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- Nic'Epona | Digital Demiplane
Nic'Epona Large Celestial, Neutral Hero Forge Mini Mount mini, no kitbash, 8 variants below Description (From Planescape Campaign Setting Monstrous Supplement - 1994): Nic’Epona, also known as Epona’s daughters, are among a few creatures with the ability to move between the planes at will. They are, rumor says, direct descendants of the horse-goddess Epona, and they derive their power from her. They are the defenders of her realm, Tir na Og (on the Outlands), and they ride in massive waves to overwhelm those who would threaten her. The nic’Epona resemble ordinary horses almost exactly, although there is a sparkle of intelligence behind their eyes that belies the aspect of a common animal. They can appear in any color of the rainbow (stories are told of those whose color is beyond the deepest violet or above the brightest red), and they have an innate ability to change their coloration at will. Usually they adopt one color or color-pattern as their favorite, but they can change their hide to any hue as the mood takes them. Combat: The nic’Epona, as the defenders of Epona’s realm, are naturally fierce foes in combat. Each uses her hooves and her powerful teeth to good effect. They willingly bite those foolish enough to come close without permission, and their sharp forehooves can strike as powerfully as a battle axe. If there is an opponent behind her, a nic’Epona may choose to deliver a powerful kick with her hind legs. (However, this means the nic’Epona forgoes any other attack that round, as she spends the round bracing and balancing herself for the delivery of this mighty blow.) A nic’Epona attacks as though her entire body were a +2 weapon, allowing her to hit those beings that take damage only from magic or silver. Note that the nic’Epona do not actually gain the +2 bonus to hit or damage, but merely have the ability to hit creatures immune to lesser weapons. When in a herd of 20 or greater, the nic’Epona can also create a stampede to sweep over their enemies. The stampede is 20 yards wide and at least two nic’Epona deep (one nic’Epona every two yards). Each additional group of 10 nic’Epona widens the stampede by 20 yards or adds another rank of the creatures — they spread out according to the number of opponents arrayed against them. The steeds charge without fear and never need to check Morale in a stampede. They require 50 yards to build up good speed, at which point anyone in their path suffers 10d6 points of damage per round for a number of rounds equal to the number of ranks of nic’Epona, divided by 4 (round up). For example, if there are three ranks of nic’Epona, anyone in their path suffers 10d6 points of damage for a single round. If there are eight ranks, opponents suffer 10d6 points for two rounds. Victims are allowed a save vs. spell for half damage. The nic’Epona also boast an impressive defense. They can be hit only by weapons of +2 or greater power, or by those whose innate abilities allow them to strike as a +2 weapon, like themselves. They are also completely immune to charm -related spells, and they’re aware of it when someone attempts to use magic to gain their trust. Even magical items that charm animals have no effect on the nic’Epona, for they are not normal horses. However, since this immunity is not widely known, the nic’Epona delight in pretending to fall under the sway of such magic, then abandoning the caster on an unfriendly plane. often in a bad situation. The most striking feature of the nic’Epona defense is their ability to plane shift (as the spell) at will, requiring but a few steps in which to work the magic. They can travel to any point in any of the Outer Planes that they have seen, although realms of unfriendly powers are closed to them unless they’re specifically invited. If combat is not going her way, a nic’Epona takes a few steps back, charges at her foe, and plane shifts just before contact, leaving a rainbow silhouette that fades after a few moments. Her hooves glow with a faint purple fire when she activates this power. Finally, nic’Epona are able to keep their footing on any surface, from water to quicksand to air. Their hooves create an momentary causeway upon which they gallop, giving the impression that they are flying, running across water, or performing some other apparently impossible feat. They can even run up vertical surfaces, treating the transition from horizontal to vertical as just another step. (This can be a bit jarring for riders who are unused to it.) The nic’Epona can activate this “fleeting causeway” for one turn/hour; when they do so, their hooves flare with a bright blue flame. No creature other than the nic’Epona can use the causeway (except a rider). Habitat/Society: Though they appear to be solitary creatures, nic’Epona gather in great herds in the realm of Tir na Og, on the Outlands. Though they have free rein through the planes, they call Tir na Og home because it is the home of their patron power, Epona. When they are at home, they have little to do with the planars, primes, and petitioners who come to them for favors or transport through the planes. Since they have the company of their own kind in Tir na Og, they do not need that of ordinary mortals. They break this rule only for those they call friends, or for those whom they owe a debt of honor. Ecology: Nic’Epona are all female, despite persistent rumors of male nic’Epona. They are produced by the union of a nic’Epona with a male equine (a horse, pegasus , or unicorn ). The offspring of such a union are nic’Epona if female, but take after the father if they are male. The herd is extremely protective of its foals and will turn en masse on anyone who attempts the theft of one, harrying the thief through the planes if necessary. Epona’s daughters are gregarious, enjoying the company and attentions of other beings. Occasionally they will come into contact with adventurer-types, engaging them in conversation in an attempt to learn interesting gossip and places to travel. If treated well and entertained, each nic’Epona may offer to carry a person from one plane to another. Those who would ride one of Epona’s daughters should have fine gifts and flattering words to court her affections. They must first win her trust, for if she has faith in the rider, she will provide transport — one time and one time only — to the destination of the rider’s choice. If the rider does something to betray this trust, the nic’Epona can easily deposit the rider in some inhospitable plane. Baator is a favorite stopping point for nic’Epona burdened with irksome riders. If the nic’Epona is particularly well-treated, or learns devotion for a being, she will allow that being to name her. Thereafter, she will respond to the name, treating it as a summons up to three times (more at the DM’s discretion, though DMs should be advised that even three times is an exceptional number). She will arrive within 1d10 rounds, galloping across the planes to bear her friend away from whatever danger menaces. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (Epona's realm in Tír na nÓg) or any other plane Stat Block 5th Edition: - None (try modifying Unicorn stat block) 2nd Edition: - mojobob's website Abilities - Can Plane Shift at will - Much stronger and tougher than a regular horse - Hooves and teeth do magic damage - Herd stampede - Immune to nonmagical attacks, charmed condition and knows when a charmed attempt occurs - Can keep their footing on any surface, including water, quicksand, vertical walls, or air; immune to difficult terrain Appearance The nic’Epona resemble ordinary horses almost exactly, although there is a sparkle of intelligence behind their eyes that belies the aspect of a common animal. They can appear in any color of the rainbow (stories are told of those whose color is beyond the deepest violet or above the brightest red), and they have an innate ability to change their coloration at will. Usually they adopt one color or color-pattern as their favorite, but they can change their hide to any hue as the mood takes them. Size Hero Forge: Mount (no kitbash) Lore: Large (horse sized) Suggested: Large Other Monikers Epona's Daughters, Faerie Steeds, "Nice Ponehs" in Cartman voice Sources - mimir.net - Forgotten Realms Wiki - Planescape: Campaign Setting Monstrous Supplement (1994) - mojobob's website
- Narzugon
Narzugon Narzugon Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kithash, 1 variant below Description (From Mordenkainen Presents: Monsters of the Multiverse - 2022): Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters’ will. Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as lemure (see the Monster Manual). Every lance bears the marks of both a narzugon and its master. Each narzugon claims a nightmare (see the Monster Manual) as its mount. These steeds are bound by infernal tack and must respond to the summons and commands of the spurs’ wearer. (From Fiendish Codex II: Tyrants of the Nine Hells - 2006): This human-sized creature is entirely encased within spiked full plate armor. Sitting astride a massive beast that resembles a horse but snorts fl ames, the rider carries a lance on which a pennant waves in some unfelt breeze. Narzugons are the elite cavalry of the baatezu . Mounted on nightmares or other fell beasts, they ride across the planes on errands of evil. Narzugons are attached to infernal companies. Many serve as standard bearers, but when organized into greater numbers, they sweep in to wreak havoc in the enemy lines. A curious breed, narzugons are honorable warriors that prize forthright action and bravery over treacherous scheming. Narzugons are easily the most reliable troops in Hell’s legions. A narzugon sworn to serve a lord of Hell honors its vow until death. Stories persist of narzugons that allow their enemies the opportunity to surrender, or that stand aside while a disarmed opponent retrieves his weapon. Their honorable streak makes narzugons valuable within the ranks of Hell. The staggering majority of them are sworn to Asmodeus, and he attempts to prevent other devils from gathering these knights of Hell to their banners. Their reliability makes narzugons ideal agents to send to the Material Plane. Dispatched on unholy quests to recover evil items, destroy temples of good, and lead the legions of evil into battle, narzugons take on missions similar to adventurers. They are reliable enough to trust with long-term, important tasks far from Hell. A diabolic cult that receives a narzugon is favored indeed by a duke of Hell. Environment : Narzugons are native to the Nine Hells of Baator. All nine layers have narzugon populations, though they tend to congregate near the strongholds and palaces of the archdevils. Typical Physical Characteristics: A narzugon stands just over 6 feet tall and weighs 200 pounds. There is little discernible difference between individual narzugons. Society : Misery defines the existence of a narzugon. Once great warriors on the Material Plane, they adhered to the letter of the law, regardless of the consequences. In death, they found an eternity in the Nine Hells to be their reward. The same mortal failing that led to their miserable fates holds true even as devils. They follow the letter of their commands, even if the act they perform is distasteful or clearly wrong. Despite their reservations, they follow through and fail only in death. The irony of their predicament is that nothing, aside from their own wickedness, binds them to their duty, and their suffering stems from the realization that their mortal virtue was a sham. Alignment: Narzugons are always lawful evil. They are disciplined and rigid in their outlooks and actions. Ranks of narzugons march in perfect time, and the massed charges they unleash in the Blood War put any mortal cavalry to shame. Typical Treasure : Narzugons have standard treasure for their Challenge Rating, about 5,800 gp. They prefer gold, gems, and magic items looted from their enemies. A typical narzugon wears such treasures to showcase its fi ghting skill and tell others of the enemies it has bested. Narzugons with class levels: Narzugons’ favored class is fighter. The most accomplished among them develop their mounted combat abilities. A few narzugons become horse archers, but such warriors are rare. Level Adjustment: +4 Combat : Narzugons are never encountered without their steeds, fierce nightmares captured and tamed for their use. They make extensive use of their mount’s abilities, charging to maximize the damage from their lances. Though quick to fight, narzugons never sacrifice their steeds needlessly, and always keep their well-being in mind. Should its mount become imperiled, a narzugon withdraws. A narzugon always attempts to charge. With its lance and special abilities, it can deliver a devastating attack that skewers even the toughest warrior. A narzugon then allows its nightmare mount to use its smoke special ability after it makes its attacks, leaving its foes trapped in a noxious cloud. The narzugon then uses the concealment provided by the smoke to move away and prepare another charge. If a narzugon faces enemies with ranged attacks, it tries to close to melee range while using scorching ray to return fire. In any case, a narzugon uses its nightmare mount’s etherealness to slip behind the enemy or escape from a dangerous situation. A narzugon can direct its nightmare mount to rein in its smoke ability. A narzugon uses this tactic to avoid providing concealment to enemies it wishes to finish off with its longsword. (From Manual of the Planes - 2001): Narzugons are the baatezu's elite cavalry, riding nightmares or other fantastic steeds across the planes on errands of evil. When someone escapes Baator, narzugons are sent to chase the escapee down. And when the devils' dirty work needs to be done quickly on the Material Plane, narzugons travel there to prowl the countryside by night. Narzugons are rarely seen without their hallmark spiked plate armor, of masterwork construction. Behind their visors, they resemble pale, grey humans whose eyes betray an incomparable sadness - but to gaze at the narzugon's face is to court death itself. Most narzugons ride nightmares when on missions for the baatezu. Some ride greater barghests, fiendish dire boars, or even dragons. Combat: Narzugons use their mounts to great advantage, employing maneuverability, charges, and ride-by attacks to good effect. But they're cautious enough to withdraw from combat if the mount is likely to perish. A narzugon starts a fight by directing the mount to use its special abilities, then follows up with its own melee attacks. If the outcome of the battle is uncertain, the narzugon opens the visor on its helmet and makes gaze attacks. Baleful Gaze (Su): Those who see the narzugon's unmasked face see their own worst fears reflected in its eyes. As they hold its gaze, the fearsome image grows like a hallucination until it blocks out reality completely. The baleful gaze functions as a phantasmal killer spell cast by a 10th-level sorcerer (save DC 18) against all within 30 feet. Spell-Like Abilities: At will - desecrate, doom, hold person, produce flame, suggestion ; 1/day - order's wrath or unholy blight. These abilities are as the spells by a 10th-level sorcerer (save DC = 14 + spell level). At will, a narzugon can teleport without error itself and its mount as the spell cast by a 12th-level sorcerer. Summon Baatezu (Sp): Once per day, a narzugon can attempt to summon 1d3 erinyes or another narzugon with a 30% chance of success. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond Abilities - Hellfire lance damns souls to the nine hells - Fills enemies with dread - Summons flaming nightmare warhorse or barghest - Infernal command buffers allies against being frightened or charmed - Instantly heal itself or ally once per day - Immune to fire, poison, being frightened or charmed - Magic resistance Appearance Narzugons are rarely seen without their hallmark spiked plate armor, of masterwork construction. Behind their visors, they resemble pale, grey humans whose eyes betray an incomparable sadness - but to gaze at the narzugon's face is to court death itself. Size Hero Forge: 7'9" (XXL) Lore: Medium (6 ft.) Suggested: Medium to Large Other Monikers Hell knights Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Fiendish Codex II: Tyrants of the Nine Hells (2006) - Manual of the Planes (2001) - Angry Golem Games - DnDBeyond
- Keeper | Digital Demiplane
Keeper Medium Aberration, Lawful Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix II - 1995): Who are the keepers? What is it they want? The scholars of the planes’ve been baffled by these questions for centuries. It seems every tout’s got a chant to rattle about the keepers, but none of 'em really know the dark. All any basher knows for sure is that the keepers show up in the oddest places at the strangest times, demanding information or issuing orders of silence to people just going about their business. It’s said that sometimes the keepers do more than rattle their bone-boxes; every now and then a sod who gives the keepers the laugh ends up lost where he won’t ever come back. Here’s a tale told about the keepers: A long time ago, a high-up Guvner learned something abouq the multiverse that no one should ever know. It doesn’t really matter what the dark of his knowledge was — depending on who’s telling this story, it could’ve been just about anything, but most versions claim that the Guvner learned how to find entire new universes just by thinking about them. It was something dangerous and accessible to anyone who had the dark of it, so this Guvner decided to make sure that he was the only blood who ever knew how to pull off the trick. So he found a universe where the keepers existed and brought them back to set them after his enemies and rivals. At first, the keepers did just what be wanted them to. After all, the Guvner’d just about invented these cutters out of whole cloth, and they were grateful in their own way. But this Guvner got careless with his orders. “Make sure no one ever discovers how you got to be here,” he told them, and the keepers obliged by killing him. When this Guvner disappeared, he’d already called over hundreds or maybe thousands of keepers and set them to doing his work. Each one had been given a different job. See, this Guvner was using the keepers to find things out for him, and to make sure that things he wanted kept dark stayed that way. So after the keeper’d killed him, they were stranded here with nothing but their old commands to tell ’em what to do. People say the keepers’re still running on those ancient orders as if on some sacred mission, seeking knowledge and then silencing anyone else as tumbles to it. Keepers look human enough at first glance, but their skin’s grayish and too shiny, and their movements and gestures are all off. It’s as if their bones’re put together differently, jointed in the wrong places. Keepers always wear heavy, voluminous clothing that reveals nothing but their hands and faces. They’re also noted for wearing dark-lensed spectacles or eye shades of some kind, as if they can’t stand bright light. If a cutter were ever to get a look at what’s under the lenses and clothes, he’d find that a keeper’s body is disturbingly rubbery and malleable, without any features whatsoever. Toenails, fingernails, body hair, musculature — nothing shows. It’s all smooth, gleaming gray skin. Underneath their lenses, their eye sockets are blank flesh. Keepers have a disturbing, abrupt manner to them. They don’t understand human customs or etiquette very well, and are either too polite or disgustingly rude. When trying to acquire information from a cutter, they’re overbearing and insistent, and can try anything from threats to bribery to theft of items that interest them. When they’re trying to suppress information, they’ll commonly add murder to their tactics. Combat: Keepers like to develop a tactic and stick to it. If they’s previously decided to talk their way through an encounter, they’ll continue attempting to communicate and avoid physical conflict long after most cutters would’ve given up. If they’ve decided that fighting’s called for, they strike without warning and do everything in their power to silence their chosen target permanently. Keepers’ll try and try again until destroyed rather than contemplate a change in strategy. Keepers are surprisingly strong (base 18 Strength), despite their soft and slightly amorphous musculature. In combat, they’re able to effect rudimentary changes in their bodies to mimic weapons such as maces or swords. In battle, a keeper’s arm might elongate and develop a steel-hard edge, striking like a long sword, or it might transform into a mace-like knot of dense muscle and bone around the fist. Whatever the weapon form, it strikes for 1 to 8 points of damage, +2 for the keeper’s Strength bonus. Keepers have the ability to spit mild poison to a distance of 20 feet. This requires a normal attack roll, and if the target is hit, it must make a successful saving throw versus poison or be effectively slowed for 2d6 rounds. (The victim isn’t really slowed per the spell, but the combination of nausea and nerve spasms has a similar effect.) Despite their lack of eyes, keepers see perfectly in any light conditions. A keeper’s as skilled as a true knight of the post in some of the stealthy arts. It has the following thief ability scores, and can backstab surprised or unaware opponents for triple damage. PP: 40% OL: 35% MS: 75% HS: 75% CW: 95% One last thing a cutter ought to know about keepers: Don’t expect to take one prisoner. If the creature’s about to be captured, or loses control of its faculties, its body discorporates. In one round the keeper’s nothing but a greasy pile of gelatinous lumps on the floor. Keepers save at +4 versus any mind-affecting spell such as command , charm , or domination ; if they fail their save anyway, they discorporate as noted above. Habitat/Society: Keepers always appear in small groups. In fact, a keeper who’s survived the death of all of its companions is 50% likely to discorporate rather than continue existence alone. Despite this, keepers don’t seem exceptionally attached to each other, and in fact barely acknowledge each others’ presence. Some sages speculate that a group of keepers possesses some form of telepathic group-mind; this seems to be a good guess, since keepers often finish each other’s sentences and seem instantly aware of events that befall other members of their group. Keepers appear to live only for their “mission” (presumably the pursuit of knowledge) and ignore all other forms of socialization. A group of keepers visiting an inn will eat their meals in total silence and retire to their quarters immediately afterwards. It’s unnerving to look in on keepers in the middle of the night and find the whole group sitting absolutely still in the same poses and relative positions they held several hours before. Keepers’re likely to get involved with adventurers when the PCs stumble across information or events the keepers’re trying to suppress, or when the keepers decide that the PCs may have learned something they need to know. They can be remorseless enemies, but a keeper’s interest in anything ceases absolutely once it’s decided that the matter doesn’t relate to its mission anymore. Ecology: Clearly, keepers originated on some world where the rules were different. Their body structure and strange mind processes are indications of their unusual derivation. Most of their normal life functions are performed in a crude attempt to “blend in” with the population around them, but they often don’t get it right. For example, a keeper might observe some people drinking ale in one corner of a tavern, and then drink in imitation — whether its mug holds ale, lamp oil, or hot tar. No one knows how keepers replenish their numbers. No one’s ever sew a young keeper, or even a female keeper. Questions directed at keepers are likely to be answered with a flat, silent stare. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block 2nd Edition: - Mojobob's Website Abilities - Amorphous limbs can elongate into steel-hard melee weapons - Poison spit slows enemies - Blindsight - Skilled in stealth and sneak attacks - Surprising physical strength - Body discorporates into lifeless jelly before capture, mental domination, etc. - Resistant to charm and enchantment magic - Requires no air, food, drink, or sleep Appearance If a cutter were ever to get a look at what’s under the lenses and clothes, he’d find that a keeper’s body is disturbingly rubbery and malleable, without any features whatsoever. Toenails, fingernails, body hair, musculature — nothing shows. It’s all smooth, gleaming gray skin. Underneath their lenses, their eye sockets are blank flesh. Size Hero Forge: 5'8" (XL) Lore: Medium (5-6' tall) Suggested: Medium Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website
- Tulani Eladrin
Tulani Eladrin Tulani Eladrin Medium Fey (Elf), Chaotic Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 5 variants below (inc. single mini) Description (From Planescape Monstrous Compendium Appendix II - 1995): The greatest of the eladrins are the tulani, or faerie lords. Their courts are scattered throughout Olympus, never staying in the same place more than one night. The tulani are peaceful in nature and take up arms only when Arborea itself is threatened the direst of emergencies requires their attention. Tulani’re creatures of unearthly beauty and grace; their ices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they’re tall, stately elven lords dressed in shimmering robes of shifting color. A tulani is surrounded by a magical aura that evil creatures cannot bear to be near. Visitors to Arborea who seek out the tulani courts soon find out that the eladrins aren’t easy to find when they want to avoid someone. When a cutter finally gets to meet with a tulani, he’s wise to keep his bone-box shut and mind his manners. The tulani don't tolerate insolence or disrespect from mortals, but are gracious hosts when their guests behave themselves. As rulers over the lesser eladrins, tulani rarely gather in groups. It's not uncommon for a tulani lady or lord to have a consort who co-rules the court, so a pair of tulani may be encountered. The tulani watch over Arborea and act as stewards over the realms of the eladrins. Typically, a tulani will have a host of shiere wamors, several ghaeles and firres, and uncounted numbers of coures in his domain. The tulani eladrins answer only to the Queen of Stars, the greatest of their kind, and the powers of chaotic good who share Arborea with them. Within their own realms, tulani are free to rule as they see fit; generally, they’re compassionate but distant overlords who allow their subjects to do as they please. Combat : The tulani've got no need for weapons or armor; at will they can create a swordlike blade of fiery light in their fist that strikes as a sword of sharpness +4. The sword delivers an extra 2d8 points of positive energy damage to any evil foe struck. Tulani's slender forms conceal an effective Strength of 20, and they can fly unaided at will. An evil creature of fewer than 8 Hit Dice meeting the gaze of an angry tulani must successfully save versus spell or be slain; even if it survives its saving throw, it is blinded and stricken with fear for 2d10 rounds. If the opponent meeting the gaze is of any nonevil alignment, or is evil and of 8 Hit Dice or more, then it suffers fear and blindness only if it fails the save. Tulani can assume the secondary forms of any other eladrin at will. They keep their AC and THACO, regardless of form, but cause double the damage of a coure, bralani, noviere, or firre eladrin’s second form. In the ghaele’s form, their light-beams strike for 3d12 points of damage and never miss. At all times, the tulani eladrin's aura functions as a double-strength protection from evil in a 20-foot radius. The nimbus also has the properties of a minor globe of invulnerability and confers protection from normal missiles on the tulani. Any evil creature must make a successful saving throw versus spell to be able to approach within 20 feet of the tulani. The faerie lord has the spell ability of a 16th-level priest and can use the following spell-like powers once per round: color spray, dancing lights, continual light, detect invisibility, ESP, dispel magic, mass charm, improved invisibility, advanced illusion, hold monster, teleport without error, telekinesis, wall of force, prismatic spray, polymorph any object , or cast a 12d8 chain lightning bolt. Once per day the tulani can cast a meteor swarm , speak a power word kill , or use time stop . Once per year the tulani can grant another’s wish . The tulani eladrin can be hit only by weapons of +4 or greater enchantment, or by cold-wrought iron weapons. (From The Book of Exalted Deeds - 2003): The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes. The tulanis, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulanis can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning. Tulanis exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrins, tulanis rarely stray from the forests of the outer planes unless in answer to a dire summons. The tulanis, and through them all eladrins, answer to the Queen of Stars, the greatest of their kind. Tulanis speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds. Combat : Inventive tacticians and powerful spellcasters, the tulanis react well in both large engagements and small skirmishes. The reclusive tulanis are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulanis fight mobile battles combining their spell-like abilities and use of the Spring Attack feat. A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction. A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light. Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any nonevil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mindaffecting effect. Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 27 negates. The DC is Charisma-based. Spell-Like Abilities: At will—chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility(DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite*(DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day—heal (DC 29), meteor swarm (DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based. The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action. *New spell described in Chapter 6 of this book. Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly. Alternate Form (Su):A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons). A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Bardic Music: Tulanis use the bardic music ability as 18thlevel bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices. Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice. 5th Edition Homebrew Stat Block: Tulani Eladrin Medium Fey (Elf), Chaotic Good Armor Class 27 (natural armor) Hit Points 263 (22d8+120) Speed 40 ft., fly 120 ft. STR 22 (+6), DEX 26 (+8), CON 24 (+7), INT 22 (+6), WIS 24 (+7), CHA 28 (+9) Skills Acrobatics +15, Athletics +13, Deception +16, Insight +14, Intimidation +16, Perception +14, Persuasion +16 Damage Resistances Cold, Fire, Radiant, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities: Force, Lightning Senses Darkvision 60 ft., Passive Perception 22 Languages Common, Celestial, Elvish, Sylvan Challenge 22 (41,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). If the eladrin fails a saving throw, it can choose to succeed instead. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Radiant Nimbus . At all times, the eladrin is surrounded by a nimbus of light that functions as a Protection from Evil & Good spell, affecting itself and all creatures of the eladrin’s choice within 20 feet. The nimbus also serves as a permanent Globe of Invulnerability cast on the eladrin, and any ranged attacks on the eladrin that are nonmagical must be rolled at disadvantage. Innate Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: alter self, charm monster, color spray, comprehend languages, continual flame, cure wounds, dancing lights, detect evil, detect thoughts, dispel magic, phantasmal force, see invisibility 3/day each: greater invisibility, hold monster, mass suggestion, polymorph, programmed illusion, telekinesis 2/day each: chain lightning, prismatic spray, teleport, wall of force 1/day each: meteor swarm, power word kill, time stop 1/year: wish Actions Multiattack. In its true form, the eladrin can use its Regiant Glare ability, then make three attacks with its Blade of Light, and can replace one attack with a use of Innate Spellcasting. Blade of Light. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 21 (2d8+12) slashing damage, or 23 (2d10+12) slashing damage if used with two hands, plus 22 (5d8) radiant damage. The Blade of Light can be summoned or dismissed as a bonus action. Radiant Glare (true form only) . Each creature of the eladrin’s choice that it can see within 60 feet that is aware of the eladrin must succeed on a DC 22 Wisdom saving throw. Any evil-aligned aberration, fiend, monstrosity or undead of CR 8 or below that fails the save is immediately destroyed. If they succeed the save, they are blinded and frightened of the eladrin for one minute. Any other creature that fails the save is blinded and frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Radiant Glare for the next 24 hours. Incorporeal Form. The tulani eladrin can assume the incorporeal secondary form of any other eladrin, such as the firre’s Fire Form, the ghaele’s Eldritch Light, etc., or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. The tulani eladrin maintains its original armor class regardless of the form it’s in; its attack bonus is always +19, and the save DC for any spells or abilities it uses is always 22. In the form of the ghaele’s Eldritch Light, it always deals the maximum possible damage for its Radiant Beam. In the form of the Bralani’s whirlwind, and Noviere’s dolphin, and the Firre’s Fire Form, it always deals double the maximum damage in any attacks it makes specific to those forms. If an eladrin form allows spellcasting, the tulani can cast from either its own list of innate spells or the list of the form it’s currently in. Mortal Guise. The eladrin magically polymorphs into a humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the eladrin’s choice). In a new form, the eladrin retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Fey Step. As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Legendary Actions The eladrin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eladrin regains spent legendary actions at the start of its turn. Blade of Light. The eladrin makes a melee attack with its blade of light. Spellcasting . The eladrin casts a spell from its innate spellcasting list. Incorporeal Form. The eladrin transforms with its Incorporeal Form. Fey Step. The eladrin teleports up to 30 feet to an unoccupied space it can see. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea Stat Block - 5e: Try homebrew in description above - 3.5e: Realmshelps.net , Book of Exalted deeds (2003) - 2e: Planescape Monstrous Compendium Appendix II (1994) Abilities - Glare of Awe causes blindness, fear (death in evil creatures) - Summons Swordlike blade of fiery light - Can assume the form of lesser eladrin, but inflicts double damage - Transforms into incorporeal globe of eldritch colors that shoot rays of deadly light - Aura of Protection from Evil - Enemies cannot approach without permission - Permanent globe of invulnerability on itself, protection from normal missiles - Innate Spellcasting Appearance Tulani’re creatures of unearthly beauty and grace; their voices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they’re tall, stately elven lords dressed in shimmering robes of shifting color. Size Hero Forge: varies (XL-XL) Lore: Medium (7 feet) Suggested: Medium to Large Other Monikers Faerie Lords, Archfey, Sources - Forgotten Realms Wiki - Book of Exalted Deeds (2003) - Planescape Monstrous Compendium Appendix II (1995)
- Hollyphant | Digital Demiplane
Hollyphant Small Celestial, Lawful Good Hero Forge Mini Hero Forge Mini No kitbash, single mini Description (From Baldur's Gate: Descent Into Avernus - 2018): Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty. A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won’t bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. (From Book of Exalted Deeds - 2003): A hollyphant has two forms. Its smaller form can be described as follows: This creature looks like a small, golden-furred elephant about 2 feet long, with a pair of shining white wings sprouting from its back. Its coat shimmers and gleams, and its eyes dance with a rainbow of colors. The hollyphant’s larger form can be described as follows: Immense leathery wings sprout from the broad shoulders of this bipedal mastodon. It has bright eyes, shaggy black fur covering most of its great bulk, and curved tusks like gleaming scimitars. Hollyphants are servants of the powers of good, found throughout the Upper Planes on missions for such exalted deities as Chaav and Lastai. They act as messengers and helpers for any good deity, carry messages to mortals, and help celestial agents in their tasks. Their harmless, even comical appearance has proven the downfall of many evil creatures that grossly underestimate their significant magical and psionic power. A hollyphant has two forms—a Large bipedal mammoth with curved tusks and a small golden-furred elephant. In its Large form, the hollyphant stands 12 feet tall and weighs 1,200 pounds. In its Small form, the hollyphant measures 2 feet long and weighs 60 pounds. A hollyphant communicates telepathically. Combat : Hollyphants make frequent use of their blessed sight to discern evil creatures and either harass them, attack them itself, or alert more powerful celestials to their location. They avoid physical confrontation because of their small size, but have a wide range of spell-like, supernatural, and psionic abilities to defend themselves. Psionics (Sp): At will—blessed sight*, detect chaos, detect law, detect poison, detect thoughts (DC 15), invisibility, know direction, see invisibility, and suggestion (DC 16). These effects are as the spells cast by a 6th-level sorcerer (save DCs, where applicable, are 13 + spell level). The save DCs for these abilities are based on Charisma. *New spell described in Chapter 6 of this book. Summon Celestial (Sp): Once per day, a hollyphant can attempt to summon another hollyphant, an asura, or an avoral guardinal with a 45% chance of success. The summoned creature automatically returns whence it came after 1 hour. A hollyphant that has just been summoned cannot use its own summon ability for 1 hour. Trumpet (Su): Three times per day, a hollyphant can issue a blast of sound through its trunk, choosing one of the following effects each time: • A 60-foot cone-shaped burst of sound forces creatures in its area to make a DC 14 Fortitude save or take 2d10 points of sonic damage and be stunned for 2 rounds. Creatures that make a successful save take 1d10 points of sonic damage and are stunned for 1 round. This DC is Constitution-based. • A 30-foot cone-shaped burst of sun sparkles. These motes of holy power deal 8d8 points of damage to evil outsiders, undead, and any other creature vulnerable to holy water. A successful DC 16 Fortitude save reduces the damage by half. This DC is Charisma-based. Alternate Form (Su): A hollyphant can shift between its Small and Large forms as a standard action. In Large form, it loses the benefits of its invulnerability ability (see below) but gains the advantages of its new size and strength. A hollyphant remains in one form until it chooses to assume the other form. A change in form cannot be dispelled, nor does the hollyphant revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Invulnerability (Su): A Small hollyphant’s shimmering coat protects it as a continuous globe of invulnerability, but only the hollyphant is warded. In Large form, the hollyphant loses this ability. Spell-Like Abilities: At will—bless, light, greater teleport (self and up to 20 pounds of objects only); 3/day—cure moderate wounds (DC 15), protection from evil; 1/day—banishment (DC 19), flame strike (DC 18), heal (DC 19), raise dead. Caster level 15th. The save DCs are Charismabased. Telepathy (Su): A hollyphant can communicate telepathically with any creature within 60 feet that has a language. (From Planescape: Monstrous Compendium Appendix II - 1995): Hollyphants are servants of the powers of good, found throughout the Upper Planes. They’re the messengers and helpers of the various good pantheons, acting as couriers or advisers to mortals the powers’ve got an interest in, or working as assistants to more powerful proxies. A hollyphant looks like a tiny, golden-furred elephant only 2 feet long, with a pair of shining white wings sprouting from its back. Its coat shimmers and gleams, and its eyes dance with a rainbow of colors. Some sages speculate that hollyphants’re really spirits or manifestations of some kind, since nature would never’ve given birth to such a silly-looking creature. Hollyphants seem sincerely offended by this view and may take steps to teach a vocal detractor a lesson. Adventurers are likely to run across a hollyphant any time they’re about the business of a good power. Hollyphants are fond of keeping an eye on mortal heroes doing their patron’s work. Hollyphants can also be encountered transiting the Astral or Ethereal Planes, since many of their tasks involve journeying to the prime material. Of course, any trip to the Upper Planes is likely to result in an encounter with a hollyphant in its home. Combat: Hollyphants automatically detect evil within a 20-yard range, and go to great lengths to avoid fights with good-aligned or even neutral creatures. Evil creatures are another matter entirely; a hollyphant’ll look for ways to harass or hinder an evil creature unless its mission is so pressing that it can’t spare the time. Even if the evil is too powerful for the hollyphant to overcome on its own, it’ll try to alert more powerful good creatures to the evil presence, or make an effort to delay or misdirect its enemy. In physical confrontations, the hollyphant’s at a distinct disadvantage. It strikes with its small tusks for only 1d3 points of damage each. While hollyphants’ve got minimal physical combat abilities, they do possess a number of magical powers with which they defend themselves. Three times per day a hollyphant can trumpet, choosing one of three effects: a blast like that of a horn of blasting ; a call that acts as drums of deafening in a cone-shaped area 70 feet long by 30 feet wide at the end; or a fan-shaped shower of sun-sparkles 50 feet long by 20 feet wide. Sun-sparkles are motes of positive energy that inflict 8d6+8 points of damage to fiends, undead, and other creatures of supernatural evil. (Damage is halved with a successful save vs. breath weapon.) In addition to their trumpet-calls, hollyphants can use the following spell-like powers, one at a time, at will: bless , cure serious wounds (twice per day), light , protection from evil (twice per day), and teleport without error . Once per day they can call a flame strike , heal , raise dead , and use banishment . Hollyphants are considered 16th-level for casting purposes. The magical tusks of a hollyphant protect it from all disease and poisons. Its shimmering coat functions as a globe of invulnerability , and it can be hit only by +1 or better weapons. Hollyphants can attempt to open a gate with a 50% chance of success; there’s a 70% chance that another hollyphant responds, and a 30% chance that a deva appropriate to the setting shows up (an astral deva for a hollyphant on the Outer Planes, a monadic deva for one on the Inner Planes, or a movanic deva for a hollyphant on the prime material). Habitat/Society: Hnllyphants’re usually found alone, since they’re often pursuing the tasks of some power or another. On their native planes, they can occasionally be found in small family groups of 1 to 3 individuals. Hollyphants live on alI good planes, but they’re especially common on Bytopia, the Beastlands, and Mount Celestia. As proxies of good powers, hollyphants often are given missions that bring them into contact with mortal adventurers and heroes. In these situations, hollyphants act as advisers and aid their charges by helping them to defeat evil themselves instead of doing it for them. Hollyphants have a surprisingly strong sense of mischief and love a good prank or jest. Sharp bloods’ve pointed out that anything that looks like a hollyphant shouldn’t take itself too seriously, and hollyphants generally don’t. (Cutters had best remember, though, that a hollyphant’s definition of humor doesn’t include jokes about its origins.) Ecology: It’s pretty clear that hollyphants’re creatures that exist outside of nature. They’re highly magical and don’t even really need to eat or sleep, even though they do so anyway to make those around them feel more comfortable. When they do ingest food, hollyphants favor nuts, berries, and young shoots. If removed, a hollyphant’s tusk can be ground into a magical powder that transforms water or wine into an elixir of health . ’Course, hollyphants take a real dim view of some basher hunting them for their tusks. Psionics Summary LevelDis/Sci/DevAttack/DefenseScorePSPs 62/3/8 EW,PB,MT/All14120 Clairsentience — Sciences: aura sight, precognition; Devotions: danger sense, know direction, know location, poison sense, spirit sense. Telepathy — Science: mind link; Devotions: ESP, identity penetration, invisibility, post-hypnotic suggestion. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Any Upper Plane Stat Block 5th Edition: - Baldur's Gate: Descent Into Avernus (2019) - wizards.com - DndBeyond - Dumpstatadvantures.com 3rd Edition: - realmshelps.net 2nd Edition: - Dumpstatadvantures.com - mojobob's website Abilities - Trumpet can deafen and cause thunder or radiant damage - Aura protects creatures from harmful low-level spells - Tusks and other weapon attacks are magical - Innate Spellcasting - Shapechange into flying mammoth - Teleport without error - Resistant to nonmagical attacks - Immune to poison - Telepathy - Flight (very fast) Appearance A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Size Hero Forge: 11' (2')(XL) Lore: Small (2 ft. long) Suggested: Small Other Monikers None Sources - Baldur's Gate: Descent Into Avernus (2019) - Planescape: Monstrous Compendium Appendix II (1995) - Book of Exalted Deeds (2003) - Dumpstatadvantures.com - wizards.com - DndBeyond - mojobob's website
- Pseudodragon
Pseudoragon Pseudoragon Tiny Dragon, Neutral Good Hero Forge Mini Button Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014): The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. Quiet and Defensive. Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. Draconic Familiars. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning. Language of Emotion. Pseudodragons can’t speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances. A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent. (from 2nd Edition Monstrous Manual - 1993): Pseudodragons are a species of small flying lizard that inhabits heavily forested wilderness areas. These playful, benign creatures have magical powers that they can share with others, so they are often sought as companions. Pseudodragons resemble miniature red dragons . They have fine scales and sharp horns and teeth. A pseudodragon’s coloration is red-brown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very flexible. Pseudodragons communicate via a limited form of telepathy. If one elects to take a human companion, it can transmit what it sees and hears at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger). Combat: The pseudodragon can deliver a vicious bite with its small, dragonlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with flashing speed and strikes at +4 on attack rolls. Any creature struck must save vs. poison or go into a state of catalepsy that lasts 1-6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance). Pseudodragons have a chameleonlike power that allows them to alter their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects. A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one’s head or curled around the shoulders and upper back). Habitat/Society: These forest-dwelling creatures place their lairs in the hollows of great trees or in large caves. A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human’s pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon’s companion; one is to use magic to summon it (a find familiar spell). Another way is to find the pseudodragon on an adventure and pursuade it to become a companion. The pseudodragon that searches for companionship will stalk a candidate silently for days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human’s reaction. If the human seems overjoyed and promises to take very good care of it, the pseudodragon will accept. If not, it will fly away. The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its full cooperation, the companion must pamper the pseudodragon and make it feel as though it were the most important thing in his life. If the pseudodragon is mistreated or insulted it will leave, or worse, play pranks when least expected. Pseudodragons particularly dislike cruelty and will not serve cruel masters. Ecology: Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chiefly of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, protecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females lay speckled brown eggs in clutches of four to six which hatch in mid-summer; females raise the young by themselves. Pseudodragons hibernate in winter; the young leave the nest in spring to mate. Pseudodragons have a lifespan of 10-15 years. Like dragons , they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up to 10,000 gold pieces while a hatchling is worth as much as 20,000 gold pieces. 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 - Poison stinger knocks victims unconscious - Keen senses, 10 ft. blindsight - Magic Resistance - Limited telepathy - Flight Appearance With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. Size Hero Forge: 11 ft. (XXL) Lore: Tiny (3 ft. long) Suggested: Tiny Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Marid
Marid Marid Large Elemental, Chaotic Neutral Hero Forge Mini Button Double mini, no kitbash, 3 variants below (inc. single mini) Description (From 5th Edition Monster Manual - 2014): Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind . Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside. A marid doesn’t expect much from its servants, simply wanting to have them for the prestige. Marids go out of their way to obtain skilled servants, and aren’t above kidnapping mortal artists, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids. Marids treat all others — including other genies — as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet. Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place. Whimsical Storytellers. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren’t always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath. (From 3rd Edition Manual of the Planes - 2001): Marids are fiercely independent genies as hard to control as the ocean itself. Whether in their palaces on the Elemental Plane of water or in the seas of the Material Plane, marids love to hunt for sport through the depths and gather pearls and other treasures from the sea floor. Those on the Material Plane have another pastime: capsizing ships and drowning sailors. Marids look like 16-foot-tall, blue-skinned humans. When they deign to wear clothing at all, it's something that won't impede swimming. Some marids dress in finery woven entirely from seaweed, with a brocade of coral and pearls. As a group, marids have a much looser social structure than other genies. On the Elemental Plane of Water, there is a loose empire ruled by a padishah, but many marids don't recognize its authority. At any one time, there are a number of heirs vying for the Coral Throne - and many are unwilling to wait for the current padishah's reign to end naturally. Combat : Every marid knows that it's much safer in the water, so it rarely fights outside its element. But within the waves, the marid is a terror. Its tactics often entail capsizing any enemy ships, then sucking swimmers into a vortex. Spell-Like Abilities: At will - create water, detect evil, detect good, detect magic, invisibility, polymorph self, purify food and drink (water only), see invisibility; 5/day - control water, gaseous form, solid fog, water breathing; 1/year - limited wish (to nongenies only). Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or the marid is landbound, the marid suffers a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A marid can be a serious threat to a ship that crosses its path. It can easily overturn craft less than 55 feet long and stop vessels of up to 110 feet in length. Even ships as long as 220 feet can be slowed to half speed. Drench (Ex): The marid's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The marid can dispel magical fire it touches as dispel magic cast by an 11th-level sorcerer. Vortex (Su): The marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 5 rounds. In vortex form, the marid can move through the water or along the bottom at its swim speed. The fortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet to 40 feet tall. The marid sets the height of the vortez within that range. Creatures smaller than Large might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 19) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed at a second Reflect save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter of half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away half one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 19) to cast a spell. (From 2nd Edition AD&D Monstrous Manual - 1991): The marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and chaotic of the elemental races, and only rarely deign to serve others. On their own plane they are rare; marids travel so seldom to the Prime Material plane that many consider marids to be creatures of legend only. Marids live in a loose empire ruled by a padisha. Each marid lays some claim to royalty; they are all shahs, atabegs, beglerbegs, or mufti at the very least. There have often been several simultaneous “single true heirs” to the padisha’s throne through the eons. A marid household numbers 2d10 and is located around loosely grouped elemental pockets containing the necessities for marid life. Larger groups of marids gather for hunts and tournaments, where individual effort is heavily emphasized. Marids are champion tale-tellers, although most of their tales emphasize their own prowess, and belittle others. When communicating with a marid, one must attempt to keep the conversation going without continual digression for one tale or another, while not offending the marid. Marids consider it a capital offense for a lesser being to offend a marid. Marids are both fiercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through flattery and bribery to obey, they often stray from their intended course to seek some other adventure that promises greater glory, or to instruct lesser creatures on the glories of the marids. Most mages skilled in summoning and conjuration consider marids to be more trouble than they are worth, which accounts for the great lack of items of marid control (as opposed to those affecting efreet and djinn). Marids can travel the Ethereal plane, in addition to those planes to which all genies can travel. Marids tolerate their genie relatives, putting up with jann and djinn like poor cousins, while they have an aversion to efreet and dao. Their attitude toward the rest of the world is similar; most creatures from other planes are considered lesser beings, not fit to be bothered with unless one lands in the feast hall at an inopportune time. Combat: Marids perform as 26th-level spellcasters, and can use any of the following magical powers, one at a time, twice each per day: detect evil , detect good , detect invisibility , detect magic , invisibility , liquid form (similar to gaseous form ), polymorph self , and purify water . Marids can use any of the following up to seven times per day: gaseous form , lower water , part water , wall of fog , or water breathing (used on others, lasting up to one full day). Once per year a marid can use alter reality . Marids can always create water , which they may direct in a powerful jet up to 60 yards long. Victims struck by the jet take 1d6 points of damage and must make a successful saving throw vs. breath weapon or be blinded for 1d6 rounds. Marids also have the innate ability to water walk (as the ring). A marid can carry 1,000 pounds. Double weight causes tiring in three turns. For every 200 pounds under 2,000, add one turn to the time the marid can carry before tiring. A tired marid must rest for one hour. Marids swim, breathe water, are at home at any depth, and have infravision. They are not harmed by water-based spells. Cold-based spells grant them a +2 bonus to saving throws and -2 to each die of damage. Fire inflicts +1 per die of damage, with saving throws at a -1 penalty. Steam does not harm them. (from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992): NOBLE MARID: Noble marids are masters of the oceans. With currents as their muscles and pearls as their teeth, they are the handsomest and most powerful race of geniekind. Both huge and hugely powerful, noble marids can assume three forms: gaseous, liquid, and solid. In their watery form noble marid are a rushing current; in their gaseous form they resemble a fog. In their solid, humanoid form they are gigantic, gleefully towering over everyone around them. Their skin shimmers like pink pearls, though occasionally a noble marid will have the luster of either a white or black pearl. Their wispy hair is usually blue-black or dark grey. Noble marids typically stand 22 feet tall and weigh over 8,000 pounds. Noble marids are always clad in the finest clothes they can afford, but both male and female noble marids enjoy displaying their powerful physiques to intimidate smaller and lesser creatures. Male noble marids prefer to be bare-chested and wear elaborate pantaloons and turbans, while females prefer slit skirts and clever tunics that show only flashes of their pearly skin. Their garments are cut from huge swatches of bright cloth and decorated with as many attention-grabbing jewels and ornaments as they can find. Subtlety is not their strong suit. Combat: Noble marids’ spell-like abilities function at the 30th level of spell use. Their magic allows them to use any of the following spell-like powers four times per day: detect evil/good , detect invisibility , detect magic , invisibility , assume liquid form, polymorph self, and purify water . Twelve times per day they can assume gaseous form, lower water , part water , create a wall of fog , or bestow water breathing on others for up to one full week. They can cast airy water , control weather , cone of cold , and solid fog once per day. Once per month a noble marid can cast maelstrom . Noble marids can always cast water blast , which they can direct in a powerful jet up to 300 yards long, blinding the individual struck for 1d6 rounds (saving throw versus spell applies) and causing 2d6 points of damage. Marids also have the innate ability to water walk . A noble marid can freely carry 4,000 pounds in weight. Double this weight causes tiring in three turns. (For every 400 pounds under 8,000, add one turn to the marid’s carrying ability.) A tired marid must rest for six turns. Since marids travel often and widely, they only rarely become attached to enough heavy objects that they cannot carry all they have with them. Marids are very strong swimmers. They can breathe water and are at home at any depth. They have infravision to 120’. They are unaffected by extremes of water temperature — they are equally comfortable alongside icebergs or in scalding water. Noble marids are not harmed by water-based spells. Cold-based spells inflict either half or no damage. Fire inflicts +2 points per die of damage, with saving throws at a -2 penalty. Steam does not harm them. Habitat/Society: Although all marids lay some claim to nobility or even royalty, the truly noble marids are those that serve the padisha and scheme to succeed to the rulership of the empire upon her death. Thus noble marids entirely ignore their lesser cousins unless they in some way affect their standing at court or in the succession. All marids agree that their loose empire is ruled by the padisha, but there have often been several “true heirs” to the padisha’s throne simultaneously through the eons. The court of the Great Padisha of the Marids is called the Citadel of Ten Thousand Pearls, and it is an elaborate and graceful circular reef in warm waters on the Elemental Plane of Water, full of bright corals, corroded copper doorways, giant clams, bubbling air fountains, curtains and carpets of kelp, and schools of every sort of fish. Some of these fish are guardians and others are servants, but all are entirely loyal to the marids. The citadel contains from 2-200 noble marids at any time. Although most of the Citadel of Ten Thousand Pearls is accessible by swimming through passages and doorways made for the huge marids, there are also many narrow crevices accessible only to small fish or marid in their watery form. These passages connect all the larger areas as well as hollow regions of the citadel not otherwise accessible. Shafts of sunlight pour into and out of the citadel at apparently random places, but no area is without light unless the padisha wishes it. Some of the deepest interior portions are said to contain the hoarded treasures of the deep, given to the Padisha of the Marids as tribute: gold, shells, corals, the scales of great sea-monsters, and ten thousand pearls of great price. These pearls are of all colors, principally pink, white, grey, and black, and most are said to be fist-sized and lumpy rather than smaller and more perfectly formed. The Citadel of Ten Thousand Pearls is a resting place for many marid nobles, a place to meet and exchange information before traveling on. Hunts and jousts are often held there, and individual valor is prized. At other times (during unfashionable seasons known only to court “insiders”), the citadel is as abandoned as a ruin. The traveling household of a noble marid consists of 1-4 noble marids and is always accompanied by 1-8 common marids, who comprise various cousins, vassals, lovers, courtesans, followers, and kinfolk. In many cases (40%), they have also befriended 2-9 (1d8+1) servant creatures from the Elemental Plane of Water. They may have dragon turtle mounts, a squadron of water elemental or triton bodyguards, morkoth advisers, or killer whales as hunting animals. The fickle and wide-ranging tastes of the noble marids make the exact nature of their nonmarid companions unpredictable. Marids are champion tale-tellers, though most of their tales emphasize their own prowess and belittle others. When conversing with a noble marid, one must attempt to keep the converiation going without continual digression for one tale might or another, while not offending the noble marid. (Marids consider it a capital offense for a lesser being to offend a marid.) Flattery sometimes convinces them to undertake some course of action, but more often than not they stray off their intended course to seek some other adventure that promises greater glory. Bards often win their favor by restructuring all their songs and tales around the glory of the marid. This requires both a quick mind and a strong stomach, however, as the noble marids enjoy waves of praise rather than faint endorsements. Marids occasionally go on punitive expeditions against the other genies, just to remind them of their power. When they organize a war party, it is usually led by a single noble marid accompanied by 5-50 common marids and 2-20 creatures from the Elemental Plane of Water. Ecology: Noble marids have the least impact on other races of any of the noble genies; their attitude to the rest of the world is that all other creatures are inconsequential beings. The marids’ own concerns take up so much of their time that they have little effort to waste on what they see as the trivialities and irrelevancies of others. In most cases, this includes common marids as well, which is why almost every marid must declare himself a noble in order to get the attention of the true noble marids. Their absorbtion in their own affairs is a blessing for others, given the dangerous level of power of the marid nobles. When they do want something, noble marids stop at nothing to get it — entire fleets may disappear from the oceans, storms rage, and rivers dry up or overflow. Mages consider marids more trouble to conjure than they are worth, and the great power of the noble marids and their even greater fickleness makes this doubly true. A conjured and bound noble marid who is released will put aside all other tasks to gain quick vengeance against the mage who stole his freedom. Great Padisha of the Marids: The Great Padisha of the Marids has hundreds of titles, many of which are copied from her followers or adopted by them. She is the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts. Her courtiers typically include 1-20 noble marids, 5-500 common marids, and 10-100 visiting creatures of elemental water ranging from tritons to hippocampi to giant seahorses. The Great Padisha has all the abilities of a noble marid, and she has access to all spells of the province of the sea once per day. She is immune to all spells involving water, ice, steam, and electricity. She is subject to a continual detect lie spell, which doesn’t seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn’t allow it to influence her actions as a ruler. The Great Padisha has 30 Hit Dice and maximum hit points. The current Great Padisha’s appearance is subject to dispute. At times she has ebony skin the color of black pearl, a rounded face, and long tresses of coral red which she has bound about her head like a turban and set with black opals. At other times her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue which reveal either richer cloth or dark skin beneath. The court meets in the depths of the Citadel of Ten Thousand Pearls. The Pasha prefers to dazzle visitors with an initial display of her command of the seas, including things like unbalancing tides, schools of colorful fish swimming in dazzling patterns, or a display of bizarre luminescent creatures from the darkest recesses of the ocean’s trenches. The padisha’s whim completely determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha’ir) are given her undivided attention and probed and questioned on every statement they make. Unusual gifts are always appreciated, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding. The Padisha has kept her position because of her political acumen and skill at maneuvering in the politics of honor, her competitive generosity, and her knack at making the haughty marids feel like members of the same tribe rather than bitter rivals. Although the Great Padisha has a love of display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political dangers and costs of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times she relocates her entire court, thus preventing any coup while she is away and preoccupied. When the Great Padisha appears on the Prime Material Plane she always arrives as a localized monsoon, driving ships ashore, drenching the countryside with flooding rains, flattening palms, and whipping up enormous waves. Once she has arrived she generally travels with whales, sea monsters, and entire tribes of intelligent sea creatures such as mermaids and sahuagin. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Water Stat Block 5th Edition: - dndwiki.io - DnDBeyond - Monster Manual (2014) 3.5e: - d20srd.org 2nd Edition: - mojobob's website (& Noble Marid ) Abilities - Water jet - Powerful innate spellcasting - Cast Wish once per year - Immense physical strength, constitution - Immune to water-based magic - Resistant to acid, cold, lightning - Amphibious - Telepathy, Blindsight - Flight - Magic Resistance Appearance Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Size Hero Forge: 10'4" (XXL) Lore: Large (16-18 ft.) Suggested: Large to Gargantuan Other Monikers Water Genie Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DnDBeyond - 3rd Edition Manual of the Planes (2001) - 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992) - 2nd Edition Monstrous Manual (1991) - mojobob's website (& Noble Marid )
- Empyrean | Digital Demiplane
Empyrean Huge Celestial (Titan), Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From 5th Edition Monster Manual - 2014): Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured. Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs. Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans. Empyreans don’t age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean’s parents resurrects the empyrean unless he or she has a good reason not to. (From 3.5e Monster Manual - 2003): This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured. Titans are statuesque beings of heroic proportions. They have agile minds and powerful bodies. Many come from the plane of Arborea. Titans favor heavy armor crafted in ancient designs. They wear rare and valuable jewelry and generally make themselves seem beautiful and overpowering. Titans are wild and chaotic, masters of their own fates. They are closer to the wellsprings of life than mere mortals and so revel in existence. They are prone to more pronounced emotions than humans and can experience deitylike fits of rage. Many titans are powerful servants of good, but in ages past the race of titans rebelled against the deities themselves, and a number of titans turned to evil. An evil titan is an indomitable tyrant who often masters entire kingdoms of mortals. A titan is about 25 feet tall and weighs about 14,000 pounds. Titans speak Abyssal, Common, Celestial, Draconic, and Giant. Combat : Titans can wreak havoc with their massive warhammers, which are sometimes referred to as “mauls of the titans.” In addition to their considerable battle prowess, titans possess great speed and considerable magical power. A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction. Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty. Spell-Like Abilities: At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day—etherealness, word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based. In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will—daylight, holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based. Titans of evil alignment can use the following additional spelllike abilities: At will—bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day—Bigby’s crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based. Tactics Round-By-Round: Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spelllike abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time. Prior to combat: Invisibility purge or invisibility. Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight. Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents. Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble. Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents. Round 5: Full attack against any nearby opponent, or use fire storm. Use another quickened chain lightning if foes seem really dangerous. A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well. (From 2nd Edition Outer Planes Appendix - 1993): Titans are gargantuan, almost godlike men and woman. They, quite simply, look like 25’ tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering. In addition to speaking their own language, titans are able to speak the six main dialects of giants. All titans are also conversant in the common tongue as well as that commonly spoken by forest creatures, as these giants have close ties with nature. Combat: The basic attack of titans is their great maul (maul of the titans ). These monstrous beings are capable of attacking twice in a melee round and inflicting 7-42 points of damage per hit. Titans may choose to make a single other attack in a round. This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan’s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships. Titans can become ethereal twice per day. All titans are able to employ both mage or priest spells (dependent on the individual titan — only one, not both) as a 20th-level spell caster. In addition, all titans have the following spell-like powers, at 20th level of spell use, usable once per round, one at a time, at will: advanced illusion , alter self , animal summoning II , astral spell , bless , charm person or mammal , commune with nature , cure light wounds , eyebite , fire storm , hold person , hold monster , hold undead , invisibility , levitate , light , mirror image , pass without trace , produce fire , protection from evil, 10’ radius , remove fear , remove curse , shield , speak with plants , summon insects , and whispering wind . Titans are not affected by attacks from nonmagical weapons. Habitat/Society: Titans are livers of life, creators of fate. These benevolent giants are closer to the well springs of life than mere mortals and, as such, revel in their gigantic existences. Titans are wild and chaotic. They are prone to more pronounced emotions that humans and can experience godlike fits of rage. They are, however, basically good and benevolent, so they tend not to take life. They are very powerful creatures and will fight with ferocity when necessary. To some, titans seem like gods. With their powers they can cause things to happen that, surely, only a god could. They are fiery and passionate, displaying emotions with greater purity and less reservation than mortal beings. Titans are quick to anger, but quicker still to forgive. In fits of rage they destroy mountains and in moments of passion will create empires. They are in all ways godlike and in all ways larger than life. And yet is should be noted that titans are not gods. They are beings that make their home in Olympus and walk among the gods. Yet they are not omnipotent, omniscient rulers of the planes. Sometimes their godlike passions and godlike rages make them seem like deities, however, and it is common for whole civilizations to mistake them for deities. In one society, Jeuron, a titan with dominion over knowledge, was revered as a god for centuries. Those mortals built their whole civilization around him and Jeuron revelled in the worship. He even walked among them occasionally to see their love and admiration. But Odin, of the Norse mythos, discovered his deception and punished Jeuron by shackling him to the bottom of the deepest sea for 100 years. Titans have a natural affinity for storm giants . Those giants are the closest beings the titans have found to peers and they will readily befriend them. In any group of titans, there is a 35% chance that they will be accompanied by one or more storm giants. Although titans can sometimes be condescending by nature, they never treat the storm giants as subordinates or inferiors. On Olympus, titans have developed a culture similar to what they found there. They wear similar clothing, eat similar foods, play similar music, etc. It is unclear why this has occurred. Perhaps the titans, in a godlike whim, adopted their favorite mortal lifestyle. Such would not be unusual for these great beings. Titans primarily dwell in great palaces and mansions in Olympus where they live their lives whimsically. There they will dance, sing, study, debate and engage in all other manner of activities with titanic proportion. If a titan finds something that interests him, it would not be unusual for him to study it in great detail for many weeks, only to leave it when his interest has waned. They may also engage in debates or arguments that last literally for weeks at a time. These debates might end in a jovial laughter and good spirits or in thunder and rage. Such are the whims of titans. Ecology: Titans are basically identical to humans, except much larger. What makes them immortal is not known. Perhaps it is their enchanted existence in the halls of Olympus. These giants are commonly known to experience the same range of emotions as humans do. They develop idiosyncrasies as humans do, also. In fact, titan mannerisms emulate those of humans very closely. Again, it is difficult to tell if the titans are whimsically copying humans, or vice versa. Titans, being godlike creatures, tend to be very diverse and unique. Each individual titan (or sometimes group of titans) have a special power is that related to their personality or sphere of influence. These powers are very different, and usually very strong. Some examples of the powers of a titan are explained below: Algorn , a titan that has influence over the seas, has the ability to create water whenever he chooses to. This water can be vast as he desires, up to the volume of a medium-sized lake. Algorn can simply cause the water to flow, he can cause it to jet out from his hands (washing away everything in its path away), or he can even cause the water to be frozen. Mane , a titan with dominion over felines, has the ability to change into a giant form of any cat. When he transforms, he is instantly cured of all wounds, poisons, and diseases. Mane may change into a cat and back again five times per day. Porphyl is a titan with the power of growth. He may cause any immature life to grow to maturity. Thus, he can cause crops to grow, he can make a boy grow to manhood, etc. Porphyl is very wise and would never abuse his ability. Malephus , a titan with influence over law and justice can unerringly detect any spoken lie and any bad intention. He is often used by many greater powers in trials of justice. Malephus is totally honest; he is incapable of lies or deception. Syllia, a titan with power over love, can remove any negative feelings from any being (except deities and powers). She has the ability to remove hatred, unhappiness, depression, etc. Syllia cannot remove the feeling permanently, but for at least a day or so. The deities of the upper planes often employ her power when trying to stop wars. Girzon , a titan with dominion over death, can take the life from any living being. It should be noted that Girzon has never used this ability unless commanded to by a deity. Girzon’s restraint and self-control is revered by other titans. Greater Titans Rumors exist of a race of titans more powerful still than common titans. These greater titans are said to be very close to the gods and always accompany one (with some deities and powers being attended by more than one greater titan). Perhaps greater titans were formally common titans who have grown so great in power that the gods brought them closer to themselves. Such matters are not common knowledge. It is very difficult to provide combat statistics for greater titans. Like the gods themselves, greater titans are simply not subject to aggression from nondivine beings. They are never harmed by such attacks. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Upper Planes (often Aborea/Olympus) Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Hurl bolts of divine energy - Massive magic weapons that stun creatures - Powerful innate spellcasting - Legendary Actions - AOE Trembling strike knocks creatures prone - Bolster allies against fear, charm, advantage on saves and ability checks - Immune to nonmagical attacks - Legendary Resistance - Magic resistance - Truesight Appearance This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured. Size Hero Forge: 11 ft. (XL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers Titans, demigods Sources - Forgotten Realms Wiki (Empyrean) - Forgotten Realms Wiki (Titan) - 5th Edition Monster Manual (2014) - 3.5e Monster Manual (2003) - D&D 2nd Edition Outer Planes Appendix (1993) - Angry Golem Games - DndBeyond - mojobob's website
- Vrock
Vrock Vrock Large Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash, 1 variant below Description From Planescape: Monstrous Compendium Appendix I (1994): Vrocks are an elite fighting force used in important battles [in the blood war]. They are often sent on missions such as infiltration and other covert missions. Vrocks eat their fallen foes after combat. They are powerful fighting machines from birth. Vrocks are loyal to their own. They travel in groups of up to eight (more when entering battle) and in battle coordinate with each other with perfect timing. Combat: Vrocks are never surprised and always attack first in melee. These creatures have Strength 19 (+7 damage adjustment) and infravision to 120’. Vrocks are immune to attacks from nonmagical weapons. Vicious fighters, the vrocks can attack five times per melee round. Because of their dexterity and extreme battle prowess, vrocks can direct each of these attacks against different opponents. Their hand claw attacks each inflict 1d8 damage. Their beaks inflict 1d6 damage per successful hit. Vrocks can also attack with their foot claws, inflicting only 1d4 damage because the vrock is off balance when attacking this way. The vrocks also attack with a stinging ejection of spores from small glands about the creatures’ bodies. They can attack once every three melee rounds with a spore attack. A spray of spores automatically inflicts 1d8 damage on all opponents within 5 feet. Once the spores have hit, they implant themselves just below the surface of the skin and begin to grow and sprout. Victims suffer 1d2 damage per round from spore growth. The spores continue to grow for 10 melee rounds, at which time the victim is covered with thick, vine-like growths. The spores can be killed by a bless , neutralize poison , or similar spell or by being sprinkled with holy water. Slow poison stops the growth. Once per battle, a vrock can emit a loud, deafening screech. This screech deafens everyone within 30’, stunning them for 1 round (Constitution check to avoid the stun). Vrock usually save their screech for emergencies and typically use it when near death, screeching just before they teleport away. In addition to those available to all tanar’ri , vrocks have the following spell-like powers at 10th level of spell use: detect invisibility , detect magic , dispel magic , mass charm , mirror image , and telekinesis . They can attempt once per day to gate in 2-20 manes, 1-6 bar-lgura, or 1 nalfeshnee. There is a 50% chance of success. When five or more vrocks fight together in battle, they can attempt a special power called dance of ruin . The vrocks join hands in a circle, then dance wildly, screeching and chanting in ancient languages. After three rounds, a weave of energy crackles and scintillates in the air like lightning. Anyone within 100 feet of the dance of ruin must save vs. death magic or suffer 2d20 damage (save vs. spells for half damage). If any vrock takes 20 or more points of damage during the three melee rounds, the dance is disrupted and must be started again. All creatures, including the vrock, are affected. From Dungeons & Dragons Monster Manual (2014): Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal. Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores. Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer’s corpse. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Roll20 - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Stunning screech - Poisonous spores - Claws, beak, talons Appearance Vrock look like a cross between a large human and a vulture, with strong, sinewy limbs covered with fine gray feathers; long necks and vulture heads; and wicked claws and beak. Size Hero Forge: 8' 4" Lore: Large (8 ft. tall) Suggested: Large Other Monikers Type I Demons, vulture demons, wrath demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's website
- Slaadi | Digital Demiplane
Chaos toads available to for your D&D game! Turn your players into chaos frogs through horrific transformation several months after an altercation with them, and use the Hero Forge miniatures here to add salt on the wound! Just kidding, don't turn your group into chaos frogs if they're not vibing on it. But know that you always can. Lore and minis on the slaadi here, including some more obscure types you probably haven't heard of. Enjoy! Slaadi Made with Hero Forge Red Slaad Blue Slaad Green Slaad Gray Slaad Death Slaad White Slaad Black Slaad (from D&D 5th edition Monster Manual - 2014 - [credits] ) In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers . Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. VARIANT: SLAAD CONTROL GEMS As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be controlled in this way. A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. Control Gem. Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. (from Planescape Monstrous Compendium Appendix II- 1995 - [credits] ) The slaadi are bipedal frog-like beings who dwell on the Outer Plane of Limbo. They scavenge battlefields of the Blood War, feeding on the dead and using the wounded as instruments in their reproductive cycle. Slaadi seek to change the established order on all planes to bring themselves power, but they lack the will to mobilize armies or become involved in the intrigues of other fiends. Therefore the powerful varieties of slaad pursue their own agendas, using less powerful types as their thugs and agents. Slaad heads are huge and their claws extremely sharp. A symbol of power is embedded in the forehead. Nonmagical tattoos on a slaad’s forehead signify past achievements (kills, conquests, duels) and current status. The more powerful slaadi have polymorph self abilities and can appear as humans or demihumans (see helow). Slaadi speak their own language. Limited - telepathy allows them to understand and converse with all things. Slaadi observe an informal and pragmatic hierarchy, not because they respect regulation, but rather because strong rulers destroy disobedient underlings. Although the slaadi inhabit the Outer Planes and travel the Lower Planes, they do not usually fight in the Blood war between the baatezu and the tanar'ri. (Some gray slaadi have traded intelligence to both sides in return for powerful magical items.) However, slaadi scavenge the battlefields of the fallen, feeding on carrion and removing wounded victims to their nightmarish temporary prison camps. After using the victims to gestate a new generation, thew slaadi who organized the camp separate and move on, following rumors of new battles. RED SLAAD: Red slaadi are vicious combatants that quickly attack other creatures. Ruthless in numbers, they surround, torment, and slaughter smaller groups. Red slaadi wear loincloths and have few forehead tattoos, denoting low status. Both red and blue slaadi are surly brutes that despise one another, yet their complex reproductive cycle intertwines them as mutual progenitors. Combat : Red slaadi attack with two claws (ld4 damage each) and bite (2d8 damage). They choose predictable, uninspired tactics, and are not terribly intelligent. Once per day, red slaadi can stun by emitting a loud croak that affects all opponents within 20‘ (save vs. petrification or stunned for two rounds). Red slaadi regenerate 2 hp per round. They can attempt to gate in 1-2 additional red slaadi twice per day with a 40% chance of success. Red slaadi have a gland under each claw that, when it hits an opponent, may (25% chance) imperceptibly inject an egg-pellet into the opponent’s body. The slaad can also inject the pellet at will into an unconscious opponent. The egg-pellet slowly moves through the unwitting victim’s body until it reaches the chest cavity. There the pellet gestates for three months, forming a baby blue slaad that, once formed, eats its way out of the victim’s body, killing it. the victim falls extremely ill 24 hours before the baby slaad eats its way out. The blue slaad, feeding on carrion, grows to self-sufficiency in a few years. An egg-pellet can be detected by detect evil. Egg or baby slaad can be destroyed by remove curse or similar magic. To prevent this, the slaadi confine victims in temporary prison camps erected near the battlefield. BLUE SLAAD: Blue slaadi are ruthless warriors that specialize in mass combat. Two long, sharp bone rakes protrude from the back of each hand. They are more lithe and limber than red slaadi and have more elongated snouts. They share the reds vicious temper and bullying manner, and they too wear loincloths. Combat : The blue slaad fighting style allows them two attacks with each of the razor-sharp bone rakes on each hand (2d6 damage per rake). Thus they have four rake attacks per round, as well as a bite (2d8 damage and 10% chance of infecting the opponent with a rotting disease (like a mummy; see the Monstrous Manual). Blue slaadi have the following spell-like abilities, usable one at a time, one per round, at will: hold person (one person only), passwall and telekinesis . Twice a day they can attempt to gate in either 1-2 blue slaadi or 1 green slaad, with a 40% chance of success on each attempt. Blue slaadi can infect wounded and unconscious opponents with a disease similar to lycanthropy. This infection transforms a humanoid victim, over three months’ time, into a red slaad; non-humanoid victims die. The disease is undetectable in the first month except by detect evil or other magic, but its effects become obvious thereafter. Cure disease and other powerful healing magic cures and reverses the infection. To prevent this, slaadi maintain victims as prisoners in temporary camps, along with those infected by red slaadi egg-pellets. The rivalry between blue and red slaadi is no less real for their interrelationship. Driven by instinctual urges, each type unwillingly spawns the rival color, but after the spawning, each slaad takes no more interest in its creation. Instead they nurture the rival variety’s victims to successful “birth” of a new offspring. GREEN SLAAD: Whether as a host for a reds egg-pellet or as a blue’s disease victim, a powerful human or demihuman host (such as a high-level adventurer) sometimes spawns a baby green slaad instead of a red or blue. This is an auspicious occasion, and both red and blue slaadi nurture the young green carefully. At maturity (10- 12 years), green slaadi have somewhat higher foreheads than reds or blues, typically with several tattoos. In their century-long careers they acquire many forehead tattoos. Green slaadi are defensive about weaknesses and self-aggrandizing in triumph. Tremendous braggarts, they sometimes pause even during combat to gloat over opponents . C ombat : Green slaadi attack with two claws (ld6+2 damage) and bite (2d8 damage). They prefer to use their innate powers or gate in other slaadi for combat, but they fight viciously if pressed. A green slaad can polymorph at will into a duplicate of the human or demihuman host that spawned it. Green slaadi as a group have demonstrated the following spell-like powers, usable one at a time, one per round, at will: darkness , 15’ radius, delayed blast fireball (once per day), detect invisibility , detect magic , ESP, fear, locate object, produce flame , and telekinesis . No individual green slaad has shown all of these powers. Twice a day, with a 50% chance of success, they can attempt to gate in 1-6 red slaadi, 1-4 blue slaadi, 1-2 green slaadi, or 1 gray slaad. Green slaadi are harmed only by +1 or better weapons. GRAY SLAAD: A green slaad that lives to advanced age (a century or so) sometimes withdraws into wilderness isolation. Most are never seen again, but after a year or more some slaadi return to their fellows as gray slaadi. Uninterested in lesser slaadi, grays become fascinated by power and magic, apparently seeking the near- immortality of the most powerful slaadi, the death slaadi (see below). Combat : Gray slaadi attack with two claws (2d4+2 damage each) and bite (2d8 damage). They can shapechange into the form of the original host, in which they often wield a magical weapon (referee’s choice). Gray slaadi are hit only by +1 or better weapons. Gray slaadi as a group have demonstrated the following spell-like powers, usable one at a time, one per round, at will: advanced illusion, darkness , 15’ radius, fear, flame strike, infravision, invisibility, know alignment, lightning bolt, power word blind (once per day), symbol (pain, once per day), and wind walk . No individuai gray slaad has demonstrated all these powers. Twice a day gray slaadi can attempt to gate in 1-4 more grays with a 60% chance of success. Some can enchant an item given sufficient time and materials. DEATH SLAAD: The greatest of their kind, these few powerful slaadi have achieved near-immortal longevity through evil ceremonies. Most of the half-dozen known death slaadi work to propagate their race, marshalling mobs of red and blue slaadi to invade small villages on the Lower Planes. They imprison the population as hosts and incubate a new generation of slaadi. Death slaadi can communicate with all creatures through telepathy. Combat : The death slaad attacks with two claws (3d6 damage and Constitution check or stunned for 1-6 rounds) and bite (2d10 damage). Like green and gray slaadi, a death slaad can shapechange into a duplicate of its original host, usually a powerful human. In this form it attacks twicc per round, has at least 12 Charisma, and retains its great Strength (18/01, +3 damage adjustment). Only +2 or better weapons can harm a death slaad. Collectively, death slaadi have been observed to use the following spell-like powers, usable one at a time, one per round, at will: advanced illusion, astral spell, cloudkill, darkness, 15' radius, detect magic, detect invisibility, ESP, fear, fireball (once per day), flame strike, invisibility, locate object, phantasmal killer (once per day), symbol (any, once per day), unholy word (once per day), and wind walk . No individual death slaad has demonstrated all these powers. Once per turn a death slaad can gate in 1-8 of any type of slaad except other death slaadi. This gate always succeeds. They can enchant an item if given time and equipment. (from D&D 3.5e Monster Manual - 2003 - [credits] ) The chaotic planes seethe and roil with random energy and bits of matter. Weaving their way amid this cacophony of light and sound are the slaadi. Creatures of chaos, slaadi have been likened to humanoid toads, but that description belies their agility and fearsome fighting prowess. All slaadi speak their own language, Slaad. Green, gray, and death slaadi also speak Common, and in addition death slaadi can communicate telepathically. Combat : Slaadi generally attack with their claws and bite. They relish melee combat but are savvy enough to use their summoning and other spell-like abilities to good effect. A slaad’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction. All slaadi have resistance to acid 5, cold 5, electricity 5, and fire 5, and immunity to sonic damage. Summon Slaad (Sp): Slaadi can summon other slaadi much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no slaadi answer the summons. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour. Most slaadi do not use this ability lightly, since they are generally distrustful and fearful of one another. In general, they use it only when necessary to save their own lives. Slaadi Characters: Slaadi rarely have the focus to devote themselves to a character class. Grays sometimes become sorcerers, and the most powerful death slaadi train as rogues to take the assassin class. (from D&D Epic Level Handbook - 2002 - [credits] ) Slaadi are well-known representatives of planes of unstable form and energy, though the more powerful white and black slaadi are less recognized. Like their lesser cousins, white and black slaadi are creatures of chaos, and somewhat resemble humanoid toads of terrible aspect. Some black and white slaadi have variant physical features (see Variant Slaadi in the Monster Manual). All slaadi speak their own language, Slaad. White and black slaadi also speak Abyssal, Common, Celestial, and Infernal, and in addition can communicate telepathically. COMBAT : Slaadi generally attack with their claws and bite. They relish melee combat but are savvy enough to use their summoning and other spell-like abilities to good effect. Blood of Chaos (Ex): Black and white slaadi are more in tune with the true principle of chaos than their lesser cousins. As such, black and white slaadi can summon forth the force of chaos to degrade and destroy that which they bite, spit upon, or touch. The chaos, once released, burns all substances almost like acid. Even creatures protected against chaos, such as by a magic circle against chaos spell, take half damage. Resistances (Ex): Black and white slaadi have acid, cold, electricity, fire, and sonic resistance 20. Black and white slaadi are also immune to their own chaos attacks. Summon Slaad (Sp): Slaadi can summon other slaadi much as though casting a summon monster spell, but they have only a chance of success each time they try. Roll d% and refer to the chance of success given in the particular slaad’s description. On a failure, no slaadi answer the summons. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour. WHITE SLAAD: A death slaad (see the Monster Manual) that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the white—and devotes mo st of its time and attention to the study of yet more lethal art. A white slaad is as pale as snow, seeming to glow in even the dimmest light. Combat : A white slaad may wield a magic weapon if it can find one of sufficient power to compete with its fearsome natural abilities. Stun (Ex): A white slaad can make an attacks as though it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) nine times per day. The Fortitude save DC is 30. Chaos Bite (Ex): On a successful bite attack, the slaad deals an additional 8d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized, it deals another 4d4 points of chaotic damage every subsequent round for 9 rounds. Chaos Spittle (Ex): A white slaad can spit a glob of chaos at any target it can see within 60 feet as a ranged touch attack. The chaos deals 10d4 points of chaotic damage (no splash damage). Unless the chaos is somehow neutralized, the glob deals another 5d4 points of chaotic damage every subsequent round for 9 rounds. Weaponbreaker (Ex): When a white slaad uses its Sunder feat, it rolls damage twice and takes the higher of the two rolls as the roll to break the weapon. Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, dispel law, fear, finger of death, fireball, fly, greater dispelling, identify, improved invisibility, magic circle against law, plane shift, power word blind, power word kill, see invisibility, shatter, teleport without error, word of chaos; 1/day— implosion, peripety, ruin (see Chapter 2). Caster level 21st; save DC 18 +spell level. Alternate Form (Su): A white slaad can shift between its natural form and any humanoid form at will as a standard action. A white slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 21st-level caster. Summon Slaad (Sp): Three times per day a white slaad can attempt to summon 2–4 gray slaadi (01–20 fails, 21–100 succeeds), or 1–2 death slaadi (01–60 fails, 61–100 succeeds). Telepathy (Su): White slaadi can communicate telepathically with any creature within 100 feet that has a language. BLACK SLAAD: A white slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the black. The power of a black slaad eclipses that of some abominations and many of the oldest wyrms. A black slaad is a blot of darkness, a toad-shaped-void from which only two evil stars of its eyes gleam. Combat : A black slaad fights in deeper darkness, because it can see in such conditions while most other creatures can not. The black slaad has a 15-footlong prehensile tongue split into equal lengths, allowing it to make four melee touch attacks per round. It always uses its true seeing ability to see past an opponent’s use of invisibility, blur and displacement, or similar ruses. Stun (Ex): A black slaad can make an attack as if it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) eleven times per day. The Fortitude save DC is 34. The black slaad can stun with its tongues as well as its claws. Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals 10d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized, it deals another 5d4 points of chaotic damage every subsequent round for 11 rounds. Chaos Spittle (Ex): A black slaad can spit a glob of chaos at any target it can see within 120 feet as a ranged touch attack. The chaos deals 20d4 points of chaos damage (no splash damage). Unless the chaos is somehow neutralized, the glob deals another 10d4 points of damage every subsequent round for 11 rounds. Weaponbreaker (Ex): When a black slaad uses its Sunder feat, it rolls damage twice and takes the higher of the two rolls as the roll to break the weapon. Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, death knell, deeper darkness, dispel law, fear, finger of death, fireball, fly, greater dispelling, identify, improved invisibility, lightning bolt, magic circle against law, plane shift, power word blind, power word kill, protection from law, see invisibility, shatter, teleport without error, word of chaos; 1/day—implosion, peripety, ruin, spell worm (see Chapter 2). Caster level 25th; save DC 20 + spell level. Alternate Form (Su): A black slaad can shift between its natural and any humanoid form at will as a standard action. A black slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 21st-level caster. Summon Slaad (Sp): Three times per day a black slaad can attempt to summon 2–4 death slaadi (01–20 fails, 21–100 succeeds), or 1–2 white slaadi (01–60 fails, 61–100 succeeds). Telepathy (Su): Black slaadi can communicate telepathically with any creature within 100 feet that has a language. (from Planescape Planes of Chaos - 1995 - [ credits] ) Others have written about the skin colors of the various slaadi, their combat abilities, and the like. And they've mentioned the slaadi's strict hierarchal society, in which the strongest rule those weaker with a cruelty that is all the more terrible for its casualness and lack of passion. But slaadi society and psychology certainly bear more discussion. For most humans, it may be easiest to compare the slaadi to barbarian nomads. The creatures have loyalty to nothing but their own kind, and have respect for no other culture. They seem to view all other creatures as beasts to be used as the slaadi see fit. Slaadi cannot be reasoned with, or bargained with; they cannot be bought off with tribute nor appealed to for mercy. Like the Fated, they consider themselves to own whatever they can take. In part, this is because of their physical relationship with the plane of limbo. The slaadi are all innate anarchs. They are perfectly at home in the raw chaos of Limbo's primal matter. But while all of them can breathe and move in that chaos, virtually none of them can sustain it in stable form without concentrating. On the other hand, they don't really need much for survival, basically just food - in their case, meat (the slaadi are entirely carnivorous). And they're such great hunters and fighters that they can catch whatever food they need among Limbo's native animals. This has led the slaadi to develop as creatures that have no real need for possessions and that respect only individual strength. Some souls have characterized them as basically giant, carnivorous frogs that just happen to be able to talk - and that description is fairly apt. But the slaadi fight for two reasons. The first is for food; the second is to prove who's the toughest. The creatures are so wrapped up in this reverence of individual strength that it leads to some odd behavior on their part - at least as far as most humans would judge. First, the slaadi see nothing wrong in a stronger member of their race forcing a weaker member to do its bidding. Weaker slaadi would never think of banding together to overthrow a bully, the way that humans do. Instead, they consider it the stronger slaadi's right to bully them. Second, while slaadi typically run together in groups while hunting or raiding, they never actually cooperate in their combat. If four slaadi were facing one human warrior, for instance, they would take turns fighting that soul. Only if the first slaad were defeated would the next begin to fight, and so on. (Usually, though not always, the weakest of the slaadi is the first to fight, allowing the stronger ones to stand back and judge the opponent's mettle.) On the one hand, this means that one good fighter could conceivably hold off an entire horde of slaadi. Eventually, of course, the slaadi would come to revere that fighter's prowess and treat the cutter as their better (though they're likely to then go and an even tougher slaadi to come try the cutter's meddle). On the other hand, it means that the slaadi don't flee from weaker creatures, even if outnumbered. Even as they're being cut down, they continue to expect that their strength will win out in the end. The lesson is, a basher who's expecting to be running into slaadi should either be certain that he's the toughest thing on two feet (or four hooves, for bariaur), or bring along lots and lots of friends. Red Slaad Blue Slaad Green Slaad Gray Slaad Death Slaad White Slaad Black Slaad
- Quasit
Quasit Quasit Tiny Fiend (Demon), Chaotic Evil Hero Forge Mini Single mini, no kitbash Description From Dungeons & Dragons Monster Manual (2014): Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time. A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks. Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. From Planescape Monstrous Compendium Appendix I (1994): Quasits are chaotic evil counterparts to imps. The chaotic evil priests and wizards which quasits “serve” gain the same benefits and disadvantages that an imp’s master does. Like imps, each quasit can assume two other forms. Those most commonly chosen by quasits are bats, giant centipedes, frogs, or wolves. They can use their magic in any of their forms. The quasit attacks with its clawed hands (doing 1-2 points each) and its deadly bite (doing 1-4 points). The quasit’s claws are coated in a toxin which causes anyone struck by them to save versus poison or lose one point of dexterity for 2-12 (2d6) rounds. The effects of multiple wounds are cumulative. Quasits can turn invisible, detect good, or detect magic at will. They regenerate 1 hit point per round and can unleash a blast of fear with a 30 foot range radius once per day. Once each week the quasit can commune with the lower planes (asking up to 6 questions). Quasits can only be harmed by cold iron or magical weapons. They are able to resist magic 25% of the time, save as if they were 7 Hit Die monsters and are immune to cold, fire, and lightning. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Roll20 - DnDBeyond 2nd Edition: - Mojobob's Website Abilities - Poisonous claws - Shapeshift into tiny creature - Frightening - Invisibility - Flight (sometimes) Appearance Their tiny humanoid forms have green skin covered in warts and pustules. Their tails are covered in barbs while their horns are spiky. Both their hands and feet are slender, with long, claw-tipped digits. Some quasits have a pair of bat-like wings that mark their visual similarity to imps. Size Hero Forge: 7 ft. Lore: Tiny (1-2 ft.) Suggested: Tiny Other Monikers Demon Imps Sources - Forgotten Realms Wiki - AJ Pickett youtube video - Monster Manual (2014) - Monster Manual Core Rulebook III (3.5e) - DnDBeyond - Mojobob's Website
- Cloud Giant Smiling One
Cloud Giant Smiling One Cloud Giant Smiling One Huge Giant, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (From Volo's Guide to Monsters - 2016): Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity. Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants’ place in the ordning—second to storm giants. The masks serve as symbols of smiling ones’ devotion and also conceal their wearers’ true facial expressions. Cloud Giants (General Info): Cloud giants are aptly named, or at least were at one time. Few of them live literally on clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud castles that still drift across the sky. No one can build those majestic structures any longer. The methods of their construction were lost (along with much other knowledge) when Ostoria fell. Some cloud giants believe the information might yet be buried in some long-forgotten, ruined library. Rumors of its existence crop up from time to time, stirring debate and dreams of resurgent glory among the cloud giants, but definite information has proven impossible to obtain. Many cloud giants think that someday, a hero will unearth this ancient secret. Until then, they must be satisfied with watching clouds drift past their mountaintop homes instead of living atop those clouds as in days of yore. Family First. Most types of giants live communally in large groups of clan mates, but the central unit of cloud giant life is the family — a mated pair, their offspring (if any), and perhaps a couple of close relatives. Cloud giants prefer not to congregate in great numbers in any one place, to avoid drawing too much attention. It’s not that they fear attack from humanoids or monsters, because few creatures other than dragons can challenge them. But if more than a few lived in the same place, the size of their combined treasure hoard would attract an incessant stream of adventurers and other would-be thieves — a nuisance on the order of rats in the larder. Despite the distances that separate the homes of families, cloud giants aren’t isolated. Every family or individual knows where its nearest neighbors are, even if the location is hundreds of miles away, and those neighbors know where their nearest neighbors are, and so on across the world. In a crisis, word is spread from family to family, so that a mighty squad of cloud giants could be assembled, in time, if need arises. Most cloud giant homes include one or more pets. Wyverns, griffons, giant eagles and owls, and other beasts of the sky are popular choices. Pets aren’t limited to flying creatures, though. Any sort of creature might be found in a cloud giant menagerie, with rare specimens treated more as status symbol than as companions. Benevolent Overlords. Cloud giants are famous (or infamous) for demanding tribute from the humanoids that live beneath them. Such tribute is only proper from their perspective, for two reasons. First, their presence in an area benefits everyone by driving away many evils, especially flying predators such as manticores and wyverns. Second, the giants believe they deserve to be rewarded for their forbearance; no one could stop them from simply taking what they want, but instead of doing that they allow their tribute to be freely given. (The logic of that position is clearer to the giants than it is to those on the other end of the arrangement.) Much of the tribute that cloud giants accept is in the form of livestock and crops, but this isn’t their only source of food. Cloud giants are avid gardeners. Almost all cloud giant strongholds devote space to a garden that produces enormous yields: beans as big as turnips, turnips as big as pumpkins, and pumpkins as big as carriages. The garden of a cloud giant family is seldom affected by drought, frost, or locusts. When such a calamity strikes nearby farms, families have been known to share their bounty to ease the humanoids’ food shortage. Such events are at the root of tales about magic beans and others about a human family living in a cottage carved from a single, enormous gourd. Beyond that, the cloud giants’ generosity in times of want helps to cement their reputation as friends of humankind — a reputation that serves them well, even though it’s not entirely deserved. Ordning of Extravagance. A cloud giant’s position within the ordning doesn’t depend on talent or skill. It depends on wealth. The more treasure a cloud giant possesses, the higher its standing. It’s as simple as that. Almost. Ownership is one thing, but wealth that’s kept locked away means little. To fully contribute to one’s status, wealth must be displayed, and the more ostentatious the display, the better. In a cloud giant family’s home, extravagance is omnipresent. One might boast windows framed in gold leaf, rare perfume stored in vials of crystal with silver lids, or a scene in the sky depicted in a tapestry composed entirely of pearls. Another way for a family to demonstrate its wealth is by bestowing lavish gifts on other families. (A gift from one family member to another doesn’t prove anything about the family’s largesse.) No cloud giant truly believes that it’s better to give than to receive; a family does so only with an eye toward how the giving can elevate its status. Memnor and his trickery play a role in this “game.” The very best gift (from the giver’s perspective) is one that everyone believes to be far more valuable than it truly is. Only the giver and the receiver will ever know a gift’s true value, and neither of them would ever reveal that a gift is worth less than it appears to be, because to do so would reduce the status of both. Wealth also changes hands between cloud giants when they indulge their obsession for gambling and wagering. Cloud giants don’t engage in betting for enjoyment; it is less a form of entertainment than a type of bloodless feud. No cloud giant is a good loser, and one would be aghast to hear someone else say, “I lost 40 pounds of gold, but I had a good time.” Betting wars between families can go on for generations, with fortunes and estates (and the position in the ordning that goes with them) passing back and forth repeatedly. What a parent loses, a child hopes someday to win back, plus more; what the child wins back, a grandchild probably will eventually lose again. The tales that cloud giants tell of their ancestors are seldom about wars or magic or battles against dragons — they’re about brilliant wagers won through boldness or deceit, and rival families brought to disgrace and ruin by the same. Masks of Nobility. Ancient depictions of Memnor often showed him wearing a two-faced mask. Because of this, cloud giant nobles seldom show their faces, but instead wear exquisite masks made of precious materials adorned with gemstones. Each noble has a collection of these masks that it wears to conceal its face but still reflect its current mood; an individual might change masks many times during the day as its emotions shift. A mask is prized both for its material value and for its accuracy in expressing the mood it represents. Only the richest of cloud giants can afford the dozens of masks necessary to show all the subtle differences in emotion possible among their kind. Artisans who can sculpt and craft masks that meet the cloud giants’ exacting standards in such matters are richly rewarded for their skill. Two Faces of Memnor. The chief deity of cloud giants is Memnor, the cleverest of Annam’s offspring. But Memnor isn’t only clever, he’s sly and deceitful. Tales of his exploits emphasize his charisma, his smooth manner, and his ability to manipulate and mislead his siblings and other legendary figures into doing exactly what he wants, usually to their great detriment. Thus, cloud giants have two distinct aspects of Memnor to admire and emulate. Those of a benign disposition revere him for his charm, intelligence, and persuasiveness, while those of a more malign bent take Memnor’s self-interest to heart and imitate his trickery. Cloud giants that take a particular interest in trickery, known as “smiling ones,” wear two-faced masks as they practice their deceptions and prey on those who are susceptible to their charms. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Air Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond Abilities - Control weather - Change Shape - Tekekinetic ranged strike - Short-range teleportation - Spellcasting (trickery) - Great strength, size, constitution Appearance They are muscular with light skin and have hair of silver or blue. Size Hero Forge: 10'1' Lore: Huge (24 feet) Suggested: Huge to Gargantuan Other Monikers Skyejotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016)












