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- Wastrilith
Wastrilith Wastrilith Large Fiend (Demon), Chaotic Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description From Mordenkainen Presents: Monsters of the Multiverse (2022): Found in the waters of the Abyss and other bodies of water contaminated by that plane’s fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence, responds to the wastrilith’s commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach. Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted. From the Dungeon Master's Guide (2014): A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation. After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A dispel evil and good spell or any magic that removes a curse also ends the effect. If a corrupted creature doesn't leave the plane within ld4 + 2 days, its alignment changes to chaotic evil. Casting the dispel evil and good spell on the creature restores its original alignment. Abyssal Corruption: d10 Result: 1-4: Treachery. The character gains the following flaw: "I can only achieve my goals by making sure that my companions don 't achieve theirs." 5-7: Bloodlust . The character gains the following flaw: " I enjoy killin g for its own sake, and once I start, it's hard to stop." 8-9: Mad Ambition. The character gains the following flaw: " I am destined to rule the Abyss, and my companions are tools to that end." 10: Demonic Possession. The character is possessed by a demonic entity until freed by dispel evil and good or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1. From Planescape Monstrous Compendium Appendix I (1994): The standoffish wastrilith, or water lords, inhabit watery parts of the Lower Planes (and, rarely, other planes), content in their isolation. Though they have no apparent magical power over other creatures, they intimidate undersea denizens so much that even unintelligent creatures serve them. Wastrilith are territorial and do not allow other powerful creatures to establish themselves nearby. Once they have established their territory, they do not stray far from it. They protect what is theirs and don’t meddle in matters outside their territory. Many are found on the 88th level of the Abyss, the Maw of Demogorgon, a watery plane that is dark and cold. Wastrilith require no conventional food or drink, but they enjoy devouring creatures foolish enough to venture near their homes. They leave the remains outside to feed sharks and warn away other curiosity seekers. Wastrilith are nasty-tempered and try to break free of the bonds imposed by spellcasters. There is a 20% chance that a summoned wastrilith ignores the wishes of the summoner, kills him, and rampages until such time as it wearies of the plane. Until that time comes, the water lord can amass considerable power beneath the waves, creating havoc in the area. It is unknown why wastrilith do this, inasmuch as they rarely take their treasure back to their home plane. On the Prime Material, a wastrilith’s territory typically includes a 25-mile diameter circle, at the center of which is the fiend’s palace. The palace can be a marvel of undersea engineering or a simple hole in a coral reef. A wastrilith that has not established its territory will often terrorize shipping in the area, destroying boats on a whim and driving out such creatures as sea dragons and aquatic elves. Combat: Wastrilith are canny opponents, rarely giving their enemies advantage and certainly no quarter. Because they do not believe in suffering needlessly, they send their minions forth to combat enemies: 2d6 sharks, 3d6 sahuagin, 1d4 ixitxachitl, or 1d3 water elementals. As long as the minions continue the attack and the fiend itself is not threatened, it lets them fight by themselves. A wastrilith can breathe a blast of boiling water three times per day in a cone 30’ long with a 10’ diameter base (3d10 damage). They can attack with two claws (1d8 damage each) and bite (1d12 damage). Electrical attacks inflict full damage. However, due to the water lords’ nature, such attacks reach them only half the time; the other half rebound on the caster, causing full damage. Fire-based attacks inflict double full damage if the fiend has left the water, but none if the creature remains fully immersed. Water- and cold-based attacks cause no damage to the wastrilith. In addition, water elementals sent against the fiend do not attack it. Indeed, a water lord has a 50% chance of wresting control of water elementals from the summoner, as long as the water elementals have approached within 100’ of it. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss (underwater) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Corrupts surrounding water, making it toxic - Acidic spout that sucks enemies towards wastrilith - Claws, bite - Creates undertow that makes water difficult terrain for other creatures - Amphibious Appearance Wastrilith are horrendous creatures with jaws full of needle-sharp teeth. Their bulging eyes give them the appearance of leering fish with humanoid torsos. Size Hero Forge: 7 ft. Lore: Large (10 ft. long) Suggested: Large to Huge Other Monikers Water lords Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Mojobob's website
- Trumpet Archon
Trumpet Archon Trumpet Archon Large Celestial, Lawful Good Hero Forge Mini Hero Forge Mini No kitbash, single mini, 3 variants below Description (From Planes of Law - Monstrous Supplement - 1995): Trumpet archons serve as the messengers of higher archons and the powers, but they also have a far more dangerous duty: They escort the spirit of a newly dead being back to its body if it’s resurrected or raised. In performing this duty, the trumpets – alone of all archons – are free to leave the confines of Mount Celestia. Thus, they are held in some awe by their brethren. Interestingly, trumpets are the only archon group in which one rules over others of the same station. Israfel, a trumpet, is known as the lord of heralds. He assigns the other trumpets to their duties. Trumpets consume only mead. Unlike the mortal version, the mead trumpets drink is made from the flowering plants of Mount Celestia. It is exceptionally potent stuff. Legend has it that this mead enhances longevity, though that may only be rumor. Each archon of this type wears a collar and breastplate. Each also carries a single silver trumpet, which it blows to announce its arrival upon reaching any destination and upon its return to Mount Celestia. The sound emitted from this trumpet is one of utter clarity and piercing beauty. Nonarchons who hear the trumpet must save versus spell; failure means paralyzation for 1d4 rounds. Combat: Though they disdain combat, trumpet archons are highly capable warriors. Their trumpets instantly change to silver swords +3, which they use to attack twice per round for 1d10 points of damage for each successful hit. If an archon’s trumpet is stolen (in either trumpet or sword form), it transforms into a useless chunk of lead – and woe betide the poor thief should the archon discover him! Trumpet archons can also cast spells from all priest spheres as if they were 17th-level priests. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 5th edition: - Monster Manual Expanded III by DM's Guild (2021) - Homebrew conversion on reddit 2nd edition: - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website Abilities - Trumpet that transforms into Greatsword - Divine blasts of sound that buff, debuff, or disable creatures - Angelic Weapons - Innate Spellcasting Appearance Trumpet archons look much like avariel, or winged elves, save that trumpets are even more fair. Each archon of this type wears a collar and breastplate. Each also carries a magnificent silver trumpet. Size Hero Forge: 7 ft. (XXL) Lore: 7 ft. Suggested: Large Other Monikers Trumpets Sources - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website
- Blue
Blue Dragon Blue Dragon Gargantuan Dragon, Lawful Evil Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon's Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 ((3d6)) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 ((3d6)) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental , but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception ) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall (3d6) × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within (3d6) days. Any sinkholes remain where they are. (From Fizban's Treasury of Dragons - 2021): Creating a Blue Dragon Use the Blue Dragon Personality Traits and Blue Dragon Ideals tables to inspire your portrayal of distinctive blue dragon characters, and use the Blue Dragon Spellcasting table to help select spells for a spellcasting dragon. Blue Dragon Personality Traits d8 - Trait: 1 - I enforce order and social hierarchies because I believe this is how strong societies are built. 2 - Why waste time and energy murdering weaker creatures when I can make them entertain me instead? 3 - My children, whether born to me or chosen by me, are treasures. 4 - Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand. 5 - I have standards for my hoard. Not just any gem or trinket will do. 6 - I’m so pleased with myself and my own good fortune that I can’t stop laughing or chuckling. 7 - I would rather destroy my lair and lose my hoard than allow anyone to steal from me. 8 - I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance. Blue Dragon Ideals d6 - Ideal: 1 - Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful) 2 - Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil) 3 - Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any) 4 - Family. Blood ties are irrevocable, and even if one doesn’t particularly like one’s family members, they come before anyone else. (Lawful) 5 - Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any) 6 - Loyalty. I don’t form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good) Blue Dragon Spellcasting Age Spell Save DC Spells Known Ancient 20 arcane eye , create or destroy water , major image , project image (From 2nd Edition AD&D Monstrous Manual - 1991): Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies. The size of a blue dragon’s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon’s stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed. Blue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat. Blue dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling blue dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain , in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly. Breath Weapon/Special Abilities: A blue dragon’s breath weapon is a 5’ wide bolt of lightning that streaks 100’ in a straight line from the dragon’s mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Blue dragons cast spells and use their magical abilities at 7th level, adjusted by their combat modifier. Blue dragons are born with an immunity to electricity. As they age, they gain the following additional powers: Young: create or destroy water three times per day. Juvenile: sound imitation at will. Adult: dust devil once a day. Old: ventriloquism once a day. Venerable: hallucinatory terrain once a day. Habitat/Society: Blue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles — only an occasional rock outcropping or dune — to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant. Blue dragons’ enemies are men, who kill the dragons for their skin and treasure, and brass dragons , which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away. Blue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems — especially sapphires. Ecology: Blue dragons are able to consume nearly anything, and sometimes are forced to eat snakes, lizards, and desert plants to help sate their great hunger. However, they are particularly fond of herd animals, such as camels, and they will gorge themselves on caravans of the creatures which they cook with a lightning bolt . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Lightning breath - Lightning immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Size Hero Forge: 10'6"-11' (XXL) Lore: Medium to Gargantuan (120 ft. long) Suggested: Medium to Gargantuan Other Monikers Storm dragons Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - Basic Rules - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website
- Minion of Set | Digital Demiplane
Minion of Set Medium Celestial, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (from Planescape Campaign Setting - 1994): Minions of Set are proxies of Set (of the Egytian mythos). In their natural form, the minions appear to be warriors wielding broad swords and dressed in black, scaly plate mail armor. Sometimes they are mistaken for adventurers, since these are people they most closely resemble, yet they are far from human. The minions of Set are endowed with the power to change into an animal. The second shape is most often that of a giant snake , but a few are able to assume the forms of cave bears , giant crocodiles , giant hyenas , or giant scorpions . The transformation is complete, including clothing and weapons, leaving no traces of their human guises behind. Combat: A minion of Set typically begins combat in human form unless it’s already in animal shape. Changing to anima1 form is normally done only when absolutely necessary. Most minions prefer not to disclose their capabilities, since once discovered their usefulness to their deity is compromised. As humans, 25% of them use magical weapons fashioned in Baator, though none are greater than +2 enchantment. Should a battle go badly or the need be great, however, the minions of Set transform themselves into their fearsome animal forms. The transformation takes less than a single round, leaving only an initiative modifier of 5. Thus, a character could battle an armored fighter one round, only to discover himself facing a giant snake the very next. The Armor Class of the minion does not change because their armor is actually an integral part of their form, but the number of attacks and damage caused varies according to the creature form assumed. Form: Damage: Cave Bear 1d8/1d8/1d12 Giant Crocodile 3d6/2d10 Giant Hyena 3d4* Giant scorpion 1d10/1d10/1d4** Giant snake 1d12** * A roll of 20 indicates the hyena has locked its jaws around its adversary. The held victim suffers -2 penalties to initiative and attack rolls, and moves at half his or her normal rate. ** Victims struck by the scorpion’s tail or the snake’s fangs must successfully save vs. poison or die. Those who save still suffer 2d4 points of additional damage. The minion’s form also affects its tactics. The most common — those who are giant snakes — fight independently, without coordinating their attacks. Those in cave bear form are likewise loners in battle, but are fearsome in their determination. Minions able to take giant hyena form usually fight in packs, concentrating their efforts on a single victim. Ideally, one will lock its jaws on the target while the others tear it to shreds. The remaining two types, giant scorpions and giant crocodiles, normally attack en masse, though not with the coordination of the giant hyena type. Minions of Set, utterly devoted to their power, never check morale and are immune to magic that creates fear or doubt, such as cause fear , scare , phantasmal killer , or doubt spells. All minions, regardless of form, save as 10th-level fighters. For magical attacks, the saving throw takes place only if the minions’ magic resistance (10%) rolls fail. Habitat/Society: As is clear by their name, the minions of Set are the agents of that evil power. They are his special proxies. Once petitioners from the plane of Baator, Set imbued them with special powers needed to carry out his will. Since they rose from petitioner stock, minions of Set cannot be raised, reincarnated, or even spoken to after death. At that point, their essences are forever lost to oblivion. Although evil, Set is a lawful power. He is not one of those creatures from the Abyss, so he will never destroy one of his proxies on a whim, as might Juiblex or other chaotic powers. In return, Set demands absolute and utter loyalty from his minions, which they willingly give. The minions are a fanatical lot, who will follow Set’s instructions even to their own deaths. They devoutly believe that even the slightest whim of Set is more important than all of their lives put together. Nevertheless, the minions are not fools or automatons. They are fully intelligent beings, capable of sophisticated strategies, who act as go-betweens for Set and all other creatures in the multiverse. They command Set’s forces during those times when he is drawn into the Blood War, watch over his petitioners, and even carry out his will on the Prime Material Plane. They are also implacable enemies. To defy the will of Set, as defined by the priests, is to embrace a death sentence unless every minion with knowledge of the defiance is destroyed. An offended minion of Set is tantamount to an entire sect of enemies for life. Ecology: Within the twisted ecology of Baator, the minions of Set are predators. When not carrying out the wishes of their master, the minions steal larvae away from the baatezu to add to their own hordes. Shadow Priests Out of approximately every 20 minions created, Set finds one of exceptional ability. This individual is elevated to the ranks of Set’s shadow priests — sinister commissars of the deity. In addition to the shapechanging ability of regular minions, shadow priests have all the clerical abilities of a normal priest of Set. They have major access to the spheres of All, Astral, Combat, Guardian, Necromance, and Summoning, and they enjoy minor access to the spheres of Healing and Protection. They can memorize and cast spells as if they were priests of 6th to 9th lecel (1d4+5). The shadow priests also have the ability to backstab like a thief /at the same level as their spellcasting abilities), and they are immune to all poisons and gases. Shadow priests are able to command undead if a successful attempt to turn is made. While on Baator, all such command attempts gain a +2 bonus. As noted, the shadow priests are Set’s enforcers. They punish any minion headstrong enough to oppose Set, and lea large forces in battle against Set’s enemies. Shadow priests are often sent to other planes to punish adventurers who have angered Set. (from 3rd Edition Deities & Demigods - 2002): As their name suggests, minions of Set are servants of that evil god. Their name can only hint, however, at the depravity and cruelty these inhuman monsters hide behind their human faces. In its natural form, a minion of Set appears human, with bronzed skin and black hair. It seems to wear scaly black full plate armor, but this is actually natural armor of incredible toughness. It wields a magical khopesh and a mighty longbow. Each minion of Set also has the ability to assume the form of a specific animal: either a Large viper, a dire bear, a giant crocodile, a dire hyena, or a Large monstrous scorpion. In animal form, a minion of Set retains a definite cast of evil to its features and is always a large and powerful example of its animal kind. Combat : Minions of Set prefer to fight in human form if possible, since they dislike revealing their true nature unless it is absolutely necessary. They change to animal form only if a battle is going poorly or their foes already recognize their true nature. They are disorganized combatants, each looking for an opportunity to perform some act of glory or courage in order to win favor in Set’s eyes, rather than cooperating to guarantee their success. Alternate Form: A minion of Set has one alternate form, that of a Large or Huge animal. The transformation resembles the shapechange spell in that the minion gains the extraordinary abilities of the animal form, but changing form is a move-equivalent action (not a free action as for shapechange). In animal form, a minion of Set gains the physical abilities, speed, size and reach, and extraordinary abilities of the animal. Its natural armor remains the same in both forms. Statistics for minions in animal forms are summarized below. For more information, see the appropriate creature entry in the Monster Manual (using the dire wolf to represent the dire hyena). Large Viper: Large outsider; Init +7; Spd 20 ft., climb 20 ft., swim 20 ft; AC 24 (-1 size, +3 Dex, +12 natural); Atk +5 melee (1d4 plus poison, bite); Face/Reach 5 ft. by 5 ft. (coiled)/10 ft.; SA Poison; SQ Scent; SV Fort +5, Ref +8; Str 10, Dex 17, Con 11. Dire Bear: Large outsider; Init +5; Spd 40 ft.; AC 22 (-1 size, +4 Dex, +12 natural); Atk +15/+15 melee (2d4+10, claws), +10 melee (2d8+5, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SA Improved grab; SQ Scent; SV Fort +9, Ref +6; Str 31, Dex 13, Con 19. Giant Crocodile: Huge outsider; Init +5; Spd 20 ft., swim 30 ft.; AC 21 (-2 size, +1 Dex, +12 natural); Atk +12 melee (2d8+12, bite) or +12 melee (1d12+12, tail slap); Face/Reach 10 ft. by 20 ft./10 ft; SA Improved grab; SV Fort +9, Ref +6; Str 27, Dex 12, Con 19. Dire Hyena: Large outsider; Init +6; Spd 50 ft.; AC 23 (-1 size, +2 Dex, +12 natural); Atk +12 melee (1d8+10, bite); Face/Reach 5 ft. by 10 ft./5 ft; SA Trip; SQ Scent; SV Fort +8, Ref +7; Str 25, Dex 15, Con 17. Large Monstrous Scorpion: Large outsider; Init +4; Spd 50 ft.; AC 21 (-1 size, +12 natural); Atk +8/+8 melee (1d6+3, claws), +3 melee (1d6+1 plus poison, sting); Face/Reach 5 ft. by 10 ft./5 ft.; SA Improved grab, squeeze, poison; SV Fort +7; Str 17, Dex 10, Con 14. Minion of Set Characters: Minions of Set occasionally advance in levels as clerics of Set, which is their favored class, or as rogues, blackguards, or assassins. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - dandwiki.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Transform into fearsome animal forms (usually a giant snake but not always) - Venom from animal bites can cause instant death - Immune to charm, frightened; unshakable morale - Skilled in combat, often wielding enchanted weapons - Magic Resistance Appearance In their natural form, the minions appear to be warriors wielding broad swords and dressed in black, scaly plate mail armor. Sometimes they are mistaken for adventurers, since these are people they most closely resemble, yet they are far from human. The minions of Set are endowed with the power to change into an animal. The second shape is most often that of a giant snake, but a few are able to assume the forms of cave bears, giant crocodiles, giant hyenas, or giant scorpions. The transformation is complete, including clothing and weapons, leaving no traces of their human guises behind. Size Hero Forge: 11'9"(7') (XL) Lore: Medium (6'6" tall) Suggested: Medium Other Monikers Proxy of Set, proxies of set Sources - archive.org (3rd Edition Deities & Demigods - 2002) - Planescape Campaign Setting (1994) - Mojobob's website
- Ursinal | Digital Demiplane
Ursinal Large Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix II - 1995): The scholars and philosophers of the guardinals are the ursinals , benevolent beings who resemble huge men and women with distinctive bearlike attributes. They’re advisers to the leonals , and the record-keepers and magic-users of their race. Ursinals are open with their knowledge but love to digress endlessly and often free-associate through many iterations until they’re holding forth on a subject with no relation to the original topic. Ursinals stand 8 feet tall, with thick-set bodies. They’re covered with light golden, red, or golden-brown fur that’s long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An ursinal’s face has a pronounced muzzle and high ear-tufts, but its expression is kindly. It’s very difficult to move an ursinal to anger, but the powers pity the poor sod who manages the trick — it’s said that a fighting-mad ursinal can tear his way through any three gehreleths . Combat: Ursinals dislike combat and avoid physical confrontations until they become inevitable. However, a body’d be wise to watch out when the ursinal finally decides to stand his ground. An ursinal’s as strong as a hill giant (Strength 19) and can dish out terrible damage with his sharp-clawed paws. If an ursinal hits an enemy with both paws, he can automatically hug his victim for an additional 2d10 points of damage and gains a +4 bonus to his bite attack against the hugged victim. Ursinals’re skillful mages and have the spell powers of a wizard of level 9 to 16 (d8+8). They prefer spells of enchantment, misdirection, or divination, and rarely memorize many heavy-damage spells. Of course, under the right circumstances, an ursinal’ll make use of any spell in his books. They’re also fond of magical items such as rings, rods, or wands, and miscellaneous magic that enhances their spell-casting ability. Like the other guardinals, ursinals have several spell-like powers that can be used once per round: continual light , ESP , hold monster , know alignment , polymorph self , magic missile (5 missiles), sleep (4d6 Hit Dice worth, affects creatures up to 7 HD), or create solid fog . An ursinal can cure disease , heal , or neutralize poison three times per day, and once per day he can speak a holy word . Once per year the ursinal can grant alimited wish . Ursinals can be hit only by silver weapons or those that have been enchanted to +3 or better. They’re never surprised in Elysium. Habitat/Society: The advice of an ursinal is a much sought-after commodity. As librarians, scholars, and record-keepers, they carefully catalogue and sort all manner of information. They’re especially knowledgeable about magical matters and also have a keen interest in prime-material histories and linguistics. In Elysium it’s said that if an ursinal doesn’t know something, he knows where to go to find out. Ursinals are solitary creatures, but almost all are linked by constant correspondence and magical communications. They’re also fond of the company of lesser guardinals or petitioners who can “benefit” from the ursinal’s wisdom. Some view ursinals as intrusive busybodies, but most of their advice is strikingly accurate and always well intended. (from Book of Exalted Deeds - 2003): This large biped has distinctive bearlike attributes. Its body is covered with fur that varies in color from light gold to red to golden-brown. The hair grows thick and long on its forearms, back, and lower legs but thin and fine on its torso and face. Its face, which has a pronounced muzzle and high-set ears, bears a kind expression. Ursinals are the scholars and philosophers of the guardinals, benevolent and wise. They serve as advisors to the leonals and record-keepers of Elysium. They enjoy sharing their knowledge, often at great length with endless digressions. Ursinals stand just over 8 feet tall and weigh close to 700 pounds. They speak Abyssal, Celestial, Common, Draconic, and Infernal. Combat : Ursinals dislike combat and avoid physical confrontations as long as possible. They are as fierce once they enter melee as any dire bear, but they prefer to use their spell ability to break off combat before it gets started. An ursinal’s natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction. Improved Grab (Ex):If an ursinal hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thereafter, the ursinal has the option to conduct the grapple normally, or simply use one claw to hold the opponent (–20 penalty on grapple check, but the ursinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Spells: An ursinal casts spells as a 12th-level wizard. They favor Divination and Enchantment spells, as well as those that mislead or confuse opponents rather than deal damage. Typical Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level; Enchantment save DC 15 + spell level): 0—daze, detect poison, flare, light ; 1st—charm person, color spray, eyes of the avoral*, feather fall, hypnotism; 2nd— glitterdust, invisibility, locate object, touch of idiocy, yoke of mercy* ; 3rd—clairaudience/ clairvoyance, daylight, elation*, healing touch, suggestion; 4th—celestial brilliance*, confusion, radiant fog*, scrying; 5th—dismissal, Purified wall of fire, teleport; 6th— mass suggestion, wages of sin*. *New spell described in Chapter 6 of this book. Spell-Like Abilities: At will—aid, daylight, deep slumber (DC 17), detect evil, detect magic, detect thoughts (DC 16), dimension door, dispel magic, hold monster (DC 19), magic circle against evil (self only), magic missile, polymorph, see invisibility, solid fog; 3/day—heal (DC 20), neutralize poison, remove disease; 1/day—holy word (DC 21). Caster level 12th. The save DCs are Charisma-based. Lay on Hands (Su): This works just like the paladin’s ability, but the ursinal can heal as much damage per day as its own undamaged hit point total. Speak with Animals (Sp): Equinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound. Uncanny Dodge (Ex): While on Elysium, ursinals can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonuses to Armor Class even when caught flat-footed. They lose this ability on other planes. BHARRAI, THE GREAT BEAR: This bipedal bear has thick snow-white fur, eyes like shards of blue ice, and massive paws. She stands 18 feet tall and wears immaculate robes of the finest quality. Bharrai (buh-RYE) is the matriarch of the ursinals. Some ursinals refer to her as “Mother Bear,” for she treats others of her kind like cherished children, taking great interest in their endeavors and exploits and fearing for them when they leave Elysium to study magic and fight evil abroad. When not accompanying Talisid and the other Companions on some important escapade, Bharrai resides in a great lodge overlooking a small lake, all nestled between four mountains on Eronia (the second layer of Elysium). The region enjoys hot summers and harsh winters. During the summer, Bharrai teaches her fellow ursinals about the importance of living in harmony with nature. In the winter, she turns the lodge into a college of wizardry—an isolated retreat where ursinals and visiting wizards can study and learn magic under her supervision. Combat : A formidable combatant, Bharrai prefers to cast spells than engage in melee combat. Bharrai’s natural weapons and any weapons she wields are treated as goodaligned for the purpose of overcoming damage reduction. Improved Grab (Ex): If Bharrai hits an opponent that is at least one size category smaller than himself with a claw attack, she deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thereafter, Bharrai has the option to conduct the grapple normally or simply use one claw to hold the opponent (–20 penalty on grapple check, but Bharrai is not considered grappled). In either case, each successful grapple check she makes during successive rounds automatically deals claw damage. Spells: Bharrai casts spells as an 18th-level wizard. She favors Enchantment and Divination spells, as well as those that mislead or confuse opponents rather than simply deal damage. Spells Prepared (4/7/7/6/6/6/6/4/4/3; save DC 20 + spell level, DC 22 + spell level for Enchantment spells): 0—daze, detect poison, open/close, ray of frost; 1st—charm person, chill touch, identify, mage armor, ray of enfeeblement, shield, sleep ; 2nd—bear’s endurance, cat’s grace, daze monster, fox’s cunning, scorching ray, touch of idiocy, yoke of mercy* ; 3rd—clairaudience/clairvoyance, fly, haste, protection from energy, suggestion, water breathing; 4th—confusion, consecrated fireball, fire shield, greater invisibility, stoneskin, wall of ice; 5th—animal growth, break enchantment, dominate person, quickened mage armor, mind fog, wall of force; 6th—consecrated cone of cold, geas/quest, greater dispel magic, legend lore, mass bear’s endurance, mass suggestion; 7th—banishment, control weather, greater teleport, mass hold person; 8th—dimensional lock, moment of prescience, Otto’s irresistible dance, nonlethal polar ray; 9th—dominate monster, foresight, time stop. *New spell described in Chapter 6 of this book. Spell-Like Abilities: At will—aid, daylight, deep slumber (DC 23), detect evil, detect magic, detect thoughts (DC 22), dimension door (DC 24), dispel magic, hold monster (DC 24), magic circle against evil (self only), magic missile, polymorph, see invisibility, solid fog ; 3/day—heal (DC 26), neutralize poison (DC 23), remove disease (DC 23); 1/day—holy word (DC 27). Caster level 20th. The save DCs are Charisma-based. Nature-Friendly Spells (Su): This ability allows Bharrai to change the composition of any energy-based spell she casts to something that is not destructive to nature. The spell must have the acid, cold, electricity, or fire descriptor, and Bharrai may choose to deal nonlethal damage instead of lethal damage against animals and plants targeted or otherwise affected by the spell. Uncanny Dodge (Ex): While on Elysium, Bharrai can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class even when caught flat-footed. She loses this ability on other planes. URSINAL GUARDINAL (5e homebrew) Large Celestial, Neutral Good Armor Class 17 Hit Points 136 (16d8 + 64) Speed 30 ft., climb 30 ft. STR 20(+5) DEX 10(+0) CON 18(+4) INT 20(+5) WIS 20(+5) CHA 15(+2) Saving Throws: WIS +12 Skills: Arcana +12, Insight +9, Intimidation +7, Nature +12, Perception +9, history +12, religion +12 Resistances: Acid, Cold, Force, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons that aren't silvered Immunities: Lightning, Petrified Senses: Darkvision 60 ft., Passive Perception 17 Languages: All Challenge 12 (8,400 XP) Keen Smell . The ursinal has advantage on Wisdom (Perception) checks that rely on smell. Celestial Weapons. The ursinal's natural attacks are magical. Innate Spellcasting. The ursinal's spellcasting ability is Wisdom (spell save DC 20). The warden archon can innately cast the following spells, requiring only verbal components: At will: continual flame, detect evil and good, dimension door, dispel magic, gaseous form, hold monster, light, magic missile (5 darts), polymorph, protection from evil and good, see invisibility, sleep (cast at level 6 for 15d8 HP sleepage), speak with animals. 3/day each: cure disease, heal, protection from poison 1/day each: divine word. 1/year: wish. Lay on Hands. The ursinal has a pool of 70 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the ursinal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The ursinal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs. Magic Resistance. The ursinal has advantage on saving throws against spells and other magical effects. Rage . As a bonus action, the ursinal can fly into a rage for up to 1 minute. While enraged, the ursinal gains advantage on strength checks and strength saving throws, +2 melee damage with strength weapons, and resistance to bludgeoning, piercing, and slashing damage. The ursinal can't cast or concentrate on spells or spell-like abilities while raging. The ursinal's rage ends early if it is knocked unconscious or if the ursinal's turn ends and it hasn't attacked a hostile creature since their last turn or taken damage since then. The ursinal can also end its rage as a bonus action. Spellcasting . The ursinal is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The ursinal has the following wizard spells prepared: Cantrips (at will): friends, mage hand, mending, message 1st level (4 slots): charm person, mage armor, magic missile 2nd level (3 slots): hold person, invisibility, suggestion* 3rd level (3 slots): haste, lightning bolt, tongues 4th level (3 slots): dominate beast, stoneskin 5th level (2 slots): geas Actions Multiattack . The ursinal makes two claw attacks. Bite . Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, or 18 (2d10 + 7) piercing damage while raging.. Claw . Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. or 16 (2d8 + 7) slashing damage while raging. If the ursinal is in a rage and both claw attacks hit, it can grapple a large or smaller creature in a crushing hug (escape DC 18). Until the grapple ends, the target takes 38 (9d6 + 7) bludgeoning damage at the start of each of the ursinal's turns, and the ursinal can make a bite attack on the target. Besides the bite, the ursinal can make no further attacks or actions while the target is hugged. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Homebrew stat block in description 3.5e: - realmshelps.net - Book of Exalted Deeds (2003) 2nd Edition: - mojobob's website Abilities - Grappling bear hug - Uncanney dodge - Lay on hands - Speak with animals - Powerful spellcasting - Innate spellcasting Appearance Ursinals stand 8 feet tall, with thick-set bodies. They’re covered with light golden, red, or golden-brown fur that’s long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An ursinal’s face has a pronounced muzzle and high ear-tufts, but its expression is kindly. Size Hero Forge: 10'4" (XL) Lore: Medium (8 ft.) Suggested: Large to Huge Other Monikers Bear guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Demons (Tanar'ri) | Digital Demiplane
In Dungeons & Dragons, demons (who are chaotic evil) and devils (who are lawful evil) are two distinct factions of fiends who hate each other. They've fought an eternal cosmic war since forever, as evil becomes its own worst enemy. I have Hero Forge miniatures of most 5e/Planescape demons here, and related lore, for use in your own game. Content warning - they're pretty gruesome. Some of the minis are old, too, and could be made better today. If you have a request for an update, just ask! Demo ns ( Tanar' ri ) Made with Hero Forge Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau (from 5th Edition Monster Manual - 2014 - [credits] ) Spawned in the Infinite Layers of the Abyss , demons are the embodiment of chaos and evil- engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Cap ricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. E ternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holdsor inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon r~gards any mortals in its service as tools td use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons ,yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Jggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature. and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva (from Fiend Folio - 2003 - [credits] ) The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells. The largest and most diverse group of demons is the tanar’ri, unchallenged masters of the Abyss. Combat : Demons enjoy combat. Those with spell-like abilitie s often use them from a distance. Many demons can create darkness , so they frequently do so before joining melee. Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life). In addition, all tanar’ri have the following abilities in common. Tanar’ri Traits: Tanar’ri can communicate telepathically with any creature within 100 feet that has a language. A tanar’ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20. (from Planescape Monstrous Compendium Appendix I - 1994 - [credits] ) In Sigil the streets teem with denizens of a thousand planes, and each claims to have visited a thousand more. In every back-alley gambling haunt in the Lower Ward, in half the tiefling halfway houses, in the incense-heavy air of vapor shops where old men debate weird philosophies, tales pass back and forth. Those tales debate the absolutes of the Outer Planes, the greatest and least, loftiest and most base, best and worst. Every tale that turns upon the worst inevitably stops with the place of despair, the infinite bleak layers that represent the suffering and toil of existence made tangible. There chaos and hopelessness reign. There in the Abyss, where others endure endless torment, the tanar’ri thrive. Like the baatezu , tanar’ri are fiends (lower planar creatures of enormous power), but they embody evil of a different type. Baatezu, lawful evil beings, pursue calculated doctrines as part of a grand plan to advance their race to dominion of all the planes. Most baatezu tempt mortals into intellectual evils such as pride, ambition, and subversion. Tanar’ri, chaotic evil personified, are motivated not by doctrines but by insane, violent inner drives. They tempt mortals into crimes of passion and vice, evils of appetite. Less intelligent tanar’ri often attack without question and fight until slain. True and greater tanar’ri roam the Astral and Ethereal planes, driven ceaselessly to seek fresh victims. The tanar’ri have five divisions, listed here in order of ascending power with member varieties: Least : dretch, manes, rutterkin Lesser : alu-fiend, bar-lgura, cambion, succubus Greater : babau, chasme, nabassu, water lord True : balor, glabrezu, hezrou, marilith, nalfeshnee, vrock Guardian : molydeus These classifications actually mean little in their lives. They are merely broad estimates of destructive power. The tanar’ri have little use for anything besides power, and a strong lesser tanar’ri who bests a greater cousin gains higher status in the Abyss. Their petty battles for position are endless. The only class free from these power struggles is the molydeus, a guardian tanar’ri that seems curiously divorced from the tanar’ri power structure. The tanar’ri are one of the two major factions in the Blood War. For as long as the tanar’ri have existed, they have waged war against their ancient enemies, the baatezu. The tanar’ri and baatezu wage war in strikingly different ways. The baatezu are organized and fight their battles with planned tactics for strategic goals. The tanar’ri, however, are a horde of chaos and disorder, using their endless numbers in wars of attrition. It is difficult to estimate tanar’ri populations, considering they inhabit an infinite number of infinitely large planes, but there are easily 100 times as many tanar’ri as baatezu. This disordered race wages the Blood War only because true tanar’ri seem to have a primal urge to destroy baatezu. They force those less powerful than themselves to serve their wishes. Most tanar’ri feed on either flesh or the life force of other living beings. It appears that they derive more nutrition from a victim by instilling terror in it before the kill. Whereas most predators simply stalk and then kill, tanar’ri add a third step: stalk, terrify, kill. Combat : All tanar’ri (even the least) share the spell-like powers: darkness , 15‘ radius, infravision , and teleport without error . They also can gate in other tanar’ri at will, as defined for each type. Tanar’ri are affected by attack forms as noted below: Acid - full Cold - half Electricity (lightning) - none Fire (magical) - half Fire (nonmagical) - none Gas (poisonous, etc.) - half Iron Weapon - full Magic Missile - full Poison - none Silver Weapon - Full (Greater tanar'ri take half damage from silver weapons) All tanar’ri have a form of telepathy that lets them communicate with any intelligent life form regardless of language barriers. Tanar’ri with Average or better Intelligence can converse. The Abyss-forged magical weapons of the tanar’ri dissolve upon the owner’s death. When one doesn’t, the weapon probably originated elsewhere. Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol
- Storm Giant Quintessent
Storm Giant Quintessent Storm Giant Quintessent Huge Giant, Chaotic Good Hero Forge Mini Single mini, no kitbash Description (From Volo's Guide to Monsters - 2016): To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear. A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors. A Quintessent’s Lair: A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment. Lair Actions: A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can’t take the same lair action two rounds in a row: Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured . The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind. Gale. The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished. Regional Effects: The region containing a storm giant quintessent’s lair is warped by the giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair. Winds. High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind. If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within (1d8) days. Storm Giants (General Info): Storm giants, the most powerful and majestic of giant-kind, are also the most aloof and the least understood. Uvarjotens aren’t just forces of nature; they are bound to nature, and are extensions of it, in mystical ways that humans find hard to comprehend. Ordning of Omens. Each storm giant knows its status in the ordning by the signals the universe sends them. Omens might be seen in the wheeling flight of a flock of birds, the patterns in sand left by a receding tide, the shapes of clouds, or any number of other natural phenomena. Storm giants that receive the greatest number of such messages generally rank highest, but the significance of individual signs can also affect one’s status. On the rare occasions when storm giants meet, omens and signs accompany each individual, making it plain to all present who ranks where. Arguments about ranking within the ordning are rare, but all the giants in the group studiously examine every sign for evidence that one among them might be the greatest yet, since the revelation of that fact would herald Annam’s return. Ever since Ostoria fell and Annam abandoned his children, no sole king or emperor has ruled over giantkind. According to legend, the arrival of such a leader will be presaged by signs and omens in all the elements of the world: the sky (air), the sea (water), the continents (earth), and the underworld (fire). All of these are realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and unmistakable. In the crawl of centuries since the empire’s collapse, the few signs manifested have been muddied, conflicting, and contentious. For an obvious reason, every storm giant has a strong personal interest in how soon Annam’s return comes to pass — they all want to live to see it. Some individuals gain a measure of immortality for themselves by merging with elemental forces. These storm giant quintessents are the most reclusive of their kind, lairing in remote and inhospitable sites surrounded by brutal winds and murderous weather. Without an emperor to serve as their political and spiritual head, the storm giants are adrift on an uncertain sea. Every possibility encapsulated in every sign is exhaustively examined. Debates over the meaning and validity of this or that omen are conducted across human kingdoms and spanning human lifetimes. Explorers and adventurers can find opportunity in this situation, since the giants sometimes hire agents that they dispatch to investigate portents and to retrieve items the giants need for their oracles. It’s dangerous work, for two reasons. The obvious one is that the task involves delving into Ostorian ruins that have been sealed for millennia. The less obvious one is that certain portents, if confirmed to be true, would indeed bring about the return of Annam, upending the giants’ social order and initiating a new age. Some would welcome such a change; others would oppose it bitterly and do all they could to stop it, possibly resorting to all-out war. Out for Themselves. In the absence of both Annam and a worldly emperor, storm giants recognize no higher authority. Human, elf, and dwarf kings, liches, grand sorcerers and wizards — all might amass what they consider great power, but they have no influence over the storm giants. Any who try extending their reach in that direction are guaranteed to come to grief. But as long as the world leaves the storm giants alone, the giants will leave the world alone. They wish neither good nor ill on the realms of humanity; they simply don’t give much thought to the matter, except on the rare occasions when humans crop up in a prophecy or are hinted at by an omen. When storm giants do interact with non-giants, those on the receiving end of their attention might question the notion that storm giants are “good” creatures. They respect the principle of the sanctity of life, but even the calmest of storm giants has a tremendous temper. When one is roused to anger, principle gives way to fury, and an offense committed by one person against a giant can bring furious retribution down on an entire community. A storm giant that destroys a town and kills innocents in a fit of rage is likely to regret it afterward and might offer payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully in the presence of a giant, but this is especially true of storm giants. Living on the Edge . Once they’re old enough to fend for themselves, storm giants spend most of their lives in contemplative isolation. Storm giants are capable of living wherever they choose, whether that’s atop a mountain, in a glacial cave, or at the bottom of the deepest oceanic trench. One kind of location that invariably draws their attention is an elemental crossing — where the Material Plane and the Elemental Planes intersect and interact. Elemental influence pervades the architecture of storm giants and lends a tempestuous, unearthly quality to their homes. Storm giants use elemental crossings for their own transplanar wandering, especially into the Elemental Plane of Air and the Elemental Plane of Water. The frequent whirlpools, tornadoes, and lashing rainstorms that buffet the passages to those two planes help to safeguard the giants’ homes and ensure their privacy. Although a storm giant prefers to live outside the company of other giants, it isn’t necessarily alone in its stronghold. Storm giants share their abodes with other creatures that are comfortable in the environment: a sea-dwelling storm giant, for example, might have a few merfolk, water weirds, or even a dragon turtle for companions, while a storm giant living on a mountain peak would extend a friendly hand to any pegasus that happened by, and might even welcome yetis into its home for a time if it believed they could be trusted. The giant’s guests are expected to be respectful, to make themselves useful, and to provide interesting conversation or other entertainment when the giant feels like being sociable. Moods of Stronmaus. Storm giants pay homage to Stronmaus, the eldest of Annam’s children, who is also the most joyful and the most prone to laughter and enjoying fellowship with his siblings. That image of Stronmaus is in sharp contrast to how storm giants are perceived in the world: aloof and dour. Nonetheless, it is an accurate one. In the giants’ legends, Stronmaus is subject to gray moods and deep brooding that are just as intense as his moments of good humor. It is also true that storm giants aren’t as humorless as popular notions paint them to be. They’re quiet and reserved when they’re by themselves, which is how they spend most of their time. But when they get together with others of their kind, they enjoy mirth, song, and drink as much as Stronmaus does. For the sake of their privacy and for the safety of smaller beings in the vicinity, these rare gatherings occur far from the presence of other creatures, thus perpetuating the giants’ reputation for always being gloomy and grim. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Water Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond Abilities - Lightning Sword - Wind Javelin - Wind gusts - Thunderbolt - Merges with Storm - Legendary Resistance - Spellcasting - Great strength, size, constitution - Amphibious Appearance Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. Size Hero Forge: 10'7' Lore: Huge (26 feet) Suggested: Huge to Gargantuan Other Monikers Uvarjotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016)
- 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
- Lich | Digital Demiplane
Lich Medium Undead, Any Evil Alignment Hero Forge Mini Kitbashed, single mini, 2 variants below Description (From 5th Edition Monster Manual - 2014): Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. They hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn’t hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. A lich is created by an arcane ritual that traps the wizard’s soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. With its phylactery prepared, the future lich drinks a potion of transformation—a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. Soul Sacrifices. A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target’s body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich’s phylactery can hold only one creature at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life. A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich . Death and Restoration. When a lich’s body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich’s phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location. Destroying a lich’s phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself. Lonely Existence. From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair. Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King. Magic Collectors. Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack. Undead Nature. A lich doesn’t require air, food, drink, or sleep. A Lich's Lair: A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work. A lich encountered in its lair has a challenge rating of 22 (41,000 XP). Lair Actions. On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row: The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair. The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 ((1d8)) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. (From Monster Manual v3.5 - 2003): A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. As a rule, these creatures are scheming and, some say, insane. They hunger for ever greater power, long-forgotten knowledge, and the most terrible of arcane secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing. Multiclass fighters or clerics may still bear the armor of a warrior. Like its body, however, the garb of a lich shows all too well the weight of years. Decay and corruption are its constant companion. Liches speak Common plus any other languages they knew in life. Combat : A lich’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. The Will save against this lich’s fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 16. Wizard Spells Prepared (4/5/5/5/4/2/1; save DC 14 + spell level): 0—acid splash, detect magic, ray of frost*, touch of fatigue; 1st—expeditious retreat, magic missile (3), ray of enfeeblement; 2nd—mirror image, protection from arrows, scorching ray*, spectral hand, web; 3rd—dispel magic, fireball*, haste, lightning bolt*, vampiric touch; 4th—enervation, fear, ice storm*, shout*; 5th—cone of cold*, teleport; 6th—disintegrate. *Because of Spell Focus (evocation), the save DC for these spells is 15 + spell level. Possessions: Bracers of armor +4, cloak of resistance +1, potion of gaseous form, ring of protection +1, scroll of summon monster IV (8th level), wand of magic missile (50 charges, 9th level). CREATING A LICH: “Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery; see The Lich’s Phylactery, below. (Liches of other kinds of creatures, such as dragons, exist, but use different templates.) A lich has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. Attack: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. Special Attacks: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted. Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. Spells: A lich can cast any spells it could cast while alive. Special Qualities: A lich retains all the base creature’s special qualities and gains those described below. Turn Resistance (Ex): A lich has +4 turn resistance. Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Organization: Solitary or troupe (1 lich, plus 2–4 vampires_ and 5–8 vampire spawn). Challenge Rating: Same as the base creature + 2. Treasure: Standard coins; double goods; double items. Alignment: Any evil. Advancement: By character class. Level Adjustment: Same as the base creature +4 LICH CHARACTERS: The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life. THE LICH'S PHYLACTERY: An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. (From 2nd Edition Monstrous Manual - 1993): The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere with their own. A lich greatly resembles a wight or mummy , being gaunt and skeletal in form. The creature’s eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. The lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. They were originally wizards of at least 18th level. Liches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. In either case, the clothes will be tattered and rotting with a 25% chance of being magical in some way. Combat: Although a lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle. The aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds. Should the lich elect to touch a living creature, its aura of absolute cold will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until dispelled in some manner. Liches can themselves be hit only by weapons of at least +1, by magical spells, or by monsters with 6 or more Hit Dice and/or magical properties. The magical nature of the lich and its undead state make it utterly immune to charm , sleep , enfeeblement , polymorph , cold , electricity , insanity , or death spells. Priests of at least 8th level can attempt to turn a lich, as can paladins of no less than 10th level. A lich is able to employ spells just as it did in life. It still requires the use of its spell books, magical components, and similar objects. It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects. Thus, adventurers should be prepared to face magic the likes of which they have never seen before when stalking a lich. In addition, liches are able to use any magical objects which they might possess just as if they were still alive. Defeating a lich in combat is difficult indeed, but managing to actually destroy the creature is harder still. In all cases, a lich will protect itself from annihilation with the creation of a phylactery in which it stores its life force. This is similar to a magic jar spell. In order to ensure the final destruction of a lich, its body must be wholly annihilated and its phylactery must be sought out and destroyed in some manner. Since the lich will always take great care to see to it that its phylactery is well hidden and protected this can be an undertaking fully as daunting as the defeat of the lich in its physical form. Habitat/Society: Liches are usually solitary creatures. They have cast aside their places as living beings by choice and now want as little to do with the world of men as possible. From time to time, however, a lich’s interest in the world at large may be reawakened by some great event of personal importance. A lich will make its home in some ominous fortified area, often a strong keep or vast subterranean crypt. When a lich does decide to become involved with the world beyond its lair, its keen intelligence makes it a dangerous adversary. In some cases, a lich will depend on its magical powers to accomplish its goals. If this is not sufficient, however, the lich is quite capable of animating a force of undead troops to act on its behalf. If such is the case, the lich’s endless patience and cunning more than make up for the inherent disadvantages of the lesser forms of undead which it commands. Although the lich has no interest in good or evil as we understand it, the creature will do whatever it must to further its own causes. Since it feels that the living are of little importance, the lich is often viewed as evil by those who encounter it. In rare cases, liches of a most unusual nature can be found which are of any alignment. The lich can exist for centuries without change. Its will drives it onward to master new magics and harness mystical powers not available to it in its previous life. So obsessed does the monster become with its quest for power that it often forgets its former existence utterly. Few liches call themselves by their old names when the years have drained the last vestiges of their humanity from them. Instead, they often adopt pseudonyms like “the Black Hand” or “the Forgotten King.” Learning the true name of a lich is rumored to confer power over the creature. Ecology: The lich is not a thing of this world. Although it was once a living creature, it has entered into an unnatural existence. In order to become a lich, the wizard must prepare its phylactery by the use of the enchant an item , magic jar , permanency and reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the wizard. Once this object is created, the would-be lich must craft a potion of extreme toxicity, which is then enchanted with the following spells: wraithform , permanency , cone of cold , feign death , and animate dead . When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A system shock survival throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. Demilich: The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. Inmost cases, all that remains of a demilich’s body are a skull, some bones, and a pile of dust. When it has learned all that it feels it can in its undead life, the lich will continue its quest for power in strange planes unknown to even the wisest of sages. Since it has no use for its physical body at this point, the lich leaves it to decay as it should have done centuries ago. If the final resting place of a demilich’s remains are entered, the dust which was once its body will rise up and assume a man-like shape. In the case of the oldest demiliches (25%), the shape will advance and threaten, but dissipate without attacking in 3 rounds unless attacked. Younger demiliches (75%) still retain a link to their remains, however, and will form with the powers of a wraith . This dust form cannot be turned. In addition, it can store energy from attacks and use this power to engage its foes. If the dust form is attacked, each point of damage which is delivered to it is converted to an energy point. Since the demilich will fall back and seem to suffer injury from each attack (though none is actually inflicted), its attackers are likely to press on in their attempts to destroy it. Once the demilich has acquired 50 energy points, it will assume a manifestation which looks much like the lich’s earlier undead form and has the powers and abilities of a ghost , but which cannot be turned. If anyone touches the skull it will rise into the air and turn to face the most powerful of the intruders (a spell user will be chosen over a non-spell user). Instantly, it unleashes a howl which acts as a death ray , affecting all creatures within a 20’ radius of the skull. Those who fail to save vs. death are permanently dead. On the next round, the demilich will employ another manner of attack. In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. The physical body of someone hit with the demilich’s spell collapses and rots away in a single round. Once it has drained the life essence from the most powerful member of the party, the skull sinks back to the floor. If it continues to be challenged, the demilich can repeat this attack until all of its gems are filled. An amulet of life protection will prevail over the gem, but the character’s body will perish regardless. In addition to the attacks mentioned above, a demilich can also pronounce a powerful curse on those who disturb it. These can be so mighty as to include: always being hit by one’s enemies, never making a saving throw, or the inability to acquire new experience points. Demilich curses can be overcome with a remove curse , but the victim loses one point of charisma permanently when the curse is removed. The skull of a demilich is Armor Class -6 and has 50 hit points. It can be affected by spells in only a few ways: a forget spell will cause it to sink down without attacking (either by howling or draining a soul), a dispel evil will do 5-8 (1d4+4) points of damage to it, a shatter spell will inflict 3-18 (3d6) points of damage to it, a holy word pronounced against it will deliver 5-30 (5d6) points of damage, and a power word kill spell cast by an ethereal or astral wizard will cause the skull to shatter (destroying it). Most weapons will be unable to harm the skull of a demilich, but there are exceptions. A fighter or ranger with a vorpal sword , sword of sharpness , sword +5 , or vorpal weapon can inflict normal damage on the skull, as can a paladin with a vorpal or +4 weapon. Further, any character with a +4 or better weapon or a mace of disruption can inflict 1 point of damage to the skull each time he strikes it. Upon the destruction of the skull, those who have been trapped inside the gems must make a saving throw vs. spell. Those who fail are lost forever, having been consumed by the demilich to power its magical nature. If the character survives, the gem glows with a faint inner light, and true seeing will reveal a tiny figure trapped within. If the throw is made the soul can be freed by simply crushing the gem. A new body must be within 10 yards for the soul to enter or it will be lost. Such a body might be a clone or simulacrum. (See spells of those names.) If the fragments of the destroyed skull are not destroyed by immersion in holy water and the casting of a dispel magic the demilich will reform in 1-10 days. Archlich: From time to time, sages have heard rumors of liches having alignments other than evil, and even lawful good liches apparently have existed. There have even been reports of priests who, in extreme circumstances, have become liches. These reports have recently been verified, but the archlich is as rare as Roc’s teeth. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - 18th level spellcasting - Paralyzing touch - Frightening gaze - Disrupts life from 20 feet - Turn Resistance - Legendary Actions - Legendary Resistance - Immune to poison, nonmagical attacks, charmed, exhaustion, frightened, paralyzed - Resistant to cold, lightning, necrotic - Truesight - Appearance A lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature’s eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. Liches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. Size Hero Forge: 8'5" (XL) Lore: Medium (6 ft. tall) Suggested: Medium Other Monikers Lichnee Sources - Angry Golem Games - 5th Edition Monster Manual (2014) - 3.5e Monster Manual (2003) - 2nd Edition Monstrous Manual (1993) - Dndbeyond - Mojobob's website
- Shadow | Digital Demiplane
Shadow Medium Undead, Chaotic Evil Hero Forge Mini Kitbashed, single mini, 1 variant below (inc. no kitbash) Description (from 5th Edition Monster Manual - 2014): Shadows are undead that resemble dark exaggerations of humanoid shadows. Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures’ vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its “parent” to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. Undead Nature. A shadow doesn’t require air, food, drink, or sleep. (from 3.5e Monster Manual I - 2003): This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape. Shadows are creatures of sentient darkness, hating life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. Natural enemies of all that live, shadows are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Combat : Shadows lurk in dark places, waiting for living prey to happen by. Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks. Greater Shadow: Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics. Combat : A greater shadow uses stealth and cunning in combat. A favorite tactic is to lie in wait, almost completely concealed by walls or floor, then swoop out, make an incorporeal touch attack, and retreat back into a solid object without allowing a return attack. Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe. (from 2e Monstrous Manual - 1993): Shadows are shadowy, undead creatures that drain strength from their victims with their chilling touch. Shadows are 90% undetectable in all but the brightest of surroundings (continual light or equivalent), as they normally appear to be nothing more than their name would suggest. In bright light they can be clearly seen. Combat: As shadows exist primarily on the Negative Material Plane, they have the ability to drain the life force of their victims. The chilling touch of a shadow inflicts 2-5 points of damage to its victim as well as draining one point of Strength. Lost Strength points return 2-8 turns after being touched. If a human or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well. The newly formed shadow is then compelled to join the roving band and pursue a life of evil. Other living creatures simply collapse from fatigue (if taken to zero Strength) or fall unconscious (if taken to zero hit points), where they are left to die or are hounded again upon waking. Shadows are immune to sleep , charm , and hold spells and are unaffected by cold-based attacks. They can be turned by clerics. Habitat/Society: Shadows travel in loosely organized packs that freely roam ancient ruins, graveyards, and dungeons. They specialize in terrifying their victims. Shadows have no leaders and thus spend much of their time roaming aimlessly about their chosen surroundings. Contrary to popular belief, shadows do not hoard treasure. In fact, such earthly baubles only help to remind the creatures of their former lives. Instead, the furious undead throw all of the treasure they find away, in the same location (often at the bottom of a well or deep pit), where it is out of sight of the band. It is therefore speculated that the removal of a shadow hoard would be quite easy (even welcomed), were it not for the fact that shadows attack living beings without hesitation, regardless of their intent or threat. Ecology: According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil. Attempts to remove the curse from captured shadows have all failed, thus providing more clues into the nature of the disorder. A limited wish spell proves only partially successful as the victim returns for an hour but remains insane for the duration. It has been recently speculated that a full wish , followed by a heal spell, might be capable of restoring a shadow to his former state, but again it must be emphasized that this is only a theory. Fortunately, shadows rarely leave their lairs, and a bold party wishing to rescue a lost fighter or wizard should have plenty of time to venture forth and recover their friend, provided that no one else explores the lair and slays the unfortunate character while the shadows are absent. The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane. In any case, killing a shadow is merely a case of severing the bond between the Prime Material and Negative Material forms. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Prime Material Plane Stat Block 5th Edition: - angry golem games - 5th Edition Monster Manual (2014) - DnDBeyond 3rd Edition: - 3.5e Monster Manual I (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - CompleteCompendium.com Abilities - Necrotic touch drains strength from the living, instant death at 0 strength - Creatures killed by strength drain rise as shadows 1d4 hours later - Shadow stealth, very hard to see in darkness - Immune to exhaustion, frightened, grappled, paralyzed, petfified, prone, restrained, poison and necrotic damage - Resistant to acid, cold, fire, lightning, thunder, and nonmagical attacks - Amorphous shape can move through tiny spaces Appearance This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. Size Hero Forge: 9 ft.(Kitbashed) Lore: Medium (5-6 ft. tall) Suggested: Medium Other Monikers Shade, Greater Shadow, True Shadow Sources - angry golem games - 5th Edition Monster Manual (2014) - DnDBeyond - 3.5e Monster Manual I (2003) - Planescape: Torment videogame (1999) - Monstrous Manual (1993) - CompleteCompendium.com











