a ravenous hunter in Pandemonium, made all the more dangerous by its special powers and cooperative hunting habits. Murskas are almost never encountered singly. It is far more common to meet three to four of these foul beetle things. When initially encountered, murskas attack in a coordinated fashion. Typically one blocks the forward path while the others circle the prey to strike on the flanks. The beetle beasts seldom fight to the death. They are hunting, not slaughtering, so a murska attack ends as soon as a victim can be seized and dragged off, to be killed and eaten later. A murska attacks by seizing its target in its powerful eating mandibles. Only after the victim has been seized does the beast gnaw at the held victim with a small series of razored teeth. Its grinding mandibles cause 2d12 points of damage. Furthermore, victims seized by the mandibles can be held without further attack rolls. In subsequent rounds, a held victim can be gnawed for 2d6 points of damage. No attack roll is needed for this since the mandibles hold the victim in place. Those held by a murska are severely limited. Breaking free of a murska’s grasp requires all of a held creature’s efforts, along with a successful open door die roll (to pry the mandibles apart). Just as with a door, others can help in the attempt, but they automatically suffer 1d6 points of damage as the murska thrashes about in their grip. Regardless of the success or failure or the effort, the held victim still suffers 2d12 points of damage that round. A person can voluntarily forgo an attempt to break free in order to use a mental or innate power, but spells, magical items, and weapons cannot be used. Like its appearance, the Armor Class of these creatures can vary. In its true insectoid form, the murska has an Armor Class of 2. The murska is very seldom met in its pure form, however. Each time the murska feeds, it assumes some of the physical properties of its latest dinner. Constantly growing and shedding old skin, the murska assumes the form of its latest meal. Having eaten a horse , the murska’s carapace gradually molts to reveal the dapple-gray hide of a horse beneath. Mane and head form, misshapen and blobby, stretched awfully over the cursed insect’s shell. In time the horsehide peels back to reveal the beetle beneath once more. Thus, a murska looks like the grotesque parody of anything it can eat. As time passes between meals, the assumed skin itself is gradually replaced by the murska’s true form. In its molting skin, the murska’s carapace is not as firm, reducing its effective Armor Class to 4. In addition to their formidable attacks and hideous appearance, murskas have several special defenses and immunities. Although they adopt many of the mental features of their repast — particularly wit and memories — murskas are always considered mindless. They cannot be charmed or controlled through mental dominations. They are immune to gases (not that these are effective in the winds of Pandemonium) and suffer only half damage from fire-based attacks. They are vulnerable to cold, with a -2 penalty on their saving throws versus such attacks. Habitat/Society: Unlike many other insectoid creatures, the murska has no nest or fixed territory. It follows its prey — virtually any creature of man or larger size. About the only beast of size it does not attack are howlers, probably due to the howler’s irritating quills. In times of famine, murska have even been seen devouring each other. Fortunately, the murska does not need to feed continually. Like certain other species of creatures, the beetle periodically gorges itself and then withdraws until hunger forces it to hunt again. Since the creature grows and then molts the form of its latest meal, it is possible to estimate just how hungry a given murska might be. Those nearly completely covered in their stolen skin are well fed. As time passes. more of the beetle shell breaks through, and the greater the beast’s hunger. A murska in pure beetle form is starving and therefore the most dangerous. One great variable in all murska attacks is their cunning, because murskas do not just assume the skin of their victims. Some of the intelligence, memories, and nature of their last meal is also absorbed. While these fade just as the skin peels, in the meanwhile murskas use the knowledge they have gained. Their behavior becomes a horrid mixup of both the beetle and its dinner. For example, a murska that ate a character’s horse might follow the party, invade stables, and otherwise behave like that horse. As time passes, the memories weaken and the beast’s true nature asserts itself. More dangerous is the murska that eats an intelligent creature, for then the beetle beast becomes intelligent. It gains no spells, proficiences, class, or psionic abilities from its victim, but it does possess all the creature’s native cunning. It can speak and often uses its stolen memories to lure others to their doom. An intelligent murska is often no longer content to eat and gorge, but may attempt to build a larder of new victims. There are rumors within Pandemonium of murskas who, having tasted the fruit of intelligence, continually seek it out. They have become aware of what they are and now use the minds of others to sustain their own, newly intelligent selves. This may be nothing more than the howling of madmen, borne on the winds or the plane. Ecology: Like so many other oddities of Pandemonium, no one has yet fathomed the true role of the murskas in the multiverse. Revolutionary League legend holds that the beasts are the spirits of their lost brethen, forever assuming the identity of others. Desperate Anarchists sometimes bring their concerns to the “revolutionaries who have been” in hopes the god-beetles will grant them aid. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Pandemonium Stat Block 5th Edition: - scribd.com (homebrew) - reddit (homebrew) 2nd Edition: - Mojobob's website Abilities - Grows grotesque stretched skin of its last eaten victim - Gains memories, intellect, and voice of its last eaten victim - Grappling mandibles and bite - Immune to charmed condition, gas attacks - Resistant to fire damage Appearance In its true insectoid form, the murska has an Armor Class of 2. The murska is very seldom met in its pure form, however. Each time the murska feeds, it assumes some of the physical properties of its latest dinner. Constantly growing and shedding old skin, the murska assumes the form of its latest meal. Having eaten a horse, the murska’s carapace gradually molts to reveal the dapple-gray hide of a horse beneath. Mane and head form, misshapen and blobby, stretched awfully over the cursed insect’s shell. In time the horsehide peels back to reveal the beetle beneath once more. Thus, a murska looks like the grotesque parody of anything it can eat. Size Hero Forge: Mount (6'9")(Single)(No Kitbash) Lore: Large (8 ft. long) Suggested: Large Other Monikers None Sources - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's website
- Ghaele Eladrin
Ghaele Eladrin Ghaele Eladrin Medium Fey (Elf), Neutral Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 3 variants below Description (From Planescape Monstrous Compendium Appendix II - 1995): In the Year of the Riven Shield, the exiled Prince Haltharad kind-hearted and compassionate, but his mission against evil raised an army to contest the rule of Gelfiydd the Usurper. The weighs on his mind; even in blissful Arborea, he's wondering mysterious skald Eromydd was the chief adviser to Ilaltharad, how things arc going back on the last prime world hc left. His tempering the young prince's wrath with words of wisdom, frequent work with mortals and use of mortal veils makes him standing beside him when Gelfiydd's sword-thanes threatened the most serious and heavy-hearted of the eladrins. Better than to take the rebel banner at the Battle of Two Bridges. By the any others of his kind, he knows 1 time the year was out, Haltharad stood crowned as king, and GelJydd was dead by his hand. Eromydd vanished the day of the coronation, never to be seen again. - The Saga of Haltharad The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil. Ghaele eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter. The ghaeles are advisers and counselors to the great tulani eladrins, lords of the eladrin courts. It's quite rare to find two or more ghaeles gathered together, but on rare occasions several may be in the service of one tulani. A ghaele is kind-hearted and compassionate, but his mission against evil weighs on his mind; even in blissful Arborea, he's wondering how things are going back on the last prime world he left. His frequent work with mortals and the use of mortal veils makes him the most serious and heavy-hearted of the eladrins. Better than any others of his kind, he knows how hard it is to be human. Combat : In demihuman form, ghaeles favor incandescent long swords +4 that inflict an extra Id10 points of positive energy damage to any evil foe struck. Evil creatures of fewer than 5 Hit Dice meeting the gaze of an angry ghaele must successfully save versus spell or be slain; even if they succeed in their saving throw, they are stricken with fear for 2d10 rounds. Evil creatures of 5 Hit Dice or more, or any nonevil opponent, suffer the fear effect only if they miss their save; they are unaffected if they succeed. The ghaele's gaze has a range of 60 feet. In their light form, ghaeles attack by firing beams of brilliant light that sear their enemies for 2d12 points of damage per strike. The beams have a range of 100 yards and stri with a +4 attack bonus. The ghaeles can't gaze in this form. At all times, the ghaele is surrounded by a nimbus of light that functions as a double-strength protection from evil in a 20-foot radius. The nimbus also has the properties of a minor globe of invulnerability and confers protection from normal missiles on the ghaele. In addition, a ghaele has the spell ability of a 14th-level priest and can use the following spell-like powers once per round: advanced illusion, charm monster, color spray, continual light, dancing lights, detect invisibility, dispel magic, ESP, hold monster, improved invisibility, polymorph any object, prismatic spray, telekinesis, teleport without error, wall of force, or cast a 12d8 chain lightning bolt. The ghaele can be hit only by weapons of +3 or greater 'enchantment, or by cold-wrought iron weapons (From 3.5e Monster Manual I - 2003): This creature resembles an elf with a noble bearing. It has pearly, opalescent eyes and seems to give off a radiant aura. Ghaeles are the knights-errant of the celestials. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes more than other eladrins, ghaeles quietly muster resistance and offer guidance to any of good heart with the courage to stand against their oppressors. A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds. Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability. Combat : Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays. A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based. Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st—bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith; 2nd—aid, align weapon, bear ’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth; 3rd—daylight, gaseous form*, prayer, remove curse, searing light, water breathing; 4th—death ward, dismissal, divine power, restoration, summon nature’s ally IV (animal)*; 5th—control winds*, flame strike, raise dead, true seeing; 6th—banishment, blade barrier, chain lightning*, heal; 7th—animal shapes*, holy word, summon monster VII. *Domain spell. Domains: Air and Animal. Gaze (Su): In humanoid form—slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based. Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type. Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously. Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.) 5th Edition Homebrew Stat Block: Ghaele Eladrin Medium Fey (Elf), Neutral Good Armor Class 26 (19 natural armor + mithril half plate) Hit Points 241 (22d8+98)+44 Speed 40 ft. STR 22 (+6), DEX 20 (+5), CON 22 (+6), INT 18 (+4), WIS 22 (+6), CHA 24 (+7) Skills Acrobatics +10, Athletics +10, History +9, Insight +11, Perception +11, Persuasion +12 Damage Resistances Cold, Fire, Radiant, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities: Force, Lightning Senses Darkvision 60 ft., Passive Perception 22 Languages Common, Celestial, Elvish, Sylvan Challenge 17 (10,000 XP) Proficiency Bonus +5 Radiant Nimbus . At all times, the eladrin is surrounded by a nimbus of light that functions as a Protection from Evil & Good spell, affecting itself and all creatures of the eladrin’s choice within 20 feet. The nimbus also serves as a permanent Globe of Invulnerability cast on the eladrin, and any ranged attacks on the eladrin that are nonmagical must be rolled at disadvantage. Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The 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, charm monster, comprehend languages, cure wounds, detect evil, detect thoughts, phantasmal force, see invisibility 3/day each: greater invisibility, hold monster, polymorph, programmed illusion, telekinesis 2/day each: chain lightning, prismatic spray, teleport, wall of force Actions Multiattack . In its true form, the eladrin can use its Regiant Glare ability, then make three attacks with its Incandescent Longsword. In its eldritch light form, the eladrin can make three Radiant Beam attacks. In both forms, the eladrin can replace one attack with a use of Spellcasting. Incandescent Longsword (true form only). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (1d8+10) slashing damage, or 16 (1d10+8) slashing damage if used with two hands, plus 22 (5d8) radiant damage. Radiant Beam (Eldritch Light form only). +12 to hit, range 100/400 ft., one target. Hit: 26 (4d12) radiant damage. Radiant Glare (true form only). 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 20 Wisdom saving throw. Any evil-aligned aberration, fiend, monstrosity or undead of CR 5 or below that fails the save is immediately destroyed, or is frightened of the eladrin for one minute on a successful save. Any other creature that fails the save 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 Radiant Glare for the next 24 hours. Eldritch Light Form. As an action, the eladrin can transform into an incorporeal globe of eldritch colors 5 feet in diameter, 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 eldrtch light form, the eladrin emits bright light in a 30 foot radius and dim light for an additional 30 feet. Being incorporeal, the eldritch light form cannot attack with weapons; it has an AC of 24, a fly speed speed of 120, and is immune to psychic and radiant damage, as well as nonmagical attacks. The eldritch light can enter a hostile creature’s space and stay there, and can move through a space as narrow as 1 inch wide without squeezing. Any creature that starts its turn occupying the same space as the eldritch light must make a DC 20 constitution saving throw. On a failed save, the target takes 26 (4d12) radiant damage and is blinded until the start of its next turn. On a successful save, the target takes half that damage and is not blinded. Mortal Guise. The eladrin magically polymorphs into a humanoid 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 eladrin’s choice). In a new form, the eladrin 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. Reactions: Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea Stat Block - 5e: Try homebrew in description above - 3.5e: Realmshelps.net , Monster Manual I (2003) - 2e: Planescape Monstrous Compendium Appendix II (1994) Abilities - Radiant Glare causes fear (death to evil creatures) - Incandescent Longsword - Transforms into incorporeal globe of eldritch colors that shoot rays of deadly light - Aura of Protection from Evil - Permanent globe of invulnerability on itself, protection from normal missiles - Transforms into mortal veils to appear as any humanoid - Innate Spellcasting Appearance Ghaeles resemble tall, athletic high elves. They might easily be taken for noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea. Ghaele eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter. Size Hero Forge: 8'9" (XXL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Knights Errant, Fey Errant Sources - Forgotten Realms Wiki - 3.5e: Monster Manual I (2003) - Planescape Monstrous Compendium Appendix II
- Justice Archon
Justice Archon Justice Archon Medium Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 2 variants below Description (From Dungeons & Dragons Monster Manual IV - 2006): Justice archons consider themselves the purest champions of justice in Celestia. Decisive and self-righteous, their desire to act swiftly on behalf of justice sometimes leads them astray. They inhabit Empyrea, the City of Tempered Souls, on Celestia's fifth layer Mertion, where reflections of their golden wings flash in its crystal-clear waters. A few justice archons choose voluntary exile from the shining realm of Celestia. These champions remain on the Material Plane to maintain eternal watch on infernal patrols that border the Lower Planes, guarding against incursions by fiends. Natives of Celestia, justice archons always begin existence lawful good. When in the throes of righteous fury, though, they might lash out at all who oppose them, and doing this too often can lead a justice archon to change alignment. Combat : A justice archon does not attack without provocation, but its highly tuned sense of justice and retribution often causes it to become incensed at the mere sight of an evil being or even the suspicion of an evil act. If it is unsure of who was responsible for the wrongdoing, a justice archon uses its detect evil ability to locate evil creatures and charges headlong into battle with dreadful cries of vengeance. It uses the weapon's normal damage until it can discover the nature of its opponent's melee attack (generally as a result of being hit), then uses its justice strike if that is more effective. If the opponent provides a serious challenge, the justice archon teleports away to bring reinforcements or to strike again when it has some other advantage. Justice archons often fight alone, but they frequently accompany other champions of good. They provide aerial support to squads of hound archons or answer magical summons to aid clerics of lawful good deities. Celestial giant eagles or celestial giant owls regularly accompany justice archons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block - Monster Manual Expanded III by DM's Guild (2021) - 5e converted stat block on reddit Abilities - Reflect enemy's attacks back on them - Divine Retribution - Angelic Weapons - Innate Spellcasting Appearance Justice archons appear as gloriously beautiful but menacing angels, with human or elven features, donned in bright full plate. They most often have gold skin, gold eyes, gold hair, and gold wings. They are typically around 6 feet tall and weigh 190 pounds. Like many archons, they sometimes choose to appear as male or female, but do not actually have a sex. Size Hero Forge: 7 ft. (XXL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Justices Sources - Forgotten Realms Wiki - Monster Manual Expanded III by DM's Guild (2021) - Dungeons & Dragons Monster Manual IV (2006)
- Acheron - Avalas Cube
Acheron - Avalas Cube Acheron - Avalas Cube Author(s) Matt-GM talespire://published-board/QWNoZXJvbiAtIEF2YWxhcyBDdWJl/a276004c421374caecd507a62494c035 Board Link Features - Afterlife of endless, pointless war, where go the souls of warmongers, sellswords, soldiers without cause, and war criminals who were "just following orders" - Deathless legions of humans, orcs, and goblins endlessly battle on top of enormous, cube-shaped chunks of iron floating in cold nothingness... the cubes occasioanlly collide with each other, creating violent tremors, great dents and chasms on the surface of each cube, and allowing invasions to occur - Visiting mortals are often forcefully conscripted into one army or another – Other inhabitants include the towering, sadistic Achaierai , the Bladelings of Ocanthus, hulking Cadaver Collectors , wild fhorge , hook spiders , hell hounds , bonespears , and entropic Rust Dragons . - Every face of each cube is strewn with broken weapons, siege equipment, torn banners, and piles upon piles of corpses - The cubes are pierced by a network of cylindrical tunnels and square caverns, where the deathless legions of Acheron rest and shelter from enemies and cube collisions - The fiendish river Styx bubbles out of the pits of some cubes, only to disappear down another chasm or tunnel... the river somehow connects several floating cubes, and is a way to travel between the lower planes of existence... but swimming the Styx is imposible, for to touch its poison waters is to have one's memory and identity erased forever. One must hire a yugoloth ferryman, known as a Merrenoloth, to traverse the waters safely. Notes - Basically a hell dimension for war criminals, and the major afterlife of warmongering orcs and goblins, or those that worship an evil god - Portal (blue fire ring) can be closed with a hide volume - Gravity is relative in Acheron, so players and monsters can walk on any face of the cube, or the wall or ceiling of any tunnel or interior chamber, be they horizontal or vertical. Recommend switching on "flying" for any mini that tries to traverse the side of a cube or wall - Tunnels and caverns inside the cube all have hide volumes, though it can be a bit tricky to select the right hide volume, as the tunnels are stacked on top of each other; worst case, copy-paste the cube's interior passages to a new board to make it easier for players to navigate Assets from Tales Tavern None
- Template - Outlands Town
Template - Outlands Town Template - Outlands Town Author(s) OurLivesOnline talespire://published-board/T3V0bGFuZHMgVG93biBBc3NldHM=/6f5b7c25422ad5a4e1052196f54800c6 Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None












