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- Linqua | Digital Demiplane
Linqua Small Celestial, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (from Planescape: Planes of Conflcit Monstrsous Supplement - 1995): Linquas are short, squat humanoids native to Gehenna. Though they appear male, they are actually sexless, being more construct than creature. Their pale, pocked flesh is broken by tufts of bristlelike green hair. Combat : Creatures created through godly magic, the linquas are able to draw power from their deity in a manner similar to the way that priests receive spells from their patron. While in the service of their creator Sung Chang, linquas have access to the following powers, each usable once per day: detect lie , detect magic , free action , know alignment , spider climb , stone shape , and tongues . Linquas are also able to summon great strength from their lord, giving them a Strength score of 19 for up to 10 rounds each day (these rounds need not be consecutive). Tempered with the stuff of Gehenna itself, linquas are immune to the horrible conditions of its four terrible furnaces. Away from Gehenna, they take half damage from fire, cold, and acid. Like thieves, linquas inflict twice normal damage with a backstabbing attack. For such actions they use long, serrated daggers. In more forthright combat they use short swords, hand axes, or spiked maces. When necessary, they arm themselves with pole arms, for despite their height they can wield the long weapons without difficulty. When the need for ranged weapons arises, they prefer the use of slings, light crossbows, and sometimes javelins. They never wear armor but occasionally employ shields, lowering their Armor Class by 1 to AC 3. Linquas were born and bred in dark, shadowy chambers where subterfuge and guile were necessary to survive. For this reason, they operate as 2nd-level rogues with the following skill percentages: pick pockets 40%, open locks 25%, find/remove traps 20%, move silently 50%, hide in shadows 55%, detect noise 20%, climb walls 65%, read languages 0%. Habitat/Society: Scampering about the layer (volcano) of Gehenna known as Khalas, linquas dwell in caves and underground caverns that they carve out of the blistering rock. Those currently favored by Sung Chiang live with the power in his Teardrop Palace. These linquas serve their master as guards and servants. Servants of Sung Chiang are cared for and well fed. If they displease their lord, however, Sung Chiang's patience is short and his mercy nonexistent. At best, a disobedient linqua will be exiled into the open, rocky ledges of Gehenna. Utter destruction is even more likely. Sung Chiang can always bring in more linquas from the caves and wilds outside the palace as replacements. If he cared to, he could also certainly make more. Linquas that do not dwell in the palace are free to do what they will in the misery that is Khalas. They gather in loose-knit groups without organization or leader. Though not directly the servants of Sung Chiang, they still serve as a perimeter defense, keeping those foolish enough to wander about Gehenna far from the power's home. These linquas are still subject to the deity's whim and will, and must always do as he commands should he send an avatar out to speak to them or conscript them into more direct service. Though most by far dwell on Gehenna, directly serving Sung Chiang, a few linquas have escaped or simply left his service and fled to other planes. Since the evil power most certainly has the prerogative to destroy his creations at a whim, one can only assume that Sung Chiang does not mind that some of his creations leave – even moving on to serve other powers. Perhaps it is part of some sort of scheme brewed in his Teardrop Palace. Perhaps he is just surprised and impressed by the willpower of these individuals and their ability to resist the pull of the power he offers. Most linquas become “addicted” to the energies of an actual power flowing through their body, and would never think of cutting themselves off from their source. Even those that do break away from Sung Chiang sometimes regret their decision, feeling the loss as a painful deprivation of a vital need. Newly free linquas often go to Sigil to enjoy their autonomy. Often they have no idea how to handle their liberty, acting rashly and irresponsibly. These linquas usually fall victim to strong drink (to which they are unaccustomed) and poor judgment – and occasionally to the less reputable figures within the City of Doors. Some independent linquas eventually begin to long for the power that they had in the service of their deity. Assuming Sung Chiang is angry at their escape, the linquas approach other powers and offer their services. Once in a while, they are actually accepted into such service. Presumably, such a lingua eventually changes its alignment to match that of its new master. It is also likely that the set of powers gained from this new master would differ from those received from Sung Chiang. In certain circles, a tale is told regarding the first linqua, which, incidentally, was also the first linqua to ever leave Gehenna to obtain his freedom. This linqua, whose name was Runnisimon, had served Sung Chiang directly for many years, along with others among the power's “first batch”. One day, for reasons known only to himself, the power told his servant of a portal which lay within a section of the palace the lingua had never visited. Beyond it, said Sung Chiang, lay wonders and miracles. Curiosity getting the best of him, the linqua sneaked to the portal. Though he knew that he would be betraying his creator and master, he left the Teardrop Palace through the magical doorway and found himself in Sigil. He also discovered that the portal worked only one way. He couldn't return to his master through that door even if he wanted to. Runnisimon wandered the dirty streets of the Cage. He saw sights he'd dreamed of, and he learned what it was like to breathe air that did not burn his lungs and walk upon stone that did not singe his feet. Yet at the same time, he felt the loss of the divine power which had coursed through his veins since his “birth”. He tried many things to supplant this loss. He found drink, which threw him into many misadventures, but he thought it no substitute. He sought love, which also thrust him into strange exploits, but still he longed for the touch of the power. He tried friendship, wealth, self-improvement, philosophy, religion, and other distractions, but nothing could fill the void left by the immortal energies that he was created to house. Finally, he decided to find another portal back to Gehenna and plead for his master's forgiveness. When the prodigal linqua returned, it is said that Sung Chiang smiled. As he smiled, the evil power destroyed his creation with a flash of fiery pyrotechnics. While many linquas have left their deity's service since, not one has ever returned. Ecology : The linquas are the creations of the power Sung Chiang. When not fed scraps at his Teardrop Palace, they eat the flesh of whatever beast they can get their tiny hands on. Though linquas fear the other lower-planar powers and fiends that make their way through the realm from time to time, they look upon quasits , imps , hook spiders , and whatever else presents itself as food. Linquas do not age, being immortal creations of an immortal power. The free will that they (or at least some of them) seem to possess suggests that they are imbued with independent spirits. Nevertheless, they cannot procreate, nor do they produce anything of value or creative merit. Linquas are naive and unsophisticated, unless sophistication is forced upon them. They know no concepts such as love, mercy, or kindness. Linquas instead are motivated by fear, respect, greed, and despair. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gehenna Stat Block 2nd Edition: - adnd2e.fandom.com - Planescape: Planes of Conflict (1995) Abilities - Draws power from divine creator to become unnaturally strong in short bursts - Can wield large, heavy weapons without penalty - Sneak attack - Skilled at stealth, thievery - Innate spellcasting Appearance Linquas are short, squat humanoids native to Gehenna. Though they appear male, they are actually sexless, being more construct than creature. Their pale, pocked flesh is broken by tufts of bristlelike green hair. Size Hero Forge: 2'2" (XL) Lore: Small (3 ft. tall) Suggested: Small Other Monikers None Sources - adnd2e.fandom.com - Planescape: Planes of Conflict (1995)
- Fomorian | Digital Demiplane
Fomorian Huge Giant, Chaotic Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 1994): The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds. Fey Curse. The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures’ magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse. One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them. Giants of the Underdark. The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed. Ruined Flesh, Evil Minds. The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them. The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim. Curse of the Evil Eye. Fomorians can pass their curse onto others using a power called the evil eye — a last vestige of the giants’ once-remarkable spellcasting ability. A creature cursed by a fomorian’s evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race. (From Bigby Presents: Glory of the Giants - 2023): Descended from Annam’s son Karontor, fomorians once occupied a place in the giants’ ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today. Deep Crawlers. Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of the Underdark, perhaps in imitation or in honor of Karontor, “the king that crawls.” Their limbs are long and sinuous, and their grip is strong enough for them to climb walls and ceilings. Fomorian Nobles. Before their banishment to the Underdark, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge unopposed. In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane to survey the world they left. With angular features and apparently ageless faces, these fomorians resemble gigantic elves. "The fomorian nobles I have met are so utterly unrepentant and so unmoved by the plight of their cursed kindred that I struggle to embrace them as my cousins." —Diancastra Warlocks of the Dark. Some fomorians search for the arcane glory their kind possessed before their banishment into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these fomorians power over shadows, allowing them to mold and shape darkness like clay. (From 2nd Edition Monstrous Manual - 1993): Fomorians are the most hideous, deformed, and wicked of all giant-kin. The fomorian giants are all grossly deformed behemoths. Each has a different set of deformities, which must be determined by the DM. A partial list of deformations includes misplaced limb, misshapen limb, misplaced facial feature, hunchbacked, bulging body part, drooping flesh, body part too big or too small, flapping ears, huge snout, large feet on short legs. Their thick, hairy hides, combined with the pelts and odd metal bits they wear for protection, give an effective AC of 3. They have scattered patches of hair as tough as wire on their pale white skin. Large warts and other growths are scattered across their bodies. There is no single odor associated with fomorians; some smell strongly due to overactive sweat glands, others have no smell. Their voices are also each different due to their unique deformities. Combat: Fomorians use all manner of clubs and other blunt instruments. Regardless of the weapon, it inflicts double damage plus 8 points for Strength, while their fists alone inflict 2d4+8 points of damage. Their deformities prevent them from hurling boulders as true giants. They work any bits of metal they can find and scavenge into their clothing, to aid their Armor Class. The typical fomorian is AC 3, while a particularly well-armored one, or one with a shield, might get an AC as good as 1, but no better. Typical fomorian strategy is too sneak up on an opponent and hit him as hard as it can. It works well for them since their opponents suffer a -2 penalty to their surprise rolls, because the fomorians move slowly and carefully. These giant-kin are only surprised on a 1 on the 1d10 surprise roll, because they tend to have eyes and ears in odd places on their heads. If the fomorian bothers to keep an opponent alive, he is crudely tortured until dead, and then eaten. Habitat/Society: Fomorians live in mountain caves, abandoned mines, or other subterranean realms. They rarely modify their homes, but adapt to what is already there. These deformed giants wander throughout the underground complex, for almost any distance, stopped only by hazards they do not want to challenge. A fomorian clan picks a small, (to them) defensible alcove for a lair. Their territories are sometimes marked by the bodies of their enemies. Their treasure consists only of stolen items from enemies. Pieces of armor are added to their own patchwork protection. Since they do not care for it, this armor quickly deteriorates and becomes worthless. Their society is ruled by depravity and wickedness. The strongest and cruelest giant rules over all the others within reach, which is usually a small number. The women and children are treated as slaves. Acts of violence are common among fomorians, sometimes resulting in permanent injury or death. Fomorian giants have been known to work with other creatures for evil causes. Usually the other creatures must completely dominate the fomorians, or be capable of it, to form the alliance. Such an agreement lasts only as long as the fomorians fear their cohorts. Once their interests no longer coincide or the fomorians no longer feel threatened, they double-cross their partners, as quickly as possible. Ecology: These twisted giants can live for weeks on little or no food. This is good, because their underground dwellings do not provide an abundance of it. They can eat almost any organic material, including fungi, lichens, plants of all sorts, bats, mice and fish. They particularly savor the taste of large mammals, especially those that beg not to be eaten. Preparing a meal usually involves torture rather than any efforts to improve its taste. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Prime Material Plane (any mountain or subterranean), Feywild, Outlands (Tír na nÓg) Stat Block 5th Edition: - Monster Manual (2014) - Bigby Presents: Glory of the Giants (2023) - Angry Golem Games - 5etools (Deep Crawler) - 5etools (Warlock) - 5etools (Noble) - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Cursed evil eye causes psychic damage and afflicts crippling deformities - Giant strength and constitution - Greatclub attacks - Contortionist bodies can squeeze through tight spaces - Warlock spellcasting Appearance The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Size Hero Forge: 15'11" (XL) Lore: Huge (13 1/2 ft. tall) Suggested: Huge to Gargantuan Other Monikers None Sources - Forgotten Realms Helps - 5th Edition Monster Manual (2014) - Bigby Presents: Glory of the Giants (2023) - Monstrous Manual (1993) - 5etools (Deep Crawler) - 5etools (Warlock) - 5etools (Noble) - DndBeyond - Realmshelps.net - mojobob's website
- Template - Hell - Lower Planes
Template - Hell - Lower Planes Template - Hell - Lower Planes Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBIZWxsIC0gTG93ZXIgUGxhbmVz/218f5b3e4df4ad3bd327cdb53e39203c Board Link Features - Volcanic slopes, cliffs and rivers of lava (used in Gehenna) - Volcanic Calderas (used in Gehenna) - Jagged, dark, rocky basalt landscape (used in Baator) - Lava rivers and pits (used in Baator) - River of blood (used in Baator) - Desolate wasteland variants (used in the Abyss, Baator, and the Gray Waste) - Craters (used in Baator, the Gray Waste) - Spiky, alien-looking natural formations and spires (used in Gehenna, the Gray Waste, Carceri and the Abyss) - Creepy, green-glowing chasms, pits, and fissures (used in the Abyss) - Ruined cathedrals and other buildings (used in Baator) - Gargantuan pillar of skulls (cut from Baator) - Volcanic caverns (used in Gehenna) - Cavern with Shrine of Bhall (used in Gehenna) - Cavern access to the River Styx (used in Acheron, Gehenna, and Pandemonium) - Styx boat/ferry (used in Acheron, Gehenna, the Gray Waste, and Pandemonium) - Decaying trees (used in Carceri, the Gray Waste) - Fiendish vegetation and razorvine (used in the Abyss, Carceri, the Gray Waste) - Colossal chains reaching up into infinity (used in Carceri) Notes - Most of my terrain templates for the hell dimensions of the lower (outer planes) Assets from Tales Tavern None
- Nalfeshnee
Nalfeshnee Nalfeshnee Large Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash, 1 variant below Description From Planescape: Monstrous Compendium Appendix I (1994): Few beings terrify mortals more than the nalfeshnee. Mortals who pass into the Abyss eventually come before one of these “lords of woe”, there to suffer judgment and the pain of transformation. Nalfeshnee are 20’ tall; most of their immense strength goes simply to support their bodies. They combine the worst features of ape and boar, and their small wings appear unable to bear their ponderous bodies. Nalfeshnee have red, glowing eyes that pierce the mind and seem to draw energy from just a glance. Nalfeshnee can communicate with any being using a powerful form of telepathy. Nalfeshnee are the most intelligent tanar’ri , considering themselves superior even to the balors. Nalfeshnee do not act on this feeling because they recognize the balors’ greater strength. However, a nalfeshnee seldom passes up an opportunity to secretly embarrass a balor, foil its plans, or even prolong the Blood War. The nalfeshnee rule the 400th layer of the Abyss, where they sit on flaming thrones on the Mountain of Woe. There they judge the mortal life forces that pass into the Abyss. Nalfeshnee feed on hatred and despair, emotions they can draw out of any being they see. They devour these feelings from the life forces they judge, leaving empty husks of useless thoughts. These husks then transform into other forms of tanar’ri in ceremonies involving unimaginable torture. Combat : Nalfeshnee are never surprised. They are immune to weapons of less than +2 enchantment, but can be hit by weapons of cold-wrought iron. Though the nalfeshnee usually sit atop their thrones and judge the masses of mortal lives in the Abyss, they are capable in battle. They can attack with two claws (1d4 damage each) and bite (2d4 damage), but prefer a special attack that looks like the color spray spell (usable three times per day). They must concentrate for an entire melee round; hits on the creature during that round do not break concentration. Then the nalfeshnee releases multiple rainbow beams that shoot in every direction. All creatures within 60’ suffer 15 hp damage (save vs. spell for half damage). They must then again save vs. spell with -2 penalty. Failure means they are temporarily stricken dumb and wander in a trance for 1d10 rounds. In that trance each creature a vision of its greatest fear. In addition to the standard abilities of all tanar’ri, nalfeshnee have the following spell-like powers: alter self , bind , call lightning , chill touch , detect invisibility (always active), distance distortion , ESP (always active), feeblemind , forget , giant insect , invisibility , know alignment (always active), mirror image , protection from good (always active), raise dead , slow , and web . Nalfeshnee can also attempt to gate in 1-6 babaus or 1 vrock, twice per day, with a 50% chance of success. From Dungeons & Dragons Monster Manual (2014): The nalfeshnee is one of the most grotesque demons — a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning. Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Horror nimbus that cripples creatures with fear - Summon Demons - Claws, bite - Teleport Appearance The nalfeshnee is one of the most grotesque demons — a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. Size Hero Forge: 11 ft. Lore: Large to Huge (10-20') Suggested: Huge to Gargantuan Other Monikers Type IV Demons, Pig/Boar Demons, Lords of Woe Sources - Forgotten Realms Wiki - Monster Manual (2014) - Angry Golem Games - DnDBeyond - Mojobob's website
- Styx
Styx Dragon Styx Dragon Gargantuan Dragon, Neutral Evil Button Hero Forge Mini Double mini, no kitbash, 4 variants below Description (From Planescape: Monstrous Compendium Appendix II - 1995): There are few things in the Lower Planes that even the fiends're afraid of, and the shadowdrake is one of 'em. Also known as death drakes, Styx dragons , or darkwyms, shadowdrakes are relatives of dragonkind who inhabit the upper reaches of the fiendish planes. They commonly prey on the weaker ranks of fiends around them, but they'll devour travelers or careless high-up fiends just as quick. Unlike many true dragons, shadowdrakes've got no interest in conversation, servants, or plots; every sod they meet's just another meal waiting to be eaten. Shadowdrakes have long, serpentine bodies covered with slimy scales ranging from dark brown to rusty red. Their eyes glow with a feral yellow light, and mismatched fangs just from their terrible jaws. The wings of a shadowdrake are vestigal, and can't support the creature in flight. Instead, the drake's wings are used with its powerful tail for swimming. Shadowdrakes are one of the few creatures that can abide the touch of the polluted Styx, and they frequently attakc sods on or near the river. On land, the shadowdrake's forced to slither snake-wise somce ots tomu legs can't supoort its weight. The distinguishing feature of a shadowdrake is its twin tail, which forks about halfway down its length. Long, razorsharp blades of bone line the tips of each limb, and the shadowdrake can slash and grapple with its tails as well as other dragon-kin can attack with their claws. Combat : Shadowdrakes are extremely aggressive, territorial, and predatory. They're often overconfident, and they'll take on anyhthing smaller than a pit fiend or balor that comes anywhere near their lair or hunting ground. The shadowdrake attacks with a bite and two lashes from its tail; it's long and flexiible enough to use its forked tail against opponents in front of itself. The shadowdrake prefers to attack with a sudden rush from a dismal burrow or from the filthy waters of the Styx; if it can do this, it imposes a -2 penalty on its enemies' surprise checks. Any sod injured by the drake's bite or tail lash is 50% likely to contract a gangrenous disease, even if [they survive their] wounds. This disease sets in within 3 to 24 hours, and renders the victim completely helpless with fever and delirium. If untreated, the rot reaches the victim's vital organs and hells [them] within 12 to 48 (d4x12) hours after onset. The disease can be cured by any spell or item that can cure disease or neutralize poison, but a character with the healing proficiency suffers a -4 penality to [their] proficiency check when treating the diease, and any cure wounds spell heals only half the normal points of damage if the gangrene is active. Breath Weapon/Special Abilities: The shadowdrake's hesitant to use its breath weapon, since it usually deprives the beast of its intended meal. The drake expels a gout of sticky, corrosive spittle 30 feet long and 3 feet wide. Normally, it can strike only 2 or 3 targets at most, and then only if they're standing close together. If the victim makes [their] saving throw, [they take] half the listed damage. If [they fail], the corrosive goo causes full damage in the first round, half damage in the next round, and one-quarter damage in the third round. Leather, bone, or wood armor's destroyed by one round of contact; metal chain or scale's destroyed in two rounds; and metal plante is ruined in three rounds. (Magical armor or equipment gains an item saving throw versus acid to avoid the effect.) A shadowdrake doesn't normally cast spells, but it does possess several spell-like abilities, cumulative with age, as shown below: Hatchling = Immune to all poison or disease Young = corrupt water by contact Adult = darkness 15' radius 2/day Old = hold monster 1/day Wyrm = summon aquatic monsters 1/day Habitat/Society: Shadowdrakes are most often found along the banks of rivers or in the swamps and bogs of the Lower Planes, including the Styx in all of its wanderings. They often dig extensive burrows of dank, slimy tunnels. Some portions of their lairs can be reached only by a long, black swim through a water-filled siphon. Shadowdrakes prefer to sleep in their lairs by day and hunt by night, sometimes traveling quite a distance from their lair before returning. Shadowdrakes are territorial and don't get along well with each other. The only time two of these creatures'll be even together is during a rare mating season. Even then, the drakes don't remain together long or cooperate in hunting or the defense of their young or their lair. It's almost impossible to deal with a shadowdrake, because shadowdrakes don't listen to anything a weaker creature has to say, and they avoid contact with more powerful monsters. However, they're not stupid, and a drake'll attempt trickery or negotiation if physical methods clearly aren't going to work. Shadowdrakes are cunning and deceitful; they love to twist words or make false promises whe n they see the chance. Ecology : The bulk of a shadowdrake's diet comprises the most wretched types of fiends, such as lemures, dretches, nupperibos, or manes. Powerful shadowdrakes've been known to take hydroloths or marrenoloths, and it's not at all uncommon for any solitary traveler to atrract the attention of a shadowdrake. (From 3.5e Draconomicon: The Book of Dragons - 2003): Also known as shadowdrakes or darkwyrms, Styx dragons haunt the putrid waters of the River Styx throughout its nearly infinite length. One of the few creatures immune to the harmful effects of the river, Styx dragons swim with impunity across the top layers of all the Lower Planes, feasting on fiends and any other creature they can find and catch. A Styx dragon has a long, serpentine body with tiny, flipperlike claws that are useless on land and in combat. Its wings are too small to carry it aloft, but help to propel it through the water. Its tail splits into two long, bladed whips that it can use to slash and grab its prey. A Styx dragon’s scales are slimy and range from dark brown to rusty red in color. Its eyes glow with a lurid yellow light. Styx dragons make their lairs by burrowing into the mud on the banks of the Styx. They do not like to leave their native plane, but if one is forcibly brought to the Material Plane, it will thrive in fetid water. Styx dragons normally subsist on the flesh of fiends, but enjoy eating any meat— particularly rotting carrion. Combat : A Styx dragon’s physical attacks are limited: It attacks with the twin blades of its tail instead of claws, it cannot use its wings effectively, and it does not gain tail slap attacks in addition to its tail blades. Its tail blades deal damage as if the dragon were one size category larger than actual, however, as does its tail sweep. Young and older Styx dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A Styx dragon has two types of breath weapon, a line of acid that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round), or a cone of stupefying gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Intelligence damage per age category of the dragon. Amphibious (Ex): Although Styx dragons are aquatic, they can survive indefinitely on land. Constrict (Ex): With a successful grapple check, a Styx dragon can crush a grabbed opponent, dealing twice its tail blade damage as bludgeoning damage. Disease (Ex):Any creature hit by a Styx dragon’s bite or tail attack must succeed on a Fortitude save (DC equal to that of the dragon’s breath weapon save DC) or contract Stygian wasting. The symptoms of the disease include flesh rotting away and hair falling out. The incubation period is 1 day, and the disease deals 1d6 points of Charisma damage. A victim must make three successful Fortitude saves in a row to recover from Stygian wasting (see Disease, page 292 of the Dungeon Master’s Guide). Improved Grab (Ex): To use this ability, a Styx dragon must hit a creature that is at least one size category smaller than itself with its tail blade attack. If it gets a hold, it can constrict in the same round. It can also attempt to start a grapple as a free action without provoking an attack of opportunity. Spell-Like Abilities: At will—curse water; 3/day—control water, deeper darkness, fog cloud ; 1/day—feeblemind, hold monster, horrid wilting, mind fog, stinking cloud. Styx Adaptation (Ex): Styx dragons are immune to the harmful effects of the River Styx, and they can breathe water. Summon Monster VIII (Sp): Once per day, a great wyrm Styx dragon can summon a fiendish giant squid, 1d3 fiendish giant octopi or Large tojanidas, or 1d4+1 Large water elementals, Huge fiendish sharks, or fiendish giant crocodiles. Aside from the monsters available, this ability is identical to summon monster VIII. Caster level 15th. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Lower Planes (River Styx) Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: acid, stupefaction (brain damage) - Frightening Presence - Immune to acid, memory loss - Colossal bite and bladed tail attacks that infect with rotting disease - Constrict attack crushes and pins enemies - Summons aquatic monsters - Legendary Actions - Legendary Resistance - Amphibious, fast swimmer - Innate spellcasting Appearance A Styx dragon has a long, serpentine body with tiny, flipperlike claws that are useless on land and in combat. Its wings are too small to carry it aloft, but help to propel it through the water. Its tail splits into two long, bladed whips that it can use to slash and grab its prey. A Styx dragon’s scales are slimy and range from dark brown to rusty red in color. Its eyes glow with a lurid yellow light. Size Hero Forge: 4'3"-11' (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers Darkwyrm, shadowdrake Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Draconomicon: The Book of Dragons (2003) - realmshelps.net - Planescape: Monstrous Compendium Appendix II (1995)
- Topaz
Topaz Dragon Topaz Dragon Gargantuan Dragon, Chaotic Neutral Hero Forge Mini Button Double mini, no kitbash, 2 variants below Description (From Fizban's Treasury of Dragons - 2021): Decay and despair are bound up in the nature of topaz dragons , thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result. Gleaming Gold. Upon hatching, topaz dragon wyrmlings’ scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood. Embodiment of Decay. While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction. Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey. Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally. Entropic Hoards. Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios. Creating a Topaz Dragon Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters. Topaz Dragon Personality Traits d8 - Trait 1 - I seek no company other than my own, for no one else can compete with me. 2 - If my offspring can’t care for themselves, I’m not sure they’re worthy of my attention. 3 - The sea is beautiful and I love gazing upon it, but I abhor being wet. 4 - Why should I risk damaging my splendid physique when I can fight with the power of my mind? 5 - I am predictable only in my unpredictability. 6 - It takes true artistry to maintain a warm, desert-like dwelling under the water. 7 - I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures. 8 - I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses. Topaz Dragon Ideals d6 - Ideal: 1 - Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any) 2 - Change. Consistency is stagnation. (Chaotic) 3 - Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil) 4 - Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil) 5 - Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good) 6 - Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful) A Topaz Dragon’s Lair Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry. The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Cancellation. The dragon chooses an active spell of 5th level or lower that it’s aware of in the lair and ends the spell. Negative Energy Infusion. Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 ((4d6)) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points. Regional Effects The region surrounding a legendary topaz dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground. Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect. Thriving Wildlife. Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the population of giant squid in the region returns to normal levels over the course of (4d6) days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate. (From 2nd Edition AD&D Monstrous Manual - 1991): Topaz dragons are unfriendly and selfish. Though not malevolent, they are seldom pleasant to deal with because of their erratic behavior. Topaz dragons neither seek company nor welcome it. At hatching, topaz dragons are a dull yellow-orange in color. As they age and their scales harden, the scales become translucent and faceted. Adult topaz dragons sparkle in full sunlight. Topaz dragons speak their own tongue and the tongue common to all gem dragons, and 12% of hatchling topaz dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Topaz dragons dislike intruders, but avoid combat, often conversing to hide psionics or magic use. If intruders are hostile, or the dragon tires of them, it attacks, psionically first if possible, using spells as needed. They enjoy using teeth and claws, and usually save their breath weapon until wounded. The dragon may pretend to surrender to buy time, and retreats if greatly threatened. It usually makes one or more false retreats, attempting to come back and attack with surprise. Breath Weapon/Special Abilities: This dragon’s breath weapon is a cone of dehydration, 70 feet long, 5 feet wide at the dragon’s mouth and 25 feet wide at the base. When directed against liquids, a cubic foot of water dries up per hit point of damage. Creatures caught by the cone can make a saving throw vs. breath weapon for half damage from water loss. Those who fail to save lose 1d6+6 Strength points; those who succeed lose only 1d6 Strength points. Curative spells less powerful than heal or regeneration are ineffective against Strength loss, though victims who are carefully nursed back to health recover one Strength point per day. Any creature reduced to a Strength of zero or less dies instantly. A topaz dragon casts spells and uses magical abilities at 5th level, plus combat modifier. At birth, topaz dragons can breathe water and are immune to cold. As they age, they gain the following powers: Young: protection from evil or good three times a day. Juvenile: blink three times a day. Adult: wall of fog three times a day. Mature adult: airy water three times a day, 10-foot radius per age category of the dragon. Old: part water once a day. Psionics Summary Level = HD Dis/Sci/Dev = 1/1/3 Attack/Defense = M-,MB Score = Int PSPs = 120 Psychokinesis — Science: telekinesis; Devotions: animate object, control winds, molecular manipulation, soften. Psychometabolism — Sciences: energy containment, life draining, metamorphosis; Devotions: biofeedback, body equilibrium, cause decay, chemical simulation. Most topaz dragons prefer psychometabolic powers. Habitat/Society: Topaz dragons live by the sea, often building or claiming caves below the waterline; they keep their caves completely dry. These dragons enjoy sunning on rocky outcroppings, enjoying wind and spray. They like water little and swim only to hunt or attack. They are indifferent parents at best, and abandon young to protect themselves. They dislike bronze dragons and attack them on sight. Ecology: Topaz dragons prefer to eat fish and other aquatic creatures, especially giant squid . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Water Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Dessicating breath - Entropic attacks - Resistant to cold, necrotic - Colossal claw, bite, and tail attacks - Psionic teleport - Psionic spellcasting - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Amphibious - Blindsight - Telepathy Appearance As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood. Size Hero Forge: 9'8" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Gold
Gold Dragon Gold Dragon Gargantuan Dragon, Lawful Good Hero Forge Mini Button Double mini, no kitbash, 8 variants below Description (From 5th Edition Monster Manual - 2014): The most powerful and majestic of the metallic dragons , gold dragons are dedicated foes of evil. A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes. Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end. Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it. A Gold Dragon's Lair Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. If the dragon dies, these effects end immediately. (From Fizban's Treasury of Dragons - 2021): Creating a Gold Dragon Use the Gold Dragon Personality Traits and Gold Dragon Ideals tables to inspire your portrayal of distinctive gold dragon characters, and use the Gold Dragon Spellcasting table to help select spells for a spellcasting dragon. Gold Dragon Personality Traits d8 - Trait 1 - I prefer to parley before combat. If villains can be reformed without violence, all the better. 2 - Shorter-lived species often have difficulty perceiving the full scope of time’s tapestry and lack the patience for my appropriately thorough explanations. 3 - Others might find me cold and dispassionate, but such is the price of perspective. Few creatures enjoy confronting the relative smallness of their lives. 4 - Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I’m proud of my acting ability and never break character. 5 - The future is writ large in the patterns of history. I enjoy conversing with others who think critically about history and society. 6 - I enjoy gifts but find attempts to hire or bribe me deeply offensive. 7 - My reclusiveness is a filter. If someone lacks the motivation to overcome my barriers, then their matter is unworthy of my attention. 8 - On a long enough timescale, all actions are meaningless. So why should I deny myself anything? Gold Dragon Ideals d6 - Ideal 1 - Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful) 2 - Restraint. I cannot right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any) 3 - Stewardship. I do not serve individuals, but rather history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good) 4 - Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what’s fair or necessary. (Lawful) 5 - Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any) 6 - Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil) Gold Dragon Spellcasting Age Spell Save DC Spells Known Ancient 24 bless , commune ,* cure wounds , geas ,* plane shift (+16 to hit), slow , suggestion , word of recall , zone of truth . *This spell’s casting time is longer than 1 action. (from 2nd Edition Monstrous Manual - 1993): Gold dragons are wise, judicious, and benevolent. They often embark on self-appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A gold dragon frequently assumes human or animal guise and usually will be encountered disguised. At birth, a gold dragon’s scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden. Gold dragons speak their own tongue, a tongue common to all good dragons, and 18% of hatchling gold dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Gold dragons usually parley before combat. When conversing with intelligent creatures they use detect lie and detect gems spells to gain the upper hand. In combat, they quickly use bless and luck bonus . Older dragons use luck bonus at the start of each day if the duration is a day or more. They make heavy use of spells in combat. Among their favorites are sleep , stinking cloud , slow , fire shield , cloudkill , globe of invulnerability , delayed blast , fireball , and maze . Breath Weapon/Special Abilities: A gold dragon has two breath weapons: a cone of fire 90’ long, 5’ wide at the dragon’s mouth, and 30’ wide at the end or a cloud of potent chlorine gas 50’ long, 40’ wide and 30’ high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage. At birth, gold dragons have water breathing ability, can speak with animals freely, and are immune to fire and gas. They can also polymorph self three times a day. Each change form lasts until the dragon chooses a different form; reverting to the dragon’s normal form does not count as a change. A gold dragon’s natural form has wings. However, they sometimes choose a wingless form to facilitate swimming, gaining the higher swimming rate listed above. A gold dragon in any wingless form can fly at a speed of 6 (MC E). As they age, they gain the following additional powers: Young: bless three times a day. Juvenile: detect lie three times a day. Adult: animal summoning once a day. Mature adult: luck bonus once a day. Old: quest once a day, and detect gems three times a day. (This allows the dragon to know the number and kind of precious stones within a 30’ radius, duration is one minute. The luck bonus power of mature adults is used to aid good adventurers. By touch the dragon can enchant one gem to bring good luck. The gem is usually one which has been embedded in the dragon’s hide. When the dragon carries the gem, it and every good creature in a 10’ radius per age category of the dragon receives a +1 bonus to all Saving Throws and similar dice rolls, cf. stone of good luck . If the dragon gives a gem to another creature only the bearer gets the bonus. The enchantment lasts three hours per age category of the dragon, plus 1-3 hours. The enchantment ends if the gem is destroyed before its duration expires. Habitat/Society: Gold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have loyal guards: either animals appropriate to the terrain, or storm or good cloud giants . The giants usually serve as guards through a mutual defensive agreement. Ecology: Gold dragons can eat almost anything, however, they usually sustain themselves on pearls or small gems. Gold dragons who receive pearls and gems from good or neutral creatures will usually be favorably inclined toward the gift bringers, as long as the gift is not presented as a crass bribe. In the latter case, the dragon will accept the gift, but react cynically to any requests the giver makes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Breath weapons: Fire, weakening - Fire immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Shape change - Flight - Amphibious - Blindsight - Spellcasting Appearance A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Size Hero Forge: 11 ft. (XXL) Lore: Medium to Gargantuan 120 ft. long) Suggested: Medium to Gargantuan Other Monikers Royal dragons, imperial dragons Sources - Forgotten Realms Wiki - MrRhexx (youtube) - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website
- Worker
Worker Worker Small Monstrosity, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual I - 2003): Formians hail from the plane of Mechanus. They seek to colonize all that they see and incorporate all living things into their hive as workers. Expansionist in the extreme, formians are dedicated to spreading their colonies until they have taken over everything and their order is unquestioned. To further this end, they attack all other creatures, usually to put them to work building and expanding cities. Formians maintain these “conscripted” workers as well as those mentally dominated by the power of their taskmasters. A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself, although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians. The Worker: This creature is about the size of a jackal or bulldog. It looks like an ant, but holds its head and thorax upright. It has humanlike shoulders and arms ending in rudimentary hands with blunt claws. Workers are the lowest-ranking and most common formians. They exist only to serve, performing all the necessary, lowly tasks that the hive needs done. While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp. A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor. Combat : Formian workers fight only to defend their hive-cities, using their mandibled bite. A formian worker’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Cure Serious Wounds (Sp): Eight workers together can heal a creature’s wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers. Make Whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a full-round action for all three workers. (From Planescape: Planes of Law Monstrous Supplement - 1995): "Had mine eyes ever beheld such beauty? To think, all fashioned by a bug!" - Unknown traveler upon reaching a formian city Native to Arcadia, formians are also called centaur ants. As their moniker indicates, they appear to he uprightwalking ants, but their sentience is that of warmblooded creatures as opposed to insects. They’ve always inhabited Arcadia, and sages say they always will. Though formians found on the Prime make war on each other, Arcadian formians of different hives have learned to live together peaceably. Similar to true ants, there are three basic types of formians: the worker, the wamor, and the myrmarch. (A fourth type, the queen, is extremely rare.) Unlike ants, formians’ waists are flexible; thus, they often move with only four legs, their heads and thoraces raised. Their forelegs are jointed at the wrist and have three opposing claws, which they can use to manipulate objects and to attack. Formians come in various subdued colors, which serve no function other than to indicate their cities of origin. Formians of warrior level and higher can communicate with humans, though their version of common sounds more like eerie chittering. They communicate with one another in their own speech, which is incomprehensible to most other beings. The Worker: The smallest of the four formian types is also the most commonly encountered. It’s about the size of a large dog. Its claws are somewhat clumsy, though they make efficient tools for manual labor. Combat : When workers attack (a rare occurrence, for they’re used only if a city’s under siege), they use their small mandibles to bite for ld4 points of damage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus & Arcadia Stat Block 5e: Homebrew stats on dmdave.com 3.5e: Dungeons & Dragons Monster Manual I (2003) 2e: Planescape: Planes of Law Monstrous Supplement (1995) Abilities - Collaborates with other workers to cast powereful healing and object repair spells - Biting mandibles - Fast movement Appearance This creature is about the size of a jackal or bulldog. It looks like an ant, but holds its head and thorax upright. It has humanlike shoulders and arms ending in rudimentary hands with blunt claws. A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Size Hero Forge: 4 ft. (XXL) Lore: Small (4 ft.) Suggested: Small to Medium Other Monikers Ant centaur, Worker Ant, Formian Worker Sources - Video by AJ Pickett - Forgotten Realms Wiki - Homebrew stats on dmdave.com - Dungeons & Dragons Monster Manual I (2003) - Planescape: Planes of Law Supplement (1995)
- Environments | Digital Demiplane
Free playable 3D maps and boards for Dungeons & Dragons Tabletop Roleplaying Game, for use in Talespire. Environments Made with Talespire Disclaimer: most of the buildings I make in Talespire have the exterior in mind first, to give players that initial moment of awe at their surroundings. While this is flashy, I haven't made interiors for everything, and my stuff can be cramped, messy, and performance-heavy. I take a lot of inspiration from the videogame Planescape: Torment, which had super over-detailed and visually confusing environments. I also construct these maps in a frenzy of last-minute inspiration days (or minutes) before our game begins - there isn't much time to clean things up, fix broken stairwells, etc. I depend a lot on copy-pasting slabs and terrains from templates (available below), so there's often a ton of overlapping geometry that I don't get a chance to delete. So... yeah, fair warning. As they are, these maps might not be ready for your particular players, straight out of the package, or obey the spatial standards you have for your own games. You might need to tweak them a bit first, or just use my templates as a starting point. The work of OurLivesOnline, on the other hand, looks clean as heck, so maybe use his stuff instead. ;) - Matt-GM Planescape Abyss - Arch-Lecter's Palace Matt-GM Abyss - Fortress of Indifference Matt-GM Abyss - Pazunia Matt-GM Abyss - Plague-Mort Matt-GM Acheron - Avalas Cube Matt-GM Astral Plane Matt-GM Baator - Avernus Matt-GM Carceri - Othrys Swamp Matt-GM Elysium - Blessed Fields Matt-GM Gehenna - Khalas Matt-GM Gray Waste - Cauldron Matt-GM, conspirator05h, Lemurian_Settler (Dustdown) Gray Waste - Oinos Matt-GM Lady's Maze - Bahamut Temple Matt-GM, Manpaka Lady's Maze - Black-Barbed Matt-GM Lady's Maze - Burning Traitor Matt-GM Lady's Maze - Cold Temple Matt-GM, conspirator05h Lady's Maze - Cursed Elf City Matt-GM, John-Fercher Lady's Maze - Cursed Forest Matt-GM Lady's Maze - Timlin Matt-GM Lady’s Maze - Clockwork Matt-GM Limbo - Plane of Chaos Matt-GM Mechanus - Clockwork Nirvana Matt-GM Mount Celestia - Mercuria Matt-GM Outlands - Ecstasy Downtown Matt Sifton, OurLivesOnline, conspirator05h Outlands - Excelsior Entrance Matt-GM
- Cambions | Digital Demiplane
In Dungeons & Dragons, cambions are half-fiends, and usually more fiendish than mortal (unlike tieflings). They're almost always depicted as villainous monsters, but the lore also suggests they have no place to call home, being despised by fiends as a half-breed as much as they're feared by their mortal parents. Family abandonment seems inevitable, and any who'd survive might have a chip on their shoulder. Lore, art, and Hero Forge miniatures are available here for use in your own game. Cambion Medium Fiend, Any Evil Alignment Hero Forge Mini Alternate Versions Size Hero Forge: 8' 8" (XXL) Lore: Medium Suggested: Medium Abilities - Fiendish Blessing (AC buff) - Fiendish Charm (usually) - Fire Ray - Innate Spellcasting - Resistant to cold, fire, lightning, poison, nonmagical weapons - Winged flight (usually) Stat Block 5th Edition: - D&D Monster Manual (2014) - DnDBeyond - DnD Wiki 2nd Edition: - Mojobob's website (cambion) - M ojobob's website (alu-fiend) Home Plane Lower Planes Other Monikers Alu-Fiend, Major Cambion, Baron/Marquis Cambion Appearance Cambions are like tieflings, but moreso; they are humanoids with more fiendish than mortal blood in their veins. As a result, they possess extremely pronounced fiendish traits. This often includes large, leathery wings, horns, claws, sharp teeth, cloven hooves, or devilish tails. Despite their sinister features, most cambions are the offspring of incubi or succubi. and are surprisingly attractive physically. Sources - Forgotten Realms Wiki - AJ Pickett - D&D Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - DnDBeyond - Mojobob's website (cambion) - M ojobob's website (alu-fiend) Description Cambions are born of a union between a mortal and fiend. Incubi and succubi are the most common parents, being one of the few types of fiend capable of procreation. Cambions born from these creatures often possess wings for flight and an otherworldly beauty and charm, but depending on the type of fiend a cambion is descended from, their appearance can vary wildly. An apologist's perspective: The question of nature versus nurture is rarely debated when it comes to cambions. To most observers, they look like an archetypical devil or demon, and are treated as a monstrous threat regardless of whether they deserve it. Tieflings are often mistaken for cambions, and persecuted mercilessly for the resemblance. But while tieflings are only distantly related to a fiend, cambions have a pure-blooded fiendish parent. The difference is striking. Physically, a cambion's appearance is more fiendish than it is mortal. Wings, cloven hooves, diabolical horns, razor-sharp teeth, and clawed hands are fairly common features. They also possess more innate magical abilities and resistances than a tiefling, and are generally far more dangerous. Many cambions do not age - more powerful ones are hundreds or even thousands of years old. But despite these advantages, given how much the world despises cambions, most of them are lucky if they reach adulthood. In mortal societies, cambions have an infamous reputation. The word cambion itself comes from the ancient celtic root "kamb," meaning crooked , or exchange . Much like the celtic mythology of changelings, cambions are often considered to be "false" children, the sinister replacement left behind after a supernatural being kidnaps a mortal's true offspring, and there have been reports of fiends doing precisely this, for reasons only the fiends know; perhaps they intend to seed their blood in the world of mortals, or perhaps they simply couldn't be bothered to raise their own wretched offspring. Some believe the fiends eat the real mortal child, or use it in some ritual sacrifice, or worse. Other skeptics think the mortal parents are only claiming their child was kidnapped to conceal an act of fiendish adultery, but most folk don't look too deeply into the reason why. They assume the fiend's only objectives are terror, carnage, and misery - all things a cambion child is reported to leave in its wake. As a result, many communities will kill a cambion, no matter how young, as soon as they're discovered. To make matters worse, cambions often appear, in their first few years of life, to be entirely normal children, and only begin showing physical signs of their fiendish heritage when they reach adolescence. This fact alone has led to extreme paranoia and mob killings in communities, where many an unruly or disobedient child (and many a tiefling) has been suspected of being a cambion. The cambions who survive past adolescence are usually abandoned by their mortal families, and forced to live as outcasts, hidden and constantly on the run. As a result, some cambions attempt to travel to the lower planes and seek out fiendish relatives. In hell, unfortunately, they are again shunned, this time as inferior half-breeds, or used as expendable pawns by their more powerful, pure-blooded kin. With little to no standing in devil society, it's not uncommon for Infernal cambions to be thrown into the blood war as cannon fodder. Abyssal cambions fare even worse, as their demonic kin loves to torture or eat any creature weaker than themselves. Ultimately, cambions have nowhere they truly belong, and almost every one of them ends up with a fairly large chip on their shoulders. As loners and half-mad hermits, they often harbor a festering resentment, abandonment issues, and a burning ambition to prove their worth, often by enacting revenge on a cruel and unforgiving world. Tiefling settlements are one of the few communities that will harbor a cambion, especially if that cambion is a blood relative. But even among tieflings, a cambion's behavior is often problematic, and they are rarely liked or trusted. Tieflings are as biased and superstitious as anyone else, and they often suspect a cambion is cursed, or a spy for some malevolent fiendish parent bent on the community's corruption. As such, cambions are frequently driven out of tiefling sanctuaries, along with any other place they try to call home. All this mistreatment and suspicion, tragically, drives many cambions to ally with the vilest of evils, and become exactly the monsters fearful folk make them out to be. Some of the greatest and most cataclysmic events on many worlds have been the work of a cambion gone bad, and so their villainous myth becomes self-fulfilling. Of course, if one is to believe the most fearful superstition, cambions aren't simply misunderstood; they are monsters from birth, displaying all the characteristics of a sadistic, depraved bully even at the youngest age, and the few mortal parents who try to raise their cambion child with love and nurturing are given none in return. Most accredit this behavior to their tainted blood, but some rumors suggest this is the result of a psychic "influence" of a fiendish parent, who will speak to their child in dreams, encouraging them to perform increasingly heinous acts, and slowly leading them towards a path of evil. A few scholars believe this corrupting influence might even be thwarted with the correct arcane seals and abjurations, but their mortal parents are rarely willing, wealthy, or educated enough to try. In fiendish culture, cambions born of incubi, succubi, or other lesser fiends are known as "minor" cambions, and are despised by pure-blooded fiends. If the other mortal parent is a tiefling, that only is slightly better; the child is a "major" cambion, but still barely tolerated, and considered an expendable underling, at best. The survival rate of these cambions is extremely low, and the ones tough enough to endure life in the lower planes often seek escape from them, deserting their posts and finding work in Sigil as enforcers or hired killers. On very rare occasions, however, the cambion's parent is an archdevil or abyssal lord; spawn of such archfiends sometimes enjoy powers beyond those of other cambions. The precious few who are recognized and accepted by their archfiend parent are known as "barons" or "marquis." They are the only type of half-breed allowed any sort of status in fiendish society, but even then, the glass ceiling is extremely low, and their survival is entirely dependent on the whim and standing of their archfiend parent. Baron and Marquis cambions are sometimes given specialized training to be envoys, spies, assassins, warlocks, and personal attendants of their dark master. Others are sent to mortal realms in disguise, usually to corrupt and collect souls. There has been some confusion among demonologists as to the origin of cambions. As the vast majority of them are children of mortals and incubi/succubi, who were largely believed to be a type of demon, cambions have also been classified as demonic tanar'ri. It is only recently that infernal cambions, born of devils such as erinyes or the lords of the nine, have become common knowledge. It is now believed that even yugoloth and gehreleth fiends might spawn a cambion under the right conditions, but that these children would be so rare and different in appearance from other cambions as to be nearly unrecognizable. It was also believed, in the past, that female cambions, formerly known as alu-fiends, were a distinct demonic species unto themselves, with more traditionally feminine powers, abilities, and behavior, but more recent studies have proven these assertions to be false, and somewhat sexist. (from Mordenkainen's Tome of Foes - 2018 [credits] ) INFERNAL CAMBIONS: Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion (as detailed in the Monster Manual), some gain abilities reminiscent of their archdevil parent. Signiature Spells: Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the cult entry of the devilish parent. The cambion can use these spells once per day each. Special Traits: A cambion linked to a specific devil typically gains any special traits conferred to that devil's cultists. Some devils grant a unique ability to their spawn that replaces the cambion's Fiendish Charm trait; Zariel and Geryon have a penchant for spawning cambions to serve as war leaders among their followers. The two of them grant the Fury of the Nine ability in place of Fiendish Charm. Fury of the Nine. As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again. DEMONIC CAMBIONS: Cambions spawned by demon lords sometimes manifest different abilities from a typical cambion. Graz'zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father's abyssal heritage and his mother's peerless arcane tutelage to become a demigod. Signature Spells: Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the boon entry of the demonic parent. The cambion can use these spells once per day each. Special Traits: A cambion descended from a demon can have the special traits conferred to that demon's cultists, as described in the demon's boon section. Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals to infuse their master's strength into a young or unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned One's Call. Horned One's Call. When the cambion targets only one crea· tu re with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice. Spawn of the Grave. At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated. In addition, this cambion can use its Innate Spellcasting ability to cast animate dead three times per day. (from Dungeons & Dragons Monster Manual - 2015 [credits] ) A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Spawn of Graz’zt. The demon lord Graz’zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty. (from Planescape Monstrous Compendium Appendix. I - 1994 - [credits] ) In the event that a tanar’ri mates with a human female, the resulting offspring is a cambion. The type sired depends on its parentage: a lesser or greater tanar’ri fathers a major cambion, whereas a true tanar’ri fathers a Baron/marquis. In either case, the mother does not survive the birth. Cambions are ugly and terrifying. They are humanoid, but have pitch-black, slightly scaly skin covered with pockmarks; sharply pointed ears: and mouths filled with crooked, sickly fangs. Cambions often adorn themselves with spiked armor and weapons. They can communicate using telepathy. Cambions, like alu-fiends, are freaks and outcasts. Never accepted in human society and only poorly tolerated in the Abyss, they feel bitter and hateful towards all things. However, their stealth and detachment make them excellent assassins. The balors use them as personal bodyguards and advisors. Most cambions overcome their bitterness and take pnde in serving so high a power. One in ten cambions is not chaotic evil, but neutral or even good, because its human mother was of good alignment. These wretched creatures are doomed to a miserable existence as lone wolves because they are rarely accepted by a good-aligned community. Combat: Cambions have keen senses and are never surprised. Cambions use ornate weapons and armor. Many have a magical weapon (75% chance), most likely of common make (i.e. +1, +2, etc.), but 15% likely to be special (referee's choice). Magical armor is likely (75% chance), most likely of common make (+1, +2, etc.), but also 15% likely to be special. In addition to those available to all tanar’ri, cambions have one to four of these spell-like powers: detect magic, fear (by touch), levitate (7 times per day), and polymorph self (3 times per day). Any cambion with 16 or higher Intelligence has wizard abilities. They have spells as wizards of a level equal to their Hit Dice (major 4th level, baron/marquis 6th level) and a randomly determined spellbook. As stealthy as thieves, they can climb walls (95%), hide in shadows (80%), and move silently (80%) in bulky metal armor without penalty. (from Planescape Monstrous Compendium Appendix. I - 1994 - [credits] ) Alu-fiends, the horrid female offspring of succubus and human, look like comely human females with attractive, powerful features. Only their sharp, upsloping eyebrows and wings indicate the truth. Alu-fiends usually communicate using telepathy, but can sometimes speak additional languages. Alu-fiends tend to be hateful, even by tanar’ri standards, because of their dual nature. They view themselves as outcasts, neither human or tanar’ri. Other tanar’ri view them the same way, as lowly and without purpose. Only the alu-fiends’ power keeps them in contention as a lesser tanar’ri race. If an alu-fiend can somehow hide her wings, she is mistaken for a human 70% of the time. Interestingly, about 20% of alu-fiends are chaotic neutral or true neutral in alignment. This usually occurs when a succubus mates with a non-evil human and the offspring retains a hint of her father’s morality. Combat : Alu-fiends have an innate intuition that warns them of impending danger 75% of the time. They have no natural attack forms save fists and teeth (normal human damage). About 75% of them carry enchanted weapons, often gifts from their evil mothers. These weapons are most likely of common make (i.e. +1, +2, etc.), but there is a 15% chance for a special weapon. The fiend relies heavily on a special weapon and never willingly parts with it. Alu-fiends can restore their own bit points at the expense of their opponents. This requires a normal melee hit (1d8 damage, of which the alu-fiend gets half, rounded up). These creatures have base Armor Class 5, the heritage of their unnatural mother. Enchanted armor or protective items can improve the base AC. As with weapons, 75% of ah-fiends wear enchanted armor of common make (+1, +2, etc.). There is a 5% chance such armor is special (e.g. plate mail of etherealness, etc.). For both magical armor and weapons, choose appropriate items from the tables on pages 139-140 of the DMG. In addition to those available to all tanar’ri, all alu-fiends, regardless of intelligence, have the following spell-like powers: charm person, dimension door (once per day), ESP, shape change (to a humanoid form of approximately their own height and weight only), and suggestion. All alu-fiends have infravision to 240’. Alu-fiends are affected only by cold-wrought iron or magical weapons. Fully 10% of alu-fiends have Genius intelligence; they have all the spell-like powers of their sisters and are also actual mages. Genius alu-fiends are 1st- to 12th-level mages with full spell ability and can choose spells from any school. Genius alu-fiends are never specialist wizards.
- Ki-rin | Digital Demiplane
Ki-rin Huge Celestial, Lawful Good Hero Forge Mini Kitbashed, mount mini, 1 variant below Description (From Volo's Guide to Monsters - 2016): Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil. Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire. Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag. In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death. Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. Lair of Luxury: On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found. When viewed from the outside, a ki-rin’s lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries. Lair Actions: On initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair. Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour. Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair. Regional Effects: A ki-rin’s Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist. Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead. Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don’t gain this benefit, falling as normal. When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years. (From Monstrous Manual - 1993): The ki-rin is a noble creature that roams the sky in search of good deeds to reward or malefactors to punish. The ki-rin’s coat is covered with luminous golden scales like a sunrise on a clear morning. The thick mane and tail are a darker gold. The horn and hooves are gold tinged with pink. The eyes are a deep violet. The ki-rin has a melodious voice. Ki-rin speak their own language. Since they are telepathic, they are able to mentally or verbally converse with virtually any living thing. Combat: The ki-rin can physically attack with its powerful hooves (2d4 points of damage each) or a unicorn -like horn that gains a +3 bonus to its attack roll and inflicts 3d6 points of damage. They can employ spells as if they were 18th-level mages. Each day they may use nine 1st-level spells, eight 2nd-level spells, seven 3rd-level spells, etc., all the way to one 9th-level spell. The ki-rin’s telepathy enables them to read conscious thoughts and are thus nearly impossible to surprise. The ki-rin also possess a variety of magical powers that can each be used once each day. They can create nutritious food and beverages for 2d12 people, as well as 32 cubic feet of soft goods or 18 cubic feet of wooden items. These are permanent creations. The ki-rin can create metal items with a total weight of up to 2,000 gp weight, but such items have very short life spans. In general, the harder the substance, the shorter the life span; for example, adamantite lasts an hour, while gold lasts 1d4+1 days. The ki-rin can also generate illusions with audial, visual, and olfactory components. These illusions last without further concentration until the illusion is either magically dispelled or disrupted by disbelief. The ki-rin can assume gaseous form , wind walk , summon weather , and call lightning as well. When a ki-rin conjures things of the sky or things that involve the air, the creature or magic produced is at twice normal strength, including hit points and the damage inflicted by its attacks. They can enter the Ethereal and Astral planes at will. Level Dis/Sci/Dev Attack/Defense Score PSPs 9 4/5/18 All/All =Int 200 Habitat/Society: The ki-rin are a race of aerial creatures that rarely set hoof on solid ground. Only the males ever approach the ground. No encounter with a female ki-rin has ever been recorded, although it is certain such beings exist. Likewise no young ki-rin has ever been encountered, thus details of their reproduction are unknown. Ki-rin are reticent about these topics. Ki-rin come to the aid of humanoids if asked properly or if such beings are faced with a powerful, extremely evil being. Ki-rin believe in self-improvement, though, and do not casually come to a humanoid’s aid except in the most dire of circumstances. Ki-rin sustain themselves by creating their own food and drink. They are highly imaginative with their creations. They may establish a lair high atop a mountain or plateau. Such sites are virtually impossible to reach without resort to flight or climbing. The lairs may have an stony exterior crafted from local materials. It is enhanced by magically created wood and stout cloth. The interiors tend to be luxurious. The ki-rin are able to craft fine cloth, tapestries, pillows, and other comforts. An occupied lair is kept clean by carefully controlled winds that sweep out debris. Although ki-rin are generous and not avaricious, they still tend to accumulate treasure. These may be their own creations, gifts from friends and allies, souvenirs of past travels and exploits, fines levied against malefactors, or booty taken from vanquished foes. Ecology: Ki-rin spend most of their time pursuing their own affairs. They often monitor the activities of powerful evil creatures and beings. If such beings become too malevolent, the ki-rin act against them. Ki-rin may reward allies or needy individuals by creating food and valuables. The intact skin of a ki-rin is worth 25,000 gp. Possession of such a item is dangerous, due to the retribution that may be visited upon the possessor by other ki-rin, sympathetic humanoids, or intelligent lawful good monsters. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes (lawful good) Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Innate spellcasting - Divine spellcasting - Hoof and horn attacks are magical - Sacred fire attack does radiant damage at range - Legendary actions - Legendary Resistance - Magic resistance - Immune to poison - Truesight - Telepathy - Flight Appearance The ki-rin’s coat is covered with luminous golden scales like a sunrise on a clear morning. The thick mane and tail are a darker gold. The horn and hooves are gold tinged with pink. The eyes are a deep violet. The ki-rin has a melodious voice. Size Hero Forge: Mount (4'8") (XL) Lore: Huge (13 ft. long) Suggested: Huge Other Monikers Ki'rin, T'uen-rin Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Dndbeyond - Monstrous Manual (1993) - Mojobob's website
- Dragons | Digital Demiplane
So in Dungeons & Dragons, there are dragons, and they're hard to make in Hero Forge, but I managed to pull it off. There's well over 50 miniatures of different species of dragon on this site. Many are obscure, extraplanar types tied to the Planescape setting (lots of juicy lore gere!), but I've got the classic chromatics/ metallics too, with links for use in your own game. Now that kitbashing's here, I could probably make a new, better, sleeker dragon mini upon request. Lemme know your needs. Dragons Made with Hero Forge Black Blue Green Red White Brass Bronze Copper (from Dungeons & Dragons Monster Manual - 2014 - [credits] ) True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. CHROMATIC DRAGONS : The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures — including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Gold Silver Emerald Sapphire Moonstone Crystal Topaz Amethyst Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her — black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. METALLIC DRAGONS: Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries — actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Faerie Pseudodragon Sea Serpent Wyvern Dracolich Dragonbone Golem Ghost Hollow (from Fizban's Treasury of Dragons - 2021 ) UNDEATH: Despite their incredible life spans, some dragons pursue undeath to extend their existences. Others stumble into undeath unwillingly or unwittingly. Either way, an Undead dragon is a force to be reckoned with. Dracoliches are created by cultists or necromancers who either persuade or trick a dragon into undergoing a foul ritual. In the world of the Forgotten Realms, this ritual originated with the Cult of the Dragon, whose teachings (based on a mistranslated fragment of ancient prophecy) maintain that “dead dragons will rule the world entire.” The cult thus creates dracoliches as a step toward achieving that particular vision of a future paradise. Similar rites exist on other worlds, whether spread by cultists from Faerûn, invented independently, or discovered by dragons who have dracolich echoes on Faerûn. A hollow dragon comes into being when a metallic dragon gives up mortal life so a fragment of life essence can linger as an eternal guardian of a precious treasure or knowledge. Draconic shards are lingering psychic projections of psionic gem dragons. And dragons can also linger after death as ghost dragons. Whatever form an Undead dragon takes, the creature’s transformation ripples throughout the Material Plane. Every dragon has echoes on other worlds, and when one dragon violates the natural cycle of life and death, that dragon’s echoes are often affected—particularly in the case of dracoliches. A dracolich’s echoes suffer a wasting affliction that spreads out from the dracolich like a contagion. Afflicted dragons grow increasingly violent and cruel, and the physical deterioration they experience from aging accelerates. This wasting can even drive an affected dragon to seek out undeath. Abyssal Drake Adamantine Astral Battle Chaos Ethereal Hellfire Wyrm Howling (from The Draconomicon - 2003 - [credits] ) PLANAR DRAGONS: In addition to the many dragon species native to the Material Plane, a number of dragons hail from other planes, particularly the Outer Planes. Collectively referred to as planar dragons, these creatures hail from planes as diverse as Limbo, Acheron, Ysgard, and even the Ethereal Plane. Unlike most other true dragons, planar dragons are not innate spellcasters; though they have a variety of spell-like powers, they don’t have the natural affinity for sorcery that their Material Plane relatives have. A planar dragon uses its age category as its caster level for all spell-like abilities. Though native to planes other than the Material, these creatures are nonetheless of the dragon type and are not outsiders. Instead, they all possess the extraplanar subtype. Oceanus Pyroclastic Radiant Rust Shadow Styx Tartarian Time










