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  • Maelephant | Digital Demiplane

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

  • Lantern Archon

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

  • Hellfire Engine | Digital Demiplane

    Hellfire Engine Huge Construct, Lawful Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Mordenkainen's Tome of Foes - 2018): Hellfire engines are semiautonomous bringers of destruction. Amnizus and other devil ish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy. Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. Soul Trapping . Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. (From Fiendish Codex II: Tyrants of the Nine Hells - 2006): This automaton thunders forward, its metal plates shrieking with each step, looking like an armored giant. Through the gaps at its joints you can see the white-hot light of some inferno raging within. Its head is terrifying, wrought to appear like a bearded man with the horns of a stag, its mouth opened impossibly wide. Hellfire engines are infernal constructs constructed as artillery for use in the Blood War. Strategies and Tactics: A hellfire engine responds to the simple commands of its creator, just like a golem, although it can also be ordered to follow the commands of another creature. When ordered to fight, it opens up with its breath weapon and then ambles forward, its fists leaving fiery arcs in the air. A hellfire engine’s most notable trait is the pure hellfire it spits at its opponents. No creature in the known cosmos can resist a hellfire engine’s awful attacks. Many devils speculate that hellfire engines serve not only to annihilate legions of devils, but also to deter any of the dukes of Cania from turning against Mephistopheles. Cold Iron Body (Ex) A hellfire engine is constructed entirely out of cold iron. Its slam attacks count as cold iron for the purpose of overcoming damage reduction. Death Throes (Ex) When destroyed, a hellfire engine explodes in a 60-foot-radius burst that deals 20d10 points of damage to everything in the area (Reflex DC 32 half). The save DC is Constitution-based. Hellfire Shield (Su) A hellfire engine’s body casts of tremendous amounts of energy. Any creature that strikes or touches a hellfire engine with an armed or unarmed melee attack, or that grapples a hellfire engine, automatically takes 6d6 points of damage. A creature takes damage from this ability only once per turn. Hellfire Slams (Su) A hellfire engine deals an extra 6d6 points of hellfire damage with its slam attacks. Hellfire : Hellfire is the creation of Mephistopheles, archduke of Cania. Hotter than the hottest flames of any world, hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. Hellfire does not deal fire damage, despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage. Sample Encounters: Hellfire engines are blessedly rare. The resources required to create them are scarce and only a master of hellfire can construct one. They are encountered individually, though squads of steel devils, orthons , and bearded devils sometimes support them. Individual (EL 19): Individual hellfire engines serve as guardians for powerful devils. Strike Force (EL 19): This group consists of a hellfire engine accompanied by a squad of either ten bearded devils, six orthons, or six steel devils. Ecology : Hellfire engines are tools of war. They anchor armies, lending impressive artillery to the ranks of devils. When not on loan to stem the flood of demon invaders, these constructs serve their creator, Mephistopheles, acting as guards or even just symbols of the devil’s power and prestige. Environment : Hellfire engines are native to the Nine Hells of Baator, but they can be found in any land or underground. Typical Physical Characteristics : A hellfire engine stands 16 feet tall and weighs 40,000 pounds. Construction : A hellfi re engine is assembled from 40,000 pounds of cold iron bathed in the blood of a dozen celestials and then polished with a rare blend of brimstone, sulfur, and acids found only in Hell, costing at least 80,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check. CL 25th; Craft Construct (MM 303), hellfi re storm, geas/quest, limited wish, polymorph any object, caster must be at least 25th level and lawful evil; Price 320,000 gp; Cost 200,000 gp + 9,600 XP. Hellfire Engine Lore: Characters with ranks in Knowledge (arcana) or Knowledge (the planes) can research hellfire engines to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Arcana): DC Result 29: This automaton is a hellfire engine, a construct created in the Nine Hells. 34: A hellfire engine spews gouts of hellfire, an energy unlike other forms of fire. These creatures are also quite hot, and their attacks burn not only the flesh but the soul. 39: As creatures of fire and steel, hellfire engines are susceptible to cold. They have a tendency to explode when they are destroyed. Knowledge (the Planes): DC Result 29: Mephistopheles is the undisputed master of hellfire. He is responsible for a number of abominations tied to this substance, but few are as as dangerous as the hellfire engine. Typical Treasure: Hellfire engines do not collect treasure, and such specialized weapons of war are rarely used simply to guard a vault or hoard. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Baator (Avernus, Cania) Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net Abilities - Flesh-crushing stride steamrolls over enemies - Multiple AOE Hellfire Weapons doing fire, lightning, acid, or thunder damage - Immune to fire, poison, charmed, deafen, exhaustion, frightened, paralyzed, unconscious - Resistant to cold, psychic, nonmagical weapons that aren't silvered - Magic Resistance - Immutable form Appearance This automaton thunders forward, its metal plates shrieking with each step, looking like an armored giant. Through the gaps at its joints you can see the white-hot light of some inferno raging within. Its head is terrifying, wrought to appear like a bearded man with the horns of a stag, its mouth opened impossibly wide. Size Hero Forge: 13 ft. (XL) Lore: Huge (16 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond - Fiendish Codex II: Tyrants of the Nine Hells (2006)

  • Lady of Pain | Digital Demiplane

    The Lady of Pain is quite possibly the most powerful entity in Dungeons & Dragons. She's murdered greater gods. But in the Planescape setting, her influence is limited to Sigil, the City of Doors, which she "protects" usually through haunting terror alone. Anyone who annoys the Lady is instantly flayed to death by her batting eyelash, or thrown into an infinite hell labyrinth forever. Learn more of the Lady of Pain here, and download her miniature (made in Hero Forge) for use in your own game. The Lady of Pain Large Power, Unaligned Hero Forge Mini Description Ah, Her Serenity, the Lady of Pain. She's the shadowy ruler of Sigil , the City of Doors, but for even the oldest of greybeards, the Lady's a mystery wrapped in an enigma. See, she doesn't speak a word. Nobody knows what she wants, what she is, or where she came from. Sigil's an ancient burg, and the Lady's always been there, a hovering presence of dread in the streets, not governing so much as haunting the place. She's thankfully rarely seen, because when she does show, it's always bad news. All a cutter can do is try to run, but if she's come for you, running won't help. Most who get on the Lady's bad side are torn to ribbons by something unseen . The rest are reduced to screeching, gibbering barmies. On her home turf, the Lady's the deadliest creature in existence. She's been known to slay greater gods who dare to muscle in on her city. The guvner's history books are thick with harrowing tales of her massacring whole buildings of sods in an instant, wiping out city factions overnight, and sending demon princes scrambling like roaches back to the abyss . And when a berk really deserves it, she'll imprison them in a demiplane created on a whim - one of the Lady's many mazes . They're worse than a death sentence, it's said; a body can suffer many lifetimes in a maze, looking for a way out and slowly going mad. Rumor is every maze has an exit, if a blood can just find it, but anyone who claims to have escaped the Lady's clutches is either lying or barmy. The Lady controls all the city's portals, and who - or what - gets in or out. She doesn't compromise, and when she shows up to lay down the law, it is absolutely brutal, but a lot of greybeards argue that it's all for a reason. See, Sigil's a tempting strategic prize to every god, arch-devil , and planar power there is. Whoever controls the city has routes to all places in existence. If Sigil were yours, you could use it as a breach head to conquer the planes, so a lot of high-up bloods are hungry to lay siege, if they could only stand up to the Lady of Pain. Ironically, the terror of the Lady ends up protecting a lot of innocent folk. She doesn't seem to care for conquest, beyond the Cage itself. In fact, she never leaves Sigil at all, far as anyone knows. Some believe the Lady's trapped inside the City of Doors - another reason they call it the Cage - but if she is stuck in Sigil, that might be a good thing. After all, she keeps the evil gods and powers out. She's the reason why cosmic wars haven't breached the city, and why angels and devils can cross paths without bloodying the streets - the Lady keeps it civil, or you're in the dead book. Still, plenty of awful stuff goes down in the Cage, things you'd think the Lady would put a stop to - murder, crime, wretched poverty, the ugliest sorts of politics - but most of the time she doesn't seem to give a fig, and lets the city's ruling factions sort it out. And if those factions misbehave, she makes them disappear. Locals are superstitious when it comes to the Lady. Folks try not to mention her in conversation, lest she appear. And according to these frightened sods, there's a few acts Her Serenity finds especially offensive - if you do these things, she'll show up right quick, they say, and then you're a deader. Don't block the portals around town. Don't mess with the Dabus , her servants. Don't threaten the city's stability. Don't mention a particular deity she murdered, whose name shall not be repeated here. And whatever you do, do not offer the Lady your worship. Never, ever call her a god. Word is she takes it personal. Heed those warnings, berk, because you never want to meet the Lady of Pain. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11 ft. (XXL) Lore: giant-sized (15 ft.?) Suggested: Large to Gargantuan Other Monikers Her Serenity, The Lady Appearance Abilities - Gaze that inflicts wounds, kills, causes fear or insanity - Banishment to Mazes - God-like control of reality inside Sigil - Flying, invisibility Every witness is barmier than the last, but most descriptions say she's a towering robed woman hovering several feet above the ground with a wreath of blades encircling her face. Home Plane Outlands (Sigil) Stat Block None (cannot be defeated) Sources - Forgotten Realms Wiki - Torment Wiki - AJ Pickett - Dolores , a poem from 1865 that inspired the Lady - Planescape Campaign Boxed Set - In the Cage: a Guide to Sigil

  • Spellhaunt | Digital Demiplane

    Spellhaunt Medium Aberration, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (From Planescape: Monstrous Compendium Appendix II - 1995): Who can say what’s out there if a cutter’s willing to look for it? The planes are infinite, and there’s an infinity of possibilities. If a blood looks long enough in the right places, he’ll find anything he could ever imagine. ’Course, odds are he’ll find ten things he ain’t lookin’ for first, but that’s the way the Great Wheel turns. Spellhaunts’re one of those things that just don’t seem too likely or possible, until a body understands that anything’s possible. A spellhaunt’s the remnant of a spell that was cast someplace it shouldn’t’ve been tried. It appears as a rough humanoid shape formed of glowing energy. Some bloods say that the spellhaunt’s body reflects the kind of magic that created it, so a failed enervation is a dark, cold shadow, while a cloudkill that went awry becomes a roiling mass of yellowish vapors. No one can say for sure if that’s the dark of it, but it is true that no two spellhaunts look alike. Spellhaunts’re gifted with a semblance of life that begins fading the moment they gain their independent existence. The only thing that’ll maintain their illusion of life is the consumption of magic in any form. If a basher doesn’t have any magic on ’im, he doesn’t have to worry about spellhaunts. On the other hand, cutters like wizards, incantifers, or anybody who’s got a magic trinket of some kind need to know what a spellhaunt is and what it can do to get what it needs. Combat: Spellhaunts aren’t intelligent enough to grasp tactics or strategy of any kind. They can sense magic from an amazing distance — as far away as 100 yards for each spell-level equivalent a blood’s got on his person. Magical items, spells with continuing effects, spellbooks, or even spells a wizard or priest’s got memorized can attract the attention of a spellhaunt. When a spellhaunt attacks, it heads straight for the blood with the most powerful magic on his person and strikes out with pseudopods of magical energy. The spellhaunt’s attack ignores armor and magical adjustments to Armor Class - only a cutter’s Dexterity adjustment modifies his base AC. Each hit inflicts 1d8 points of damage, and drains the same number of charges of magic that the cutter’s got on him, in the following order: Enchantments or spells with continuing effects, such as an armor , stoneskin , contingency , or any spell with a duration that is currently in effect; Continuous effects of magical items that don’t need to be activated, such as a ring of protection , bracers of defense , ioun stones , boots of the north , magical arms and armor, and the like; The potential of magical items not currently creating a effect, such as a wand, potion, scroll, or miscellaneous item on the victim’s person but not in use; Spells the character has memorized but hasn’t cast yet. One charge of magic is considered to be one “plus” of magical protection or weaponry, one function of a magical item without charges, one charge of an item with charges, or one spell level in memory. For example, say a wizard with a ring of protection +3 , a stoneskin spell in effect, a dagger +2 , a wand of fire , a potion of healing , and a normal battery of spells memorized is struck by a spellhaunt for 7 points of damage. First, the stoneskin spell is absorbed; secondly, five charges drain the ring of protection and the dagger; and last of all, one charge is drained from the wand of fire . Because they are beings of living magic, spellhaunts are immune to all spells and magical effects except absorption , antimagic shell , cancellation , dispel magic , or negation . Spellhaunts resist dispelling as if they were created by 11th-level wizards, and may attempt a saving throw versus spell to avoid being absorbed , cancelled , or negated . (Anti-magic destroys the spellhaunt with no saving throw.) Spellhaunts can also be defeated by physical damage or nonmagical fire, acid, etc. Spellhaunts automatic drain one “plus” from any magical weapon that strikes them, although they take normal damage from the blow. Spellhaunts immediately cease to attack any target that has no magic left to it, so a desperate basher could decoy the creature by tossing his magic sword to the ground and dumping his potions out of his backpack. Spellhaunts are sated after draining 11 to 20 charges (1d10+10) and drift off, oblivious to their surroundings or the harm they may have caused. Habitat/Society: Spellhaunts can be found in any place where the rules of things are strange. In fact, they can be found anyplace, since sometimes a spell that appears to fizzle in one plane creates a sympathetic reaction in a completely different part of the multiverse. It’s hard to be ret-tain, but it appears that the spell’s got to fizzle at just the right moment and under just the right conditions to turn into a spellhaunt. Many wizards’ve investigated the spellhaunt phenomena, hoping to harness the creature’s magic-draining powers for their own uses, but research in the field’s difficult and risky. Spellhaunts can’t be reasoned with and are immune to most forms of magic, so the can’t be coerced or even restrained. Ecology: Without a steady diet of magical energy, spellhaunts quickly dissipate and die. The creature’s “life” is a never-ending search for more energy to maintain its existence. It completely ignores natural ecosystems and surroundings; they mean nothing to it. All it wants to do is find the biggest source of magic it can and feed off it. It’s rumored that an Abyssal Lord has discovered a sure-fire method for creating spellhaunts and has some means of controlling the otherwise random creatures. These domesticated spellhaunts are called the Feeders. The chant is the tanar’ri lord uses the Feeders to defend his palace from his rivals and perform his personal errands. No reliable blood’s ever seen a spellhaunt taking orders from anything, but then again, no one can really say that they know that a spellhaunt wasn’t under orders when it attacked them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Any plane or realm with strange magical properties Stat Block 2nd Edition: - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website Abilities - Attacks drain magic from spellcasters, item charges, and magical effects - Immune to all spells except dispelling and negation magic - Flight Appearance t appears as a rough humanoid shape formed of glowing energy. Some bloods say that the spellhaunt’s body reflects the kind of magic that created it, so a failed enervation is a dark, cold shadow, while a cloudkill that went awry becomes a roiling mass of yellowish vapors. Size Hero Forge: 6' (no kitbash) Lore: Medium (6' tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Nathri | Digital Demiplane

    Nathri Small Humanoid, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): The nathri are 4-foot-tall humanoids with dark greenish skin and long, unruly black hair. Fierce and wild, they nevertheless wear clothes and use weapons, so they’re not totally barbaric. They normally speak only their own language, but the most intelligent nathri have learned to speak planar common as well. Combat: Nathri attack in swarms. They’re aware that they don’t amount to much alone, but their great numbers make them formidable indeed. They strike at opponents with a small but sharp barb on the backs of their right hands; the barbs inflict 1d4 points of damage and require the targeted sods to make saving throws versus poison. If they fail, the victims fall prey to the mild venom coating the barb. This poison makes them dizzy and disoriented, imposing a -1 penalty to attack rolls, ability checks, and saving throws for 2d10 rounds. Subsequent barb attacks and failed saving throws can extend the duration, but not the overall effect (the penalty is not cumulative). Despite this natural attack ability, many nathri adopt the use of weapons. These are scavenged from other cultures, and therefore vary greatly. Nathri never use weapons longer than 5 feet long, however, so (for example) a basher won’t find one wielding a polearm. Nathri are divided into essentially two types: warriors and rogues. Non-nathri can’t tell the difference between the two, but nathri warriors gain a +1 to attack and damage rolls when using weapons, while rogues have the abilities of 4th level thieves. Neither sort ever wears armor. Should they ever happen to leave the Misty Shore, nathri can see into the Ethereal Plane from its adjoining planes and the demiplanes. Additionally, these fiercely independent creatures gain a +1 to saving throws versus charm and similar spells. Habitat/Society: Nathri clans are groups linked by familial ties (although some are very distant). These bashers roam the Deep Ethereal like nomads, slipping in and out of the demiplanes by means of paths only they know. They wander through these tiny worlds scavenging food, weapons, and anything else the might need. Demiplanes with intelligent inhabitants are their favored targets. Typically, a few rogues first infiltrate an area about to be raided, scouting out the place and determining what can be taken. Rich or poorly defended areas are hit again and again by nathri raids. If the demiplane has no civilizations, the nathri take whatever they can use or eat and move on, probably not returning again. These bloods know the dark of the demiplanes. The nathri know where most of the demiplanes lie, and what can be found within them. However, this isn’t a secret that they’ll part with easily. They know the chant, but they’re not willing to lann just anybody without good reason. Negotiating with the nathri can be difficult. They would rather take things than trade for them, so offering gifts or services in exchange for information about a certain demiplane usually fails — and often provokes an attack, as the nathri attempt to seize the proffered gifts. Only nathri clans in dire need (those that are particularly hungry, beleaguered by a powerful foe, or in some other desperate circumstance) stoop to barter. Each clan has a single leader, no matter how big or small the group. This leader, called a targai, is a 3-Hit Dice nathri who often wields a magical weapon or other item that the clan has procured. Small clans (consisting of 20-30 members) are more common than the larger clans (which sometimes have well over 100 members). Not surprisingly, the lager the clan, the more power and prestige the targai possesses. Ecology: These tiny humanoids can eat virtually anything organic. This makes their scavenger lifestyle easier. However, they prefer more sophisticated foodstuffs, so nathri often steal their food from the intelligent inhabitants of various demiplanes. Within the demiplanes, the nathri are despised as thieves, scavengers, and vermin. On the Ethereal Plane, they serve as the lower end or the food chain for large predators like magran or xill . Nathri spend most of their time in the very deep Ethereal, supposedly deeper than most creatures go. Their trips to the demiplanes or even the other inhabited portions of the Ethereal Plane are brief. “Get in, take what you need, and get out” is the nathri way. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ethereal Plane Stat Block 5th Edition: - None (consider goblin stat blocks) 2nd Edition: - mojobob's website Abilities - Poisoned barb on right hand causes dizziness - Skilled with simple weapons - Can always see ethereal plane from any adjoining plane - Skilled at thievery, sneak attacks - Resistant to charmed condition Appearance The nathri are 4-foot-tall humanoids with dark greenish skin and long, unruly black hair. Fierce and wild, they nevertheless wear clothes and use weapons, so they’re not totally barbaric. Size Hero Forge: 4 feet (kitbashed) Lore: Small (4 ft. tall) Suggested: Small to Medium Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website

  • Animal Lords | Digital Demiplane

    In Dungeons & Dragons, animal lords are gods (or divine spirits) of every type of beast - there's a cat lord, a beaver lord, a hippo lord, etc. In the 2024 Monster Manual, they're extremely powerful celestials. Their true form is a giant "idealized" version of the animal they represent, but they can also transform into humans or humanoids when they want to mingle with "civilized" folk. Learn more about them here, and download several Hero Forge miniatures of them for use in your own game. Animal Lord Medium Celestial, Neutral Hero Forge Mini Alternate Versions Size Hero Forge: Varies (XL) Lore: Medium (6 ft. as humanoid) Suggested: Tiny to Gargantuan Abilities - Shape shifting (humanoid, animal, hybrid forms) - Rend attack deals slashing and force damage - Summons Animal spirit that deals radiant damage and other effect according to animal lordship - Lordly presence forces wisdom save or effect according to animal lordship - Radiant Ray - Innate Spellcasting - Legendary Actions - Legendary Resistance - Magic Resistance - Immune to charmed, frightened, stunned - Resistant to cold, fire, necrotic, psychic, radiant damage - Truesight - Flight or swim speed according to animal species Stat Block 5th Edition: - D&D Monster Manual (2024) - DnDBeyond 2nd Edition: - Mojobob's website Home Plane The Beastlands Other Monikers None Appearance Animal lords can appear in humanoid or animal form. Their humanoid form encompasses the subtle features of the animal in question, and they are about 6 feet tall. In animal form, they look like the animal over which they have dominion. The tiger lord looks like a sleek tiger, the badger lord appears as a badger, and so on. Sources - Forgotten Realms Wiki - MrRhexx Beastlands VIdeo - Cat Lord video (Dungeon Dad) - D&D Monster Manual (2024) - Planescape Monstrous Compendium Appendix I (1994) - DnDBeyond - Mojobob's website Description (from Planescape: Monstrous Compendium Appendix I - 1994): The four animal lords listed above are only examples of the many lords who live in the Beastlands. For each variety of animal there is a corresponding animal lord. For instance, there is a fox lord, an owl lord, a horse lord, and hundreds of other animal lords. Animal lords can appear in humanoid or animal form. Their humanoid form encompasses the subtle features of the animal in question, and they are about 6 feet tall. In animal form, they look like the animal over which they have dominion. The tiger lord looks like a sleek tiger, the badger lord appears as a badger, and so on. All animal lords have a natural telepathy or ESP that is always active, making them impossible to surprise or deceive. They also have a keen danger sense that borders on precognition. In mortal danger the lord is 90% likely to have a had feeling and 25% likely to know exactly what will happen. Combat: Each of the animal lords has a unique style of combat depending on the animal over which they have dominion. Their propensity for combat differs with each lord; some are naturally more aggressive than others. For instanced, the wolf lord is obviously more assertive than the rabbit lord. As a rule, specific animal lords approach combat situations as their animal counterparts do: predators attack, whereas herbivores flee. However, some animal lords see themselves as protectors of their subject creatures. The camel lord, for instance, runs with a herd, fighting ferociously when necessary to protect the flight of the camels. Attack forms vary as widely as attitude among the animal lords. Listed below are the combat abilities of the four animal lords detailed here. They provide guidelines for the other lords. All animal lords have the spell-like abilities anti-magic shell (3 times per day), charm person on any one person affectionate to the lord’s animal, plane shift, and teleport. Animal lords are immune to all charm-related spells, including spells that compel action (for example, geas). They can summon 2 to 12 animals of the lord’s type (three times per day, 100% success). They also have superior senses according to the lord’s animal. For example, the hawk lord has excellent eyesight. Habitat/Society: Although it is incorrect to call the animal lords immoral, they are amoral, especially when dealing with outside affairs. The animal lords care little for anything but matters directly related to their business. They conduct day-to-day affairs related to the animal over which they hold dominion with little regard for the world around them. Even so, the animal lords can benefit other animals or people. If a person or animal enters a lord’s territory, the lord often aids the creature to get rid of it rather than let it die. But in other dealings an animal lord can be brutal and uncaring. There is, as they say, no such thing as animal politics. Ecology: These immortal spirits are, in a sense, gods to their respective animals. If an animal lord’s form is killed, its essence reappears in another of its animals, far away, perhaps even on another plane. The driving force of the animal lords is nature, which rules their will. For instance, although the rabbit lord seeks vengeance upon men for destroying the homeland of rabbits, he sheds no tear for a rabbit killed by natural predators. This is the way of nature. CAT LORD: The lord of cats, in her human form, looks like a dark-haired, green eyed human with a lithe form. The one trait that separates her from other humans is her catlike eyes with vertical pupils. In her cat form, she looks loke a black panther with fiery red eyes and fierce strength. Combat: In human form the cat lord wields a long sword of wounding with which she can attack twice per round. She also employs darts +2 with a +3 bonus to hit because of her Dexterity. She has ten darts at the beginning of any combat. When in cat form, the cat lord attacks with two huge paws (each does 1d4 points of damage) and a vicious bite (1d10 points of damage). If both front paws hit, the cat may rake with her two back claws for an additional 1d4 points of damage each. Habitat/Society: The cat lord tends to the affairs of felines both in the Inner and Outer Planes. She arrives whenever humans drive cats out of their natural habitat. She also leads prides of cats out of danger by assuming leadership of the pride. Though this may mean killing the current leader of a pride, the lord sees this as a necessary evil for the good of the group. Nonfelines see the cat lord in different ways according to their disposition toward cats in general. To cat lovers, the cat lord has a Charisma of 22 and seems attractive. To those indifferent to cats, she has a Charisma of 10 and seems an interesting human. To those who dislike or hate cats, the cat lord has a Charisma of 10 and seems repulsive and intimidating. Some view the cat lord as evil, others as good. Neither view is true, for the cat lord does not bother with the affairs of men. HAWK LORD: In human form, the hawk lord is a beautiful, independent-looking woman with charismatic features. She carries herself with confidence and a noble demeanor. In animal form, she is a large hawk with distinctive white markings and a tremendous wingspan. Combat : Of the four animal lords detailed here, the hawk lord fights most weakly in human form. Her THAC0 increases to 20 when human, and she has no proficiency in any weapon. She can cast charm person, as per the wizard spell, seven times per day. In animal form, the hawk lord can use her claws (ld6 points of damage) and beak (ld4 points of damage). However, she prefers a plummeting dive from 100 feet or higher. She may not attack with her beak when diving, but her claw attacks gain +2 to hit and do 2d6 points of damage apiece. Habitat/Society: The noble hawk lord, unlike most of the animal lords, finds pleasure in dealing with humans. In human form she often walks the fields and meets people. The hawk lord deals with the affairs of hawks everywhere. She appears frequently in the Upper Planes and the Prime Material Plane when hawks flee their homeland or are otherwise endangered. LIZARD LORD: The lizard lord is one of the most easily recognized animal lords. He sometimes appears as an imperious human male with the jeweled, beaded skin of a gila monster. In animal form, he appears as a huge gila monster or komodo dragon. Combat : In human form the lizard lord rarely uses weapons, preferring instead to depend on his strong hypnotism ability. Creatures meeting the lizard lord’s gaze must save vs. spell at a -3 penalty or become susceptible to the lord’s suggestions. In animal form, the lizard lord may bite for 2d6 points of damage. Any creature bitten on an attack roll of natural 20 takes double damage and is trapped in the animal lord’s jaws, thereafter taking normal damage each round until the victim escapes or dies. The lizard lord is also immune to attacks by blunt weapons in this form. Habitat/Society: The lizard lord is one of the most aloof animal lords. He rarely takes human form, and even less rarely involves himself in the affairs of nonreptile kind. Usually sedentary, he only infrequently rouses himself out of his torpor, and that only at some great calamity to his people. Once active, however, he is implacable in his anger and desire for vengeance. WOLF LORD: The lord of wolves appears more human than most animal lords, as a teenaged boy with sharp, lupine features, an intelligent face, and eyes bright with life. In animal form, the wolf lord is a gray wolf that leads huge wolf packs. Combat : In human form, the wolf lord is a weak fighter. He always transforms into a wolf when entering combat. In human form the lord wields a dagger coated with poison (class E, injected, immediate, death/20). The dagger is so enchanted that when the wolf lord wields it, it never runs dry of poison. In animal form, the wolf lord bites twice per round (2d6 points of damage). In animal form the wolf lord is immune to nonmagical weapons. Habitat/Society: Even in human form, this strange and alarming lord shows lupine characteristics: He is cunning, wily, and at times brutal.

  • Abyssal Drake

    Abyssal Drake Abyssal Drake Huge Fiend (Dragon), Chaotic Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): The abyssal drake is the horrific result of an ancient breeding program that combines the nastiest elements of demons , wyverns, and red dragons . Originally intended to serve as mounts for mighty demon princes, abyssal drakes proved too unruly for such service. Now they roam the wilds of the Abyss, preying on demons and visitors alike. Abyssal drakes resemble their wyvern ancestors, but their dark red, scaled hides betray their fiendish heritage. They have powerful batlike wings, a serpentine neck, and razorsharp claws. Abyssal drakes speak Abyssal and Common. Combat : An abyssal drake retains the aggressive nature of its wyvern ancestors, diving upon prey in a barely controlled descent, strafing its foes with its breath weapon and scattering them with its frightful presence, then picking off lone survivors. When using the Flyby Attack feat, an abyssal drake can attack with sting, bite, or both claws. Its claws lack the dexterity to snatch up an opponent, so it contents itself with merely rending its foe. An abyssal drake’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evilaligned for purpose of overcoming damage reduction. Breath Weapon (Su): 60- ft. cone, every 1d4 rounds, 10d6 special, Reflex DC 20 half. Much like a flame strike spell, half of this damage is fire damage and the remainder is unholy damage (and thus not subject to resistance to fire and similar defenses). The save DC is Constitution-based. Frightful Presence (Ex): When an abyssal drake charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Each potential victim must attempt a DC 17 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that abyssal drake’s frightful presence for 24 hours. Dragons ignore the frightful presence of an abyssal drake, as do other abyssal drakes. Poison (Ex): Sting, Fortitude DC 20; initial and secondary damage 2d6 Con. Rend (Ex): If an abyssal drake hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This rending attack automatically deals an extra 4d4+13 points of damage. Outsider Traits: An abyssal drake cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss Stat Block 5th Edition: - GM Binder (homebrew) 3.5e: - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapon: unholy fire - Lethal poison stinger - Immune to fire, poison - Resistant to cold, lightning, bludgeoning, piercing & slashing from nonmagical attacks - Frightful Presence - Magic resistance - Rending claw attacks do extra damage - Flight Appearance Abyssal drakes resemble their wyvern ancestors, but their dark red, scaled hides betray their fiendish heritage. They have powerful batlike wings, a serpentine neck, and razor-sharp claws. Size Hero Forge: 7'10" (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Draconomicon: The Book of Dragons (2003)

  • Githyanki Knight

    Githyanki Knight Githyanki Knight Medium Humanoid (Gith), Lawful Evil Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (from Planescape: A Guide to the Astral - 1996): KNIGHTS Knights are the greatest of the githwarriors , and therefore some of the most influential of the githyankl . These folks're warriors who have devoted themselves to the direct service af the lich-queen (before her reign, no githyanki knights existed). They serve as her eyes aid ears in all situations, so any important mission’ll have at least one knight, and all fortresses, towns, of outposts also have a knight. People both revere and fear the knights, for they know that they report directly to the queen. Failure in githyanki sociely is bad, but failure in front of a knight is usually a fatal mistake. Knights never become higb-ups in the conventional sense but are always involved in important decisions, and it is forbidden to keep secrets from them. Essentially, they function outside the normal hierarchy. In addition to serving as elite combat troops, knights monitor internal affairs and enforce the will of the queen and whatever supreme leader they are assigned to. Knights are as close to religious figures as the githyanki have, since there are no priests or clerics of any kind. The githyanki are too centered around the concept of individuality to have a formal, organized religion, but since the coming of the lich-queen, their reverence for her approaches worship. They recognize no other gods. It is difficult for a people who build their homes on the backs of dead powers to recognize such beings to be divine. As they focus so much devotion toward their mistress, the knights gain quasi-religious pawers. Each knight has the special abilities of a paladin, except that they are perverted toward evil. These reversed abilities include detect good (as the spell) at will, cause disease (as the spell) once per week for every five levels, protection from good, 10' radius (continuous), and they can cause wounds by their touch, inflicting 2 points of damage per experience level once per day. Like paladins, they’re immune 10 disease and gain a +2 bonus 10 all saving throws. Because the lich-queen's not an actual deity, they gain no power over undead and don’t receive any spells from her. The protection from good power is particularly useful against meddlesome primes or even invaders trom planes other than the Astral. Knights carry the infamous silver swords known throughout the planes. These special magical two-handed blades can sever the silver cord of a sod traveling through the Astral in an astral form (see below). These weapons are given to knights of 7th level or higher. Half of those of 5th or 6th level wield two-handed swords +1, the rest using nonmagical two-handed swords. Those of lesser status use either long swords and shields or two-handed swords. Knights always wear plate mail or plate armor — it doesn’t affect their movement on the Astral Plane at all. Some knights ride nightmares into battle, but only when the fiendish steeds' combat abilities are important, because the knights are faster unmounted. (From 5th Edition Monster Manual - 2014): The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far-flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Followers of Gith. In their own language, githyanki means “followers of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters. These silver swords channel the force of the wielder’s will, dealing psychic as well as physical damage. A githyanki can’t become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen’s red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don’t consider the githyanki their enemies. Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don’t age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Silver greatswords deal psychic damage and sever silver cords, killing in one hit - Innate spellcasting (psionics) Appearance Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their foes. Size Hero Forge: 8'8"-9'3" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - MrRhexx (youtube video) - Mordenkainen's Tome of Foes (2018) - 5th Edition Monster Manual (2014) - DndBeyond - Planescape: A Guide to the Astral (1996) - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: A Guide to the Astral (1996)

  • Githyanki Gish

    Githyanki Gish Githyanki Gish Medium Humanoid (Gith), Lawful Evil Button Button Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (From Mordenkainen's Tome of Foes - 2018): Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. (from Planescape: A Guide to the Astral - 1996): GISH Githyanki call those who are trained in both fighting and spellcasting gish, meaning “skilled.” These talented individuals are rare and well-respected, often becoming leaders or other people of influence. These men and women are multiclassed fighter/wizards — the only type of multiclass allowed to githyanki. Gish are rarely specialty wizards, but, like the warlocks, have the propcr spell keys needed on the Astral. Gish usc the same sort of weapons that regular githwarriors use, except that they rarely use two-handed weapons and never use shields. They have the same chances for magical weapons as do their nonspelislinging brethren. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Longsword deals psychic damage - Spellcasting, war magic - Telekinetic Bolt - Innate spellcasting (psionics) - Astral Step teleport Appearance Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their foes. Size Hero Forge: 8'4" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - MrRhexx (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond - Planescape: A Guide to the Astral (1996)

  • Chaos Imp | Digital Demiplane

    Chaos Imp Small Aberration, Chaotic Neutral Hero Forge Mini Kitbashed, single mini (from Planescape: Planes of Chaos Monstrous Supplement - 1994): Chaos imps are small, perverse creatures, native to the wild and turbulent forces of Limbo. They are rarely more than two feet tall and monkeylike in proportion. Beyond this, little is consistent in the appearance of these creatures. Their noses and ears are huge or small, sometimes lop-sided on the same imp. Face and expression change with the creature’s fancy. Over time, travelers have confused them with mites , mephits, gremlins , and a host of other equally small and pestiferous creatures. The only sure identification comes too late, after the imps have wrought their harm. Combat: Combat seems hardly a fair description when a nest of chaos imps attack. Chaos imps are hardly interested in their opponents at all. The imps don’t want to fight; they only want to infest an individual’s gear. Chaos imps can meld with nonliving objects so that imp and object are one. This power works only on non-Limbo matter and only on inanimate objects. Objects imbued with an intelligence or a spirit, such as an intelligent sword or an iron golem , cannot be infested. A tree formed from the primordial soup of Limbo by a character’s will can’t be infested by a chaos imp; a plain sword +1 from elsewhere can. Chaos imps naturally sense the differences between materials, always choosing stable matter over unstable. As a matter of taste, the imps prefer substantial objects — swords, shields, pots, spikes, and armor — over flimsier articles such as clothing, cloaks, boots, and scrolls. They are always drawn to magical items, however, and seek to meld with these in preference to other things. To infest a nonmagical object, the imp needs only touch it for one round. Magical items have a saving throw of 14, improved by one for every +1 or additional power the item has. At the end of the round the imp is absorbed into the item, its essence flowing like water into it. The merging causes no change in the physical properties of the item: mass, shape, density, and function all remain the same. Even the magical power of an item remains unchanged. Infested items don’t radiate magic (unless already magical) and behave no differently as long as the item remains in Limbo. Only when a chaos imp believes it is off the plane will the creature reveal itself. Whenever possible chaos imps attack by stealth, slipping into objects when the characters are distracted by other things. If forced or discovered, they make a direct attack. They have no ability to physically harm a character, but fighting them is still difficult and dangerous. Normally if forced to fight, the whole lot of them swarms a single character, one attempting to distract while the others complete their infestation. Even battling an imp is risky, since any blow may allow the imp to infest the character’s weapon. Since the contact is fleeting, the item is allowed a base saving throw of 10 to avoid the effect. The chaos imp has the power to transform its host on a whim. For all practical purposes, the character is actually carrying a little bit of Limbo’s chaos-stuff with him. When a fighter reaches for his sword he might draw an empty snakeskin or a bowl of pudding. Transformed objects are roughly the same mass, but that is the only limitation. Unless the character maintains mental control over the object’s form (the same as he would over Limbo), it unexpectedly transforms. The imp can also speak from within the item. There are two ways to get rid of a chaos imp. The first is to destroy the item; this causes the imp to flee. For example, drinking an infested potion would cause the imp to suddenly spring from the bottle. The second is to cast an abjure , animate object , banishment , or dismissal on each object. This forces the imp from the item, although it instantly attempts to merge with the nearest object. A dispel magic forces out all imps within the spell’s area of effect in addition to its normal operation. Once “de-imped”, characters should run. Distance is the best protection. Habitat/Society: Chaos imps on Limbo are always encountered in nests — these are nothing more than inert bubbles. Only when a host comes with range do the imps actually take form and attack. Chaos imps don’t reproduce by any known means; it is quite likely that they spontaneously appear throughout the plane. Off Limbo, the imps eventually dissipate if driven from their host and bereft of any other object to inhabit. Chaos imps are mischievous and clever, and appear to have two main goals. The first is to escape their plane, but they can leave Limbo only within an object. Thus, they lie dormant in infested items until they believe they are off Limbo. Experienced Limbo travelers try to trick infesting imps into revealing themselves by pretending to be off the plane. The image of another plane must be imposed on Limbo (requiring a check to impose one’s will). The DM then secretly makes another check (again using the character’s skill) to see if the image is convincing to the imps. If it is passed, the imps reveal themselves in 3d6 turns. Otherwise, they are not fooled by the attempt. Second, as befits their origin, they delight in creating chaos and confusion at every chance. It is quite probable that they are carrying out the will of the powers of Limbo in spreading the dominion of chaos. Ecology: As impractical as these creatures are, there are those who find a use for them. Certain planar factions (particularly the Anarchists and the Xaositects), various fiends, and tricksters enjoy bestowing infested “gifts” on their enemies. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 2nd Edition: - Mojobob's Website Abilities '- Melds with inanimate objects, potentially rendering them useless - Can speak through infested items Appearance They are rarely more than two feet tall and monkeylike in proportion. Beyond this, little is consistent in the appearance of these creatures. Their noses and ears are huge or small, sometimes lop-sided on the same imp. Face and expression change with the creature’s fancy. Over time, travelers have confused them with mites, mephits, gremlins, and a host of other equally small and pestiferous creatures. The only sure identification comes too late, after the imps have wrought their harm. Size Hero Forge: 3 ft. (XL) Lore: Tiny Suggested: Tiny Other Monikers None Sources - Forgotten Realms Wiki - P lanescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website

  • Inevitables | Digital Demiplane

    In Dungeons & Dragons, when mortal ambitions threaten the laws of existence, the gods sometimes send a terrifying divine construct (known as an inevitable) to relentlessly hunt down and destroy those most deserving of judgement. Learn more about the inevitables here, and download their miniatures from provided Hero Forge links for use in your own D&D game. Inevitables Made with Hero Forge Kolyarut Kolyarut Zelekhut Marut Marut Marut Quarut Varakhut (from D&D 3.5e Monster Manual I - 2003 - [credits] ) Hailing from the lawful neutral plane of Mechanus, inevitables are constructs whose sole aim is to enforce the natural laws of the universe. Each type of inevitable is designed to find and punish a particular kind of transgression, hunting down a person or group that has violated a fundamental principle, such as “The guilty should be punished,” “Bargains should be kept,” or “Everyone dies eventually.” When an inevitable is created, it receives its first mission, then finds the transgressors and metes out appropriate punishment. The sentence is usually death, although some inevitables insist on compensation to the wronged party instead, using geas and mark of justice to ensure compliance. From its first step, an inevitable focuses totally on its target. It continues its efforts no matter how cold the trail or hopeless the task. If unable to cross an ocean any other way, inevitables have been known to walk into the waves, traversing the seabed to emerge on another continent months later. Inevitables are single-minded in pursuit of their quarry, but they are under orders to leave innocents alone. Accomplices to their prey are fair game, however, which sometimes creates conflicts within their programming. Even the most effective inevitables are periodically recalled to Mechanus for reprogramming. Inevitables gladly sacrifice themselves to complete a mission, but they aren’t suicidal. Faced with impending defeat, they are likely to withdraw and seek a way to even the odds. They are determined but patient foes. They ally with others if that helps accomplish their mission, but they have a hard time keeping allies for long. It’s apparent to anyone who spends much time with one that an inevitable would sacrifice an ally to fulfill its purpose without a second thought. When an inevitable completes its task, it wanders the landscape and passively observes life around it. When it discerns another transgression of the principle it is dedicated to, it has a new mission. Inevitables tend to stick out in a crowd while they’re in observation mode, but they seem oblivious to the attention. Those in the know who hear about a 12-foot-tall, golden-armored statue roaming the countryside might seek out the inevitable and present a case, hoping it will take on the alleged transgressor. The decision is based on the idiosyncrasies of the inevitable’s programming, so there’s no guarantee. Their forms vary, but all inevitables are gold-and-silver clockwork creatures, with gears and pistons where muscles would be on flesh-and-blood creatures. Their eyes glow with a golden radiance. Note that unlike most constructs, inevitables have an Intelligence score and can think, learn, and remember. Inevitables speak Abyssal, Celestial, Infernal, and the native language of their first target. Inevitables take self-defense very seriously; anyone who attacks an inevitable with what the creature perceives as deadly force is met with deadly force in return. An inevitable’s natural weapons, as well as any weapons it wields, are treated as lawfulaligned for the purpose of overcoming damage reduction. Fast Healing (Ex): An inevitable heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate. Kolyarut Kolyarut Zelekhut Marut Marut Marut Quarut Varakhut

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