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  • Hound Archon

    Hound Archon Hound Archon Medium Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 2 variants below (inc. single mini) Description (From Planes of Law - Monstrous Supplement - 1995): Guardians of the Lanterns and the first and second layers of Mount Celestia, hounds also serve as planar hosts. Much like the helpful lanterns, the hound archons welcome travelers to Mount Celestia. They will gladly direct a planewalker to where they want to go - though often with a watchful eye. Hound archons can eat anything set before them, as long as it’s organic. They have no preference for meat or plant matter, and neither affects them adversely. Interestingly, they don't hunt for meat or harvest vegetation, preferring instead to subsist on gifts of food offered by visitors. Hounds can live indefinitely until the next offering, perhaps subsisting on the remnants of planar essence gleaned as lanterns. They lose this ability once they have metamorphosed to the next station of goodness - that of warden. Combat : Like most other archons, hounds fight only to defend Mount Celestia or themselves. If the cause is just, or the defendant innocent of evil, hound archons will also defend those who are unable to protect themselves against a mightier foe. Regardless of their motivation for battle, hounds fight with a will. When they attack, they can use weapons, though they prefer their natural abilities. The fists cause ld4 points of damage each, while their fierce bite causes Id8 points. Hounds can also shape change into any type of dog or wolf, though they can’t take the form of a lycanthrope. While in their animal form, they can use any of its natural abilities, as well as all of their own. They are immune to nonmagical weapons - regardless of which form they are in. Each hound archon has a telepathic link to 100 lantern archons. Whenever there’s trouble, a hound can spread the message via its lanterns (which pass word quickly indeed). If a hound ever enters so it can expect ldl0 lanterns to arrive each round u all 100 are gathered. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block - Monster Manual Expanded III by DM's Guild (2021) - 5e Archon conversions on Reddit Abilities - Shapechange into any dog or wolf - Angelic Weapons, claw & bite - Pack Tactics - Keen hearing and smell - Innate Spellcasting Appearance Hound archons are powerfully muscled humans who have canine heads. Their broad shoulders and large fists mark them as able hand-to-hand combatants; likewise, their strong legs indicate that fleeing enemies might not get very far before being brought down. They wear simple metal collars. Size Hero Forge: 7 ft. (XXL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Hounds, Celestial Hounds Sources - AJ Pickett's Youtube video - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website

  • Radiant

    Radiant Dragon Radiant Dragon Gargantuan Dragon, Lawful Good Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Radiant dragons are simultaneously wonderful and terrible, awesome in their righteousness and fearsome in their dedication to destroying evil. A radiant dragon seems to shine with a heavenly glow, though it can douse this brightness as desired. If you can bear to look upon its grandeur, you can make out that its perfectly shaped scales glisten like molten white gold. Its proud, regal bearing is unmistakable, and its voice rings like heavenly thunder. Radiant dragons prefer lairs that allow plenty of sunlight, and often place gems and other bright valuables in places where they catch and refract the light, creating marvelous displays of color and radiance. To creatures that display nobility and justice, they are the staunchest of allies, offering succor and healing to any in need. But when faced by those who foster chaos or evil, a radiant dragon becomes a furious whirl of color and light, destroying all who oppose it. Radiant dragons speak Common, Celestial, and Draconic. Combat : A radiant dragon relies on its blinding breath weapon primarily in situations when it wishes to defuse a difficult situation without causing unnecessary injury. Against true enemies it unleashes its force breath and spell-like abilities, showing no mercy to those who do not deserve it. Young and older radiant dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A radiant dragon has two types of breath weapons, a line of force or a cone of light. Creatures caught within the cone must make Fortitude saves or be blinded for 1d6 rounds plus 1 round per age category of the dragon. A successful save means the creature is merely dazzled for the same duration. Sightless creatures are immune to the cone of light breath weapon. Dispel Darkness (Su): A juvenile or older radiant dragon automatically dispels any darkness spell (whose level is equal to or less than his age category) within 60 feet. Healing Touch (Su): An old or older radiant dragon can generate any one of the following effects with its touch: cure critical wounds, regenerate, remove blindness/deafness, remove disease, remove paralysis, or restoration. It may use its healing touch a number of times per day equal to its age category. Spell-Like Abilities: At will—daylight; 3/day—searing light; 1/day—prismatic sphere, sunburst. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) 2nd Edition: - Mojobob's website Abilities - Blinding radiant breath weapon - Immune to blindness, radiant damage - Colossal bite, claw, wing, and tail attacks - Frightful Presence - Dispel darkness - Healing touch - Legendary Actions - Legendary Resistance - Flight - Blindsight - Innate spellcasting Appearance A radiant dragon seems to shine with a heavenly glow, though it can douse this brightness as desired. If you can bear to look upon its grandeur, you can make out that its perfectly shaped scales glisten like molten white gold. Its proud, regal bearing is unmistakable, and its voice rings like heavenly thunder. Size Hero Forge: 8'6" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM - Draconomicon: The Book of Dragons (2003) - Mojobob's website (Spelljammer lore)

  • Maelephant | Digital Demiplane

    Maelephant Large Fiend, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Planescape: Morte's Planar Parade - 2023): Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills. Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms of their agreement. (From 3rd Edition Fiend Folio - 2003): The maelephant is a powerful guardian fiend used to protect and defend the treasuries of fiends and wizards. The creature is humanoid in basic shape, standing 9 feet tall and weighing 800 pounds. A maelephant’s hands appear oversized for its body and are tipped with claws. Its head is similar to a small-eared elephant’s head, having a small mouth filled with tiny teeth, small rheumy red eyes, and a long, coiling trunk tipped with a long, thin spike. Originally created by powerful baatezu lords to serve as guardians, many maelephants escaped their servitude when their lords were deposed. Now each one travels the Lower Planes alone, driven by an overwhelming urge to protect and guard, though it has nothing of its own to protect. If a powerful individual can provide a maelephant with the great amount of living flesh it needs for sustenance, it readily agrees to serve as a guardian for that individual. Maelephants speak Common and Infernal. Combat : A maelephant fights to the death to protect its territory or its charge, and it never pursues intruders or thieves to a distance out of sight of whatever it is guarding. A maelephant is equally effective at holding the line and preventing passage into an area as it is at forcing intruders to retreat. A maelephant never leaves its post, and it immediately breaks off any attack to protect a new threat to its charge. It usually spends the first few rounds of combat using spelllike abilities to erect a defensive screen around its charge. Maelephants can be summoned using a summon monster VIII spell. Breath Weapon (Su): Three times per day, a maelephant can breathe out a cloud of noxious vapor 10 feet wide and 30 feet long. Victims within the area of the cloud must make a Fortitude save (DC 17) or suffer complete memory loss. Memory loss suppresses all of a creature’s ranks in its skills and its feats, and it prevents the use of any class abilities (including spellcasting). Currently prepared spells are not lost; they are simply not accessible to be cast. Racial abilities are retained. Additionally, the victim no longer knows who its friends and enemies are, doesn’t remember its past, and can’t even remember its name. The victim can create new memories, but each time it sleeps or rests, any new memories it has created vanish. This condition can be cured by any effect that cures poison (a heal or neutralize poison spell, for example); otherwise, it is permanent. Frenzied Charge (Ex): Once per minute, a maelephant can make a frenzied charge. During the round in which this occurs, the maelephant’s speed increases to 45 feet and it gains a +2 bonus on all attack rolls. This bonus stacks with any bonuses gained from making a charge attack. Improved Grab (Ex): If a maelephant hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +18). If it gets a hold, it automatically hits with its trunk-spike. Thereafter, the maelephant has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the maelephant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Spell-Like Abilities: At will—alarm, entangle, gust of wind, light, true seeing, warp wood; 3/day—blade barrier, baleful polymorph. Caster level 8th; save DC 12 + spell level. Defensive Stance (Ex): Once per encounter, a maelephant can adopt a defensive stance as a free action on its turn. In this defensive stance, the maelephant gains +2 Strength, +4 Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to Armor Class. The following changes are in effect as long as the defensive stance lasts: HD 8d8+40 (76 hp); AC 24, touch 13, flat-footed 20; Base Attack/Grapple +9/+19; Full Attack 2 claws +14 melee and trunk-spike +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV Fort +11, Ref +8, Will +14; Str 24, Con 20; Concentration +16, Jump +17. These benefits persist for a number of rounds equal to 3 + the maelephant’s newly improved Constitution modifier, or until the maelephant moves. While in a defensive stance, a maelephant cannot use skills or abilities that require it to shift its position. A maelephant can end its defensive stance at will. At the end of the defensive stance, the maelephant takes a –2 penalty to Strength for the duration of the current encounter. Keen Senses (Ex): A maelephant’s sight is four times as good as a human’s. It has low-light vision and darkvision to a range of 240 feet. Outsider Traits: Maelephants cannot be raised or resurrected (though a wish or miracle spell can restore life). Fast Healing (Ex): A maelephant regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a maelephant to regrow or reattach lost body parts. Scent (Ex): A maelephant can detect approaching enemies, sniff out hidden foes, and track by sense of smell. (From Planescape: Monstrous Compendium Appendix I - 1994): The frightening but fascinating maelephants guard the Lower Planes. They are large, roughly bipedal creatures with huge pachyderm heads that have a viciously barbed trunk. Maelephants speak their own language, and many know the common tongue, as well. Combat: Maelephants are immune to attacks from nonmagical weapons. They are never surprised and have infravision to 240’. Their senses of hearing and smell are double human norm. They regenerate 2 hp per round. When guarding, a maelephant need never roll morale checks. It fights to the death. Maelephants attack with two claws (1d6 damage) and their trunk-spike (2d6 damage). If both claw attacks hit in the same round, the opponent is held fast (1d3 crushing damage per round and subsequent spike attacks automatically hit). The victim breaks free with a successful Strength check with a -5 penalty, or if the maelephant takes more than 12 hp damage while holding it. Maelephants can charge into combat. This increases their movement to 18 and gives them +2 on all attack rolls for the first round of combat only. Three times per day, a maelephant can breath a cloud of noxious vapor 10’ wide and 30’ long. Anyone caught within this cloud must successfully save vs. poison or suffer complete memory loss. The loss lasts until cured by a neutralize poison spell (slow poison has no effect). Because the gas must contact the skin to work anyone wearing clothing that covers at least 50% of the body gains a +2 bonus to the save. Maelephants have an array of spell-like abilities they can use one a time, once per round: alarm , bind , blade barrier (3 times per day), entangle , gust of wind , light , polymorph other (3 times per day), true seeing , and warp wood . Habitat/Society: Powerful lower planar creatures strike a bargain with a maelephant to guard an item or area, typically for a 100-year term. Most maelephants adhere with absolute loyalty to the terms of their agreement. Ecology: Originally, the Dark Eight, the rulers of baator, created maelephants as servants. The Eight considered obedience paramount, and bred it into their behavior more powerfully than all other considerations. How these creatures multiplied and left the exclusive service of the Dark Eight is unknown. In the Lower Planes, when beings of power want something important looked after, they seek a maelephant. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Lower Planes Stat Block 5th Edition: - 5etools - Planescape: Morte's Planar Parade (2023) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Poison gas attack causes feeblemind for short periods - Barbed trunk grapples enemies - Heavy glaive attacks - Magic Resistance - Immune to frightened, poison - Resistant to acid, fire, lightning Appearance They are large, roughly bipedal creatures with huge pachyderm heads that have a viciously barbed trunk. Size Hero Forge: 13'4" (XL) Lore: Large (9 ft. tall) Suggested: Large to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - 3rd Edition Fiend Folio (2003) - Planescape: Morte's Planar Parade (2023) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website

  • Lantern Archon

    Lantern Archon Lantern Archon Small Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Planes of Law - Monstrous Supplement - 1995): Lanterns, lowest of archons , appear as floating balls of light. They are the equivalent of the infantry in prime-material armies. Newly arrived to Mount Celestia, these petitioners struggle to prove their worth in order to advance in station. However, their desire is not so much advancement as a longing to help those in need. Alone of archons, they bear no metal appointments. Lanterns are very friendly, often helping neophyte adventurers. (Accordingly, they’re a perfect introduction to Mount Celestia for prime-material player characters.) As incorporeal beings, however, they can’t do much physically to help travelers. Instead, they act as sources of information about Mount Celestia, as guides to the plane, or as fonts of inspiration (often in the form of parables and metaphors). The most common archon, lanterns are typically found only on the first layer of Mount Celestia. There they absorb the light and essence of the plane, needing nothing more to sustain them. Sometimes they serve as messengers to the upper layers, and they can teleport to wherever needed when summoned by a hound archon. Their only goal is to reach the next station of goodness – that of the hounds. Combat : In combat, lantern archons fire rays of light twice a round at their foes. Those who are pure of heart and intend no harm to an archon are unaffected by the rays, while others suffer 1d6 points of damage per hit. The range is 30 feet, with no modifiers. Because of their incorporeal nature, lantern archons aren’t hurt by nonmagical weapons, and even magical weapons cause only half damage. Lanterns are affected by magic, however, though they are immune to paralyzation and charm spells. Likewise, spells that require a corporeal body to cast a spell upon are ineffective against these archons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block - Monster Manual Expanded III by DM's Guild (2021) - 5e Archon conversions on Reddit Abilities - Rays of Light that kill evil - Incorporeal nature Appearance Floating balls of light. Alone of archons, they bear no metal appointments. Size Hero Forge: 3 ft. (XXL) Lore: 3 ft. Suggested: Small Other Monikers Lanterns, Petitioner Souls Sources - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website

  • 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

  • Lady's Maze - Cold Temple

    Lady's Maze - Cold Temple Author(s) Matt-GM, conspirator05h talespire://published-board/TGFkeSdzIE1hemUgLSBDb2xkIFRlbXBsZQ==/505440264c51efcc0c98638b7cb1db35 Features - Temple where the player grew up, haunted by the voices of dead mentors - Maze must be traversed with all left turns; every right turn teleports player back to start area - Maze briefly transitions to godsmen hall, playing a flashback where the player killed someone unnecessarily - 2nd flashback of a house on the Outlands, and a 2nd unnecessary killing - Frozen, sinister version of NewMarket Square map in Sigil’s Lower Ward Notes - I had a dangerous gelugon (ice devil) stalking the player through the maze like a minotaur - At the real square, the player got charmed by a succubus, and nearly murdered a crowd of hundreds with a cone of cold spell. The maze takes the player back to this square, to walk through a graveyard of frozen corpses Board Link Lady's Maze - Cold Temple Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/

  • Ghost

    Ghost Dragon Ghost Dragon Huge Undead, Any Alignment Hero Forge Mini Button Double mini, no kitbash Description (From Fizban's Treasury of Dragons - 2021): A dragon ’s attachment to a hoard can be strong enough to bind the dragon’s spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon’s Undead existence. A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares. (From 2nd Edition AD&D Monstrous Manual - 1991): A ghost dragon is a sinister-looking, semi-transparent figure. It resembles whatever dragon type it was in life. All ghost dragons are a swirling murky gray, and they always speak in quiet whispers. A ghost dragon is created when an ancient dragon is slain and its hoard looted. In many cases, the dragon died defending its hoard and home. The tie between a dragon and its hoard, however, goes far beyond mere human greed or dwarven avarice. The dragon will haunt its former lair until it manages to accumulate enough treasure to equal the value of its vanished wealth; then it will depart and rest in peace. Ghost dragons never stir from their lairs. They are less belligerent than their living kin, but more obsessive. In many ways they resemble revenants more than true ghosts , except that they have no interest in revenge. All a ghost dragon thinks about is its treasure. Unfortunately for intruders, in the ghost dragon’s mind, any and all valuables brought into its lair fall into this category. Since a ghost dragon can find peace only if it succeeds in rebuilding its hoard, it will demand trespassers hand over any treasure they are carrying — gold, jewelry, magical items, etc. The creature will allow polite adventurers to keep 10% of their possessions (a procedure it calls “tithing”) and will answer questions they might have regarding neighboring monsters or events it knew about in its lifetime. Those who refuse to turn over their valuables are savagely attacked. Combat: A ghost dragon has several different attack modes, and since it is an exceptionally intelligent creature, it will always choose the combination that will best achieve its goal. Ghost dragons have a fear aura far more dangerous than that of their living counterparts. Victims of a ghost dragon’s aura must make two saving throws, both at a -4 penalty: one vs. petrification to avoid aging 10-30 (1d3x10) years, and a second vs. spell to avoid cowering in terror for a full turn (10 rounds). Note that the aura affects all in the dragon’s lair at the time it appears, including beings normally immune to fear effects, such as paladins. A ghost dragon never ambushes intruders; it uses its aura first to get their attention and give them a chance to hand over their wealth without a fight. If they refuse and attack the ghost dragon, try to leave, or (worse yet) attempt to steal some of its remaining treasure, it begins its assault. In addition to its aura, a ghost dragon has a claw/claw/bite/tail-slap sequence daunting to even the toughest warrior. Not only can it inflict up to 104 points of damage in a single round, but each successful hit requires the victim to make a saving throw vs. death magic or lose two levels to an energy drain. Further, the limb struck (determined randomly) is affected as if struck by the withering power of a staff of withering : It shrivels and becomes useless unless the victim successfully saves vs. spell. The ghost dragon also has a breath weapon it can use three times before it must desist 12 rounds to renew its internal energies (at which time it can breathe three more times). The breath weapon is a cloud of gray mist 50-feet long, 40-feet wide, and 30-feet high that ages any creature caught in it as follows: humans, halflings, halfelves, most humanoids 1d100 years; dwarves 3d10�10 years; gnomes 6d10�10 years; and elves 1d100�10 years. Ghost dragons are immune to all spells cast by nonethereal opponents and all weapons of less than +3 enchantment. They are immune to charm , sleep , hold , and all mind-control magic, even if the caster is on the Ethereal Plane. They cannot be turned or controlled by priests; they are also immune to holy water. If a ghost dragon is killed by damage or magic, it simply reforms 48 hours later and resumes its attempts to build its hoard. Most adventurers who have encountered a ghost dragon have found out that it is better to give the creature what it wants. The experience point values for dealing with ghost dragons reflect its unusual nature. The only way to lay a ghost dragon to rest permanently is by giving it treasure. Once it has gathered enough wealth to replace its lost hoard in gp value (it need not literally be the exact treasure the dragon hoarded while alive), it will whisper a quiet “thank you” and disappear forever, never to return to the Prime Material again, leaving the accumulated treasure behind for anyone who wants it. Habitat/Society: Ghost dragons are solitary creatures haunting the desolate ruins of their empty lairs. They can be found anywhere a live dragon would secure its most prized possessions, but always in dark, underground, or indoor places. As intelligent creatures, they enjoy the occasional conversation with intruders, but never allow themselves to be talked out of the treasure they need. Since only the eldest dragons (ancient dragons) possess the will to continue to exist beyond death as ghost dragons, and since most ghost dragons spend centuries if not millennia in that state, they can be valuable sources of information about the past — for those adventurers willing to pay their price. It is rumored that living dragons sympathize with the anguish that the ghost dragons feel over their plundered wealth and often help their departed kin by sending potential treasure their way in the form of unwary adventurers. Ecology: Like most incorporeal undead, ghost dragons play no part in the living world, nor do they need to eat or sleep. Ferocious predators in life, in death they completely drop out of the local ecology. They do, however, play a large part in the economy of the regions they inhabit, as their “tithing” of passing adventurers tends to deplete both cash and surplus magical items in those areas. (An enterprising DM can use a ghost dragon to curb runaway inflation in a campaign world.) Of course, after a ghost dragon regains “its” treasure and passes on to its afterlife in the planes, all the above-mentioned treasure remains behind to taken again by those with the courage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Ethereal Plane Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eSRD - DndBeyond 2nd Edition: - mojobob's website Abilities - Terrifying cold breath causes fear, paralysis - Immune to acid, cold, necrotic, poison, charmed, paralyzed, exhausted and frightened conditions - Resistant to bludgeoning, piercing, slashing - Colossal claw, bite, and tail attacks - Legendary Resistance - Flight - Incorporeal Movement - Undead nature: requires no air, food, drink, sleep - Telepathy - Blindsight Appearance A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares. Size Hero Forge: 9'8" (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Alkilith

    44cba929-356c-4e35-a241-9f9b57b60ae2 Alkilith Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (from Mordenkainen Presents: Monsters of the Multiverse (2022) An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane. (from Planescape Monstrous Compendium Appendix II - 1995) The horrors of the Abyss are uncountable. Layers upon layers of seething, pustulent evil wait for the unwary traveler. At first glance, it’d seem that some of the Abyssal layers are uninhabitable, even for tanar’ri — but a body’d be addle-coved to believe that. The alkiliths’re a type of tanar’ri that thrives in the foulest and most inhospitable places of the Ahyss, acting as personal agents of the unspeakable Abyssal Lords. Alkiliths’ve got an unusual purpose among the true tanar’ri: They exist to corrupt all they touch, extending the reach of the Ahyss by despoiling anything that comes into contact with it. The alkiliths seek to pollute the world beyond the Ahyss physically and morally. While fiends such as the glabrezu and succubi bring mortals to the Abyss, the alkiliths work to bring the Abyss itself to any world unfortunate enough to be within reach. Alkiliths destroy things that’re beautiful, desecrate things that’re sacred, and fan the embers of fear or resentment into raging hatred. By spreading chaos and evil throughout the multiverse, they’ll increase the power of the Abyss. Alkiliths’re the envoys, agents, and assassins of the Abyssal Lords. A great number of their missions take place within the Abyss, as the lords of the tanar’ri spend much of their time scheming and feuding with each other. From time to time they’re sent into the Great Wheel or onto the Prime Material Plane on an errand of vile corruption. Alkiliths take an unholy delight in tasks that allow them to mar things or places of beauty. The Blood War’s only a tangential concern for the alkiliths. They’ll fight when they have to, but normally they steer clear of the babaus and molydei by retreating into regions so despicable and unclean that even other tanar’ri hesitate to follow. However, an alkilith’ll savagely attack any baatezu it encounters while it’s about its work. Alkiliths aren’t very common in the Abyss, but they’re greatly feared because other tanar’ri have no innate resistance to their horrible acid or vile cloud of poisonous gas. As creatures of the Abyssal Lords, the alkiliths aren’t well-liked by their peers, but they’re guaranteed a certain measure of protection. An alkilith’s fortunes wax and wane with those of its master, and when the Abyssal Lord suffers a setback, the alkilith often ends up lost. Whenever possible, alkiliths bring the hateful spite and corruption of the Abyss to unfortunate prime-material worlds. In some cases, the seeds of evil and pestilence planted by an alkilith can ovenvhelm an entire land, plunging thousands of mortals into a living nightmare of senseless war and devastation. Combat: Alkiliths’re never surprised in the Abyss, and only on a roll of 1 elsewhere. They can he injured only by weapons of cold iron or a +2 or better enchantment. Like all tanar’ri, alkiliths’re resistant to many attack forms; they suffer no damage from electricity, nonmagical fire, or poison, and only half damage from cold or magical fire. In addition, the alkilith’s unusual physical form renders it immune to all acids or harmful gasses. Slashing or bludgeoning weapons don’t cause alkiliths serious harm , and inflict only half normal damage against the monster. Piercing weapons can reach their vitals and cause full damage. Alkiliths’re extremely dangerous in close combat. Each round, they can strike with four lightning-fast pseudopods, each inflicting 2d4 points of damage. If the alkilith hits, a vile, corrosive slime is smeared across its victim. The victim has to make a successful saving throw versus poison or suffer an additional 1d6 points of damage per round for the next 1 to 6 rounds or until the slime is cleaned off. Whether or not the victim succeeds in his saving throw, some portion of his equipment may he endangered by the potent acid. Check the chart below: % Roll: 1-60: Victim’s armor degrades one place per round of corrosion until an item saving throw vs. acid is successful. 61-75: Victim’s shield is ruined unless an item saving throw vs. acid is successful. 76-90: Victim’s weapon is ruined or degrades by one plus per round until an item saving throw vs. acid is successful. 91-00: A random item (backpack, worn or carried magical item, etc.) is ruined unless an item saving throw vs. acid is successful. Alkiliths also have the ability to assume gaseous form , but in doing so they expand to create a 20’x20’×10’ cloud of foul, stinking vapors. The vapors are impenetrable to normal vision and duplicate the effects of a cloudkill spell. An alkilith is impervious to physical damage in this form, but it requires a full round of no other activity for the fiend to make the transition to cloud and back again. Alkiliths can move at a rate of only 1 in gaseous form , and if struck by a gust of wind or similar effect suffer 1d6 points of damage per level of the caster with no saving throw. In addition to the powers available to all tanar’ri, alkiliths can also make use of the following spell-like abilities (at will unless otherwise specified) at the 11th lwel of spell use: cause disease , command any ooze, jelly, slime, or fungus-based monster, cone of cold (3/day), detect magic , dispel magic , enervation , hold person , putrefy food and drink (by touch), stinking cloud , and wall of ice . Once per day an alkilith may attempt to gate 1 to 3 chasme (30%) or 1 hezrou (70%) with a 50% chance of success. Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Passes as an ordinary slime or fungus - Long reach with acidic tentacles - Creates permanent portal to the Abyss - Unnatural buzzing that confuses creatures - Amorphous, can squeeze through tiny spaces - Climbs on walls, ceilings Appearance Alkiliths‘re closely tied to the various slimes, jellies, and oozes found on many prime worlds. They’re not remotely humanoid, taking the form of a disgusting blob of phosphorescent green corruption. Their bodies’re surrounded by a cracked, leathery coating or secretion that constantly oozes more of their vile protoplasm in a continual process of exuding and reabsorbing hide. Alkiliths’re capable of assuming a semi-rigid form, and their pseudopods can wield weapons and manipulate objects with surprising precision. Dark, swollen eye-globules dot an alkilith’s surface; normally the creature’s got anywhere from 3 to 7 of these spread out around its body to observe what’s happening around it. Size Hero Forge: 7 ft. Lore: Medium (6 ft. diameter) Suggested: Medium to Large Other Monikers Ooze Demons, gate demons Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compnedium Appendix II (1995) - mojobob's website

  • Outlands - Plague-Mort Crater

    Outlands - Plague-Mort Crater Outlands - Plague-Mort Crater Author(s) Matt-GM talespire://published-board/T3V0bGFuZHMgLSBQbGFndWUtTW9ydCBQb3J0YWwgQ3JhdGVy/2af65255499b69b8974f8a97e461a1be Board Link Features - Massive, gaping volcanic pit where the town used to be - City dragged into the abyss - a few half-eaten buildings are all that remain - Abyssal portal floats, small and ominous, over the crater after consuming the town - Blasted lands around the abyssal gate drained of life, or made malevolent - Survivors pile the dead onto a huge pyre Notes - Map based on 2nd Edition Planescape Module "Recruiters" from A Well of Worlds adventure book - In my campaign, Plague-Mort was sucked into the Abyss, but players went through the portal, and fought hard to rescue survivors from demons in the Abyssal Fortress of Indifference (from a different Planescape adventure) Assets from Tales Tavern None

  • Wastrilith

    Wastrilith Wastrilith Large Fiend (Demon), Chaotic Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description From Mordenkainen Presents: Monsters of the Multiverse (2022): Found in the waters of the Abyss and other bodies of water contaminated by that plane’s fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence, responds to the wastrilith’s commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach. Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted. From the Dungeon Master's Guide (2014): A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation. After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A dispel evil and good spell or any magic that removes a curse also ends the effect. If a corrupted creature doesn't leave the plane within ld4 + 2 days, its alignment changes to chaotic evil. Casting the dispel evil and good spell on the creature restores its original alignment. Abyssal Corruption: d10 Result: 1-4: Treachery. The character gains the following flaw: "I can only achieve my goals by making sure that my companions don 't achieve theirs." 5-7: Bloodlust . The character gains the following flaw: " I enjoy killin g for its own sake, and once I start, it's hard to stop." 8-9: Mad Ambition. The character gains the following flaw: " I am destined to rule the Abyss, and my companions are tools to that end." 10: Demonic Possession. The character is possessed by a demonic entity until freed by dispel evil and good or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1. From Planescape Monstrous Compendium Appendix I (1994): The standoffish wastrilith, or water lords, inhabit watery parts of the Lower Planes (and, rarely, other planes), content in their isolation. Though they have no apparent magical power over other creatures, they intimidate undersea denizens so much that even unintelligent creatures serve them. Wastrilith are territorial and do not allow other powerful creatures to establish themselves nearby. Once they have established their territory, they do not stray far from it. They protect what is theirs and don’t meddle in matters outside their territory. Many are found on the 88th level of the Abyss, the Maw of Demogorgon, a watery plane that is dark and cold. Wastrilith require no conventional food or drink, but they enjoy devouring creatures foolish enough to venture near their homes. They leave the remains outside to feed sharks and warn away other curiosity seekers. Wastrilith are nasty-tempered and try to break free of the bonds imposed by spellcasters. There is a 20% chance that a summoned wastrilith ignores the wishes of the summoner, kills him, and rampages until such time as it wearies of the plane. Until that time comes, the water lord can amass considerable power beneath the waves, creating havoc in the area. It is unknown why wastrilith do this, inasmuch as they rarely take their treasure back to their home plane. On the Prime Material, a wastrilith’s territory typically includes a 25-mile diameter circle, at the center of which is the fiend’s palace. The palace can be a marvel of undersea engineering or a simple hole in a coral reef. A wastrilith that has not established its territory will often terrorize shipping in the area, destroying boats on a whim and driving out such creatures as sea dragons and aquatic elves. Combat: Wastrilith are canny opponents, rarely giving their enemies advantage and certainly no quarter. Because they do not believe in suffering needlessly, they send their minions forth to combat enemies: 2d6 sharks, 3d6 sahuagin, 1d4 ixitxachitl, or 1d3 water elementals. As long as the minions continue the attack and the fiend itself is not threatened, it lets them fight by themselves. A wastrilith can breathe a blast of boiling water three times per day in a cone 30’ long with a 10’ diameter base (3d10 damage). They can attack with two claws (1d8 damage each) and bite (1d12 damage). Electrical attacks inflict full damage. However, due to the water lords’ nature, such attacks reach them only half the time; the other half rebound on the caster, causing full damage. Fire-based attacks inflict double full damage if the fiend has left the water, but none if the creature remains fully immersed. Water- and cold-based attacks cause no damage to the wastrilith. In addition, water elementals sent against the fiend do not attack it. Indeed, a water lord has a 50% chance of wresting control of water elementals from the summoner, as long as the water elementals have approached within 100’ of it. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss (underwater) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Corrupts surrounding water, making it toxic - Acidic spout that sucks enemies towards wastrilith - Claws, bite - Creates undertow that makes water difficult terrain for other creatures - Amphibious Appearance Wastrilith are horrendous creatures with jaws full of needle-sharp teeth. Their bulging eyes give them the appearance of leering fish with humanoid torsos. Size Hero Forge: 7 ft. Lore: Large (10 ft. long) Suggested: Large to Huge Other Monikers Water lords Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Mojobob's website

  • Trumpet Archon

    Trumpet Archon Trumpet Archon Large Celestial, Lawful Good Hero Forge Mini Hero Forge Mini No kitbash, single mini, 3 variants below Description (From Planes of Law - Monstrous Supplement - 1995): Trumpet archons serve as the messengers of higher archons and the powers, but they also have a far more dangerous duty: They escort the spirit of a newly dead being back to its body if it’s resurrected or raised. In performing this duty, the trumpets – alone of all archons – are free to leave the confines of Mount Celestia. Thus, they are held in some awe by their brethren. Interestingly, trumpets are the only archon group in which one rules over others of the same station. Israfel, a trumpet, is known as the lord of heralds. He assigns the other trumpets to their duties. Trumpets consume only mead. Unlike the mortal version, the mead trumpets drink is made from the flowering plants of Mount Celestia. It is exceptionally potent stuff. Legend has it that this mead enhances longevity, though that may only be rumor. Each archon of this type wears a collar and breastplate. Each also carries a single silver trumpet, which it blows to announce its arrival upon reaching any destination and upon its return to Mount Celestia. The sound emitted from this trumpet is one of utter clarity and piercing beauty. Nonarchons who hear the trumpet must save versus spell; failure means paralyzation for 1d4 rounds. Combat: Though they disdain combat, trumpet archons are highly capable warriors. Their trumpets instantly change to silver swords +3, which they use to attack twice per round for 1d10 points of damage for each successful hit. If an archon’s trumpet is stolen (in either trumpet or sword form), it transforms into a useless chunk of lead – and woe betide the poor thief should the archon discover him! Trumpet archons can also cast spells from all priest spheres as if they were 17th-level priests. 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) - Homebrew conversion on reddit 2nd edition: - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website Abilities - Trumpet that transforms into Greatsword - Divine blasts of sound that buff, debuff, or disable creatures - Angelic Weapons - Innate Spellcasting Appearance Trumpet archons look much like avariel, or winged elves, save that trumpets are even more fair. Each archon of this type wears a collar and breastplate. Each also carries a magnificent silver trumpet. Size Hero Forge: 7 ft. (XXL) Lore: 7 ft. Suggested: Large Other Monikers Trumpets Sources - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website

  • Blue

    Blue Dragon Blue Dragon Gargantuan Dragon, Lawful Evil Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon's Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders. 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: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 ((3d6)) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 ((3d6)) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental , but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception ) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall (3d6) × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within (3d6) days. Any sinkholes remain where they are. (From Fizban's Treasury of Dragons - 2021): Creating a Blue Dragon Use the Blue Dragon Personality Traits and Blue Dragon Ideals tables to inspire your portrayal of distinctive blue dragon characters, and use the Blue Dragon Spellcasting table to help select spells for a spellcasting dragon. Blue Dragon Personality Traits d8 - Trait: 1 - I enforce order and social hierarchies because I believe this is how strong societies are built. 2 - Why waste time and energy murdering weaker creatures when I can make them entertain me instead? 3 - My children, whether born to me or chosen by me, are treasures. 4 - Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand. 5 - I have standards for my hoard. Not just any gem or trinket will do. 6 - I’m so pleased with myself and my own good fortune that I can’t stop laughing or chuckling. 7 - I would rather destroy my lair and lose my hoard than allow anyone to steal from me. 8 - I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance. Blue Dragon Ideals d6 - Ideal: 1 - Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful) 2 - Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil) 3 - Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any) 4 - Family. Blood ties are irrevocable, and even if one doesn’t particularly like one’s family members, they come before anyone else. (Lawful) 5 - Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any) 6 - Loyalty. I don’t form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good) Blue Dragon Spellcasting Age Spell Save DC Spells Known Ancient 20 arcane eye , create or destroy water , major image , project image (From 2nd Edition AD&D Monstrous Manual - 1991): Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies. The size of a blue dragon’s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon’s stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed. Blue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat. Blue dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling blue 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: Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain , in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly. Breath Weapon/Special Abilities: A blue dragon’s breath weapon is a 5’ wide bolt of lightning that streaks 100’ in a straight line from the dragon’s mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Blue dragons cast spells and use their magical abilities at 7th level, adjusted by their combat modifier. Blue dragons are born with an immunity to electricity. As they age, they gain the following additional powers: Young: create or destroy water three times per day. Juvenile: sound imitation at will. Adult: dust devil once a day. Old: ventriloquism once a day. Venerable: hallucinatory terrain once a day. Habitat/Society: Blue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles — only an occasional rock outcropping or dune — to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant. Blue dragons’ enemies are men, who kill the dragons for their skin and treasure, and brass dragons , which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away. Blue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems — especially sapphires. Ecology: Blue dragons are able to consume nearly anything, and sometimes are forced to eat snakes, lizards, and desert plants to help sate their great hunger. However, they are particularly fond of herd animals, such as camels, and they will gorge themselves on caravans of the creatures which they cook with a lightning bolt . 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 - Lightning breath - Lightning immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Size Hero Forge: 10'6"-11' (XXL) Lore: Medium to Gargantuan (120 ft. long) Suggested: Medium to Gargantuan Other Monikers Storm dragons Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - Basic Rules - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

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