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- Magmin | Digital Demiplane
Magmin Small Elemental, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn’t ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin. Summoned Pyromaniacs. Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes. Fiery Destruction. Although its flame is potent, the magmin’s hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane. If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze. (From Monster Manual v3.5 - 2003): This glowing, humanoid creature looks like a stumpy human sculpted from fire and flowing lava. It radiates heat like a small bonfire, and it has a gleeful, almost mali cious smile on its face. Magmins are small. human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. Although not evil, these fiery creatures are extremely mischievous. They like to watch things burn, perhaps lacking the ability to understand that flames arepainful or even deadly to other creatures. A typícal magmin is 4 feet tall and weighs 400 pounds. Magmins speak Ignan. Combat : Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies. A magmin's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based. Fiery Aura (Ex): Anyone within 20 feet of a magmin must suc ceed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based. (From Planescape Campaign Setting - 1994): Magmen are creatures of the Paraelemental Plane of Magma. They stand 3 feet tall and are glowing, humanoid creatures, much like fire-cloaked gnomes or goblins . Small puffs of flame constantly burst from their skin, as if they are perspiring kerosene that ignites when enough accumulates. Magmen radiate heat like small bonfires, rendering the area near them quite uncomfortable to most nonfire-loving creatures. Their faces are almost always twisted with malicious glee. Combat: Magmen are not really interested in fighting, but they are capricious little creatures who cause havoc by their very natures. Whenever they encounter an unfamiliar creature, which — their being from the plane of Magma — is almost anything else, they try to set it on fire, just for fun. Perhaps they do not understand that others fear their flames, or perhaps they do and don’t care. Any attempt to reason them out of this course of action is almost certainly doomed to fail. At best, a creature might bribe them off with another target or a choice bit of burning food. In combat, they attack simply with a touch. Their flaming fingers ignite the flammable items (clothing, hair, etc.) of any creature they hit, inflicting 1d8 points of damage per round for 1d4 + 2 rounds. Note that extraordinarily flammable carried items — flasks of oil and the like — must successfully save vs. normal fire or they, too, will ignite and cause their own, additional damage. This check is made once per round until the flames are out or the victim discards the item. Also, combustible magical items (scrolls, etc.) must make their own successful saving throws or be destroyed. Again, the check is made once each round unless the item is discarded. Magmen aren’t fighters and, if attacked and actually hurt, their first choice is to run away — not too far away, but far enough to be out of immediate danger. Once safe, they are curious and foolish enough to return. If cornered, magmen will defend themselves, striking with a molten fist and inflicting 3d8 points of damage upon a successful hit. Fire-resistant creatures, including those protected by magic, suffer only half damage from such an attack. Magmen are not easy to hurt, however. A weapon of +1 or better enchantment is required to hit them. In addition, weapons of less than +2 enchantment must save vs. magical fire upon every successful hit. If the save is failed, the weapon melts into useless slag. Not surprisingly, magmen are immune to all fire-based attacks. Conversely, cold-based attacks inflict double damage and prompt morale checks. Habitat/Society: Magmen are creatures of the Paraelemental Plane of Magma, and as such they have no society on other planes. When they appear outside their own fiery lands, their sole preoccupation seems to be with having fun… by their standards. Magmen love flame and are fascinated with burning things. Were it not for the damage their curiosity causes, their childlike pleasure might almost be touching or amusing. Somehow, it never occurs to these creatures (or if it does, they perversely ignore it) that other creatures might actually be hurt by their actions. Having come from an environment of fire, the panic-stricken reaction of Prime Material creatures who are set afire seems merely comical to them, almost slapstick. Perhaps this is because the association of pain and fire is utterly foreign to their kind. On their own plane, magmen live as hunter-gatherers. They band in small tribes, organized around a single extended “colony”. (Colony is the only apt word, for magmen have no sexes, reproducing by simple division as they grow.) Each tribe is led by the eldest magman. They scour the molten plain, looking for choice bits of flaming minerals or hunting other elemental creatures. Occasionally, magmen pass into other Inner Planes or the Prime Material Plane through gaps created by the excessive heat and pressure of subterranean lava. These portals have a strong lure to the magmen, for the molten stone of such gaps has a different “taste” than that of their home. Magmen enter into the vortex to sample the essence, and they are invariably drawn through the portal and into the other plane. Some sages speculate that the strange minerals of these portals may have an intoxicating effect on the little creatures. This would certainly account for their frivolous behavior outside of their plane. Magmen can reach the Outer Planes only if they are summoned. Their mischievous and destructive natures provide perverse amusement to tanar’ri and baatezu , and these fiends sometimes keep magmen captive in special molten pools. Magmen are sometimes summoned into the midst of enemy ranks in the Gray Waste, Gehenna, and Carceri, providing diversionary attacks in the never-ending Blood War. Militarily, they are good for little more than this, since their flightiness and cowardice make them unsuitable for pitched combat. Magmen especially like to swim around in active volcanoes, for when these erupt, the magmen are released to engage in their favorite sport of igniting all the combustible materials they can reach. Magmen can remain out of lava or some other fiery habitat for a maximum of six hours before they stiffen and become immobile. They rarely remain away from their environment for more than two or three hours at a time, as they consider anything below 1,000�F to be uncomfortably cold. Magmen speak their own and no other languages. Ecology: Most sages and travelers guess that magmen eat choice morsels of molten rock, although it is possible that they absorb much of their nutrients directly through the skin. Upon occasion, a wizard will summon a magman to fire a furnace for a magical procedure, but wise wizards return the little troublemaker as soon as the need has passed. Some are tempted to trap the creatures and let them cool, since magmen statuettes are sometimes collected as garden ornaments for the wealthy. However, imminent death makes the little beings hostile and dangerous, and more than a few city blocks have been destroyed in their attempted escapes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Paraelemental Plane of Magma Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Burning touch ignites everyone and everything it touches - Explosive death burst - Can set itself ablaze at will - Immune to fire - Resistant to nonmagical weapons Appearance They stand 3 feet tall and are glowing, humanoid creatures, much like fire-cloaked gnomes or goblins. Small puffs of flame constantly burst from their skin, as if they are perspiring kerosene that ignites when enough accumulates. Magmen radiate heat like small bonfires, rendering the area near them quite uncomfortable to most nonfire-loving creatures. Their faces are almost always twisted with malicious glee. Size Hero Forge: 3'5" (XL) Lore: Small (3 ft. tall) Suggested: Small Other Monikers Magman, magmen Sources - Forgotten Realms Wiki - Angry Golem Games - Monster Manual (2014) - Dndbeyond - Monster Manual v3.5 (2003) - Planescape Campaign Setting (1994) - Mojobob's website
- Egarus | Digital Demiplane
Egarus Tiny Plant, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): A yawning expanse of unending nothingness stretches into infinity, turning a body’s mind in on itself when he tries to grasp the enormity of it. The quasiplane of Vacuum is, by all accounts, one of the loneliest, most inhospitable places in all the multiverse. Even the most adventuresome planewalkers find little reason to explore this plane. Betterknown voids like the Astral and inhospitable backwaters like the bottom layer of Pandemonium look like well-traveled throughways teeming with life by comparison. That’s why when truly canny bloods need to get rid of something — something that must disappear from all existence forever — they banish it to the quasiplane of Vacuum. But sometimes even that doesn’t work. See, it all started in the Abyss. Some hapless berk had traveled to one of the layers he considered to be “safe”. Why he’d gone, and why he thought any part of the Abyss was safe, has been lost in the annals of time. He was Clueless; perhaps nothing more need be said. When he returned to his prime world, however, he inadvertently brought with him some fungus that clung to the tip of his shoe. This Abyssal fungus, finding itself on an unprepared and unsuspecting world, immediately began to grow at an alarming rate. Unable to scrape off the fungus, the addle-cove discarded the boot — but that didn’t solve the problem. It grew and grew, proliferating in the pleasant environment. Soon it covered the sod’s house. While some of the local graybeards examined the fungus, it spread to the neighbors’ cases. Suddenly afraid, the graybeards tried to burn the stuff. It wouldn’t burn. Within days, the growth covered half the town, and the locals’d given it the name “egarus” (chant is, the word’s a curse). Wizards arrived on the scene to help, and while some of their magic was effective, it was too little, too late. The wind had carried bits of fungus throughout the region. Certain spells and magical devices held the growth at bay or even destroyed a patch or two, but there weren’t enough wizards to keep up with the spreading egarus fungus. Plus, even when it was apparently eradicated in one area, the insidious stuff reappeared elsewhere. There seemed no way to tell when it was really and truly gone! Finally, a few deities who had a considerable following on this prime world took pity on the inhabitants. It was obvious that soon the Abyssal fungus would destroy the entire world. Thus, the powers answered the prayers of their worshipers and opened gates to the quasiplane of Vacuum. After many mortal generations of work, the primes managed to round up all of the fungus and thrust it through the multitude of gates. By this time, their best wizards had developed spells to detect the growth, so they could be sure that it was all gone. At last, the gates were sealed. Everyone figured that with nothing to grow on, nothing to feed on, the egarus fungus would surely die on Vacuum. Even the gods’ plans can sometimes go awry. The fungus didn’t die. It adapted. The plane of Vacuum offered only emptiness — so it began to feed on that. The fungus learned to thrive on the absence of matter and energy. (Though the Dustmen would certainly disagree, there is nothing so tenacious, so powerful, as life and its ability to adapt and continue living.) In its new home, the egarus fungus formed tiny clumps that floated in the void, feeding on the nothingness like a leech or a cancer. The fungus thrives still. Its dull white lumps don’t move or do anything that might call attention to themselves. In fact, it’s extraordinarily unlikely that a basher visiting the quasiplane would ever encounter the tiny clumps, even if he actively looked for them. Despite this, the egarus’ adaptationsto its new environment make it a real threat to those barmy enough to enter the plane of Vacuum. Combat: The egarus feeds on nonexistence, so anything with substance is anathema to it. Even in the infinite reaches of Vacuum, it cannot abide matter and energy in any amount other than itself. Thus, the fungus attacks anyone or anything entering the plane and alerting its delicate senses. A patch of egarus can sense matter many thousands of miles away — though on the plane of Vacuum, distance means very little. The fungus attacks by using an ability much like teleport without error to reach the offending matter or energy. (It cannot use the ability to leave the plane, however.) Once in close proximity (within 25 feet), the fungus begins breaking things down, effectively disintegrating its target. This process is slow, but insidious. No magical protections can defend against this (for they, too, are broken down), nor can magic resistance provide any help. The fungus attacks energy first, so light sources, flames (torches or magical flame weapons, for example), and active spell effects are extinguished first. This happens at a rate of one energy source per round per egarus patch, in a random order. Nonliving material objects are attacked next, and again, are simply disintegrated one by one until nothing stands between the fungus and the living being. Magical items and creatures are permitted a saving throw vs. disintegration or death magic to avoid this effect. Like so many things in the Inner Planes, the egarus can be stopped only by its utter destruction. This, fortunately, is not terribly hard to do. Cure disease , disintegrate , finger of death , lightning bolt , shocking grasp , or slay living spells destroy a patch instantly, as does the application of any acid, alcohol, electrical attack, or even a large amount of water (at least 60 gallons, which must be used to dilute and disperse the patch before the water freezes due to the cold of the plane). Hold monster , hold plant , or slow stop the egarus from attacking. The fungus is immune to cold, fire, physical attacks, and most spells other than those discussed above. Habitat/Society: The egarus has adapted well to its new habitat. It attacks intruders on the plane, since they threaten the emptiness the fungus requires to survive. Ecology: Presumably, the egarus reproduces like other types of fungi once it consumes “nourishment”. There’s no guessing how many clumps of egarus fungus now exist within the endless void. If a patch of egarus were taken out of the quasiplane of Vacuum — say, on the tip of another sod’s shoe — the fungus couldn’t survive. Since it has adapted to thrive in the absence of matter. the egarus would literally starve to death. Before it died, however, it would destroy massice quantities of matter in an attempt to create a suitable empty void. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Quasiplane of Vacuum Stat Block 2nd Edition: - mojobob's website Abilities - Teleports to targets it intends to infest - Slowly disintegrates all known matter - Nothing resistant to disintegration, no magical protections possible - Immune to cold, fire, and most physical attacks and spells Appearance No written description. Illustrations depict a dark ooze riddled with tiny mushrooms Size Hero Forge: 5'8" (0')(XL) Lore: Tiny (6" per patch) Suggested: Tiny to Gargantuan+ Other Monikers Cursed fungus, void fungus, doom fungus Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website
- Cloud Giant
Cloud Giant Cloud Giant Huge Giant, Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From D&D 5th Edition Monster Manual - 2014): Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue. High and Mighty. Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly. Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs. Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants’ lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants. Affluent Princes. Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder — sometimes fighting for the cloud giants’ amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage-sized produce and magic beans are spread in the mortal realm. As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants’ gardens by night, along with trained predators such as owlbears and lions. Children of the Trickster. The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction. Wealth and Power. A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants. However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant’s household. Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings’ ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor. (From Volo's Guide to Monsters - 2016): Cloud giants are aptly named, or at least were at one time. Few of them live literally on clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud castles that still drift across the sky. No one can build those majestic structures any longer. The methods of their construction were lost (along with much other knowledge) when Ostoria fell. Some cloud giants believe the information might yet be buried in some long-forgotten, ruined library. Rumors of its existence crop up from time to time, stirring debate and dreams of resurgent glory among the cloud giants, but definite information has proven impossible to obtain. Many cloud giants think that someday, a hero will unearth this ancient secret. Until then, they must be satisfied with watching clouds drift past their mountaintop homes instead of living atop those clouds as in days of yore. Family First. Most types of giants live communally in large groups of clan mates, but the central unit of cloud giant life is the family — a mated pair, their offspring (if any), and perhaps a couple of close relatives. Cloud giants prefer not to congregate in great numbers in any one place, to avoid drawing too much attention. It’s not that they fear attack from humanoids or monsters, because few creatures other than dragons can challenge them. But if more than a few lived in the same place, the size of their combined treasure hoard would attract an incessant stream of adventurers and other would-be thieves — a nuisance on the order of rats in the larder. Despite the distances that separate the homes of families, cloud giants aren’t isolated. Every family or individual knows where its nearest neighbors are, even if the location is hundreds of miles away, and those neighbors know where their nearest neighbors are, and so on across the world. In a crisis, word is spread from family to family, so that a mighty squad of cloud giants could be assembled, in time, if need arises. Most cloud giant homes include one or more pets. Wyverns, griffons, giant eagles and owls, and other beasts of the sky are popular choices. Pets aren’t limited to flying creatures, though. Any sort of creature might be found in a cloud giant menagerie, with rare specimens treated more as status symbol than as companions. Benevolent Overlords. Cloud giants are famous (or infamous) for demanding tribute from the humanoids that live beneath them. Such tribute is only proper from their perspective, for two reasons. First, their presence in an area benefits everyone by driving away many evils, especially flying predators such as manticores and wyverns. Second, the giants believe they deserve to be rewarded for their forbearance; no one could stop them from simply taking what they want, but instead of doing that they allow their tribute to be freely given. (The logic of that position is clearer to the giants than it is to those on the other end of the arrangement.) Much of the tribute that cloud giants accept is in the form of livestock and crops, but this isn’t their only source of food. Cloud giants are avid gardeners. Almost all cloud giant strongholds devote space to a garden that produces enormous yields: beans as big as turnips, turnips as big as pumpkins, and pumpkins as big as carriages. The garden of a cloud giant family is seldom affected by drought, frost, or locusts. When such a calamity strikes nearby farms, families have been known to share their bounty to ease the humanoids’ food shortage. Such events are at the root of tales about magic beans and others about a human family living in a cottage carved from a single, enormous gourd. Beyond that, the cloud giants’ generosity in times of want helps to cement their reputation as friends of humankind — a reputation that serves them well, even though it’s not entirely deserved. Ordning of Extravagance. A cloud giant’s position within the ordning doesn’t depend on talent or skill. It depends on wealth. The more treasure a cloud giant possesses, the higher its standing. It’s as simple as that. Almost. Ownership is one thing, but wealth that’s kept locked away means little. To fully contribute to one’s status, wealth must be displayed, and the more ostentatious the display, the better. In a cloud giant family’s home, extravagance is omnipresent. One might boast windows framed in gold leaf, rare perfume stored in vials of crystal with silver lids, or a scene in the sky depicted in a tapestry composed entirely of pearls. Another way for a family to demonstrate its wealth is by bestowing lavish gifts on other families. (A gift from one family member to another doesn’t prove anything about the family’s largesse.) No cloud giant truly believes that it’s better to give than to receive; a family does so only with an eye toward how the giving can elevate its status. Memnor and his trickery play a role in this “game.” The very best gift (from the giver’s perspective) is one that everyone believes to be far more valuable than it truly is. Only the giver and the receiver will ever know a gift’s true value, and neither of them would ever reveal that a gift is worth less than it appears to be, because to do so would reduce the status of both. Wealth also changes hands between cloud giants when they indulge their obsession for gambling and wagering. Cloud giants don’t engage in betting for enjoyment; it is less a form of entertainment than a type of bloodless feud. No cloud giant is a good loser, and one would be aghast to hear someone else say, “I lost 40 pounds of gold, but I had a good time.” Betting wars between families can go on for generations, with fortunes and estates (and the position in the ordning that goes with them) passing back and forth repeatedly. What a parent loses, a child hopes someday to win back, plus more; what the child wins back, a grandchild probably will eventually lose again. The tales that cloud giants tell of their ancestors are seldom about wars or magic or battles against dragons — they’re about brilliant wagers won through boldness or deceit, and rival families brought to disgrace and ruin by the same. Masks of Nobility. Ancient depictions of Memnor often showed him wearing a two-faced mask. Because of this, cloud giant nobles seldom show their faces, but instead wear exquisite masks made of precious materials adorned with gemstones. Each noble has a collection of these masks that it wears to conceal its face but still reflect its current mood; an individual might change masks many times during the day as its emotions shift. A mask is prized both for its material value and for its accuracy in expressing the mood it represents. Only the richest of cloud giants can afford the dozens of masks necessary to show all the subtle differences in emotion possible among their kind. Artisans who can sculpt and craft masks that meet the cloud giants’ exacting standards in such matters are richly rewarded for their skill. Two Faces of Memnor. The chief deity of cloud giants is Memnor, the cleverest of Annam’s offspring. But Memnor isn’t only clever, he’s sly and deceitful. Tales of his exploits emphasize his charisma, his smooth manner, and his ability to manipulate and mislead his siblings and other legendary figures into doing exactly what he wants, usually to their great detriment. Thus, cloud giants have two distinct aspects of Memnor to admire and emulate. Those of a benign disposition revere him for his charm, intelligence, and persuasiveness, while those of a more malign bent take Memnor’s self-interest to heart and imitate his trickery. Cloud giants that take a particular interest in trickery, known as “smiling ones,” wear two-faced masks as they practice their deceptions and prey on those who are susceptible to their charms. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Air Stat Block 5th Edition: - D&D Basic Rules - D&D 5th Edition Monster Manual (2014) - DnDBeyond Abilities - Great strength, size, constitution - Innate spellcasting - Keen smell - Throws rocks Appearance They are muscular with light skin and have hair of silver or blue. Size Hero Forge: 10'1' Lore: Huge (24 feet) Suggested: Huge to Gargantuan Other Monikers Skyejotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - D&D 5th Edition Monster Manual (2014)
- 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
- Reave | Digital Demiplane
Reave Medium Humanoid, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix II - 1995): The reaves are a race of violent marauders and plunderers who live for battle and pillage. They’ve been wandering the planes for centuries now, preying on the weak and defenseless wherever they find them. Bands of reaves like to hire on with any blood who has the jink for their services, as long as the job involves leg-breaking, arson, and general mayhem. When a reave can’t call himself a mercenary, he’ll “freelance” for a living until he finds “employment” again. Since there’s always a basher who needs some extra muscle, reaves’re fairly common anywhere there’s a need for enforcers or professional highwaymen and brigands. Reaves’re true planewalkers, like fiends or devas . They can travel to the Astral by willing themselves there, and enter the top layer of any plane the Astral touches. This means that they’re capable of hit-and-run tactics that most of their enemies can’t respond to. Especially brazen reaves’ve even raided into Mount Celestia, Bytopia, and Arcadia, retreating to the Astral before the defenders of these planes muster their response. This natural ability makes reaves valuable to anyone who needs violence done in another plane. The chant is the reaves’re natives of Acheron, but this isn’t strictly true. A thousand years ago or more, a great general brought 100.000 reave warriors to one of Acheron’s wars from some unknown prime-material world. The First-comers were largely exterminated in the genocidal war, but enough survived to prosper and continue their race. It didn’t take the reaves long to figure out that Acheron’s opportunities were limited, and bands of reaves’ve been setting out from there to find their fortune elsewhere ever since. Reaves are large, powerful humanoids equal in size to a mighty human warrior. They’ve got four arms, hut the secondary arms are behind the primary ones, not below them like an insect’s extra limbs. Reaves aren’t covered in skin, hut instead have a leathery, pebbled hide that gives them a natural AC of 8. However, they favor suits of garishly-decorated plate mail with flaring shoulder-plates and long chain skirts. Reaves normally conceal their features beneath their helms, but if they’re encountered without their armor they almost always wear great dark cloaks with heavy cowls over their faces. They have a powerful aversion to revealing their faces to any other creatures, including other reaves. Should a basher happen to see a reave’s face, the reave’ll make it a lifequest to find that basher and kill him. The reave’s face is generally humanoid in appearance, but with four eyes spaced evenly across the front of its head and a series of convoluted, bony ridges in place of hair. Combat: Reaves can use all of their arms as well as a human’d use his or her primary arm. Typically, a reave wields two weapons. If the weapons require only one hand each to use, the reave carries a pair of shields in his off-hands, improving his Armor Class to 1. A reave’s arrangement of arms doesn’t accommodate archery, so most prefer melee weapons. A group of reaves is normally equipped as shown below: l 30%: Two polearms|25%: Two broad swords and two shields|15%: Two two-handed swords|20%: Javelin, short sword, and two shields|10%: Two morning stars, flails, or maces and two shields A reave’s powerfully muscled, and receives a +2 damage bonus to his attacks with band-held weapons. His odd symmetry permits a reave to attack foes on his flank as easily as a human’d attack someone in front of him, and turns any rear attacks into flank attacks. He receives a +1 bonus to surprise checks due to his increased range of vision. Reaves’ve developed an unusual ability called fading, which they use to stack the odds in their favor during a fight. Basically, the reave becomes astral in order to surprise or escape his enemies. This ability works only when the reave can reach the Astral Plane — in other words, in the topmost layer of any of the Outer Planes, but not in the deeper layers. By fading, the reave can leave his current plane and return 1 to 6 rounds later to any chosen point within 100 yards of the place he left. The reave remains aware of what’s happening on the plane he’s fading away from, and doesn’t have to come hack if he doesn’t want to. Fading takes two full rounds (besides the 1d6 rounds spent elsewhere): one to leave, and one to rematerialize. During this time, the reave can he damaged only by magic or enchanted weapons, since he’s partially astral. Habitat/Society: A band of reaves is organized along semi-military lines, with a clear chain of command and iron discipline within their own ranks. The most powerful male is the band’s war-leader; he’s the cutter responsible for commanding the reaves in battle and maintaining discipline. The most powerful female is the band’s guide. She decides who they’ll serve and under what kind of cohtract, and if they’ve got no employer, she decides where they’ll raid next and when they’ll move on. Reaves can be extraordinarily violent bashers, but their violence is controlled by a strong commitment to their war-band and a sacred respect for their word. Once a reave’s sworn to something, he’ll never break his oath, no matter what the cost may be. ’Course, he’ll seek any loophole possible and turn stag given half a chance, but as long as his word’s bound him, he’ll stick to it. Between their sense of duty and love of battle, the reaves’ve evolved a complicated system of ritual challenge and honor. They’re always on the lookout for possible insults, slights, or missteps on the part of any bashers around them, and they’re quick to answer any slight, real or imagined. This also means that a cutter who knows the dark of the reaves’ code can deal with an entire band of the creatures at once by challenging the band’s champion or war leader and fighting one battle instead of dozens. He’ll want to be real peery of how he words the challenge, though — wouldn’t want to invite more trouble than he’s already in for by giving them more fuel for their fire, imaginary or otherwise. When a reave’s free-lancing or between jobs, he’s most dangerous, since he’ll start a war if he can’t find one that’s already going. When they’ve got an assignment, reaves can be touchy, but they keep a tighter handle on their natural bloodthirst. It’s not uncommon to find a handful of reave bodyguards having a drink in some Lower Ward alehouse, minding their own business and not trying to kill anyone. A cutter’d better be on his guard around those same reaves when he meets ’em in a lonely place on the Outlands, however. Ecology: Reaves like red meat and lots of it. They’re carnivores through and through, and sneer at anything that doesn’t care for a bloody hunk of fresh meat. Like some other predators, reaves follow a cycle of gorging themselves and then fasting for days or weeks. This makes it possible for a band of reaves to move quickly, carrying few supplies. On Acheron, their “native” plane, reaves can be found serving in the warring armies as mercenary contingents. Life’sexciting bur short there, so more and more reaves’re leaving to try their luck elsewhere on the Great Wheel. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 2nd Edition: - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website Abilities - Can travel to the astral plane and back at will - Skilled at armed combat with 4 arms (multiple shields and weapons) - Strong - Covered in leathery, pebbled hide that offers some protection - Proficient in heavy armor, and always wears it Appearance Reaves are large, powerful humanoids equal in size to a mighty human warrior. They’ve got four arms, hut the secondary arms are behind the primary ones, not below them like an insect’s extra limbs. Reaves aren’t covered in skin, hut instead have a leathery, pebbled hide that gives them a natural AC of 8. However, they favor suits of garishly-decorated plate mail with flaring shoulder-plates and long chain skirts. Size Hero Forge: 7 ft. (kitbashed) Lore: Medium (6-7 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Template - Mechanus Clockwork
Template - Mechanus Clockwork Template - Mechanus Clockwork Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBNZWNoYW51cyBDbG9ja3dvcms=/ccdf5e754c845d253f48fea9268e223c Board Link Features - Large, traversable gears and cogs of all shapes and sizes - hanging horizontally and vertically Notes - Ideal template for a steampunk clockwork battlemap, perhaps inside a clock tower or colossal machine - These gears don't have direction arrows assigned to them, because I hadn't decided what direction they'd spin until they were in my other map - If only they could really spin in Talespire! Assets from Tales Tavern None
- Dharum Suhn | Digital Demiplane
Dharum Suhn Huge Elemental, Neutral Hero Forge Mini Kitbashed, single mini (From Planescape: Monstrous Compendium Appdendix III - 1998): Beyond the elementals , which fall under the purview of Sunnis or her eternal foe Ogremoch , and beyond the powers of earth and stone, wait the dharum suhn. To some, they are known as the Lords of Stone or the Rockfathers and Rockmothers. Others call them the Old Men of the Mountains. A few even name them the Hearts of Steadfast Stone. The dharum suhn are spiritual creatures that inhabit the element of earth. But unlike earth elementals (which could be described in the same way), the dharum suhn embody not just earth and rock, but the steadfastness and unchanging support of stone. The dharum suhn epitomize the qualities of stability, strength, endurance, wisdom, contemplation, and immovability. Usually an invisible spirit, a dharum suhn only rarely assumes a physical form. When one needs to act physically, it animates a 20-foot-tall mass of rock that takes on a vaguely humanoid form. Until it moves, this manifestation is nearly indistinguishable from the inanimate rocks and stone of the Elemental Plane of Earth. Dharum suhn speak the language of Earth common only to earth elementals, galeb duhr , and the most studied earth genasi. Combat: Woe to those who anger this massive master of earthpower! The dharum suhn’s rocky manifestation has the strength or a cloud giant (Strength 23), inflicting 3d8 points of damage with each of its huge, mattocklike fists. Moreover, a dharum suhn can use the following spell-like abilities at will, once per round: animate rock , conjure earth elemental , disintegrate (rock only), flesh to stone , hold monster , hold person , Maximilian’s stony grasp , move earth , plane shift , spike stones , stone shape , transmute rock to mud , transmute water to dust , and wall of stone . Once per day, a dharum suhn can call for an earthquake or invoke a time stop . Additionally, a dharum suhn can cast the following spells upon itself or for the benefit of others, once per round, at will: cure critical wounds , meld into stone , passwall , statue , stoneskin , stone tell , stone to flesh , and strength . These powers may also be given to others, although a recipient can cast the bestowed magic only once. The dharum suhn grants the recipient a chip or ordinary-appearing stone that contains the spell or spells; the spells are released by will alone. Once the spells have been cast, the stone chip crumbles into dust. Dharum suhn are immune to blunt weapons and all impact-related attacks such as thrown boulder, collapsing ceilings, and so on. Blade weapons inflict only half their normal damage when used against dharum suhn, and the weapons must be magical to be effective at all (+1 or better). Spells that harm or alter stone and earth such as disintegrate or transmute rock to mud do not affect dharum suhn, and in fact cannot be cast within 100 feet of these spirits against their will. If the stone manifestation created by the dharum suhn is destroyed, the spirit itself is not slain. Only a spell like destruction , power word: kill , or slay living , cast after the death of the stone body, can truly end the life of this elemental spirit. Habitat/Society: Though native to the Elemental Plane of Earth, dharum suhn have been encountered on many planes, always manifesting within great mountains or plateaus. Travelers usually find them alone, but it is said that dharum suhn each belong to a small clan. These clans exhibit ties of great strength and fidelity. An opinion held by one individual often reflects the opinion held by all in its clan; a canny planewalker takes great pains not to anger one dharum suhn, for then he has angered many. Even in comparison with the archomentals Ogremoch and Sunnis — the Elemental Prince and Princess of Earth — the dharum suhn possess vast power. They do not, however, become involved in the petty conflicts of these feuding lords. In fact, they don’t get involved in much of anything. These contemplative beings simply watch and wait, as slow to anger or action as stone itself. The Hearts of Steadfast Stone are masters of knowledge, for they observe all that is — or at least all that takes place on or near stone. (Chant is they have little idea about events in places like the plane of Air or the Ethereal Plane.) Because of their contemplative nature, the dharum suhn are not only knowledgeable, but extremely wise. Sometimes those who respect and revere the merits of earth and stone undertake great pilgrimages to ask questions of these elemental spirits. If the supplicants sincerely respect the nature of what the dharum suhn represent, the stone spirits might even actually answer the questions. In great epic tales, mighty heroes travel to the plane of Earth and ask the dharum suhn for aid — and receive it. Some say that such stories are just so much screed, but a persuasive, persistant, and forthright blood might be able to convince the dharum suhn that it was worth a pause in their contemplation and observation to actually take action. Obviously, coming up with an argument that might convince the dharum suhn would be an epic undertaking of its own. Ecology: Chant has it that the dharum suhn actually begot thc earth elementals and all the creatures native to the plane of Earth. This would mean, then, that they are the first and truest elementals. If that’s the real dark of it, then the theory of parallelism would suggest that similar beings exist (or did, at one time) on the planes or Air, Fire, and Water. Dharum suhn do not eat, sleep, or procreate. On the verge or being demipowers, they are beyond such mortal concepts. Virtually immortal unless killed, no one knows if a fixed number of dharum suhn exist (no one’s ever counted) or if they somehow restore those who die. The galeb duhr are said to be related to them, but most likely in the same way that the lowliest apes mock the forms of the most powerful human wizards. Many tales characterize the dharum suhn as Those Who Wait, although few or none truly describe what they’re waiting for. The idea implies, however, that the steadfast, unchanging creatures may indeed change when a special set of conditions occurs. Or perhaps the dharum suhn simply wait — not for a specific time or condition, but just to wait for waiting’s sake. After all, patience is a true virtue in their eyes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - Angry Golem Games (only Zaratan, closest fit) - DndBeyond (only Zaratan, closest fit) 2nd Edition: - mojobob's website Abilities '- Powerful innate spellcasting - Huge mattocklike fists - Immune to nonmagical weapons and bludgeoning damage - Creature spells that can harm or alter stone do not work within 100 feet without Dharum Suhn's permission - Resistant to piercing and slashing damage - Body nearly indistinguishable from rock wall when still - Spirit endures even if rock body is destroyed Appearance Usually an invisible spirit, a dharum suhn only rarely assumes a physical form. When one needs to act physically, it animates a 20-foot-tall mass of rock that takes on a vaguely humanoid form. Until it moves, this manifestation is nearly indistinguishable from the inanimate rocks and stone of the Elemental Plane of Earth. Size Hero Forge: 11' (13') (XL) Lore: Huge (20 ft.) Suggested: Huge to Gargantuan Other Monikers Lords of Stone, Rockfathers, Rockmothers, Old Men of the Mountains, Hearts of Steadfast Stone Sources - P lanescape: Monstrous Compendium Appendix III (1998) - mojobob's website
- Delphon | Digital Demiplane
Delphon Large Celestial, Unaligned Hero Forge Mini Kitbashed, single mini (from Planescape: Planes of Conflict Monstrous Supplement - 1995): Delphons, or songsharks, live in the River Oceanus, swimming through the planes of Elysium, the Beastlands, and Arborea. It is said that bashers seeking secrets relating to the nature of the planes and the multiverse in general should dive into the River Oceanus and swim through the thick melodies of these mysterious singing creatures. Delphons resemble sharks with long, powerful fins, and sleek, silvery bodies. A few individuals have differing coloration, found in brilliant reds, deep blues, and vibrant greens. Delphons often carve complicated and beautiful tattoos into their flesh by rubbing against sharp rock formations along the side of the river. Like sharks, they have wide mouths filled with sharp teeth. Combat: Although a delphon can use its mouth to bite (1d8) or its streamlined head and powerful tail (1d6/1d10) to bash and strike foes in melee, these attacks are not its most devastating. The song of a dolphin is so alien and mysterious to other creatures that it has profound effects on them. If an intelligent creature hears the keening voice of a delphon, a saving throw versus paralyzation is required to avoid the effects. If the saving throw is failed, roll 1d12 to determine what happens to the listener. D12 Roll: Effect: 1-4 Listener is charmed for 1d10 hours, enamored by the sound of the sweet melodies. 5-7 Listener is affected by confusion for 3d6 rounds, unable to comprehend the alieness of the bizarre sounds 8-9 Listener is spellbound (held ) by the sound for 1d10 rounds 10-11 Listener is rendered unconscious for 3d10 rounds, unable to handle the mind-shattering notes and their profound meanings 12 Listener is struck by the sound so completely that he begins to learn the the meaning of the song, and suddenly understands something new about the multiverse Those that make a successful saving throw hear nothing more than odd, discordant music. Creatures that avoid the negative effects of the song gain a bit of planar knowledge about travel on Oceanus, the relationships between the planes (especially those that Oceanus touches), or places on and around Oceanus. In game terms, characters that fail the saving throw but roll a 12 on the die may ask the DM one question pertaining to Oceanus and its environs. Some such questions include: the location of the nearest gate to a neighboring plane; how to reach the Isles of the Blessed in Thalasia; whether or not the River Oceanus is truly beginning to “leak” over into Ysgard through the Gates of the Moon; or how to avoid the natural hazards of travel on Oceanus. Nonintelligent listeners are always charmed by the delphon’s song. Eventually, intelligent beings that spend time around the dolphins grow immune to the strange consequences of their songs, learning to more fully understand their deep and complicated meanings. The delphons know many of the secrets of the River Oceanus and its multiplanar and multidimensional nature. Because of this, as they swim through its waters they can dart in and out of the various planes that the river reaches, returning whenever they please, unfettered by what would seem to be normal laws of movement. This means that the delphons can effectively plane shift at will to any plane that Oceanus touches (Elysium, the Beastlands, and Arborea). In combat, a delphon has a 25% chance to simply avoid any incoming attack by passing through the extradimensional nature of Oceanus and reappearing somewhat else in its waters, returning to make an attack or take some other action the very next round. Habitat/Society: Delphons are extremely gregarious creatures, usually found in clannish packs. These individuals are almost always related, supporting and aiding each other but also occasonally associating with other delphon clans. There seem to be no leaders or superiors amid their numbers, every individual holding the same rights and authority. Because each has an equal say, though, delphon debates are common, with songs of disagreement filling the air near Oceanus. Obviously, other beings should avoid such delphonic conclaves for fear of the songs’ effects upon them. Ecology: Delphons feed upon the other fish in Oceanus, often charming them with their song and then moving in for the kill. Fortunately, the river teems with life, and rarely are delphons so hungry that they need to attack drylanders who stay too near the river’s edge, ply its water with boats, or enter its depths directly. It is not unreasonable that an intelligent creature such as a human or an elf who has somehow mastered enough of the delphon’s songs to understand and imitate the sounds (albeit crudely) could befriend the creatures and make allies of them. Such a partnership would be greatly beneficial to the land creature, for delphons are able to take other swimming creatures with them when they move through Oceanus (even from plane to plane). On the Beastlands there is an old (perhaps crazed) githzerai hermit who claims to have mastered all of the delphons’ songs. The Singing Gith , as he is known, tells thusly the tale of his first meeting with the delphons: “’Twas on the river’s [Oceanus] edge on Arborea. Bunch o’ dwarves with no business a-bein’ there jumped me to get at me jink. I holds no love for givin’ me gold to thieves back then, you see, so I give ’em a fight. Well, they’s small but tough, and they gives me a thrashin’. They take me jink and throws me in the drink (hee hee). “In them days, I was no swimmer. Now I swims just grand, but then, not so much. I was a-headed for the deadbook, no doubtin’. Then one o’ the songsharks comes a-singin’ his song. The music fills me ears faster’n the water is a-fillin’ me lungs, and I finds m’self lovin’ the melodies and understanding the meanin’. Twas talkin’ about the harmony o’ the planes and the connection of all things — includin’ me and it. “Then, sure as you’re a-standin’ there — sure as Sigil — it lifts me with its powerful head an’ pushes me up to the surface. I had heard the tales o’ berks going barmy at hearing the delphon’s song, but me, I was lovin’ every note and understandin’ it all. Now they’s me friends, and no truer friends has a blood had. I learned to sing their song with ’em and to ’em and they understands me as good as I understands them. They tells me the dark of everythin’ and so I know more than anyone ’bout just ’bout everything, see? Hey, berk, come back here, I be a-talkin’ to you…” Few believe all the stories of the Singing Gith. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea, Elysium or Beastlands (across River Oceanus) Stat Block 2nd Edition: - Mojobob's Website Abilities - Voice can charm, confuse, hold, knock unconscious, or enlighten creatures - Eyes emit hypnotic pattern - Plane Shift anywhere within the River Oceanus (Elysium, Arborea, Beastlands) - Teleports to avoid attacks - Bite and tail slam attacks Appearance Delphons resemble sharks with long, powerful fins, and sleek, silvery bodies. A few individuals have differing coloration, found in brilliant reds, deep blues, and vibrant greens. Delphons often carve complicated and beautiful tattoos into their flesh by rubbing against sharp rock formations along the side of the river. Like sharks, they have wide mouths filled with sharp teeth. Size Hero Forge: 5'8" (XL) Lore: Large (8' long) Suggested: Large Other Monikers Songsharks Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - Mojobob's Website
- Abyss - Arch-Lecter's Palace
Abyss - Arch-Lecter's Palace Abyss - Arch-Lecter's Palace Author(s) Matt-GM talespire://published-board/QWJ5c3MgLSBBcmNoLUxlY3RlcidzIFBhbGFjZQ==/ec4934424b68237d66c200b384dcf546 Board Link Features - Palace breached by demons, who now raid the treasury - Full of twisted torture chambers of the demented arch-lecter - Portal to Outlands at front of palace - Hidden temple to Umberlee in the basement - Secret escape passage to town in the basement Notes - Connected to Abyss - Plague-Mort board - Map based on 2nd Edition Planescape Module "Recruiters" from A Well of Worlds adventure book Assets from Tales Tavern None
- Farastu
Farastu Farastu Large Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Description (from Pathfinder Bestiary 3 - 2011) Tarry demodands are lithe and lean compared to other demodands. Despite this difference, all tarry demodands are strong and agile. Although their batlike wings appear tattered and useless, they can still fly. A tarry demodand stands 7 feet tall and weighs 400 pounds. The tarry demodand is the grunt of the demodand army—bred for battle, these swift and deadly demodands make up the bulk of any demodand legion. That they themselves are more powerful than most outsiders is as much a testament to their race as anything else—a single tarry demodand is a formidable opponent, to say nothing of a group of the creatures. Although tarry demodands are quite strong, they prefer using light weapons—one in each hand. Tarry demodands only rarely use larger weaponry, and then only when directly ordered by a superior. They lack the terrific claws of the greater demodands, and a tarry demodand with no weapons tends to f lee combat as soon as possible, only to return when it is properly armed. (from Fiend Folio - 2003) The farastus are the most common type of demodand. They draw the most menial tasks under orders from the kelubars and shators. Blamed for their race’s long-forgotten transgression, which resulted in their banishment to Carceri, the farastus are barely tolerated by other demodands. Farastus stand roughly 7 feet high and weigh about 220 pounds. They have long arms and legs, and large, oblong heads. Their bodies continually ooze a thick, black, tarlike substance that slowly trickles down the creatures’ emaciated frames. Farastus are arrogant and cruel when not around kelubars or shators. As occupants of the lowest rung of demodand society, they enjoy flexing their muscles with weaker creatures they know they can push around. Farastus speak the language of demodands and Abyssal. Combat: Farastus enjoy it when a petitioner in their “care” tries to escape because it allows them to vent their copious frustrations on the unfortunate soul. They typically fly into a rage in the first round of combat and then try to disarm an opponent of any weapons before wading in with their sharp claws and large, tooth-filled mouths. If they manage to disarm an opponent of a powerful weapon, they don’t hesitate to wield it themselves. The thick, tarlike slime that farastus secrete acts as a powerful adhesive, holding fast creatures or items that touch it. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul its enemies with natural attacks. A weapon that strikes a farastu is stuck fast unless the wielder succeeds on a Reflex save (DC 17). Prying off a stuck weapon requires a Strength check (DC 17). Lantern oil or some other flammable oil (such as alchemist’s fire) dissolves the farastu’s adhesive slime; the creature requires 10 minutes to renew its adhesive coating if doused with oil. A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies. If a farastu hits an opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +23, or +25 when raging, including the bonus for adhesive slime). Farastu do not have any special ability to damage grappled opponents other than their natural attacks, but their adhesive slime makes them very dangerous in a grapple. Three times per day a farastu can fly into a frenzy, raging like a barbarian. The farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 11d8+44 (93 hp); AC 23, touch 9, flatfooted 22; Base Attack/Grapple +13/+25; Full Attack 2 claws +17 melee and bite +12 melee; Damage claw 1d4+6, bite 1d6+4; SV Fort +11, Will +10; Str 23, Con 18; Climb +24. The rage lasts for 7 rounds, but the farastu can end it earlier if desired. The creature is not fatigued at the end of its rage. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, tongues; 3/day—fog cloud, ray of enfeeblement; 2/day—dispel magic . Caster level 11th; save DC 13 + spell level. Summon Demodand (Sp): Once per day, a farastu can attempt to summon 1d4 farastus with a 30% chance of success (result of 71–100 on d%). Scent (Ex): A farastu can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: A farastu’s adhesive slime gives it a +8 racial bonus on Climb checks. (from Planescape Monstrous Compendium Appendix. I - 1994) The Farastu, if they are not banished after summoning, delight in setting themselves up as kings of stupid, easily bullied inhabitants of the local plane. The Farastu pursue this promotion as compensation for the servility they must observe in the Lower Planes. It is believed that the Three-sided One promotes this practice, as it permits him to know of the goings-on on other planes. Apomps seldom promotes a Farastu on any plane save for Carceri. The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit - Homebrw on google drive 2nd Edition: - mojobob's website Abilities - Battle frenzy - Adhesive tar that sticks to weapon attacks and limbs - Can transform body into tar-like ooze, becoming enitely liquid - Bite, claws, flight - Innate spellcasting - Immune to acid, poison Appearance Farastu are tall, slender, grotesque humanoids with long arms, long heads, and long teeth and claws. Their emaciated bodies are a putrid grey, but ozzing with a black, tar-like substance that is constantly slathering off their forms and dripping on the ground. Many farastu sport demonic wings as well. Size Hero Forge: 7 ft. (XL) Lore: 7 ft. Suggested: Large Other Monikers Tarry demodands, tarry gehreleths, tarry leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website
- 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
- Tanarukk
Tanarukk Tanarukk Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Single mini, no kitbash Description From Volo's Guide to Monsters (2016): When demonic corruption taints a tribe’s leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers’ strength. The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc. Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe’s lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses. If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond Abilities - Attacks with weapons and teeth - Aggressively fast movement - Berserk retaliation to being attacked - Magic resistance Appearance Tanarukks appear as short, stocky orcs with bristly hair, horns, or ridges along the sides of their heads. Their skin tones range from grayish green and dub brown. They display razor-sharp teeth and tusks that jut out prominently from their lower jaws. They also have the distinctive smell of brimstone about them. Size Hero Forge: 7 ft. Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond













