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- Warden Archon
Warden Archon Warden Archon Large Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 2 variants below Description (From Planes of Law - Monstrous Supplement - 1995): Wardens are the guardians of the portals between Mount Celestia’s layers. These archons prevent unworthy cutters and unauthorized travelers from passing through. Likewise, they prevent lanterns from journeying upward through the layers, though they grant dispensation to those lanterns relaying messages. Unlike grizzly bears, which devour virtually any edible foodstuffs, warden archons are herbivores. They are prodigious eaters, consuming any roots, vegetation, shrubbery, and even trees found in their home. However, they eat only for one hour at the break of day, and they will forgo this repast if need be. Some sages speculate that the warden archons’ tremendous consumption is in preparation for their next station, for sword archons consume nothing. They have the great strength and acute senses of a grizzly bear, though not its unpredictable nature. Wardens converse via telepathy, though they can (and often do) communicate vocally with ursine animals. Combat : Warden archons are never surprised – at least on Mount Celestia. Since they’ve never been encountered beyond that plane’s borders, it’s still dark as to whether they can be surprised elsewhere. Furthermore, they’ve been known to play stupid in order to draw an enemy near, often confusing a clueless onlooker into thinking the wardens might not be so smart (the enemy, of course, quickly discovers otherwise). If said enemy is foolish enough to approach, thinking himself undetected, the warden archon attacks as if it were a bear. Each hand delivers 1d8 points of damage, and its powerful bite causes 2d6 more. If both hands hit in a single round, the warden grabs its enemy and wraps him in a powerful hug. This hug delivers 1d10 points of additional damage, allowing the warden to make its bite attack at +4. To break free, a victim must make a successful bend bars/lift gates roll. Until he breaks free, he cannot use his arms or hands for combat – nor can he cast any spells. Wardens have access to the lesser/greater divination schools of wizards as well as spells from the priestly divination sphere. A warden can cast any spell of 4th level or lower as if it were an 8th-level priest. Although any given spell can be cast only once per day, the warden can cast at will. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 5th edition: - Monster Manual Expanded III by DM's Guild (2021) 2nd edition: - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's website Abilities - Aura of menace - Knows alignment on sight - Innate Spellcasting - Teleport Appearance Wardens are best described as hulking humans with grizzly-bear heads. Their hands, though human-shaped, end in claws. Their eyes, tiny and bright like a bear’s, reflect extreme intelligence. They wear collars and arm bracers. Size Hero Forge: 8' 6" (XXL) Lore: 8 ft. Suggested: Large to Huge Other Monikers Wardens Sources - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website
- Garmorm | Digital Demiplane
Garmorm Huge Aberration, Chaotic Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From P lanescape: Monstrous Compendium Appendix III - 1998): Few sounds are as terrible and wonderful as the song of the Garmorm sung by the creature itself. A garmorm is a roundish, limbless beast with a huge, tooth-filled maw. This fearsome predator of the Astral Plane is also known as a mindworm or even a faceworm. These odd names derive from the fact that the creature feeds on the mental energies of others, and if a sod’s mind is absorbed by the monster, a replica of his face appears in its flesh. The faces press their way out of the garmorm’s body to the extent that the faces can even speak, bite, and possibly cast spells — but mostly, they sing. The garmorm communicates only through its song. Combat: In combat, the garmorm sings its deadly song. At given portions of the song, the creature snaps its jaws upon a victim, using not only its huge, toothy mouth (which causes 2d6 points of damage) but also the maw of each face protruding from its flesh (which cause 1d4 points of damage each). Garmorm usually have from five to 10 absorbed faces, so they can make from six to 11 (or 1d6+5) attacks. The song can also incorporate spells if one or more of the faces once belonged to a spellcaster (if determining randomly, there is a 10% chance per head). Only one spell can be cast per round, regardless of the number of spellcaster faces. Each face possesses the full complement of spells it would have memorized or prayed for normally (random determination for a cleric or wizard of level 2d4+1). Even worse, each day the spellcasting faces regain their total number of spells just as if the absorbed berks had memorized or prayed for the day’s spells. If someone absorbed into the garmorm had magical items, the creature can use the powers of those objects as a part of the song. It can’t use magical items that require a touch (a staff of striking , magical weapons, and the like), but most rings, rods, wands, and many miscellaneous magical items shill work. A garmorm usually has 1d4 items: the DM can determine which items’ powers are available to the creature. Only one such power can be used in a round, and only in a round in which the garmorm casts no other spell. Thus, in one round the garmorm can cast a spell (either from an absorbed spellcaster or an item) and bite with its various mouths, or it can attempt to absorb another victim as described below. While it sings its horrible song, the garmorm has the potential to absorb the minds of its foes. Every round, the garmorm can target an opponent with its main mouth and attempt to “swallow” the foe, although not in the usual sense. The opponent may make a saving throw versus death magic; if failed, the sod’s body is drawn into the beast and instantly dissolves. (Magic resistance may also be applied against this effect.) Then the poor berk’s mind becomes one with the garmorm “choir”, his face appearing on the skin of the beast. When this happens, the garmorm’s Hit Die total increases by one, as does the number of bite attacks it can make each round. Likewise, if the victim had magical items or spellcasting ability, the garmorm can use these as mentioned above. A garmorm can have only up to 10 faces (and HD) at a time, although it continues to absorb victims even after it has reached this maximum. It gains no new HD or attacks from the new additions, but the greedy creature consumes them nonetheless. Interestingly, the garmorm’s song seems to be an essential component of the absorption process. Canny planewalkers wise to the danger of the garmorm have taken to equipping themselves with silence spells in the event that they encounter one of these beasts. If it cannot sing, it cannot absorb minds or cast spells. A victim whose mind has been absorbed can be rescued only if the garmorm is slain within 10 rounds after the poor sod was “eaten”. If the beast is killed within that time, the berk reconstitutes, mind intact, within the garmorm’s belly. At this point, the victim has only 1 hit point and is too weak to free himself — he must be cut out of the garmorm. However, if the basher isn’t freed within 10 rounds after being absorbed, his mind remains within the garmorm for 4d4 weeks as a willing participant in the beast’s “collective”. After this time, the garmorm loses that sod’s Hit Die and bite attack and must find a new victim. No garmorm has ever been encountered with fewer than five absorbed minds — this must be a minimum threshold for the beasts. The garmorm has the ability to remain on the Astral Plane and still attack foes on planes that touch the Astral (it perceives both planes simultaneously). Unless the victims have the ability to see into the Astral Plane, these attacks are always made with surprise. Fighting the astral garmorm requires a magical item or spell; to a nonastral body, the garmorm is essentially invisible and its AC drops to 0. Bashers tell tales of friends being devoured right before their eyes by an invisible force. These may be tales of the garmorm — especially if the stories allude to a mysterious song heard from far away. Lastly, all garmorm are immune to psionic attacks and powers. Habitat/Society: The garmorm’s a creature of intense hunger, intense loneliness, and intense evil. Selfish in the extreme, it absorbs and feeds upon the minds of others for its own gain. Though sometimes found with others of its kind in small groups, the garmorm is more likely to keep to itself. The reason for this lies in its argumentative and irritable nature. Even the multiple faces of a single garmorm sometimes quarrel or express exasperation with one another. Riding the waves of thought in the Astral, grazing on the plane’s background energy like a terrible bovine beast, a garmorm never willingly leaves its plane of origin. It will, however, happily feed on poor sods on the Prime or the top layers of the Outer Planes who wander too near its corresponding Astral location. Garmorm are hated enemies of the terithran of the Ethereal, although no one knows exactly why — or how — two races that should never have met could develop such an enmity. On very rare occasions, individual garmorm have even been known to form alliances with a githyanki , although no one knows what benefit either creature gains from the seeming partnership. Ecology: Garmorm feed on the minds of any sentient being. They reproduce in an asexual manner not entirely understood, but which seems to involve budding off some of the absorbed minds into a new garmorm. This concept has the graybeards wondering how much of the beast is simply the garmorm itself, and how much is the minds that it absorbs. The faces of those absorbed, and the song they sing, seem to indicate that they are more than happy with their new situation. Those freed from the belly of the beast have no memory of what occurred within. No one scams to know the whole dark. Once they’ve slain the beast, canny bashers know to open up the innards of a garmorm, because some of the magical items used by the absorbed sods within it can still be round and used. (As above, magical items last 4d4 weeks within the creature’s body.) Generally, a perceptive planewalker can recover at least two good, working devices. Considering the dangers of the Astral, every little bit helps. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 2nd Edition: - mojobob's website Abilities - Multiple mouths sing to absorb victims, increasing its hit dice and potential bite attacks - Multiple mouths sing to cast spells known by absorbed victims and/or abilities of their magic items -Can attack creatures invisibly on any plane that touches the astral plane - Immune to charm and psychic damage Appearance A garmorm is a roundish, limbless beast with a huge, tooth-filled maw... The creature feeds on the mental energies of others, and if a sod’s mind is absorbed by the monster, a replica of his face appears in its flesh. The faces press their way out of the garmorm’s body to the extent that the faces can even speak, bite, and possibly cast spells — but mostly, they sing. Size Hero Forge: 6 ft. (XL) Lore: Large (12 ft. long) Suggested: Large to Gargantuan Other Monikers Faceworms, mindworms Sources - Forgotten Realms Wiki - P lanescape: Monstrous Compendium Appendix III (1998) - mojobob's website
- Ardlings | Digital Demiplane
So Ardlings are a defunct 5e UA offering for Dungeons and Dragons. They were a playable species of celestial furries, basically. I liked their ties to Planescape's lore and world mythology, but clearly the ardling, as a concept and in execution, didn't resonate with the D&D communtiy and confused newcomers, so I don't know if they'll return. But it gave me an opportunity to try a bunch of hindu and egyptian gods in Hero Forge so I'm grateful! You can download them for your game here. Ardlings Small or Medium Humanoid, Any Alignment Hero Forge Mini Alternate Versions Size Hero Forge: Varies Lore: Small to Medium Suggested: Small to Medium Abilities - Divine magic - Animal features (claws, wings, etc.) - Keen senses Stat Block None (playable species) Home Plane Beastlands, Upper Planes Other Monikers Plane-trouched, furry, Lion-O, Inuyasha, Sekmet, Horus, Owlin, Ganesha, Osiris, Raven, Coyote, Tanuki Appearance An Ardling has a head resembling that of an animal. Depending on the animal, the Ardling might also have fur, feathers, or scales. Some little and others hulking, Ardlings are as varied as the animals they resemble. Sources - One D&D Playtest Update - One D&D Playtest Materials Description (from One D&D Cleric and Revised Species playtest material - 2022 [source] ) Celestial animals roam the Beastlands, a plane of untamed beauty and wild nature. Many of those otherworldly animals serve the Beast Lords, and in the early days of the multiverse, some of the animals evolved into bipedal forms. Among their number are Ardlings, people with beastlike heads, keen senses, and an innate connection to divine magic. Long ago, the ancestors of Ardlings migrated to the Material Plane, and Ardlings can now be found on many worlds. (from One D&D Character Origins playtest material - 2022 [source] ) Ardlings are supernal beings who are either born on the Upper Planes or have one or more ancestors who originated there. Their bright souls shine with the light of immortal beings who call the Upper Planes home. An ardling gains a measure of magical power from their celestial legacy, as well as the ability to manifest spectral wings. An ardling’s moral and ethical outlook is self-determined, however, not fixed by ancestry. The three celestial legacies are as follows: Exalted . The fierce passions of Arborea, the heroic heart of Ysgard, and the wondrous nature of the Beastlands call to ardlings who have the Exalted celestial legacy. Their celestial ancestors are heroic champions of the Chaotic Good planes. Heavenly . The blissful harmony of Arcadia, the unwavering justice of Mount Celestia, and the bucolic paradise of Bytopia touch the souls of ardlings who have the Heavenly celestial legacy. Their celestial ancestors are staunch defenders of the Lawful Good planes. Idyllic . The Idyllic celestial legacy connects ardlings not only to the Beastlands and Bytopia but also to the eternal compassion of Elysium. Their celestial ancestors are paragons of kindness who hail from the Neutral Good planes.
- Sigil - Twelve Factols Tavern
Sigil - Twelve Factols Tavern Sigil - Twelve Factols Tavern Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBUd2VsdmUgRmFjdG9scyBUYXZlcm4=/87e614334ea76fa673d24f826dee3368 Board Link Features - Famous underground watering hole - Trap door entrance in pig-infested lot in the Lady's Ward - Fighting pit in lower level - Mysterious empty chamber with chairs for every Factol in Sigil - Access to Undersigil and Dangerous catacombs below Notes - Based on map from old 2e sourcebook In the Cage: a Guide to Sigil Assets from Tales Tavern None
- Azer
Azer Azer Medium Elemental, Lawful Neutral Hero Forge Mini No kitbash, single mini, 5 variants below Description From Dungeons & Dragons Monster Manual (2014): Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic-looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard. Made, Not Born. Azers don’t reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter’s inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare. Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire — a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom. Enemies of the Efreet . Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check. Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones. When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal. Living Fire. An azer doesn’t require food, drink, or sleep. From 2nd Edition: The azer are a race of humanoid creatures that normally inhabit the Elemental Plane of Fire. Except under special circumstances, they are very rarely found on the Prime Material Plane. Azer on their home plane are part of an extremely regimented society where every individual has his or her place. The azer civilization in general is heavily stratified, with law taking precedence over individual freedoms and even an individual’s life. Azer construct their outposts and cities as towers built from basalt, granite, or metal. There they dwell in small groups, using their plentiful complexes of flames to shape the stone. They grow strange trees with metallic outer skins or barks, and the leaves of these trees are actually made entirely of metal — in some cases, precious metals. Azer are unfriendly and taciturn, and they lack compassion. They capture and interrogate intruders; particularly dangerous or violent prisoners are slain. They are greedy, particularly for gems that are a clear purple or red (rubies, amethysts, garnets, etc.) Once given, the word of an azer is a solid bond. It is not known just what if anything azer eat. On their home plane, their only enemies are other intelligent fire dwelling creatures, and even then this enmity is not related to relative position on the food chain. The greatest of their enemies are the efreet, who sometimes fight wars of conquest against the azer, taking their territories and making slaves of them. The azer defend themselves and their towers with powerful, bellows-like air projectors and special containers used to pour elemental water on attackers. Amaimon is the legendary king of the ager. He is the largest (9+8 HD), strongest (18/00 strength), and most intelligent of all azer. He has 35% magic resistance; his other powers are unknown. Amaimon’s nobles number from 8d4 and are only slightly weaker than their king (7+6 HD, 18/76-90 Strength). They have 25% magic resistance; the noble azers’ full powers are also unknown. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - Monster Manual (2015) - Roll20 - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Heated weapons - Heated body - Fire and poison immunity Appearance In appearance they are much like dwarves, except that they have metallic, brass-colored skin and flames for hair. They wear only kilts or apron-like garments of beaten brass, copper, or bronze. Size Hero Forge: 4' 9'' Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers Fire dwarves Sources - Forgotten Realms Wiki - Monster Manual (2015) - DnDBeyond - mojobob's website
- Carceri - Othrys Swamp
Carceri - Othrys Swamp Carceri - Othrys Swamp Author(s) Matt-GM talespire://published-board/Q2FyY2VyaSAtIE90aHJ5cyBTd2FtcA==/52f790834890e8221dca8cbe8cf88d9a Board Link Features - Unholy swamps of Othrys in Carceri (a.k.a. Tartarus), the Prison Plane, home of exiles and the forgotten of the multiverse; full of monsters that could not be killed, only locked away. Once you arrive in Carceri, it is almost impossible to escape - Strongly evil- and mildly chaotic-aligned; - Most of the waters are poisoned; vegetation is fiendish and carnivorous, and an eerie red glow emits from the earth - Beware of plots of earth that glow an odd green: a sign of deadly quicksand – Inhabitants are treacherous, self-serving bullies, many desperate to find a way out of Carceri; one such native is the Gautiere - Demodand fiends serve as cruel wardens and tyrants of the plane, alongside the Tarterian Dragons – Deadly flora such as bloodthorn , razorvine and ironmaws grow in amundance - Great Titans, exiled from Olympus, march through the swamp to and from the nearby mountains; their gargantuan footprints flatten trees, and leave great lakes and banks in the marshland - Collosal chains rise from the poisoned marsh, connecting to a red planetoid that fills most of the sky above; the planetoid is merely one of a series of great spheres or moons, each its own prison, spiraling into an infinite red haze Notes - Basically a hell dimension for the worst cuttrhoats, outlaws, and exiles in existence; you must've really sucked in your past life to end up in this afterlife, and you're never getting out - The only settlement on the map is likely full of terrible, treacherous people (note the piles of bones under the shacks), and possibly a hag - A few hidden treasures on the map, mostly the packs of dead adventurers, and occasional rare mushrooms (usually surrounded by quicksand) - Portal (blue fire ring) can be closed with a hide volume Assets from Tales Tavern None
- Aleax | Digital Demiplane
Aleax Medium Celestial, Any Alignment Hero Forge Mini Kitbashed, single mini Description (from Planescape Monstrous Supplement - 1994) The aleax is a physical manifestation of the vengeance enacted by a power. There is but one aleax for each deity; it is sent forth to punish and redeem those who stray from the dictates of their alignments, who fail to sacrifice sufficient treasure, or who otherwise anger the god. These creatures are created specifically to fulfill that stated purpose, so an aleax will never be met by chance. The aleax usually appears in human or humanoid form and quite closely resembles its intended victim. In fact, the being is in all respects (except as noted elsewhere) an exact duplicate. The aleax has the same attribute scores, hit points, armor and Armor Class, weapons, magical items, spells, and so on. To the intended recipient of the deity’s punishment, the aleax appears to be bathed in shimmering light that varies in color according to the god’s specific alignment: golden for lawful-good aleaxi, vibrant green for lawful neutral, deep purple for lawful evil, bright yellow for neutral good, silver for true neutral, royal blue for neutral evil, ever-changing rose-and-blue for chaotic good, kaleidoscopic colors of all shades for chaotic neutral, and shifting scarlet and indigo for chaotic evil. Bystanders, however, see the aleax as a nondescript individual of the same race as the target. When the aleax attacks, it seems to onlookers that the character has been assaulted by (or has attacked) a complete stranger. Those attempting to help the character quickly discover they cannot aid the object of divine wrath. Companions of the punished character can do little but stand helplessly by and wait for the outcome of the battle (see below). When it appears, the aleax utters a few brief words in the language of its deity (which may or may not be understandable to the victim), stating that the mortal has offended the god, outlining the nature of the crime, and insisting that he or she must now submit to punishment. After this decree is spoken, the aleax attacks without quarter or mercy. No discussion or plea is heeded. Combat: Characters who attempt to rationalize with the aleax forfeit their claim to an initiative roll, because the being moves in to attack while the PC gibbers away. In battle it will use the same weapons and spells as the character, along with tactics similar to its target. The aleax has 100% magic resistance to any magical effect that does not originate from its victim. Likewise, it is immune to all damage from sources other than its target; only the weapons and magic of its target can harm it. If a wizard casts a fireball at an aleax attacking a priest, the creature is unharmed (although the priest is still subject to damage), but if the wizard cast the same spell at an aleax attacking him, the spell would cause damage normally. Of course, the aleax enjoys any magic resistance that the target character has. Further, the aleax naturally regenerates hit points when wounded, at the rate of 8 hit points per round. An aleax is also immune to any magical effect that taps its life source, including magic jar , possession , life-draining, or vampiric regeneration . It automatically saves vs. spell when confronted by illusions, and it can attempt to break a charm spell once per round. Despite its numerous tactical advantages, an aleax has a special vulnerability to physical attack. Any hit with a physical weapon (not a magical effect) that scores on a natural roll of 19 inflicts double damage, and a natural roll of 20 causes quadruple damage. However, damage inflicted by the aleax is always normal, regardless of the result of its attack roll. Although they are ferocious fighters, aleaxi never actually kill their victims. One who is slain by an aleax is simply suffering the judgment of his or her god. Although to onlookers it appears as though the character has died, in truth his spirit is held in suspension between death and life. He is in commune with his deity then, and he is given a last chance to barter for his life. The spirit can be returned to the character’s body, but only by quickly paying the price demanded by the offended power. The deity can demand seniice, levels, treasure, or magic. The choice is not open to negotiation – either the character accepts or he dies. Those who choose death cannot be raised. Service can be any one quest (unbreakable by even a wish spell) stipulated by the power. The deity can also claim up to half a character’s levels, while treasure and magical-item forfeitures result in the loss of all the character’s property, no matter where it is hidden. If the condition is accepted, the character is then automatically raised from the dead (including elves) with whatever conditions agreed upon immediately applied. The character will receive no further visitation from the aleax as long as be or she remains true to the offended god in the future. If the character defeats the aleax in battle, some portion of the aleax’s spirit merges with the character. The power’s wrath is annulled, for Fate has judged against it. No more attacks will be made on the character for that particular offense (regardless of whether the character is now acting in a appropriate manner), although further offenses may trigger retribution. The joining of the aleax’s spirit with the player character brings both rewards and penalties. The character’s wits and senses are heightened frown this commingling with the divine, so Intelligence increases by 1 and the character enjoys a +1 bonus on all surprise rolls. Also, others can see that the character has been aleax-touched, effectively bestowing a +1 bonus to Charisma. However, the aleax spirit still fights for control of the character. Whenever faced with a situation similar to the character’s original offense (regardless of whether the character is now acting in an appropriate manner), the spirit will attempt to assert itself as a rightful avenger. At that time, the character must successfully save vs. paralyzation or become possessed by the desire to punish those who have offended the aleax’s god. The desire remains until the offenders are punished or the effect is broken by a dispel magic speIl. Note that this does not free the character in future instances, but only cancels the immediate effect. Habitat/Society: Aleaxi have no habitat or society – they are the creations of the powers. They come into existence when a god wishes to punish a mortal, and they return to nonexistence immediately upon completion of their duties. A powcr can only create one aleax at a given time. Since a deity’s strength diminishes slightly every time one of its special servants is defeated, the gods as a whole do not lightly send out these avengers. Typically, aleaxi are created to correct the most blasphemous of followers, or those that pose a great threat to the stability of the power’s realm. Ecology: Aleaxi essentially do not exist until they are called into being by the gods. Some sages speculate that an aleax is an actual part of its god’s consciousness, which separates and adopts a physical form. Others believe that it is a magical being, created on the spot at the behest of the offended god. In any case, an aleax exists for no other reason than to defeat its mortal model and return to its deity victorious. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outer Planes Stat Block Same stats as target. (see mojobob's website ) Abilities - Assumes form, stats, and all abilities of target - Appears as random stranger to other creatures - Cannot be injured by any creature other than target - Regeneration - Can attempt to break charm spell each round - Immune to illusions and all magical effects that manipulate the spirit or life force - Steals soul of defeated target and holds it in divine suspension - Can bestow unbreakable Quest - Resurrection of target - If defeated by target, Aleax merges spirit with target, providing bonuses, but also risk of possession Appearance The aleax usually appears in human or humanoid form and quite closely resembles its intended victim.... To the intended recipient of the deity’s punishment, the aleax appears to be bathed in shimmering light that varies in color according to the god’s specific alignment: golden for lawful-good aleaxi, vibrant green for lawful neutral, deep purple for lawful evil, bright yellow for neutral good, silver for true neutral, royal blue for neutral evil, ever-changing rose-and-blue for chaotic good, kaleidoscopic colors of all shades for chaotic neutral, and shifting scarlet and indigo for chaotic evil. Size Hero Forge: 6.5 ft. (XL) Lore: Medium (target size) Suggested: Medium Other Monikers Avatar of vengeance Sources - Planescape Monstrous Supplement (1994) - mojobob's website
- Manticore | Digital Demiplane
Manticore Large Monstrosity, Lawful Evil Hero Forge Mini Kitbashed, mount mini Description (From 5th Edition Monster Manual - 2014): A manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Evil Predators. Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted. A manticore isn’t particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature’s life, it does so, asking for a tribute or sacrifice equal to its loss of food. Monstrous Relationships . Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia’s lair. The manticores’ greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them. (From 3.5e Monster Manual - 2003): This creature is a monster in every sense of the word. It has the head of a vaguely humanoid beast, the body of a lion, and the wings of a dragon. The creature’s back is set with curved barbs, and its long tail ends in a cluster of deadly spikes. Manticores are fierce creatures that hunt widely for living flesh. They are cunning and evil. A manticore can be a deadly enemy or a powerful ally. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common. Combat : A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle. Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period. Skills: *Manticores have a +4 racial bonus on Spot checks (From 2nd Edition Monstrous Manual - 1993): The manticore is a true monster, with a leonine torso and legs, bat like wings, a man’s head, a tail tipped with iron spikes, and an appetite for human flesh. The manticore stands 6 feet tall at the shoulder and measures 15 feet in length. It has a 25-foot wingspan. Each section of the manticore closely resembles the creature it imitates. The leonine torso has a tawny hide, the mane is a lion ’s brown-black color, and the batlike wings are a dark brown with sparse hair. All manticores have heads that resemble human males; the mane resembles a heavy beard and long hair. Combat: The manticore first fires a volley of 1-6 tail spikes (180 yard range as a light crossbow). Each spike causes 1-6 points of damage. The manticore can fire four such volleys each day (the spikes regrow quickly). Next, the manticore closes with its prey and attacks with its front claws and sharp teeth. In an outdoor setting, the manticore tries to stay in the air to minimize its chance of being attacked. It is a clumsy flier, however, and cannot use its teeth in the air. Habitat/Society: Manticores are found in any climate but prefer warm lands to cool ones. This reflects the wide climate range of their favorite food, humans. A manticore’s territory may cover 20 or more square miles and includes at least one human settlement. Such territories usually overlap with those of other manticores and other man-eating predators like dragons . Manticores mate for life. The male remains with the female during gestation and hunts for her. Manticores bear one or two cubs which grow rapidly to adulthood in five years. Cubs are born with 1 Hit Die and gain an additional one each year. In their first year, cubs lack flying ability, but they are still small enough for an adult to grasp in its forelegs. There is a 20% chance a she-manticore’s lair holds cubs under one year old. Cubs up to two years inflict one point of damage per front paw and 1-2 points with their bite. Cubs 3-4 years old inflict 1-2, 1-2, and 1-6 points of damage. Manticore cubs can be caught and trained to assist evil humans. Such training is difficult and dangerous, especially since domesticated adults have an 80% chance of reverting to a wild state. Manticores will not allow themselves to be used as mounts. Wild adults may voluntarily ally themselves with evil humans, provided such allies can provide them with a steady, ample food supply. Manticores normally eat their prey where they kill it. Males sometimes haul slain prey back to their mates or drag still-living prey to their lairs for the cubs to practice killing. Manticores collect their victims’ valuables for a variety of reasons, including curiosity, emulation of other monsters who collect treasure, the man-scent on the things, or because they know humans value the things and therefore might come looking for them. Their lack of real hands prevents most manticores from using what magical items fall into their possession. However, manticores that have allied with evil humans may possess magical items designed specifically for their use. Examples include magical collars or bracelets that are, in effect, oversized magical rings. Ecology: Manticores are wide-ranging carnivores that have successfully survived in every region inhabited by humans, whether in the wilderness or underground. They are nightmarish opponents but invaluable allies if conditions are right. A manticore’s pelt is a mark of the most powerful hunters and warriors. An intact, cured manticore hide complete with wings is worth 10,000 gp. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Tail spikes and be hurled at long range - Bite and claw attacks - Innate Spellcasting - Tail spike regrowth - Flight Appearance The manticore is a true monster, with a leonine torso and legs, batlike wings, a man’s head, a tail tipped with iron spikes, and an appetite for human flesh. The manticore stands 6 feet tall at the shoulder and measures 15 feet in length. It has a 25-foot wingspan. Each section of the manticore closely resembles the creature it imitates. The leonine torso has a tawny hide, the mane is a lion’s brown-black color, and the batlike wings are a dark brown with sparse hair. All manticores have heads that resemble human males; the mane resembles a heavy beard and long hair. Size Hero Forge: Mount (kitbashed) Lore: Large to Huge (10-15 ft.) Suggested: Large to Huge Other Monikers None Sources - Monster Manual (2014) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - Dndbeyond - Mojobob's website
- Chuul | Digital Demiplane
Chuul Large Aberration, Chaotic Evil Hero Forge Mini Kitbashed, single mini (From 5th Edition Monster Manual - 2014): Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time. Primeval Relics. In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls. Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths’ command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths’ empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power. Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death. Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago. Waiting Servants. Although the aboleths’ ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths’ sinister purposes. (From 3.5e Monster Manual - 2003): Like some large insect or monstrous crustacean, the creature rises from the still pool, its pincerlike claws snapping angrily as torchlight reflects off its mottled, armored carapace. Its small dark eyes fix you with a hungry stare, and the tentacles dripping from its mouth squirm excitedly as it emerges from the water. A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. They love to prey on lizardfolk. Chuuls are known to collect trophies from their kills. Although unable to use weapons, armor, or most other belongings, chuuls keep these items in their lairs. If a victim has no interesting possessions, the chuul takes its skull. Most chuuls live in swamps and jungles, but some have adapted to subterranean life, hunting in and near underground streams and lakes. These underground varieties often prey on troglodytes and unwary drow. They are sometimes found as thralls of beholders or mind flayers. A chuul is about 8 feet long and weighs 650 pounds. Chuuls speak Common (or Undercommon, for the underground variety). Combat : A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest. Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage. Improved Grab (Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles. Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles. Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land. Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (Prime Material Plane) Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net Abilities - Paralytic entacles - Large pincers grapple enemies - Immune ot poison - Senses magic within 120 feet - Amphibious Appearance Like some large insect or monstrous crustacean, the creature rises from the still pool, its pincerlike claws snapping angrily as torchlight reflects off its mottled, armored carapace. Its small dark eyes fix you with a hungry stare, and the tentacles dripping from its mouth squirm excitedly as it emerges from the water. Size Hero Forge: 8 ft. (XL) Lore: Large (8 ft.) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond - Monster Manual v3.5 (2003)
- Red
Red Dragon Red Dragon Gargantuan Dragon, Chaotic Evil Hero Forge Mini Button Double mini, no kitbash, 6 variants below Description (From 5th Edition Monster Manual - 2014): The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time. Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command. Status and Servants. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status. When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive. Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority. A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath. A Red Dragon’s Lair Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control. Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 ((6d6)) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated . Regional Effects The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Small earthquakes are common within 6 miles of the dragon’s lair. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of (6d6) days. (From Fizban's Treasury of Dragons - 2021): Creating a Red Dragon Use the Red Dragon Personality Traits and Red Dragon Ideals tables to inspire your portrayal of distinctive red dragon characters, and use the Red Dragon Spellcasting table to help select spells for a spellcasting dragon. Red Dragon Personality Traits d8 - Trait: 1 - The thrill of the hunt and of battle makes my blood burn and stokes the fire in my heart. A pity there are so few foes and so little prey worthy of me. 2 - The worship of smaller creatures pleases me, though their weakness is pathetic—how can they do other than adore me? 3 - Nothing is better than to sleep and dream upon my hoard with the warmth of a full belly. Let those who would disturb me beware! 4 - Ah, if these foolish creatures only knew they were but pawns in the games I play to amuse myself. 5 - I know that others seek to steal my treasures, my beautiful baubles, won through strength and cunning. But they are mine. Mine! 6 - All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power. 7 - Although my power and life span are vast, they have merely whetted my appetite for immortality. 8 - Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh. Red Dragon Ideals d6 - Ideal: 1 - Cruelty. Pain and fear are the most powerful tools. With them, any creature’s will can be broken. (Evil) 2 - Might. Only the strongest survive and prosper, so I must be the strongest of all. (Any) 3 - Greed. If I desire a thing, then it must be mine and mine alone. (Evil) 4 - Respect. All that I have achieved must be acknowledged and treated with the utmost respect. (Any) 5 - No Limits. I do whatever I please, whenever it pleases me to do so. (Chaotic) 6 - Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful) Red Dragon Spellcasting Age Spell Save DC Spells Known Ancient 21 bane , dominate person , heat metal , hypnotic pattern , power word stun , suggestion (From 2nd Edition AD&D Monstrous Manual - 1991): Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general. When red dragons hatch, their small scales are a bright glossy scarlet. Because of this, they can be quickly spotted by predators and men hunting for skins, so they are hidden in deep underground lairs and not permitted to venture outside until toward the end of their young stage when their scales become turned a deeper red, the glossy texture has been replaced by a smooth, dull finish, and they are more able to take care of themselves. As the dragon continues to age, the scales become large thick, and as strong as metal. Red dragons speak their own tongue, a tongue common to all evil dragons, and 16% of hatchling red dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many “perfect” strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing. Breath Weapon/Special Abilities: A red dragon’s breath weapon is a searing cone of fire 90’ long, 5’ wide at the dragon’s mouth and 30’ at the base. Creatures struck by the flames must save versus breath weapon for half damage. Red dragons cast spells at 9th level, adjusted by their combat modifiers. Red dragons are born immune to fire. As they age, they gain the following additional powers: Young: affect normal fires three times per day. Juvenile: pyrotechnics three times per day. Adult: heat metal once per day. Old: suggestion once per day. Very old: hypnotism once per day. Venerable: detect gems, kind and number in a 100’ radius three times a day. Habitat/Society: Red dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth. A red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon’s aims can be furthered. For example, some red dragons who have charm spells will order men to act as the dragon’s eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon’s offspring reach the young adult stage, they are ordered form the lair and the surrounding territory, as they are viewed as competition. Red dragons are quick to fight all creatures which encroach on their territory, especially copper and silver dragons which sometimes share the same environment. The hate gold dragons above all else because they believe gold dragons are “nearly” as powerful as themselves. Ecology: Red dragons are meat eaters, although they are capable of digesting almost anything. Their favorite food is a maiden of any human or demi-human race. Sometimes the dragons are able to charm key villagers into regularly sacrificing maidens to them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Fire breath - Fire immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Size Hero Forge: 11 ft. (XXL) Lore: Medium to Gargantuan (120 ft. long) Suggested: Medium to Gargantuan Other Monikers Flame dragons, fire wyrms, mountain dragons, draco conflagratio horribilis Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - Basic Rules - DndBeyond - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website
- Template - Sigil Roads & Walls
Template - Sigil Roads & Walls Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBSb2FkcyAmIFdhbGxz/e4d57a514bd7b483ae2a3287c3b3ab81 Features - Multiple street and cobble variants - Street Arches (Planescape: Torment) - Arched stone walkways, turns, and stairs - Walkway towers - Walls, ruined walls - Street carts - Canopied Sedan chair - Market Stages (Planescape: Torment) Notes None Board Link Template - Sigil Roads & Walls Assets from Tales Tavern None
- Armanite
054953f8-ecd2-4b4e-98aa-6d869cf56537 Armanite Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (From Planes of Chaos Monstrous Supplement - 1995) Armanites resemble pale, undead centaurs with the horns of rams or bulls. They wear the full armor of knights. Their tails and the manes down their spines are stiff bristels, and the flesh on their bellies sags so much that older armanites sometimes look like gutted half-horses, dragging their entrails beneath them. Some breeds of armanite are more kangaroolike in their nonhuman half. Their front limbs are hands, capable of manipulating weapons and small items. All armanites wear black, fluted armor that seems more ornamental than functional. Because of their great strength, the armor is much heavier than ordinary armor and more effective than it might appear. Armanites are never without their weapons: flanged maces, wavy flamberge swords, and heavy crossbows or composite bows. Armanites are the mercenaries and scavengers of the Blood War, living by devouring the flesh and spirits of the fallen. They serve their masters well but expect plunder in return; failure to provide it results in desertion or rebellion, even on the eve of battle. Most herds of armanites specialize in a particular battlefield duty, such as scouting, foraging for quartermasters, skirmishing, archery, or the like. They never take part in sieges. Their reputation for fickleness is well earned; if they receive orders they don’t like, they simply leave. Female armanites number only half that of their male counterparts. The sexes are strictly segregated for most of their lives, for they inevitably fight among themselves if allowed to mix. Males and female herds only mingle during mating, which occurs after a successful battle against the baatezu. Young are herded along with the servants and camp followers until they seize weapons of their own from a fallen member of the troupe and slay an enemy, at which point they join the adults. Each armanite troupe carries an individual troupe banner and the banner of their current master or mistress, such as Graz’zt’s diagonal black-and-white slash or Pazrael’s golden talon on dark red. If the banner is lost in battle, the troupe disband to take up service in the household of one of the lords of the Plain of Infinite Portals or to attempt to join another troupe. The banner is the symbol and unifying principle of each warband; without it, the armanites feud among themselves and soon their group falls apart. Because they operate well as independent groups, armanites are often selected to undertake special missions for the Abyssal lords. They are called the Dark Horsemen or the Dark Riders in the Upper Planes and are feared there. They are a common sight in Sigil as well, where they sometimes serve as bloodthirsty bodyguards. Armanites devour the blood and spirits of their fallen foes, rendering them unresurrectablc, and some stories say that they prefer this sustenance to any other. Their favorite prey are varrangoin, baatezu, and yugoloths, in that order. Somc armanites take on rutterkin as grooms, smiths, riding auxiliaries, and servants, though this is rare. They despise all forms of least tanar’ri and abuse them mercilessly. Armanites prefer raucous, chaotic group combat to formal duels or feats of arms. They often brawl like warhounds in the halls and citadels of the tanar’ri , and provoking a fight with one armanite means a grudge match with the entire troupe. Armanites despise the bariaur and attack them on sight. Combat : Armanites are mobile shock troops in the Blood War, able to strike and retreat quickly. They travel in troupes loyal to a single leader. They depend on the rush and fury of their charges to preserve them rather than on tactics, spellpower, or careful timing. The armanites’ primary mode of attack is a set of withering strikes from their spiked hooves. On a roll of 20, an armanite can crush a shield (75% of the time the strike hits the shield) or a breastplate (25% chance), reducing AC by 1. Magical armor is entitled to a saving throw versus crushing blow. In addition, armanites can attack with the troupe’s weapon of choice, usually a horseman’s mace (20%), a two-handed sword called a flamberge (30%), a halberd (20%), a scimitarlike sabre (20%), or a lance and sabre (10%). Some troupes also carry heavy crossbows (10%) or short, recurved composite bows with wicked barbed arrows (20%, damage as +1 sheaf arrows). Armanites who have crossbows or bows can fire spark bolts. Just before these bolts are fired, they become magically charged by their contact with the amanites. If they hit, the spark bolts do 248 points of electrical damage, with a saving throw for half damage. Armanites can gallop into the skies once per day for a maximum of 1 hour. This form of flight allows them to gallop slowly up from the grounds, as if they were climbing an invisible hill. They must stay in motion once they start. Flying armanites cannot change direction quickly, but the assault of an aerial charge can be devastating on opposing groundbased troops. All armanites are immune to attack by weapons of less than +2 enchantment and are immune to poison, cold, and electricity, like all tanar’ri. They suffer 3d6 points of damage from holy water, 1d6 points from splashes. Armanites also have the abilities common to all tanar’ri types. Each pack of armanites always follows a single charismatic leader who rules through promises of plunder and threats of punishment. Called the Pathwarden or the Knecht, this leader has AC 0, 8 HD, Dmg 3d6/3d6, MV 21, and a 19 Strength. A Knecht can infuse not just his missile weapons but also his melee weapons with spark bolts each round. Packs that lose their leader roam without direction, destroying everything they meet until either they are destroyed or a new Knecht rises from among the ranks. The 24 known towns of the armanites are each ruled by a Konsul, a master of as many as a hundred packs. The Konsul has AC -3, 11 HD, Dmg 4d6/4d6, MV 24, and 20 Strength. In addition to charging spark bolts as Knechts do, all Konsuls can throw 11-HD lightning bolts three times per day. A few of the Konsuls are also spellcasters: they can be mages of up to 8th level, or priests of up to 5th level. Rumors claim that two or the Konsuls are multiclassed priest/mages. The known immobile towns are Amber, Basalt, Bloodstone, Bone, Clay, Cold Iron, Dark Spring, Gray Glass, Jade, Mageblood, Maroon, Ob (from Mordenkainen's Tome of Foes - 2018) Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes. Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies’ flanks. Armanites fight all the time, even among themselves if they can’t find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage. Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Explosive Lightning Lance - Hooves, claws, serrated tail Appearance Arminites resemble nightmarish, undead centaur with demonic ram or bull horns protruding from their heads. Size Hero Forge: 10' 2" Lore: 7 ft. Suggested: Medium to Large Other Monikers Demon centaur, dark horsemen, dark riders Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Planescape: Planes of Chaos Monstrous Supplement (1995) - mojobob's website












