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- Hollyphant | Digital Demiplane
Hollyphant Small Celestial, Lawful Good Hero Forge Mini Hero Forge Mini No kitbash, single mini Description (From Baldur's Gate: Descent Into Avernus - 2018): Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty. A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won’t bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. (From Book of Exalted Deeds - 2003): A hollyphant has two forms. Its smaller form can be described as follows: This creature looks like a small, golden-furred elephant about 2 feet long, with a pair of shining white wings sprouting from its back. Its coat shimmers and gleams, and its eyes dance with a rainbow of colors. The hollyphant’s larger form can be described as follows: Immense leathery wings sprout from the broad shoulders of this bipedal mastodon. It has bright eyes, shaggy black fur covering most of its great bulk, and curved tusks like gleaming scimitars. Hollyphants are servants of the powers of good, found throughout the Upper Planes on missions for such exalted deities as Chaav and Lastai. They act as messengers and helpers for any good deity, carry messages to mortals, and help celestial agents in their tasks. Their harmless, even comical appearance has proven the downfall of many evil creatures that grossly underestimate their significant magical and psionic power. A hollyphant has two forms—a Large bipedal mammoth with curved tusks and a small golden-furred elephant. In its Large form, the hollyphant stands 12 feet tall and weighs 1,200 pounds. In its Small form, the hollyphant measures 2 feet long and weighs 60 pounds. A hollyphant communicates telepathically. Combat : Hollyphants make frequent use of their blessed sight to discern evil creatures and either harass them, attack them itself, or alert more powerful celestials to their location. They avoid physical confrontation because of their small size, but have a wide range of spell-like, supernatural, and psionic abilities to defend themselves. Psionics (Sp): At will—blessed sight*, detect chaos, detect law, detect poison, detect thoughts (DC 15), invisibility, know direction, see invisibility, and suggestion (DC 16). These effects are as the spells cast by a 6th-level sorcerer (save DCs, where applicable, are 13 + spell level). The save DCs for these abilities are based on Charisma. *New spell described in Chapter 6 of this book. Summon Celestial (Sp): Once per day, a hollyphant can attempt to summon another hollyphant, an asura, or an avoral guardinal with a 45% chance of success. The summoned creature automatically returns whence it came after 1 hour. A hollyphant that has just been summoned cannot use its own summon ability for 1 hour. Trumpet (Su): Three times per day, a hollyphant can issue a blast of sound through its trunk, choosing one of the following effects each time: • A 60-foot cone-shaped burst of sound forces creatures in its area to make a DC 14 Fortitude save or take 2d10 points of sonic damage and be stunned for 2 rounds. Creatures that make a successful save take 1d10 points of sonic damage and are stunned for 1 round. This DC is Constitution-based. • A 30-foot cone-shaped burst of sun sparkles. These motes of holy power deal 8d8 points of damage to evil outsiders, undead, and any other creature vulnerable to holy water. A successful DC 16 Fortitude save reduces the damage by half. This DC is Charisma-based. Alternate Form (Su): A hollyphant can shift between its Small and Large forms as a standard action. In Large form, it loses the benefits of its invulnerability ability (see below) but gains the advantages of its new size and strength. A hollyphant remains in one form until it chooses to assume the other form. A change in form cannot be dispelled, nor does the hollyphant revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Invulnerability (Su): A Small hollyphant’s shimmering coat protects it as a continuous globe of invulnerability, but only the hollyphant is warded. In Large form, the hollyphant loses this ability. Spell-Like Abilities: At will—bless, light, greater teleport (self and up to 20 pounds of objects only); 3/day—cure moderate wounds (DC 15), protection from evil; 1/day—banishment (DC 19), flame strike (DC 18), heal (DC 19), raise dead. Caster level 15th. The save DCs are Charismabased. Telepathy (Su): A hollyphant can communicate telepathically with any creature within 60 feet that has a language. (From Planescape: Monstrous Compendium Appendix II - 1995): Hollyphants are servants of the powers of good, found throughout the Upper Planes. They’re the messengers and helpers of the various good pantheons, acting as couriers or advisers to mortals the powers’ve got an interest in, or working as assistants to more powerful proxies. A hollyphant looks like a tiny, golden-furred elephant only 2 feet long, with a pair of shining white wings sprouting from its back. Its coat shimmers and gleams, and its eyes dance with a rainbow of colors. Some sages speculate that hollyphants’re really spirits or manifestations of some kind, since nature would never’ve given birth to such a silly-looking creature. Hollyphants seem sincerely offended by this view and may take steps to teach a vocal detractor a lesson. Adventurers are likely to run across a hollyphant any time they’re about the business of a good power. Hollyphants are fond of keeping an eye on mortal heroes doing their patron’s work. Hollyphants can also be encountered transiting the Astral or Ethereal Planes, since many of their tasks involve journeying to the prime material. Of course, any trip to the Upper Planes is likely to result in an encounter with a hollyphant in its home. Combat: Hollyphants automatically detect evil within a 20-yard range, and go to great lengths to avoid fights with good-aligned or even neutral creatures. Evil creatures are another matter entirely; a hollyphant’ll look for ways to harass or hinder an evil creature unless its mission is so pressing that it can’t spare the time. Even if the evil is too powerful for the hollyphant to overcome on its own, it’ll try to alert more powerful good creatures to the evil presence, or make an effort to delay or misdirect its enemy. In physical confrontations, the hollyphant’s at a distinct disadvantage. It strikes with its small tusks for only 1d3 points of damage each. While hollyphants’ve got minimal physical combat abilities, they do possess a number of magical powers with which they defend themselves. Three times per day a hollyphant can trumpet, choosing one of three effects: a blast like that of a horn of blasting ; a call that acts as drums of deafening in a cone-shaped area 70 feet long by 30 feet wide at the end; or a fan-shaped shower of sun-sparkles 50 feet long by 20 feet wide. Sun-sparkles are motes of positive energy that inflict 8d6+8 points of damage to fiends, undead, and other creatures of supernatural evil. (Damage is halved with a successful save vs. breath weapon.) In addition to their trumpet-calls, hollyphants can use the following spell-like powers, one at a time, at will: bless , cure serious wounds (twice per day), light , protection from evil (twice per day), and teleport without error . Once per day they can call a flame strike , heal , raise dead , and use banishment . Hollyphants are considered 16th-level for casting purposes. The magical tusks of a hollyphant protect it from all disease and poisons. Its shimmering coat functions as a globe of invulnerability , and it can be hit only by +1 or better weapons. Hollyphants can attempt to open a gate with a 50% chance of success; there’s a 70% chance that another hollyphant responds, and a 30% chance that a deva appropriate to the setting shows up (an astral deva for a hollyphant on the Outer Planes, a monadic deva for one on the Inner Planes, or a movanic deva for a hollyphant on the prime material). Habitat/Society: Hnllyphants’re usually found alone, since they’re often pursuing the tasks of some power or another. On their native planes, they can occasionally be found in small family groups of 1 to 3 individuals. Hollyphants live on alI good planes, but they’re especially common on Bytopia, the Beastlands, and Mount Celestia. As proxies of good powers, hollyphants often are given missions that bring them into contact with mortal adventurers and heroes. In these situations, hollyphants act as advisers and aid their charges by helping them to defeat evil themselves instead of doing it for them. Hollyphants have a surprisingly strong sense of mischief and love a good prank or jest. Sharp bloods’ve pointed out that anything that looks like a hollyphant shouldn’t take itself too seriously, and hollyphants generally don’t. (Cutters had best remember, though, that a hollyphant’s definition of humor doesn’t include jokes about its origins.) Ecology: It’s pretty clear that hollyphants’re creatures that exist outside of nature. They’re highly magical and don’t even really need to eat or sleep, even though they do so anyway to make those around them feel more comfortable. When they do ingest food, hollyphants favor nuts, berries, and young shoots. If removed, a hollyphant’s tusk can be ground into a magical powder that transforms water or wine into an elixir of health . ’Course, hollyphants take a real dim view of some basher hunting them for their tusks. Psionics Summary LevelDis/Sci/DevAttack/DefenseScorePSPs 62/3/8 EW,PB,MT/All14120 Clairsentience — Sciences: aura sight, precognition; Devotions: danger sense, know direction, know location, poison sense, spirit sense. Telepathy — Science: mind link; Devotions: ESP, identity penetration, invisibility, post-hypnotic suggestion. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Any Upper Plane Stat Block 5th Edition: - Baldur's Gate: Descent Into Avernus (2019) - wizards.com - DndBeyond - Dumpstatadvantures.com 3rd Edition: - realmshelps.net 2nd Edition: - Dumpstatadvantures.com - mojobob's website Abilities - Trumpet can deafen and cause thunder or radiant damage - Aura protects creatures from harmful low-level spells - Tusks and other weapon attacks are magical - Innate Spellcasting - Shapechange into flying mammoth - Teleport without error - Resistant to nonmagical attacks - Immune to poison - Telepathy - Flight (very fast) Appearance A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Size Hero Forge: 11' (2')(XL) Lore: Small (2 ft. long) Suggested: Small Other Monikers None Sources - Baldur's Gate: Descent Into Avernus (2019) - Planescape: Monstrous Compendium Appendix II (1995) - Book of Exalted Deeds (2003) - Dumpstatadvantures.com - wizards.com - DndBeyond - mojobob's website
- Pseudodragon
Pseudoragon Pseudoragon Tiny Dragon, Neutral Good Hero Forge Mini Button Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014): The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. Quiet and Defensive. Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. Draconic Familiars. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning. Language of Emotion. Pseudodragons can’t speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances. A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent. (from 2nd Edition Monstrous Manual - 1993): Pseudodragons are a species of small flying lizard that inhabits heavily forested wilderness areas. These playful, benign creatures have magical powers that they can share with others, so they are often sought as companions. Pseudodragons resemble miniature red dragons . They have fine scales and sharp horns and teeth. A pseudodragon’s coloration is red-brown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very flexible. Pseudodragons communicate via a limited form of telepathy. If one elects to take a human companion, it can transmit what it sees and hears at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger). Combat: The pseudodragon can deliver a vicious bite with its small, dragonlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with flashing speed and strikes at +4 on attack rolls. Any creature struck must save vs. poison or go into a state of catalepsy that lasts 1-6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance). Pseudodragons have a chameleonlike power that allows them to alter their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects. A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one’s head or curled around the shoulders and upper back). Habitat/Society: These forest-dwelling creatures place their lairs in the hollows of great trees or in large caves. A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human’s pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon’s companion; one is to use magic to summon it (a find familiar spell). Another way is to find the pseudodragon on an adventure and pursuade it to become a companion. The pseudodragon that searches for companionship will stalk a candidate silently for days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human’s reaction. If the human seems overjoyed and promises to take very good care of it, the pseudodragon will accept. If not, it will fly away. The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its full cooperation, the companion must pamper the pseudodragon and make it feel as though it were the most important thing in his life. If the pseudodragon is mistreated or insulted it will leave, or worse, play pranks when least expected. Pseudodragons particularly dislike cruelty and will not serve cruel masters. Ecology: Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chiefly of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, protecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females lay speckled brown eggs in clutches of four to six which hatch in mid-summer; females raise the young by themselves. Pseudodragons hibernate in winter; the young leave the nest in spring to mate. Pseudodragons have a lifespan of 10-15 years. Like dragons , they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up to 10,000 gold pieces while a hatchling is worth as much as 20,000 gold pieces. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Poison stinger knocks victims unconscious - Keen senses, 10 ft. blindsight - Magic Resistance - Limited telepathy - Flight Appearance With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. Size Hero Forge: 11 ft. (XXL) Lore: Tiny (3 ft. long) Suggested: Tiny Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Marid
Marid Marid Large Elemental, Chaotic Neutral Hero Forge Mini Button Double mini, no kitbash, 3 variants below (inc. single mini) Description (From 5th Edition Monster Manual - 2014): Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind . Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside. A marid doesn’t expect much from its servants, simply wanting to have them for the prestige. Marids go out of their way to obtain skilled servants, and aren’t above kidnapping mortal artists, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids. Marids treat all others — including other genies — as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet. Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place. Whimsical Storytellers. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren’t always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath. (From 3rd Edition Manual of the Planes - 2001): Marids are fiercely independent genies as hard to control as the ocean itself. Whether in their palaces on the Elemental Plane of water or in the seas of the Material Plane, marids love to hunt for sport through the depths and gather pearls and other treasures from the sea floor. Those on the Material Plane have another pastime: capsizing ships and drowning sailors. Marids look like 16-foot-tall, blue-skinned humans. When they deign to wear clothing at all, it's something that won't impede swimming. Some marids dress in finery woven entirely from seaweed, with a brocade of coral and pearls. As a group, marids have a much looser social structure than other genies. On the Elemental Plane of Water, there is a loose empire ruled by a padishah, but many marids don't recognize its authority. At any one time, there are a number of heirs vying for the Coral Throne - and many are unwilling to wait for the current padishah's reign to end naturally. Combat : Every marid knows that it's much safer in the water, so it rarely fights outside its element. But within the waves, the marid is a terror. Its tactics often entail capsizing any enemy ships, then sucking swimmers into a vortex. Spell-Like Abilities: At will - create water, detect evil, detect good, detect magic, invisibility, polymorph self, purify food and drink (water only), see invisibility; 5/day - control water, gaseous form, solid fog, water breathing; 1/year - limited wish (to nongenies only). Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or the marid is landbound, the marid suffers a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A marid can be a serious threat to a ship that crosses its path. It can easily overturn craft less than 55 feet long and stop vessels of up to 110 feet in length. Even ships as long as 220 feet can be slowed to half speed. Drench (Ex): The marid's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The marid can dispel magical fire it touches as dispel magic cast by an 11th-level sorcerer. Vortex (Su): The marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 5 rounds. In vortex form, the marid can move through the water or along the bottom at its swim speed. The fortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet to 40 feet tall. The marid sets the height of the vortez within that range. Creatures smaller than Large might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 19) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed at a second Reflect save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter of half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away half one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 19) to cast a spell. (From 2nd Edition AD&D Monstrous Manual - 1991): The marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and chaotic of the elemental races, and only rarely deign to serve others. On their own plane they are rare; marids travel so seldom to the Prime Material plane that many consider marids to be creatures of legend only. Marids live in a loose empire ruled by a padisha. Each marid lays some claim to royalty; they are all shahs, atabegs, beglerbegs, or mufti at the very least. There have often been several simultaneous “single true heirs” to the padisha’s throne through the eons. A marid household numbers 2d10 and is located around loosely grouped elemental pockets containing the necessities for marid life. Larger groups of marids gather for hunts and tournaments, where individual effort is heavily emphasized. Marids are champion tale-tellers, although most of their tales emphasize their own prowess, and belittle others. When communicating with a marid, one must attempt to keep the conversation going without continual digression for one tale or another, while not offending the marid. Marids consider it a capital offense for a lesser being to offend a marid. Marids are both fiercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through flattery and bribery to obey, they often stray from their intended course to seek some other adventure that promises greater glory, or to instruct lesser creatures on the glories of the marids. Most mages skilled in summoning and conjuration consider marids to be more trouble than they are worth, which accounts for the great lack of items of marid control (as opposed to those affecting efreet and djinn). Marids can travel the Ethereal plane, in addition to those planes to which all genies can travel. Marids tolerate their genie relatives, putting up with jann and djinn like poor cousins, while they have an aversion to efreet and dao. Their attitude toward the rest of the world is similar; most creatures from other planes are considered lesser beings, not fit to be bothered with unless one lands in the feast hall at an inopportune time. Combat: Marids perform as 26th-level spellcasters, and can use any of the following magical powers, one at a time, twice each per day: detect evil , detect good , detect invisibility , detect magic , invisibility , liquid form (similar to gaseous form ), polymorph self , and purify water . Marids can use any of the following up to seven times per day: gaseous form , lower water , part water , wall of fog , or water breathing (used on others, lasting up to one full day). Once per year a marid can use alter reality . Marids can always create water , which they may direct in a powerful jet up to 60 yards long. Victims struck by the jet take 1d6 points of damage and must make a successful saving throw vs. breath weapon or be blinded for 1d6 rounds. Marids also have the innate ability to water walk (as the ring). A marid can carry 1,000 pounds. Double weight causes tiring in three turns. For every 200 pounds under 2,000, add one turn to the time the marid can carry before tiring. A tired marid must rest for one hour. Marids swim, breathe water, are at home at any depth, and have infravision. They are not harmed by water-based spells. Cold-based spells grant them a +2 bonus to saving throws and -2 to each die of damage. Fire inflicts +1 per die of damage, with saving throws at a -1 penalty. Steam does not harm them. (from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992): NOBLE MARID: Noble marids are masters of the oceans. With currents as their muscles and pearls as their teeth, they are the handsomest and most powerful race of geniekind. Both huge and hugely powerful, noble marids can assume three forms: gaseous, liquid, and solid. In their watery form noble marid are a rushing current; in their gaseous form they resemble a fog. In their solid, humanoid form they are gigantic, gleefully towering over everyone around them. Their skin shimmers like pink pearls, though occasionally a noble marid will have the luster of either a white or black pearl. Their wispy hair is usually blue-black or dark grey. Noble marids typically stand 22 feet tall and weigh over 8,000 pounds. Noble marids are always clad in the finest clothes they can afford, but both male and female noble marids enjoy displaying their powerful physiques to intimidate smaller and lesser creatures. Male noble marids prefer to be bare-chested and wear elaborate pantaloons and turbans, while females prefer slit skirts and clever tunics that show only flashes of their pearly skin. Their garments are cut from huge swatches of bright cloth and decorated with as many attention-grabbing jewels and ornaments as they can find. Subtlety is not their strong suit. Combat: Noble marids’ spell-like abilities function at the 30th level of spell use. Their magic allows them to use any of the following spell-like powers four times per day: detect evil/good , detect invisibility , detect magic , invisibility , assume liquid form, polymorph self, and purify water . Twelve times per day they can assume gaseous form, lower water , part water , create a wall of fog , or bestow water breathing on others for up to one full week. They can cast airy water , control weather , cone of cold , and solid fog once per day. Once per month a noble marid can cast maelstrom . Noble marids can always cast water blast , which they can direct in a powerful jet up to 300 yards long, blinding the individual struck for 1d6 rounds (saving throw versus spell applies) and causing 2d6 points of damage. Marids also have the innate ability to water walk . A noble marid can freely carry 4,000 pounds in weight. Double this weight causes tiring in three turns. (For every 400 pounds under 8,000, add one turn to the marid’s carrying ability.) A tired marid must rest for six turns. Since marids travel often and widely, they only rarely become attached to enough heavy objects that they cannot carry all they have with them. Marids are very strong swimmers. They can breathe water and are at home at any depth. They have infravision to 120’. They are unaffected by extremes of water temperature — they are equally comfortable alongside icebergs or in scalding water. Noble marids are not harmed by water-based spells. Cold-based spells inflict either half or no damage. Fire inflicts +2 points per die of damage, with saving throws at a -2 penalty. Steam does not harm them. Habitat/Society: Although all marids lay some claim to nobility or even royalty, the truly noble marids are those that serve the padisha and scheme to succeed to the rulership of the empire upon her death. Thus noble marids entirely ignore their lesser cousins unless they in some way affect their standing at court or in the succession. All marids agree that their loose empire is ruled by the padisha, but there have often been several “true heirs” to the padisha’s throne simultaneously through the eons. The court of the Great Padisha of the Marids is called the Citadel of Ten Thousand Pearls, and it is an elaborate and graceful circular reef in warm waters on the Elemental Plane of Water, full of bright corals, corroded copper doorways, giant clams, bubbling air fountains, curtains and carpets of kelp, and schools of every sort of fish. Some of these fish are guardians and others are servants, but all are entirely loyal to the marids. The citadel contains from 2-200 noble marids at any time. Although most of the Citadel of Ten Thousand Pearls is accessible by swimming through passages and doorways made for the huge marids, there are also many narrow crevices accessible only to small fish or marid in their watery form. These passages connect all the larger areas as well as hollow regions of the citadel not otherwise accessible. Shafts of sunlight pour into and out of the citadel at apparently random places, but no area is without light unless the padisha wishes it. Some of the deepest interior portions are said to contain the hoarded treasures of the deep, given to the Padisha of the Marids as tribute: gold, shells, corals, the scales of great sea-monsters, and ten thousand pearls of great price. These pearls are of all colors, principally pink, white, grey, and black, and most are said to be fist-sized and lumpy rather than smaller and more perfectly formed. The Citadel of Ten Thousand Pearls is a resting place for many marid nobles, a place to meet and exchange information before traveling on. Hunts and jousts are often held there, and individual valor is prized. At other times (during unfashionable seasons known only to court “insiders”), the citadel is as abandoned as a ruin. The traveling household of a noble marid consists of 1-4 noble marids and is always accompanied by 1-8 common marids, who comprise various cousins, vassals, lovers, courtesans, followers, and kinfolk. In many cases (40%), they have also befriended 2-9 (1d8+1) servant creatures from the Elemental Plane of Water. They may have dragon turtle mounts, a squadron of water elemental or triton bodyguards, morkoth advisers, or killer whales as hunting animals. The fickle and wide-ranging tastes of the noble marids make the exact nature of their nonmarid companions unpredictable. Marids are champion tale-tellers, though most of their tales emphasize their own prowess and belittle others. When conversing with a noble marid, one must attempt to keep the converiation going without continual digression for one tale might or another, while not offending the noble marid. (Marids consider it a capital offense for a lesser being to offend a marid.) Flattery sometimes convinces them to undertake some course of action, but more often than not they stray off their intended course to seek some other adventure that promises greater glory. Bards often win their favor by restructuring all their songs and tales around the glory of the marid. This requires both a quick mind and a strong stomach, however, as the noble marids enjoy waves of praise rather than faint endorsements. Marids occasionally go on punitive expeditions against the other genies, just to remind them of their power. When they organize a war party, it is usually led by a single noble marid accompanied by 5-50 common marids and 2-20 creatures from the Elemental Plane of Water. Ecology: Noble marids have the least impact on other races of any of the noble genies; their attitude to the rest of the world is that all other creatures are inconsequential beings. The marids’ own concerns take up so much of their time that they have little effort to waste on what they see as the trivialities and irrelevancies of others. In most cases, this includes common marids as well, which is why almost every marid must declare himself a noble in order to get the attention of the true noble marids. Their absorbtion in their own affairs is a blessing for others, given the dangerous level of power of the marid nobles. When they do want something, noble marids stop at nothing to get it — entire fleets may disappear from the oceans, storms rage, and rivers dry up or overflow. Mages consider marids more trouble to conjure than they are worth, and the great power of the noble marids and their even greater fickleness makes this doubly true. A conjured and bound noble marid who is released will put aside all other tasks to gain quick vengeance against the mage who stole his freedom. Great Padisha of the Marids: The Great Padisha of the Marids has hundreds of titles, many of which are copied from her followers or adopted by them. She is the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts. Her courtiers typically include 1-20 noble marids, 5-500 common marids, and 10-100 visiting creatures of elemental water ranging from tritons to hippocampi to giant seahorses. The Great Padisha has all the abilities of a noble marid, and she has access to all spells of the province of the sea once per day. She is immune to all spells involving water, ice, steam, and electricity. She is subject to a continual detect lie spell, which doesn’t seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn’t allow it to influence her actions as a ruler. The Great Padisha has 30 Hit Dice and maximum hit points. The current Great Padisha’s appearance is subject to dispute. At times she has ebony skin the color of black pearl, a rounded face, and long tresses of coral red which she has bound about her head like a turban and set with black opals. At other times her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue which reveal either richer cloth or dark skin beneath. The court meets in the depths of the Citadel of Ten Thousand Pearls. The Pasha prefers to dazzle visitors with an initial display of her command of the seas, including things like unbalancing tides, schools of colorful fish swimming in dazzling patterns, or a display of bizarre luminescent creatures from the darkest recesses of the ocean’s trenches. The padisha’s whim completely determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha’ir) are given her undivided attention and probed and questioned on every statement they make. Unusual gifts are always appreciated, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding. The Padisha has kept her position because of her political acumen and skill at maneuvering in the politics of honor, her competitive generosity, and her knack at making the haughty marids feel like members of the same tribe rather than bitter rivals. Although the Great Padisha has a love of display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political dangers and costs of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times she relocates her entire court, thus preventing any coup while she is away and preoccupied. When the Great Padisha appears on the Prime Material Plane she always arrives as a localized monsoon, driving ships ashore, drenching the countryside with flooding rains, flattening palms, and whipping up enormous waves. Once she has arrived she generally travels with whales, sea monsters, and entire tribes of intelligent sea creatures such as mermaids and sahuagin. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Water Stat Block 5th Edition: - dndwiki.io - DnDBeyond - Monster Manual (2014) 3.5e: - d20srd.org 2nd Edition: - mojobob's website (& Noble Marid ) Abilities - Water jet - Powerful innate spellcasting - Cast Wish once per year - Immense physical strength, constitution - Immune to water-based magic - Resistant to acid, cold, lightning - Amphibious - Telepathy, Blindsight - Flight - Magic Resistance Appearance Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Size Hero Forge: 10'4" (XXL) Lore: Large (16-18 ft.) Suggested: Large to Gargantuan Other Monikers Water Genie Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DnDBeyond - 3rd Edition Manual of the Planes (2001) - 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992) - 2nd Edition Monstrous Manual (1991) - mojobob's website (& Noble Marid )
- Empyrean | Digital Demiplane
Empyrean Huge Celestial (Titan), Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From 5th Edition Monster Manual - 2014): Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured. Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs. Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans. Empyreans don’t age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean’s parents resurrects the empyrean unless he or she has a good reason not to. (From 3.5e Monster Manual - 2003): This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured. Titans are statuesque beings of heroic proportions. They have agile minds and powerful bodies. Many come from the plane of Arborea. Titans favor heavy armor crafted in ancient designs. They wear rare and valuable jewelry and generally make themselves seem beautiful and overpowering. Titans are wild and chaotic, masters of their own fates. They are closer to the wellsprings of life than mere mortals and so revel in existence. They are prone to more pronounced emotions than humans and can experience deitylike fits of rage. Many titans are powerful servants of good, but in ages past the race of titans rebelled against the deities themselves, and a number of titans turned to evil. An evil titan is an indomitable tyrant who often masters entire kingdoms of mortals. A titan is about 25 feet tall and weighs about 14,000 pounds. Titans speak Abyssal, Common, Celestial, Draconic, and Giant. Combat : Titans can wreak havoc with their massive warhammers, which are sometimes referred to as “mauls of the titans.” In addition to their considerable battle prowess, titans possess great speed and considerable magical power. A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction. Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty. Spell-Like Abilities: At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day—etherealness, word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based. In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will—daylight, holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based. Titans of evil alignment can use the following additional spelllike abilities: At will—bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day—Bigby’s crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based. Tactics Round-By-Round: Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spelllike abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time. Prior to combat: Invisibility purge or invisibility. Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight. Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents. Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble. Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents. Round 5: Full attack against any nearby opponent, or use fire storm. Use another quickened chain lightning if foes seem really dangerous. A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well. (From 2nd Edition Outer Planes Appendix - 1993): Titans are gargantuan, almost godlike men and woman. They, quite simply, look like 25’ tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering. In addition to speaking their own language, titans are able to speak the six main dialects of giants. All titans are also conversant in the common tongue as well as that commonly spoken by forest creatures, as these giants have close ties with nature. Combat: The basic attack of titans is their great maul (maul of the titans ). These monstrous beings are capable of attacking twice in a melee round and inflicting 7-42 points of damage per hit. Titans may choose to make a single other attack in a round. This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan’s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships. Titans can become ethereal twice per day. All titans are able to employ both mage or priest spells (dependent on the individual titan — only one, not both) as a 20th-level spell caster. In addition, all titans have the following spell-like powers, at 20th level of spell use, usable once per round, one at a time, at will: advanced illusion , alter self , animal summoning II , astral spell , bless , charm person or mammal , commune with nature , cure light wounds , eyebite , fire storm , hold person , hold monster , hold undead , invisibility , levitate , light , mirror image , pass without trace , produce fire , protection from evil, 10’ radius , remove fear , remove curse , shield , speak with plants , summon insects , and whispering wind . Titans are not affected by attacks from nonmagical weapons. Habitat/Society: Titans are livers of life, creators of fate. These benevolent giants are closer to the well springs of life than mere mortals and, as such, revel in their gigantic existences. Titans are wild and chaotic. They are prone to more pronounced emotions that humans and can experience godlike fits of rage. They are, however, basically good and benevolent, so they tend not to take life. They are very powerful creatures and will fight with ferocity when necessary. To some, titans seem like gods. With their powers they can cause things to happen that, surely, only a god could. They are fiery and passionate, displaying emotions with greater purity and less reservation than mortal beings. Titans are quick to anger, but quicker still to forgive. In fits of rage they destroy mountains and in moments of passion will create empires. They are in all ways godlike and in all ways larger than life. And yet is should be noted that titans are not gods. They are beings that make their home in Olympus and walk among the gods. Yet they are not omnipotent, omniscient rulers of the planes. Sometimes their godlike passions and godlike rages make them seem like deities, however, and it is common for whole civilizations to mistake them for deities. In one society, Jeuron, a titan with dominion over knowledge, was revered as a god for centuries. Those mortals built their whole civilization around him and Jeuron revelled in the worship. He even walked among them occasionally to see their love and admiration. But Odin, of the Norse mythos, discovered his deception and punished Jeuron by shackling him to the bottom of the deepest sea for 100 years. Titans have a natural affinity for storm giants . Those giants are the closest beings the titans have found to peers and they will readily befriend them. In any group of titans, there is a 35% chance that they will be accompanied by one or more storm giants. Although titans can sometimes be condescending by nature, they never treat the storm giants as subordinates or inferiors. On Olympus, titans have developed a culture similar to what they found there. They wear similar clothing, eat similar foods, play similar music, etc. It is unclear why this has occurred. Perhaps the titans, in a godlike whim, adopted their favorite mortal lifestyle. Such would not be unusual for these great beings. Titans primarily dwell in great palaces and mansions in Olympus where they live their lives whimsically. There they will dance, sing, study, debate and engage in all other manner of activities with titanic proportion. If a titan finds something that interests him, it would not be unusual for him to study it in great detail for many weeks, only to leave it when his interest has waned. They may also engage in debates or arguments that last literally for weeks at a time. These debates might end in a jovial laughter and good spirits or in thunder and rage. Such are the whims of titans. Ecology: Titans are basically identical to humans, except much larger. What makes them immortal is not known. Perhaps it is their enchanted existence in the halls of Olympus. These giants are commonly known to experience the same range of emotions as humans do. They develop idiosyncrasies as humans do, also. In fact, titan mannerisms emulate those of humans very closely. Again, it is difficult to tell if the titans are whimsically copying humans, or vice versa. Titans, being godlike creatures, tend to be very diverse and unique. Each individual titan (or sometimes group of titans) have a special power is that related to their personality or sphere of influence. These powers are very different, and usually very strong. Some examples of the powers of a titan are explained below: Algorn , a titan that has influence over the seas, has the ability to create water whenever he chooses to. This water can be vast as he desires, up to the volume of a medium-sized lake. Algorn can simply cause the water to flow, he can cause it to jet out from his hands (washing away everything in its path away), or he can even cause the water to be frozen. Mane , a titan with dominion over felines, has the ability to change into a giant form of any cat. When he transforms, he is instantly cured of all wounds, poisons, and diseases. Mane may change into a cat and back again five times per day. Porphyl is a titan with the power of growth. He may cause any immature life to grow to maturity. Thus, he can cause crops to grow, he can make a boy grow to manhood, etc. Porphyl is very wise and would never abuse his ability. Malephus , a titan with influence over law and justice can unerringly detect any spoken lie and any bad intention. He is often used by many greater powers in trials of justice. Malephus is totally honest; he is incapable of lies or deception. Syllia, a titan with power over love, can remove any negative feelings from any being (except deities and powers). She has the ability to remove hatred, unhappiness, depression, etc. Syllia cannot remove the feeling permanently, but for at least a day or so. The deities of the upper planes often employ her power when trying to stop wars. Girzon , a titan with dominion over death, can take the life from any living being. It should be noted that Girzon has never used this ability unless commanded to by a deity. Girzon’s restraint and self-control is revered by other titans. Greater Titans Rumors exist of a race of titans more powerful still than common titans. These greater titans are said to be very close to the gods and always accompany one (with some deities and powers being attended by more than one greater titan). Perhaps greater titans were formally common titans who have grown so great in power that the gods brought them closer to themselves. Such matters are not common knowledge. It is very difficult to provide combat statistics for greater titans. Like the gods themselves, greater titans are simply not subject to aggression from nondivine beings. They are never harmed by such attacks. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Upper Planes (often Aborea/Olympus) Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Hurl bolts of divine energy - Massive magic weapons that stun creatures - Powerful innate spellcasting - Legendary Actions - AOE Trembling strike knocks creatures prone - Bolster allies against fear, charm, advantage on saves and ability checks - Immune to nonmagical attacks - Legendary Resistance - Magic resistance - Truesight Appearance This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured. Size Hero Forge: 11 ft. (XL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers Titans, demigods Sources - Forgotten Realms Wiki (Empyrean) - Forgotten Realms Wiki (Titan) - 5th Edition Monster Manual (2014) - 3.5e Monster Manual (2003) - D&D 2nd Edition Outer Planes Appendix (1993) - Angry Golem Games - DndBeyond - mojobob's website
- Rutterkin
Rutterkin Rutterkin Hero Forge Mini Double mini, no kithash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons (see the Monster Manual) that follow in the wake of the rutterkin mob that laid them low. From The Book of Vile Darkness (2002): Rough, crude, and bestial, rutterkins understand nothing but brute force. These bullying demons are mean and cruel, trapped in a life of never-ending pain, unhappy unless they are inflicting violence. They roam the Abyss in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up on it). These demons are outcasts eveni nthe Abyss. Of all other demons, only the chasmes treat them as allies, and that is only because they find rutterkins easy to master and dominate. Rutterkin are the misshapen results of the foul and chaotic energies that course through the Abyss, formed in a process not unlike the disease known as warp touch. As such, they are always in pain and frequently howl and grimace, writhing and contorting as their corrupted bodies mutate with no rhyme or reason. The forms the rutterkins are cursed with are not always the most efficient, and about 10% of the time, a rutterkin encountered is so malformed that one of its arms does not work, or its limp actually slows its speed by 10 feet. From Planescape: Monstrous Compendium Appendix I (1994): Rutterkin are tanar’ri mutated by energies unknown. They are complete outcasts, not even cannon fodder in the Blood War. However, rutterkin do unwittingly serve the tanar’ri. Rutterkin so hate their position that they wander the Abyss in solitude. There, they never attack any tanar’ri save for least tanar’ri. However, they savagely attack non-tanar’ri they see. Although the rutterkin are usually far too weak to stop intruders, these pathetic creatures try to gate in reinforcements, thereby spreading the alarm. The nalfeshnee might create the rutterkin directly from the life forces of evil but incompetent beings who come before them for judgment. Rutterkin more truly represent chaos than their kin, for they are bound to no cause, have no society, and serve no master. Even the chasme ignore them. Ancient stories of the origin of the rutterkin say that many millennia ago, a race of humans in a distant corner of the Prime Material Plane experimented with plane and probability travel. These cerebral beings explored the Prime Material Plane and eventually expanded into the Inner and Outer Planes. When they discovered the Abyss, they were enslaved by the tanar’ri, who had never before encountered beings other than themselves. Originally, tanar’ri abuse changed the rutterkin into what they are, but now other types of creatures can become rutterkin as well. Combat: Rutterkin are known for the strange weapons they carry. Some of their favorites include: a snap-tong device that inflicts 2d4 points upon hitting and then continues to inflict like damage each round until the opponent breaks free by scoring a hit on the weapon (AC 5); a polearm with a double crescent head; a saw-toothed flatchet (broad-headed sword that is +1 damage versus unarmored opponents); and a 3-armed blade thrown from a sling-like device. A rutterkin can also attack with two claws (1d6+1 damage each). They dislike this attack because their malformed bodies feel pain if they strike (as one with a sprained wrist would feel pain from punching). Rutterkin groan and yelp when they attack with their claws. In addition to those available to all tanar’ri, rutterkin have the following spell-like abilities: fear (by touch), fly, and telekinesis (3 times per day). Rutterkin can gate in 1-8 least tanar’ri once per day with a 50% chance of success. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's Website Abilities - Causes immobilizing fear - Warping plague bite that transforms victims into manes or abyssal wretches Appearance These twisted, malformed creatures usually are hunched over, walking with a stagger of limp. Their skulls are pointed, their eyes small and vicious, and their features assymetrical and deformed. Their mottled green and blue-violet skin is nearly hairless. No two look exactly alike. Size Hero Forge: 7 ft. Lore: Medium (5-7 ft.) Suggested: Medium Other Monikers None Sources - Mordenkainen Presents: Monsters of the Mulriverse (2022) - Mordenkainen's Tome of Foes (2018) - Book of Vile Darkness (2002) - Planescape Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's Website
- Shadow Fiend
Shadow Fiend Shadow Fiend Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Dungeons & Dragons Monster Manual (2014): When a demon’s body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion. Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind. Shadowy Nature. A shadow demon doesn’t require air, food, drink, or sleep. From Planescape: Monstrous Compendium Appendix II (1995): Shadow fiends have no known language, although it is said that they can communicate with other creatures from the Lower Planes. No mortal has ever confirmed this. however. Shadow fiends live in small villages throughout the Lower Planes. They have a high sense of the aesthetic. and their villages are noted for the sculptures of pure darkness. (Shadow fiends cannot use the ability to sculpt darkness outside of the Lower Planes, and the time and concentration required to do so prevents its use in combat.) Many villages are built around a gate to some other plane. These gates are tiny (only a few feet tall) and well hidden. if trapped on a foreign plane, shadow fiends seek and dwell with ancient black dragons. Some speculate that the shadow fiends have some biological tie, or perhaps even social ties, with these evil dragons. Certain researchers of magic would find confirmation of this rumor valuable Shadow fiends are a race of traders in the Lower Planes. They deal in minds that they have captured in dark gems. An imprisoned intellect of great power and lore, such as a wizard with a high reputation, can interest many buyers and provoke intense bidding wars. The shadow fiends trade the captured intellects for raw evil magic, which they shape by unknown processes into more shadow fiends. Shadow fiends seek powerful minds to imprison and sell, but sometimes they inadvertently steal the intellects of braggarts and know-alls. These little minds, prone to brag of their status, thereby attract a shadow fiend’s notice. Soon the victims find themselves on a trading block in the Lower Planes. Some say the powers of the Lower Planes have close ties to the shadow fiends, and that the powers can command the fiends to do their bidding Some say the powers of the at any time. Combat: Like shadows, which many believe (wrongly) are related creatures, shadow fiends are 90% undetectable in 5 dim light or shadows. When they attack those who have not spotted them, they always gain surprise. Each round the monster can strike with two claws (ld6 damage Whenever the shadow fiend gains surprise, it springs onto its victim. Because of the small wings on its back, it can leap up to 30’ and strike with four claws (each doing ld6 damage). When it leaps, it cannot use its bite attack. In combat, the power of the creature depends on the lighting in the area. bright lighting In brightly lit areas (open sunlight or a continual light spell), the shadow fiend is greatly weakened; its Armor Class is 9 and all attacks that strike it inflict double damage. Because of this, shadow fiends flee from each) and bite (ld8 damage.) Whenever the shadow fiend gains surprise, it springs onto its victim. Because of the small wings on its back, it can leap up to 30’ and strike with four claws (each doing ld6 damage). When it leaps, it cannot use its bite attack. In combat, the power of the creature depends on the lighting in the area. Bright lighting: In brightly lit areas (open sunlight or a continual light spell), the shadow fiend is greatly weakened; its Armor Class is 9 and all attacks that strike it inflict double damage. Because of this, shadow fiends flee from opponents in bright light. Dimmer lighting (torch, lantern, or a light spell): The shadow fiend is somewhere better off. Here, it has Armor Class 5 takes normal damage from attacks, and gains +1 on its attack rolls. Darkness (anything up to candlelight or moonlight): The creature is at its deadliest. It gains +2 on all attack rolls, it has Armor Class 1, and all damage done to it is halved. Regardless of lighting, the shadow fiend is immune to damage from fire, cold, and electricity. A light spell cast directly upon the creature inflicts ld6 points per level of the caster, although this dam Once per day the shadow fiend can cast a darkness , 15’ radius spell or subject all persons within a 30’ area to a fear spell. Once per week, it can cast a magic jar spell at a single target, provided that it has a suitable receptacle for the victim at hand. If the victim of the magic jar attack saves vs. spells, the shadow fiend is stunned and cannot act for ld3 rounds. Shadow fiends can he turned by clerics as “special” creatures on the undead turning chart. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DnDBeyond Abilities 5e: - Shadow stealth - Incorporeal movement - Claws 2e: - Cast Magic Jar, trapping a victim's soul - Cast darkness Appearance The shadow fiend looks like a tall, slender humanoid with small batlike wings and a body composed of darkness. Both the long fingers and slender toes of the creature end in terrible claws that inflict gaping wounds on enemies. Size Hero Forge: 11 ft. Lore: Medium (6 ft.) Suggested: Medium to Large Other Monikers Shadow Demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond
- Lammasu | Digital Demiplane
Lammasu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount mini, 3 variants below Description (from 2nd Edition Monstrous Manual - 1993): The lammasu, a winged leonine figure with a human head, aids and protects lawful good persons. They are generally kind and friendly to all good creatures. Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards. Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. They communicate in their own tongue, in common, and through a limited form of telepathy. Combat: Since lammasu are concerned for the welfare and safety of good beings, they almost always enter combat if they see good creatures being threatened, in the way least likely to cause harm to the good beings. Lammasu are able to become invisible or dimension door at will. They radiate a protection from evil, 10’ radius (-2 penalty to all evil attacks, +2 bonus to saving throws against evil attacks). Additionally, they are able to use priest spells up to 4th level, at 7th-level proficiency. Lammasu can employ four 1st-level spells, three 2nd-level spells, two 3rd-level spells, and one 4th-level spell. They have cure serious wounds (4d8+2) and cure critical wounds (6d8+6), and 10% of lammasu can speak a holy word as well. If all else fails, lammasu can attack with their two razor-sharp front claws, inflicting 1d6 points of damage each. If they choose to swoop down from the sky on a target, this damage is doubled. Habitat/Society: The lammasu have a very structured and lawful society, reflecting their alignment. They are organized in prides, just like lions. They dwell in old, abandoned temples situated in warm regions. These temples have not lost their consecration, and in some way, the lammasu are the self-appointed resident guardians of these high and holy places. As a rule, only one pride of lammasu is ever found in a 25-mile area; they spread themselves out so they can respond quickly to any evil outburst. Lammasu females fight as effectively as the males; for every four lammasu encountered, one is a female. When found in their lair, there are young equal to 25% of the adult population. Female lammasu have the heads of women, with long, hair. Once a month, the pride leaders gather together to consort about how the war on evil goes. This grouping is called the Whitemoon, since it takes place on the first night of the full moon. There are usually 6d6 lammasu and 2d4 greater lammasu, with the latter presiding over the meeting. Such a gathering of lawful good causes the entire temple where they meet to glow in a pure light, until it breaks up at dawn. There is perhaps no safer place in all the world that night. Though they dwell in warm areas, they occasionally visit every clime. They speak their own tongue as well as common. At times they use a limited form of telepathy. Good-aligned strangers are always well received. Neutrals are watched carefully, but are treated politely unless the outsiders begin causing trouble. Evil beings are firmly asked to leave, and if they fail to do so, they are attacked by the pride. In case of trouble, there is a cumulative 10% chance per turn that a neighboring pride picks up a telepathic summons and come to help out the original pride. Lammasu harbor an especially strong dislike for lamias and manticores . Some foolish people confuse lammasu for manticores, which does little to improve the lammasu disposition toward them. Ecology: Lammasu keep the wastelands from being completely overrun by evil creatures. Their aid to frontier settlements is beyond measurable value. Greater Lammasu: These creatures are slightly larger than a lesser lammasu and one or two may be found dwelling with a pride of six or more lesser lammasu. Greater lammasu can travel the Astral and Ethereal Planes, become invisible , teleport without error and dimension door , all at will. They radiate protection from evil in a 20’ radius (-4 penalty to evil attacks and +4 bonus to saving throws) and have the curative powers of their lesser cousins. Their priest spells consist of five 1st-level, four 2nd-level, three 3rd-level, two 4th-level, and one 5th-level spell. Fifty percent of greater lammasu can speak a holy word as well. They cast spells as 12th-level priests. Greater lammasu have empathy, telepathic communication, and speak their racial speech and the common tongue. Despite their greater stature, these lammasu are just as gentle and humble as their lesser brethren. (from 2nd Edition Monstrous Compendium - Outer Planes Appendix - 1991): CELESTIAL LAMMASU: Celestial lammasu are close relatives of the lammasu native to the Prime Material plane. These, however, make their homes among the wilderlands of Olympus. Celestial lammasu are sometimes also known as the “lions of the Mount”, referring to Mount Olympus, in whose shadow they so often are found. As might be expected, a celestial Lammasu has the body of a large, powerful lion . Extending from its back are great wings with long, beautiful feathers. Its head has the face of a human with keen, intelligent eyes and a long, flowing mane. Each individual has a very majestic appearance, projecting its power and belief in ultimate goodness. Celestial lammasu pride themselves on the number of languages they speak — they will use their tongues ability if necessary. Combat: Celestial lammasu are creatures of tremendous power and prowess in battle. They will readily enter any combat where creatures of good alignment are being threatened by evil. At times, the Lions of the Mount will even come to the aid of nonevil neutrals warring against evil, The celestial lammasu’s physical attack consists of two huge, raking paws that inflict 2-12 points of damage per hit. Due to the nature of the celestial lammasu, their claw attacks can damage creatures normally only hit by magical weapons. A celestial lammasu can also — when flying — dive down on its opponent with two claw attacks gaining +2 on its attack roll and inflicting double damage (4-24 per claw). These outer planer denizens also have considerable spell power. They may cast priest spells as if they were 15th-level priests with major access to all spheres. In addition, they have the spell casting ability of a 12th-level wizard. They need not maintain spell lists as does a mortal wizard. Instead, they request their wizard spells daily from any school except necromantic. In addition to their spell casting abilities, celestial lammasu have the following spell-like powers that can be used once per melee round, one at a time, at 20th level effect: cure light wounds cure serious wounds dispel evil dispel magic , 7 times per day holy word , 3 times per day plane shift protection from evil , triple normal strength, extends around all good creatures within sight of the celestial lammasu teleport without error tongues , always active wish, 1 time per day, only in times of dire need Celestial lammasu are immune to damage from nonmagical weapons and magical weapons of +3 or lesser enchantment. They naturally regenerate 4 hit points per melee round. Celestial lammasu dwell in the layers of Olympus from which they wage constant war on evil throughout the outer and inner planes. They take special interest in lammasu on the Prime Material plane — the celestial lammasu provide guidance and occasional support to their mortal cousins. There are 36 celestial lammasu known to exist, each with its own true name. Once every 10 years, one of the celestial lammasus will attend a special meeting, called a Whitemoon, with certain lammasu of the Prime Material plane. In attendance are the leaders of all the lammasu prides for hundreds of miles around. The leaders discuss their efforts against evil with each other and with the celestial lammasu. During the night of this Whitemoon, the lammasu temple glows a brilliant white that can be seen for many miles — it becomes a scintillating focus of goodness. Any evil creature that comes within one mile of the temple is destroyed outright and any nonevil neutral that approaches within one mile of the temple is put magically to sleep for the duration of the night. One important note is that celestial lammasu do not directly serve a deity or power like the aasimons do. Although their actions serve the interests of the powers of good alignment, they are concerned only with their own personal wars on evil. Ecology: Celestial lammasu are above and outside the normal ecological cycle. They have absolutely no natural predatorial enemies. Too, they never feed on other life forms for sustenance; rather they draw nutrients directly from the goodness of the upper planes. (from Monster Manual v3.5 - 2003): This creature has the golden-brown body of a lion, the wings of a giant eagle,and the face of a human. Lammasus are noble creatures that are concerned with the welfare and safety of all good beings. These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight. The demeanor of a lammasu is noble and stern, but these creatures can be quite compassionate. A typícal lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial. Combat : A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil. Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law. Typical Cleric Spells Prepared (6/6/5/4/2,save DC 13+ spell level) 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detectevil, divine favor, entropic shield, protectionfrom evil; 2ndaid", bear's endurance, bull's strength, lesser restoration, resist energУ 3rd-daylight, dispel magic, magiccircle against evil, remove curse; 4th-holy smite",neutralize poison. Domain spell. Domains: Good and Healing, Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius. Spell-Like Abilities: 2/day-greater invisibility (self only): 1/day-dimension door. Caster level 7th. Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +12 melee, damage 1d6+3. Skills: Lammasus have a +2 racial bonus on Spot checks. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half GOLDEN PROTECTOR (Celestial Half-Dragon Lammasu): Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil. Combat: The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half. Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent. Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor (2),entropic shield, protection from evil; 2nd-aid, bear's endurance, bull's strength, lesser restoration, resist energy: 3rd-daylight, dispel magic, magic circle against evil", remove curse; 4th-dismissal, holy smite",neutralize poison. Domain spell. Domains: Good and Healing. Rake (Ex): Attack bonus +19 melee, damage 1d6+4. Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.) Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea (Olympus), Mount Celestia (Lunia), Prime Material Plane Stat Block 5th Edition: - 5esrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website (Lammasu) - Mojobob's website (Celestial Lammasu) Abilities - At will: Invisibility, Dimension Door - Permanent Protection from Evil - Cleric spellcasting - Claw and bite attacks, diving swoop for extra damage - Flight Appearance Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards. Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. Size Hero Forge: Mount (XL) Lore: Large (5' high shoulder) Suggested: Large to Huge Other Monikers Lesser Lammasus, Greater Lammasus, Celestial Lammasu Sources - 5esrd.com (homebrew) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - 2nd Edition Monstrous Compendium: Outer Planes Appendix (1991) - Mojobob's website (Lammasu) - Mojobob's website (Celestial Lammasu)
- Warrior
Warrior Warrior Medium Monstrosity, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual I - 2003): Formians hail from the plane of Mechanus. They seek to colonize all that they see and incorporate all living things into their hive as workers. Expansionist in the extreme, formians are dedicated to spreading their colonies until they have taken over everything and their order is unquestioned. To further this end, they attack all other creatures, usually to put them to work building and expanding cities. Formians maintain these “conscripted” workers as well as those mentally dominated by the power of their taskmasters. A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself, although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians. The Warrior: Formian warriors exist only to fight. Warriors rank only slightly above workers. They communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise. A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds. Combat : Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics. A formian warrior’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based. (From Planescape: Planes of Law Monstrous Supplement - 1995): "Had mine eyes ever beheld such beauty? To think, all fashioned by a bug!" - Unknown traveler upon reaching a formian city Native to Arcadia, formians are also called centaur ants. As their moniker indicates, they appear to he uprightwalking ants, but their sentience is that of warmblooded creatures as opposed to insects. They’ve always inhabited Arcadia, and sages say they always will. Though formians found on the Prime make war on each other, Arcadian formians of different hives have learned to live together peaceably. Similar to true ants, there are three basic types of formians: the worker, the wamor, and the myrmarch. (A fourth type, the queen, is extremely rare.) Unlike ants, formians’ waists are flexible; thus, they often move with only four legs, their heads and thoraces raised. Their forelegs are jointed at the wrist and have three opposing claws, which they can use to manipulate objects and to attack. Formians come in various subdued colors, which serve no function other than to indicate their cities of origin. Formians of warrior level and higher can communicate with humans, though their version of common sounds more like eerie chittering. They communicate with one another in their own speech, which is incomprehensible to most other beings. The Warrior: The warrior is the size of a pony, and its claws are indicative of its capability to defend the hive. Combat : Warriors attack with their mandibles, two forelegs, and a stinger that injects poison, causing 2d4 points of damage (save versus poison or suffer -2 to attack rolls for ld6 turns). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus & Arcadia Stat Block 5e: Homebrew stats on dmdave.com 3.5e: Dungeons & Dragons Monster Manual I (2003) 2e: Planescape: Planes of Law Monstrous Supplement (1995) Abilities - Poison stinger - Attacks with biting mandibles, foreleg claws and held weapons Appearance This creature is about the size of a pony. It looks like an ant, but holds its head and thorax upright. Its mouth features powerful-looking mandibles. The creature has humanlike shoulders and arms ending in powerful hands with sharp claws. Its abdomen bears a stinger. A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds. Size Hero Forge: 7 ft. (XXL) Lore: Medium (5 ft.) Suggested: Medium to Large Other Monikers Ant centraur, Warrior Ant, Formian Warrior Sources - Video by AJ Pickett - Forgotten Realms Wiki - Homebrew stats on dmdave.com - Dungeons & Dragons Monster Manual I (2003) - Planescape: Planes of Law Supplement (1995)
- Maw Demon
Maw Demon Maw Demon Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Volo's Guide to Monsters (2016): Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery’s gullet. Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don’t command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon. Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon’s Stomach Contents table. Maw Demon’s Stomach Contents: d8 Stomach Contents 1 - Intact wine skin with wine still in it 2 - Iron skillet 3 - Remnants of silk banner embroidered with a moon-and-stars motif 4 - Corroded gauntlet with skeletal hand in it 5 - Assorted keys 6 - Old leather boot 7 - Beehive 8 - Humanoid teeth Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond Abilities - Disgorge stomach acid - Eyes and clawed hands on all sides of its body - Oversized maw leads to demon lord Yeenoghu's stomach - Immune to being charmed, frightened, poisoned Appearance A maw demon resembles an enormous toothy mouth surrounded by a small plethora of stubby appendages. The squat, bulbous body of a maw demon is practically split in half to accommodate their giant gullets and their four arms work to carry food to their slavering jaws. Their ugly hides are a shade of dull brown. Size Hero Forge: 3 ft. Lore: Medium Suggested: Medium to Large Other Monikers Abyssal Maws Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DnDBeyond
- Ruvoka | Digital Demiplane
Ruvoka are giant warrior druids of the elemental planes, and the ulimate survivalists of some of the harshest realms in existence. Each tribe specializes in a different element. Hardly anyone knows about these badasses. This is a crime. Ruvoka Large Elemental, Neutral Hero Forge Mini Single mini, no kitbash, 6 variants Alternate Versions Size Hero Forge: 7-12 ft. (no kitbash) Lore: Large (7-12 ft. tall) Suggested: Large Abilities - Powerful druid spellcasting (elemental) - Enchanted weapons and armor (elemental) - Immune to cold, fire, lightning, acid, poison, and thunder damage -Resistant to necrotic and radiant damage - Requires no air to breathe - Great strength and constitution - Powers grow with age - Can fly or phase through stone according to the element of their tribe/home plane Stat Block 5th Edition: - None 2nd Edition: - Planescape Monstrous Compendium Appednix III (1998) - Dark Sun Appendix II - Terrors Beyond Tyr (1995) - Mojobob's website (planescape) - Mojobob's website (Athas) Home Plane Inner Planes, Athas Other Monikers None Appearance Brajeti resemble large, well-tanned, hairless humans who dress in bronze armor and carry bronze swords and shields. Ethilum resemble large, pale blue, elflike beings with white feathered wings and long, flowing hair, wearing only white clothing and armed with whips and javelins. Kaltori are bearded, red-skinned, stocky, human-looking beings wearing searing hot plate armor and bearing fiery red tridents. Zathosi are large, gray-skinned, wrinkled humanlike creatures resembling old men. Zathosi wear stone-colored robes and carry mauls of stone. Sources - Planescape Monstrous Compendium Appednix III (1998) - Dark Sun Appendix II: Terrors Beyond Tyr (1995) - Mojobob's website - Mojobob's website (planescape) - Mojobob's website (Athas) Description (From Planescape - Monstrous Compendium Appendix III - 1998): As if geniekind , elemental grues , animentals , Archomentals, and, of course, elementals themselves weren’t enough, the Elemental Planes are also the home of the ruvoka. Fact is, these tall, gaunt humanoid creatures’re known to inhabit almost all or the Inner Planes, even those as far-flung and inhospitable as Vacuum or Lightning. Only the two energy planes seem to be without ’em, though it just may be that they haven’t been discovered there yet. Simply put, the ruvoka’re tough bashers, able to survive just about anywhere. While they can be killed, they don’t age or die of natural causes. The ruvoka are identified by thc tribe to which they belong. Some of the most well-known tribes’re the brajeti and the zathosi of Earth, the cthilum of Air, the kaltori of Fire, the ramoka of Steam, and the sartarin of Ash. Each tribe has its own language, though all ruvoka possess a form of telepathy that allows them to communicate with any intelligent creature. Combat : Ruvoka begin their lives with 3 Hit Dice, but as they mature and grow more skilled during their incredibly long existences, they gain more and more power. Individuals of 15 or more Hit Dice have been encountered. Ruvoka use weapons in combat. and often they’re enchanted and imbued with elemental energy. Each ruvoka has a 5% chance per HD of possessing one of these special weapons, which inflict 2d4 or 2d6 additional points of related elemental damage — kaltori tridents, for example, forged on the plane of Fire, cause extra heat damage. The tough elemental flesh of the ruvoka grants them a natural Armor Class of 6, but most wear some kind of armor anyway. As before, each has a 5% chance per HD of owning magical armor. (Note that a ruvoka’s chance of having an enchanted weapon is separate from his chance of wearing enchanted armor.) Ruvoka are druids as well as warriors, though they’re not limited by any druidic strictures. That is, they don’t face the weapon and armor restrictions of that class. Each ruvoka operates as a druid of a level equal to twice his total Hit Dice, but no higher than 20th level. Each has major access to a sphere appropriate to his element (or one that’s very close) and may have minor access to a sphere of a related element. For example, the brajeti, who once lived on the quasiplane of Dust but have since migrated to the plane of Earth, have major access to the sphere of elemental earth but retain minor access to that of elemental air. The vandesh of the Paraelemental Plane of Ice have major access to the sphere of water and minor access to that of air. All ruvoka are immune to any harm caused by their own element and can move through it with ease. Those of Air can fly, those of Earth can phase through stone like a xorn, and so on. Habitat/Society: The ruvoka organize themselves into tribes, with many tribes per plane. Each group has a different appearance, language, manner of dress, choice of weapon, and set of customs. For example, the brajeti of Earth resemble large, tanned, hairless humans, and they use shining bronze armor and weapons. The zathosi, also of Earth, resemble tall humans with gray skin that’s so wrinkled it makes them look like old men. They wear robes that appear to be made of stone and wield huge, heavy mauls. Despite their tribal structure, the ruvoka are particularly insular and isolated as a rule. When planewalkers stumble across members of the race, they usually find only a single individual on a mysterious errand. Sometimes, one of these traveling ruvoka will approach other creatures to ask for help in accomplishing his goals. Generally, those who offer their aid can expect to be rewarded with a minor bit of elemental magic, or perhaps even the ruvoka’s help in achieving some end of their own. However, they shouldn’t expect to learn what the ruvoka’s up to — he won’t reveal the ultimate purpose of his mission. Occasionally, these mysterious cutters show up on planes other than their own, even the Prime Material. Some tie themselves to particular areas of the Prime related to their element, but no one knows the dark of it. The ruvoka aren’t interested in any affairs but their own, and they don’t seem willing to share their secrets. Ecology : Chant is the ruvoka aren’t a planar race at all, but merely transformed prime-material bloods who’ve adapted themselves to the Inner Planes. Still, even if that were true of the first ruvoka, they’ve since produced offspring who’re genuine natives of their respective planes. One story of the origin of the ruvoka tells of a mortal prime named Garat who traveled to the Elemental Plane of Fire and accidentally wandered into the palace of Calif Alibashal, a powerful efreeti lord. Rather than being angry, the calif was amused by the intruder, and decided to inflict upon the sod the irony that he so enjoyed. “Little mortal, I have summoned you,” the calif lied. “Now you must grant me one wish.” This announcement surprised and worried Garat, yet he was canny enough not to contradict the efreeti. “Wise and wondrous Calif,” the prime said, bowing low, “grant me the pleasure of hearing your request.” The efreeti lord smiled a toothy grin as his jest took form. “Ah, little man, I wish you to bring me the head of Baashizar, my rival.” “Your words are wise and your wish is just. With your leave, I shall make your desires reality.” With that, Garat departed from the palace, fully intending to give it the laugh and never return. But he suddenly became curious. The efreeti was obviously playing a joke, but what would he do if Garat actually fulfilled his wish? The mortal came from the prime-material world of Athas, after all; he knew he was a strong and capable warrior and a clever spellcaster. He decided that he’d try. Garat traveled many days across the plane of Fire to the lair of the efreeti known as Baashizar, then found his way through the lord’s traps and guardians. Suprising the efreeti at his own dinner table, Garat leapt at Baashizar and a terrible battle ensued that lasted for many hours. Days later, Garat appeared again at the palace of Calif Alibashal. He held the head of Baashizar aloft. “Great and powerful Calif, as you have spoken, so have I done. Your wish was my command!” Alibashal was so surprised and impressed that he called the mortal before him. “You are far more capable and loyal than I had dreamed, little man. Unlike the geniekind who are summoned to your worlds and forced to grant the wishes of others, you have done so willingly and efficiently. That is something worthy of respect. For your deed, I grant you immortality and life forever here in my realm. Further, those like you who follow in your steps shall gain homes throughout all the elemental spheres. We shall welcome such as you as our own.” Garat, then, became the first of the ruvoka. And from then on, supposedly, mighty druids from tile Prime (a great many from Athas) journeyed to the Inner Planes and adopted them as their homes. (From Dark Sun Appendix II: Terrors Beyond Tyr - 1995): Ruvoka are creatures from the elemental planes. They travel the planes easily, even the Astral Plane, but on Athas they are bound to certain locations. They often work with druids. It is said druids who reach 18th-level or higher can become ruvoka. Ruvoka have their own language, but with other intelligent beings use a limited form of telepathy.' The four best known ruvoka are the brajeti, ethilum, kaltori, and zathosi. Brajeti resemble large, well-tanned, hairless humans who dress in bronze armor and carry bronze swords and shields. Ethilum resemble large, pale blue, elflike beings with white feathered wings and long, flowing hair, wearing only white clothing and armed with whips and javelins. Kaltori are bearded, red-skinned, stocky, human-looking beings wearing searing hot plate armor and bearing fiery red tridents. Zathosi are large, gray-skinned, wrinkled humanlike creatures resembling old men. Zathosi wear stone-colored robes and carry mauls of stone. Combat : Brajeti attack with their swords. Ethilum attack with their javelins or whips. Kaltori attack with their tridents doing an additional 2-12 (2d6) points of damage from its magical heat. Zathosi attack with their mauls. Their mauls require a Strength of 21 to lift and use effectively. All ruvoka weapons are considered +2 magical weapons. All ruvoka can cast spells as druids of 20th level. Brajeti have major access to the Sphere of Earth and minor access to the Sphere of Air. Ethilum have major access to the Sphere of Air. Kaltori have major access to the Sphere of Fire and minor access to the Sphere of Earth. Zathosi have major access to the sphere of Earth. Habitat/Society : Ruvoka are extremely secretive and little is known about their homes. Ecology : Ruvoka are elemental creatures that are outside the ecology of Athas.
- Salamander | Digital Demiplane
Salamander Large Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from 5th Edition Monster Manual - 2014): Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake . A fire snake matures into a salamander adult within a year. Enslaved by the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers’ work was done. Turning instead to strike against salamanders, the efreet conquered and enslaved them, then sent them out to unleash war and destruction across the planes. Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders’ hatred and pitting them against the efreet’s former servants. The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than enslaving them. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers , salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. (from 3.5e Monster Manual I - 2003): This being has a muscular humanoid upper body with a hawkish face. Its body is serpentine from the waist down, and is covered in red and black scales. Flame-shaped spines sprout form the creature’s spine, arms, and head. The Elemental Plane of Fire is home to many strange creatures, including the fearsome legions of the salamanders. These serpentine beings dwell in metal cities glowing with supernatural heat. Salamanders are selfish and cruel, and they enjoy tormenting others. They are rarely encountered without their heated metal spears, but sometimes wield other weapons. When summoned to the Material Plane, salamanders often assist forge workers and smiths. Their ability to work metal while it’s still in the fire makes them some of the best metalsmiths known anywhere. Salamanders reproduce asexually, each producing a single larva every ten years and incubating the young in fire pits until they reach maturity. Flamebrothers and average salamanders are actually different species, while nobles rise from the ranks of the average. Salamanders speak Ignan. Some average salamanders and all nobles also speak Common. Combat : Salamanders use metal spears heated red-hot by their own furnacelike bodies. Bloodthirsty and sadistic, they are quick to attack. They prefer to take on those who appear strongest first, saving weaker enemies for slower, agonizing treatment later. If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat. Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap 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. Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons. Salamander Society: Flamebrothers, the smallest of the salamanders, are barbaric and tribal. Often more sophisticated salamanders force their civilization upon their smaller kin. Salamander nobility make a point of traveling through the planes, learning secrets to further their power. These experienced creatures eventually return to master their own kind and raise mighty kingdoms. In a mixed society, status is determined by size and power— flamebrothers are the lowest class and the front ranks of salamander armies. Average salamanders are the middle class and the main fighting force, while noble salamanders are commanders. Salamander nations do their best to resist the mighty elemental lords on their plane, and they disdain the azers, efreet, and other inhabitants. They often fail, though, and are enslaved by other fiery masters or conscripted into elemental armies. Salamander Characters: Flamebrothers have no favored class. They sometimes become adepts or warriors. Average or noble salamanders may be clerics, sorcerers, or fighters (their favored class). (from 2nd Edition Monstrous Manual - 1993): Most folks have heard of salamanders — the creatures appear more frequently than a body’d think, even off the Elemental Plane of Fire — but few really know the dark of them. See, the creatures’ve got a fairly complex life cycle. They start their existence in a larval stage, during which time they’re called fire snakes . The name was bestowed by some prime long ago, and unfortunately, it stuck. Some fire snakes eventually mature into what’re called lesser salamanders, while others remain as they are until they die. No one knows why this occurs. Lesser salamanders aren’t spotted often by most bashers, as they rarely leave their home plane. However, experienced planewalkers know that Fire’s thick with the monsters. Some, but not all, grow and develop into normal salamanders . Only one in a hundred thousand of these creatures has the potential to develop further. These special bloods, if they manage to survive for at least a thousand years, become salamander nobles. This name derives not only from their societal position as leaders, but also from their personal power — nobles’re mighty foes in combat. Note: This entry describes only lesser salamanders and nobles. For more information on fire snakes and normal salamanders, refer to the Elemental, Fire Kin entry. Lesser Salamander: Lesser salamanders, sometimes called flamebrothers, are fairly bestial in nature, possessing only the civilization imposed upon them by their more sophisticated superiors. Combat: Lesser salamanders use iron weapons in combat. Many wield spears, but others brandish swords, axes, daggers, or maces, all forged entirely of red-hot iron. The body heat of a flamebrother inflicts an additional 2 points of damage upon those struck by its weapon. Lesser salamanders are immune to fire-based attacks, and sleep , hold , and charm spells. Cold-based attacks inflict 1 additional point of damage per damage die. Habitat/Society: These creatures of fire and heat dwell in flame-filled caverns on their home plane. They’re usually encountered in huge numbers, often led by a normal salamander. Powerful creatures of the plane of Fire, such as efreet or intelligent elementals, sometimes put lesser salamanders to work as personal guards or soldiers in their armies. Vast nations of flamebrothers may be ruled by many normal salamanders, with a single salamander noble sitting above them all. Ecology: In the hierarchy of the plane of Fire, lesser salamanders find themselves somewhere near the very bottom. They’re the front-line skirmishers — in other words, the fodder — in the armies of the plane. Many spend their days tending the deep pits of flame where the larval salamanders (fire snakes) grow to maturity. Salamander Noble: Enormous armies and huge kingdoms of salamanders (both lesser and normal) serve the nobles of the race, as do most other creatures of heat and flame. Occasionally, however, these formidable bloods wander about alone, even traveling to other planes. Chant is these plane-hoppers are really exiles, banished for their transgressions. Others believe that they simply search for means and methods of seizing more power and that the wandering salamander nobles are free to return to their home at any time. Both theories sound plausible. Combat: Like their lessers, salamander nobles favor fighting with metal spears, which’re often enchanted with at least a +2 or +3 bonus. The nobles’ great strength adds another 4 points to the damage caused by the spears. And to make matters even worse, the great heat generated by the creatures’ bodies inflicts an additional 1d6 points of fire damage to any berk struck by theyr weapons. If unarmed, a noble can grab a sod with its tail and constrict him, inflicting 2d8+4 points of damage per round, plus another 1d6 points due to its body heat. Salamander nobles can be struck only by weapons of +2 or better enchantment. They’re immune to heat as well as sleep , charm , and hold spells. However, they can also resist the harmful effects of hated cold, so unlike other salamanders, they suffer only normal amounts of damage from such attacks. Furthermore, these masters of fire wield potent spellcasting abilities. They can cast each of the following spells three times per day as 10th-level wizards: affect normal fires , burning hands , fireball , flame arrow , flaming sphere , and wall of fire . Once each day, a salamander noble can cast conjure fire elemental and a special form of dispel magic that robs a fire-resistant creature of this protection for 2d4 rounds. This spell negates rings of fire resistance , protection from fire spells , and even the natural resistance of creatures not native to the plane of Fire (such as fiends, red dragons , and so on). It doesn’t work against fire elementals or other creatures native to the plane. Obviously, if cast on a plane-walking sod who’s using special protections to pass safely through the Elemental Plane of Fire, it almost certainly spells his doom. Habitat/Society: Salamander nobles recognize no authority above their own. They do their best to ignore beings like Imix or Zaaman Rul , and they stay out of the way of powers on the plane of Fire. Some fiery creatures — including certain elementals, grue , azer , mephits , hell hounds , and fire minions — look upon the nobles as masters. The efreet, as a rule, hate the salamander nobles but grudgingly respect their strength. Despite all their underlings, these powerful bloods are true loners. Since they’re not a race unto themselves, they don’t take mates or raise young. Lesser salamanders fear them too much to give them anything but blind obedience. If life as a salamander noble has any drawbacks, it’s that the tyrant has no confidants, companions, or real allies — only servants. Most nobles live in fabulous fortresses or palaces on the Elemcntal Plane of Fire. Each is a unique individual with a very different dwelling and personality. But one thing a berk can count on is that all salamander nobles are cruel masters that spend a great deal of time and energy imposing order and organization upon their chaotic lessers. Ecology: Salamander nobles are among the more powerful creatures on the Elemental Plane of Fire. Their life spans have virtually no limit. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - angry golem games - 5th Edition Monster Manual (2014) - DnDBeyond 3rd Edition: - realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Heated body, tail and weapons burn creatures upon contact - Immune to fire - Resistant to nonmagical attacks Appearance This being has a muscular humanoid upper body with a hawkish face. Its body is serpentine from the waist down, and is covered in red and black scales. Flame-shaped spines sprout form the creature’s spine, arms, and head. Size Hero Forge: 9 ft. (No Kitbash) Lore: Large (6-10' long) Suggested: Large Other Monikers Fire salamanders, flamebrothers, lesser salamanders, average salamanders, noble salamanders, salamander fire snakes, salamander inferno lords Sources - Forgotten Realms Wiki - 2024 Monster Manual (2024) - 5th Edition Monster Manual (2014) - 3.5e Monster Manual I (2003) - 2nd Edition Monstrous Manual (1993) - Mojobob's Website
- Miner
Miner Genie Miner Genie Large Elemental, Neutral Hero Forge Mini Double mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Miner genies are a recent form of tasked genie, employed by the dao, though they were apparently created by evil wizards. Miner genies were once dao, but they have been compelled to work in mine shafts for so long that now they are hulking, driven creatures that live only to dig and carry stone. Miner genies are as wide as they are tall; their height has been reduced so that they fit through narrow tunnels more easily. Their arms and legs are thick and powerful, and their hands end in digging claws so exaggerated that miner genies can no longer use their hands to eat; they must feed using their tiny snouts, like animals. Their heads are bullet shaped, and they are entirely hairless. Combat: Miner genies steadily tear through stone with their claws. In fact, their claws grow so quickly that, if they stop mining for more than a week, their claws become ingrown, crippling the miner genie. They cannot use weapons. Miner genies can cast detect metal or mineral , dig , faerie fire , and water breathing (for diving through flooded mine shafts) once per day. Like dao, they can assume a dusty gaseous form once per day, which they use to scout along cracks and seams in the rock. They can usually detect poisonous gases and unstable mine shafts (75%). No stone weapon can harm them. Miner genies can collapse any mine shaft they have personally dug with a single blow, inflicting 6d10 points of damage upon anyone within the area of collapse who does not make a successful saving throw vs. death magic. The collapsing section can be up to 1,500 square feet. Those who make their saving throw suffer only 1d10 points of damage from rock shards and rebounding debris. Miner genies are immune to the effects of these collapses. Habitat/Society: Miner genies prefer dim light and dusty mines, where no genie or slave can see the dishonorable state to which they have been reduced. They are a universally grim, self-pitying lot, prone to fits of sudden rage. They are solitary throughout their entire lives. Miner genies do not congregate for any reason and will strive to avoid each other’s company. Miner genies never mate or bear children because they do not want to bring others into the harsh servitude of the wizards that made them. However, their own lack of children makes them remarkable kind and gentle around the children of the dao, and they are occasionally allowed to serve as guardians for the illegitimate children of noble dao. These children are raised in the dim and despairing world of the miner genies until the dao parents think it is safe to declare their true parentage. A few of these children have been known to become miner genies, themselves, if left too long among the tasked genies. Ecology: Miner genies eat stone, so just by living they mine out tunnels. These genies know that individually they’re too weak to kill the wizards who bred them, but as they are not always magically bound to serve the wizards, there is always the chance that they might revolt and kill their masters. Although they know that the dao are helpless against the cruel mages, the miners are irrationally angry that the dao do nothing to save them. Miner genies are smaller and more manageable than the impudent dao, and some malicious wizards have suggested that all dao should be transformed into miner genies, so that they will always be servile. The dao might find miner genies amusing if the latter had been formed from some slave race, but as their blood brothers, many dao feel that miner genies are an abomination which should be done away with as soon as the yoke of their wizard masters is lifted. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Massive raking claws - Innate spellcasting - Can collapse any mine shaft they have dug with one blow - Masters of detecting poisonous gasses and unstable mine shafts - Telepathy Appearance Miner genies are as wide as they are tall; their height has been reduced so that they fit through narrow tunnels more easily. Their arms and legs are thick and powerful, and their hands end in digging claws so exaggerated that miner genies can no longer use their hands to eat; they must feed using their tiny snouts, like animals. Their heads are bullet shaped, and they are entirely hairless. Size Hero Forge: 9'4" (XXL) Lore: Large (8 ft.) Suggested: Large to Gargantuan Other Monikers Tasked Miner Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website












