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  • 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)

  • Quasit

    Quasit Quasit Tiny Fiend (Demon), Chaotic Evil Hero Forge Mini Single mini, no kitbash Description From Dungeons & Dragons Monster Manual (2014): Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time. A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks. Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. From Planescape Monstrous Compendium Appendix I (1994): Quasits are chaotic evil counterparts to imps. The chaotic evil priests and wizards which quasits “serve” gain the same benefits and disadvantages that an imp’s master does. Like imps, each quasit can assume two other forms. Those most commonly chosen by quasits are bats, giant centipedes, frogs, or wolves. They can use their magic in any of their forms. The quasit attacks with its clawed hands (doing 1-2 points each) and its deadly bite (doing 1-4 points). The quasit’s claws are coated in a toxin which causes anyone struck by them to save versus poison or lose one point of dexterity for 2-12 (2d6) rounds. The effects of multiple wounds are cumulative. Quasits can turn invisible, detect good, or detect magic at will. They regenerate 1 hit point per round and can unleash a blast of fear with a 30 foot range radius once per day. Once each week the quasit can commune with the lower planes (asking up to 6 questions). Quasits can only be harmed by cold iron or magical weapons. They are able to resist magic 25% of the time, save as if they were 7 Hit Die monsters and are immune to cold, fire, and lightning. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Roll20 - DnDBeyond 2nd Edition: - Mojobob's Website Abilities - Poisonous claws - Shapeshift into tiny creature - Frightening - Invisibility - Flight (sometimes) Appearance Their tiny humanoid forms have green skin covered in warts and pustules. Their tails are covered in barbs while their horns are spiky. Both their hands and feet are slender, with long, claw-tipped digits. Some quasits have a pair of bat-like wings that mark their visual similarity to imps. Size Hero Forge: 7 ft. Lore: Tiny (1-2 ft.) Suggested: Tiny Other Monikers Demon Imps Sources - Forgotten Realms Wiki - AJ Pickett youtube video - Monster Manual (2014) - Monster Manual Core Rulebook III (3.5e) - DnDBeyond - Mojobob's Website

  • Cloud Giant Smiling One

    Cloud Giant Smiling One Cloud Giant Smiling One Huge Giant, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (From Volo's Guide to Monsters - 2016): Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity. Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants’ place in the ordning—second to storm giants. The masks serve as symbols of smiling ones’ devotion and also conceal their wearers’ true facial expressions. Cloud Giants (General Info): Cloud giants are aptly named, or at least were at one time. Few of them live literally on clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud castles that still drift across the sky. No one can build those majestic structures any longer. The methods of their construction were lost (along with much other knowledge) when Ostoria fell. Some cloud giants believe the information might yet be buried in some long-forgotten, ruined library. Rumors of its existence crop up from time to time, stirring debate and dreams of resurgent glory among the cloud giants, but definite information has proven impossible to obtain. Many cloud giants think that someday, a hero will unearth this ancient secret. Until then, they must be satisfied with watching clouds drift past their mountaintop homes instead of living atop those clouds as in days of yore. Family First. Most types of giants live communally in large groups of clan mates, but the central unit of cloud giant life is the family — a mated pair, their offspring (if any), and perhaps a couple of close relatives. Cloud giants prefer not to congregate in great numbers in any one place, to avoid drawing too much attention. It’s not that they fear attack from humanoids or monsters, because few creatures other than dragons can challenge them. But if more than a few lived in the same place, the size of their combined treasure hoard would attract an incessant stream of adventurers and other would-be thieves — a nuisance on the order of rats in the larder. Despite the distances that separate the homes of families, cloud giants aren’t isolated. Every family or individual knows where its nearest neighbors are, even if the location is hundreds of miles away, and those neighbors know where their nearest neighbors are, and so on across the world. In a crisis, word is spread from family to family, so that a mighty squad of cloud giants could be assembled, in time, if need arises. Most cloud giant homes include one or more pets. Wyverns, griffons, giant eagles and owls, and other beasts of the sky are popular choices. Pets aren’t limited to flying creatures, though. Any sort of creature might be found in a cloud giant menagerie, with rare specimens treated more as status symbol than as companions. Benevolent Overlords. Cloud giants are famous (or infamous) for demanding tribute from the humanoids that live beneath them. Such tribute is only proper from their perspective, for two reasons. First, their presence in an area benefits everyone by driving away many evils, especially flying predators such as manticores and wyverns. Second, the giants believe they deserve to be rewarded for their forbearance; no one could stop them from simply taking what they want, but instead of doing that they allow their tribute to be freely given. (The logic of that position is clearer to the giants than it is to those on the other end of the arrangement.) Much of the tribute that cloud giants accept is in the form of livestock and crops, but this isn’t their only source of food. Cloud giants are avid gardeners. Almost all cloud giant strongholds devote space to a garden that produces enormous yields: beans as big as turnips, turnips as big as pumpkins, and pumpkins as big as carriages. The garden of a cloud giant family is seldom affected by drought, frost, or locusts. When such a calamity strikes nearby farms, families have been known to share their bounty to ease the humanoids’ food shortage. Such events are at the root of tales about magic beans and others about a human family living in a cottage carved from a single, enormous gourd. Beyond that, the cloud giants’ generosity in times of want helps to cement their reputation as friends of humankind — a reputation that serves them well, even though it’s not entirely deserved. Ordning of Extravagance. A cloud giant’s position within the ordning doesn’t depend on talent or skill. It depends on wealth. The more treasure a cloud giant possesses, the higher its standing. It’s as simple as that. Almost. Ownership is one thing, but wealth that’s kept locked away means little. To fully contribute to one’s status, wealth must be displayed, and the more ostentatious the display, the better. In a cloud giant family’s home, extravagance is omnipresent. One might boast windows framed in gold leaf, rare perfume stored in vials of crystal with silver lids, or a scene in the sky depicted in a tapestry composed entirely of pearls. Another way for a family to demonstrate its wealth is by bestowing lavish gifts on other families. (A gift from one family member to another doesn’t prove anything about the family’s largesse.) No cloud giant truly believes that it’s better to give than to receive; a family does so only with an eye toward how the giving can elevate its status. Memnor and his trickery play a role in this “game.” The very best gift (from the giver’s perspective) is one that everyone believes to be far more valuable than it truly is. Only the giver and the receiver will ever know a gift’s true value, and neither of them would ever reveal that a gift is worth less than it appears to be, because to do so would reduce the status of both. Wealth also changes hands between cloud giants when they indulge their obsession for gambling and wagering. Cloud giants don’t engage in betting for enjoyment; it is less a form of entertainment than a type of bloodless feud. No cloud giant is a good loser, and one would be aghast to hear someone else say, “I lost 40 pounds of gold, but I had a good time.” Betting wars between families can go on for generations, with fortunes and estates (and the position in the ordning that goes with them) passing back and forth repeatedly. What a parent loses, a child hopes someday to win back, plus more; what the child wins back, a grandchild probably will eventually lose again. The tales that cloud giants tell of their ancestors are seldom about wars or magic or battles against dragons — they’re about brilliant wagers won through boldness or deceit, and rival families brought to disgrace and ruin by the same. Masks of Nobility. Ancient depictions of Memnor often showed him wearing a two-faced mask. Because of this, cloud giant nobles seldom show their faces, but instead wear exquisite masks made of precious materials adorned with gemstones. Each noble has a collection of these masks that it wears to conceal its face but still reflect its current mood; an individual might change masks many times during the day as its emotions shift. A mask is prized both for its material value and for its accuracy in expressing the mood it represents. Only the richest of cloud giants can afford the dozens of masks necessary to show all the subtle differences in emotion possible among their kind. Artisans who can sculpt and craft masks that meet the cloud giants’ exacting standards in such matters are richly rewarded for their skill. Two Faces of Memnor. The chief deity of cloud giants is Memnor, the cleverest of Annam’s offspring. But Memnor isn’t only clever, he’s sly and deceitful. Tales of his exploits emphasize his charisma, his smooth manner, and his ability to manipulate and mislead his siblings and other legendary figures into doing exactly what he wants, usually to their great detriment. Thus, cloud giants have two distinct aspects of Memnor to admire and emulate. Those of a benign disposition revere him for his charm, intelligence, and persuasiveness, while those of a more malign bent take Memnor’s self-interest to heart and imitate his trickery. Cloud giants that take a particular interest in trickery, known as “smiling ones,” wear two-faced masks as they practice their deceptions and prey on those who are susceptible to their charms. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Air Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond Abilities - Control weather - Change Shape - Tekekinetic ranged strike - Short-range teleportation - Spellcasting (trickery) - Great strength, size, constitution Appearance They are muscular with light skin and have hair of silver or blue. Size Hero Forge: 10'1' Lore: Huge (24 feet) Suggested: Huge to Gargantuan Other Monikers Skyejotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016)

  • Eladrin | Digital Demiplane

    In Dungeons & Dragons 5th Edition, Eladrin are like extremist elves mixed with seasonal nature spirits mixed with faerie madness, and all that sounds great to me. Eladrin were introduced in Planescape as the native race of Arborea, and they had much more of a knight errant/Camelot vibe to them, but I figure that lore is valid too! There's more than 1 faction out there. Many old eladrin types are depicted as Hero Forge miniatures on my site (including Tulani archfey) for use in your own game. Eladrin Made with Hero Forge Bralani Eladrin Coure Eladrin Noviere Eladrin Spring Eladrin Summer Eladrin Autumn Eladrin Winter Eladrin In the creation myths of the Seldarine, the first, primal elves were incorporeal nature spirits created by a whimsical, formless god known as Corellon Larethian. As wisps of air and light and joy, they frolicked around him in Arvandor, a wild paradise located on the outer plane of Arborea. The most favored of Corellon's creations he made into gods themselves, nearly as powerful as he, and for a time, it was good. It came to pass, however, that an ambitious young goddess named Lolth convinced many elves to embrace a more physical form, becoming much as they appear today, in the hopes that she may more easily control them. This angered Corellon, who felt betrayed by Lolth and the elves at large for abandoning the form of his likeness. A schism grew amongst the gods. Corellon's accusations of betrayal were so relentless that they became a self-fulfilling prophesy, and Llolth finally attempted to kill and usurp him. Corellon, however, was too powerful to be slain. He eventually won the conflict, but the god was full of rage and bitterness. No longer trusting his own creations, be they god or elf, he banished them all from their paradise in Arvandor, never to return until their death. Scattered across reality, the elves struggled to find a home as wild and good as their lost Arvandor, until, at last, they discovered the Feywild, an endless realm of passion, chaos and natural beauty to rival even Corellon's paradise. It was full of dangers as well, but the elves would risk them; they were desperate for a new place to live. Arriving in the Feywild in droves, the elves built vast cities of splendor, and spent eons in the land of faerie. They changed the place for all time, and were changed as well, becoming even more fey-like than they were in Arvandor. Many began to identify themselves as something beyond elves, and beyond the old elvish gods who abandoned them. Though this has yet to be confirmed by mortal scholars, "eladrin" is quite possibly a word to unite the first born free from Arvandor. Feywild Eladrin are like elves, but moreso. One could say they are as different from elves as elves are to mortal humans - more alien, wild, fickle, whimsical, passionate and temperamental... and very often more dangerous. Eladrin have spread to many other worlds since their arrival in the Feywild. Some have calmed their passions, becoming the elves known on countless prime worlds. Others have aligned themselves with the faerie courts, the nymphs and dryads of Olympus, or sought refuge in the Outlands, among the Tuatha Dé Danann, and the enchanted woods of Tír na nÓg. Still others have become so chaotically faerie-like that they are a new creature entirely, and a few of these have even dared to return to Arvandor, but while Corellon's rage has subsided, it is rare when he permits a living eladrin to stay. The oldest of the eladrin have settled in Arborea, building noble kingdoms in the verdant forests near their ancestral home. These eladrins are slightly less temperamental than their Feywild cousins, and are likely the closest living relatives to the ancient primal elves that once lived in Arvandor as nature spirits. Much like the first elves, Arboean eladrin can assume incorporeal forms of water, wind, light, and fire. A few of these eladrin might indeed be old enough to have lived through the divine schism between Corellon and Lolth, and still remember their time in paradise. (from Planescape Monstrous Compendium Vol. II - 1994 - [credits] ) "The eladrins are a cowardly race of sniveling weaklings. They’re untrustworthy and treacherous, and they turn up in the most inconvenient places! Why, a body can’t get two steps in their precious Arborea without their arrogant, conceited shiere knights showin’ up and puttin’ their long noses in your business! Let’s see ’em come on down to Baa tor . We’ll whip ’em into shape. Teach ’em a thing or two about proper organization. They’d find out the hard way how baatezu ’ll run things once we’ve burned Arborea to the ground around their pointed little ears. ’Course, we still got that little tiff with the tanar’ri to settle, but when we get them straightened out, well, just you wait! What?!!! A shiere riding this way? I - I - I’ve got to go. Duty calls, and all that. Wouldn’t want to be missed back in Avernus, after all." - Uzamaer the Maw, cornugon captain visiting Sigil The eladrins are the native race of Arborea, just as the baatezu are associated with Baator and the tanar’ri with the Abyss. They’re wild and free beings who exult in their own existence and live a life of song and celebration. The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism. In Arborea, the eladrins move from place to place constantly, reveling in the natural beauty of the plane and seeking adventure. They’re defenders of goodness and freedom wherever it is threatened, and seek to counter the influences of tanar’ri and baatezu among mortals. To the eladrins, mortals should be free to choose their own destinies without fiendish interference; many of the more powerful eladrins constantly roam the planes and prime-material worlds, working against the baatezu and tanar’ri who seek to dominate these realms. Although the individual types of eladrins are diverse in power and appearance, as a race they’re creatures of faerie grace, quickness, and beauty. Eladrins fall into two categories: Lesser (bralani, coure, noviere, shiere), and Greater (firre, ghaele, tulani). Planar Travel: Any Eladrin can travel to any Upper Plane, Ysgard, the Outlands, and the Astral Plane. Greater eladrins can travel to any Outer or Inner Plane, the Ethereal Plane, or any prime-material world. Unlike many fiends, eladrins can freely enter any world they can reach; they don’t have to wait until they’re summoned. However, eladrins are required to veil themselves when traveling in prime-material worlds. The same laws that force a baatezu or tanar’ri to subject itself to the manipulations of a wizard also prevent an eladrin from revealing its true nature except under the direst of circumstances. When an eladrin is veiled, it takes on the guise of a creature native to the world it is journeying in. It may assume a human or demihuman form, pretending to be an adventurer or wandering bard. Once committed to its veil, it can’t do anythmg that its assumed identity couldn’t do whenever a mortal might be near enough to see. Should an eladrin violate its veil, it has to return to Arborea for 1,001 years before waking the prime-material worlds again. Usually the violator eladrin is allowed a brief time - a few minutes or an hour - to attend to any business it has to finish before it is called away. The Court of Stars: The magical and mysterious heart of the eladrins lies in the Court of Stars, where the beautiful Queen Morwel reigns over her people. Morwel is sometimes called the Faerie Queen, the Lady of the Lake, or the Lady of Stars; she’s probably a demipower in her own right, and she’s surrounded by the brightest and most gracious of the eladrins. The Court moves from place to place throughout Arborea, existing only where night falls over the realm. The Court of Stars isn’t really the government of the eladrins as much as it is the heart or spirit of the race. The eladrins’re on good terms with the elven pantheon and the [Olympian] pantheon, but they tend to keep to the wilds of Arborea. When the eladrins visit Olympus, they often assume the forms of petitioners or forest spirits, veiling their true nature. In the elven realms, the eladrins feel free to show themselves for what they are. On rare occasions, the eladrins join with the aasimon who serve the [Olympian] and elven powers when some profound evil threatens all of Arborea. But for the most part, they prefer to leave the powers be and govern their own affairs. Combat : All eladrins can use the following spells once per round at will: alter self, comprehend languages, cure light wounds, detect evil , and phantasmal force . They’re partially immune to the effect below: Acid = Full Damage Cold = Half Damage (or none) Electricity = No damage Fire (dragon, magical) = Half Damage Gas (poisonous, etc.) = Half Damage Iron Weapon = Doubled (Full) Magic Missile = None Poison = Full (or half) Silver Weapon = Full* Lesser eladrins’re vulnerable to weapons of cold-wrought iron and suffer double damage dice from any cold iron weapon that strikes them. If the cold iron weapon is enchanted, the eladrins ignore the double damage; the magic spoils the baneful properties of the blade. Greater eladrins don’t suffer double damage from a cold iron weapon, but they do suffer normal damage even if the weapon normally couldn’t hit them because of a lack of enchantment. For example, a greater eladrin normally hit only by +3 weapons or better can be damaged by a nonmagical cold iron weapon. Cold iron weapons have to be custom-made and cost twice as much as normal. Silver weapons inflict full damage if they are sufficiently enchanted to be able to damage the eladrin anyway. (from the Book of Exalted Deeds - 2003 - [credits] ) THE COURT OF STARS REVISITED: The noble, passionate, and mercurial eladrins call the Olympian Glades of Arborea their home. Shifting between its three layers is a demiplane known as the Court of Stars—the seat of power of the eladrin people. The Court of Stars drifts about Arborea like an autumn leaf on a pool and can only be reached when the eladrin monarch, Queen Morwel, wishes it so. Portals leading to and from the Court of Stars can manifest anywhere—within the halls of Corellon Larethian’s Court on Arvandor, beneath the eternal sea of Aquallor, somewhere in the white deserts of Mithardir, or any other location Morwel fancies. No power on Arborea seems capable of opening or closing a portal without Morwel’s consent. Rumor has it that one of Arborea’s fabled attractions, the Fountain of Beauty, which has the power to temporarily improve one’s Charisma, can only be reached from the Court of Stars, and that Morwel requires some kind of gift before granting passage. Morwel’s demiplane resembles an autumnal sylvan forest under a starlit sky. Time does not pass here, so creatures living in the demiplane (including plants) never age, hunger, or thirst. They do eat, drink, and sleep, but purely for enjoyment. Fey creatures living in the forest lead visitors to Morwel’s palace, which thrusts up from the heart of the woodland, its spires breaking through the forest canopy. Within the crystalline walls of her palace, Morwel entertains guests, hosts parties, and discusses pressing issues with her eladrin advisors and consorts. Queen Morwel can seem flighty and pretentious at times, but she has the best interests of her people at heart. She does not rule alone, relying heavily on the counsel of her dear consorts. Over the centuries, Morwel has taken many consorts. Currently, she has two: a male tulani named Faerinaal and a female bralani named Gwynharwyf. Her affection for both is beyond measure. Faerinaal is a master politician and a shrewd judge of character. Morwel relies on his guidance to handle serious matters affecting her darling subjects. Gwynharwyf is a fierce and devastating warrior whose tireless crusade against evil helps to unite the eladrin people. [Queen Morwel] bears a passing resemblance to an elf, although her beauty is awesome and otherworldly. She wears a shimmering mantle of stars that flicker out before touching the ground, and she slices her brilliant rapier through the air with playful confidence. Morwel (MOR-wel) has always ruled the eladrins. No eladrin can recall any monarch coming before her, and no eladrin can imagine the Court of Stars without her. To them, she has always been. Since time does not pass in the Court of Stars, it is conceivable that Morwel is many thousands of years old, although no one dares ask her to reveal her age. Morwel never leaves her demiplane, and some fear that if she did leave, the demiplane would collapse and be destroyed forever. However, she welcomes and entertains a steady stream of visitors and ardent admirers. (from Mordenkainen's Tome of Foes - 2018 - [credits] ) ELADRIN AND THE FEYWILD The Feywild exists separate from but parallel to the Material Plane. It's a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. In these respects, the Feywild has certain similarities to Arvandor. First-time visitors might be excused for not being sure which of the two planes they're on for a time after arriving. Unlike Arvandor, however, which is a plane of good, the Feywild leans toward neither good nor evil; both are equally prevalent and powerful there. For that reason, parts of the Feywild where evil holds sway are substantially more dangerous than any place in Arvandor. All kinds of elves live in the Feywild, but one subrace- the eladrin- has adopted it as their home. Of all the elves, eladrin are closest in form and ability to the first generation of elves. Some could pass for high elves, but most are distinctly eladrin in appearance: very slender, with hair and skin color determined by the season with which they feel the closest affinity. And their eyes often glimmer with fey magic. Continued exposure to the Feywild, over a century or more, hastens the onset of Remembrance significantly among most elves. Elves who have spent most of their lives in the Fcywild can experience their first other-life memory as early as the age of 200 years. Eladrin aren't affected this way. Because of their link to the primal elves, eladrin tend to be haughty around other elves. They're proud of their heritage and equally proud of their ability to thrive in the Feywild, a land full of threats that would overwhelm and destroy weaker creatures. Some eladrin trade haughtiness for a tender kindness toward their elf cousins, knowing that many elves have never felt the ecstasies of a life amid the fey and of years spent near the ancient shrines and other glories created by the primal elves who first arrived in Faerie. These kinder eladrin take a special pleasure in introducing their realm to others. Eladrin cities represent the pinnacle of elven architecture. Their soaring towers, arching bridges, and gracefully filigreed homes are a perfect blend of construction, natural elements, and magic-inspired motifs. Streams and waterfalls, gardens and copses, and structures of stone and wood are commingled in ways that are original and yet completely natural-looking. Eladrin culture is older than any other elven civilization, and it's also the most decadent. Most elves are impetuous to some extent, but eladrin are known for their fickleness. Many of them change their minds on the spur of the moment without giving reasons. Their system of justice vacillates between capriciously harsh and whimsically mild, depending on the mood of the eladrin passing judgment, and eladrin are more susceptible to flattery than other elves are. Elves from the Material Plane who have researched eladrin culture blame these traits on the influence of the Feywild. As part of their argument, they point out that eladrin who spend a significant amount of time on the Material Plane - adventurers and scholars, primarily - still demonstrate these attitudes, but to a lesser degree. Although eladrin have the closest connection to CorelIon because of their ancestry, they are alone among elves in feeling little affinity for Arvandor. Eladrin don't long to end their cycle of rebirth and rejoin Corellon, but rather to meld with the Feywild when they are reincarnated. They believe that an eladrin who excels in life throughout a series of incarnations can eventually come back as a member of the Seelie or Unseelie court or, in extreme cases, even as an archfey. PLAYING AS ELADRIN (elf subrace) : Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated witb one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood: Autumn is the season of peace and goodwill, when summer's harvest is shared with all. Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes. Summer is the season of boldness and aggression. a time of unfettered energy. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own. Autumn Personality Trait (d4): 1) If someone is in need, you never withhold aid. 2) You share what you have, with little regard for your own needs. 3) There are no simple meals, only lavish feasts. 4) You stock up on fine food and drink. You hate going without such comforts. Autumn Fla w (d4): 1) You trust others without a second thought. 2) You give to others, to the point that you leave yourself without necessary supplies. 3-4) Everyone is your friend, or a potential friend. You spend excessively on creature comforts. Winter Personality Trait (d4): l) The worst case is the most likely to occur. 2) You preserve what you have. Better to be hungry today and have food for tomorrow. 3) Life is full of dangers, but you are ready for them. 4) A penny s pent is a penny lost forever. Winter Flaw (d4): 1) Everything dies eventually. Why bother building anything that is supposedly meant to last? 2) Nothing matters to you, and you allow others to guide your actions. 3) Your needs come first. In winter, all must watch out for themselves. 4) You speak only to point out the flaws in others' plans. Spring Personality Trait (d4): 1) Every day is the greatest day of your life. 2) You approach everything with enthusiasm, even the most mundane chores. 3) You love music and song. You supply a tune yourself if no one else can. 4) You can't stay still. Spring Flaw (d4): 1) You overdrink. 2) Toil is for drudges. Yours should be a life of leisure. 3) A pretty face infatuates you in an instant, but your fancy passes with equal speed. 4) Anything worth doing is worth doing again and again. Summer Personality Trait (d4): 1) You believe that direct confrontation is the best way to solve problems. 2) Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply. 3) You stand tall and strong so that others can lean on you. 4) You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others. Summer Flaw (d4): 1) You are stubborn. Let others change. 2) The best option is one that is swift, unexpected, and overwhelming. 3) Punch first. Talk later. 4) Your fury can carry you through anything. Eladrin Traits: Eladrin have the following traits in common, in addition to the traits they share with other elves. Choose your eladrin's season: autumn, winter, spring, or summer. Ability Score Increase. Your Charisma score increases by 1. Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your profi· ciency bonus+ your Charisma modifier: Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving thr ow or be charmed by you for 1 minute, or until you or your companions deal any damage to it. Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). Bralani Eladrin Coure Eladrin Noviere Eladrin Spring Eladrin Summer Eladrin Autumn Eladrin Winter Eladrin Ghaele Eladrin Shiere Eladrin Firre Eladrin Tulani Eladrin

  • Hound Archon

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

  • Radiant

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

  • Maelephant | Digital Demiplane

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

  • Lantern Archon

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

  • Armanite

    054953f8-ecd2-4b4e-98aa-6d869cf56537 Armanite Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (From Planes of Chaos Monstrous Supplement - 1995) Armanites resemble pale, undead centaurs with the horns of rams or bulls. They wear the full armor of knights. Their tails and the manes down their spines are stiff bristels, and the flesh on their bellies sags so much that older armanites sometimes look like gutted half-horses, dragging their entrails beneath them. Some breeds of armanite are more kangaroolike in their nonhuman half. Their front limbs are hands, capable of manipulating weapons and small items. All armanites wear black, fluted armor that seems more ornamental than functional. Because of their great strength, the armor is much heavier than ordinary armor and more effective than it might appear. Armanites are never without their weapons: flanged maces, wavy flamberge swords, and heavy crossbows or composite bows. Armanites are the mercenaries and scavengers of the Blood War, living by devouring the flesh and spirits of the fallen. They serve their masters well but expect plunder in return; failure to provide it results in desertion or rebellion, even on the eve of battle. Most herds of armanites specialize in a particular battlefield duty, such as scouting, foraging for quartermasters, skirmishing, archery, or the like. They never take part in sieges. Their reputation for fickleness is well earned; if they receive orders they don’t like, they simply leave. Female armanites number only half that of their male counterparts. The sexes are strictly segregated for most of their lives, for they inevitably fight among themselves if allowed to mix. Males and female herds only mingle during mating, which occurs after a successful battle against the baatezu. Young are herded along with the servants and camp followers until they seize weapons of their own from a fallen member of the troupe and slay an enemy, at which point they join the adults. Each armanite troupe carries an individual troupe banner and the banner of their current master or mistress, such as Graz’zt’s diagonal black-and-white slash or Pazrael’s golden talon on dark red. If the banner is lost in battle, the troupe disband to take up service in the household of one of the lords of the Plain of Infinite Portals or to attempt to join another troupe. The banner is the symbol and unifying principle of each warband; without it, the armanites feud among themselves and soon their group falls apart. Because they operate well as independent groups, armanites are often selected to undertake special missions for the Abyssal lords. They are called the Dark Horsemen or the Dark Riders in the Upper Planes and are feared there. They are a common sight in Sigil as well, where they sometimes serve as bloodthirsty bodyguards. Armanites devour the blood and spirits of their fallen foes, rendering them unresurrectablc, and some stories say that they prefer this sustenance to any other. Their favorite prey are varrangoin, baatezu, and yugoloths, in that order. Somc armanites take on rutterkin as grooms, smiths, riding auxiliaries, and servants, though this is rare. They despise all forms of least tanar’ri and abuse them mercilessly. Armanites prefer raucous, chaotic group combat to formal duels or feats of arms. They often brawl like warhounds in the halls and citadels of the tanar’ri , and provoking a fight with one armanite means a grudge match with the entire troupe. Armanites despise the bariaur and attack them on sight. Combat : Armanites are mobile shock troops in the Blood War, able to strike and retreat quickly. They travel in troupes loyal to a single leader. They depend on the rush and fury of their charges to preserve them rather than on tactics, spellpower, or careful timing. The armanites’ primary mode of attack is a set of withering strikes from their spiked hooves. On a roll of 20, an armanite can crush a shield (75% of the time the strike hits the shield) or a breastplate (25% chance), reducing AC by 1. Magical armor is entitled to a saving throw versus crushing blow. In addition, armanites can attack with the troupe’s weapon of choice, usually a horseman’s mace (20%), a two-handed sword called a flamberge (30%), a halberd (20%), a scimitarlike sabre (20%), or a lance and sabre (10%). Some troupes also carry heavy crossbows (10%) or short, recurved composite bows with wicked barbed arrows (20%, damage as +1 sheaf arrows). Armanites who have crossbows or bows can fire spark bolts. Just before these bolts are fired, they become magically charged by their contact with the amanites. If they hit, the spark bolts do 248 points of electrical damage, with a saving throw for half damage. Armanites can gallop into the skies once per day for a maximum of 1 hour. This form of flight allows them to gallop slowly up from the grounds, as if they were climbing an invisible hill. They must stay in motion once they start. Flying armanites cannot change direction quickly, but the assault of an aerial charge can be devastating on opposing groundbased troops. All armanites are immune to attack by weapons of less than +2 enchantment and are immune to poison, cold, and electricity, like all tanar’ri. They suffer 3d6 points of damage from holy water, 1d6 points from splashes. Armanites also have the abilities common to all tanar’ri types. Each pack of armanites always follows a single charismatic leader who rules through promises of plunder and threats of punishment. Called the Pathwarden or the Knecht, this leader has AC 0, 8 HD, Dmg 3d6/3d6, MV 21, and a 19 Strength. A Knecht can infuse not just his missile weapons but also his melee weapons with spark bolts each round. Packs that lose their leader roam without direction, destroying everything they meet until either they are destroyed or a new Knecht rises from among the ranks. The 24 known towns of the armanites are each ruled by a Konsul, a master of as many as a hundred packs. The Konsul has AC -3, 11 HD, Dmg 4d6/4d6, MV 24, and 20 Strength. In addition to charging spark bolts as Knechts do, all Konsuls can throw 11-HD lightning bolts three times per day. A few of the Konsuls are also spellcasters: they can be mages of up to 8th level, or priests of up to 5th level. Rumors claim that two or the Konsuls are multiclassed priest/mages. The known immobile towns are Amber, Basalt, Bloodstone, Bone, Clay, Cold Iron, Dark Spring, Gray Glass, Jade, Mageblood, Maroon, Ob (from Mordenkainen's Tome of Foes - 2018) Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes. Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies’ flanks. Armanites fight all the time, even among themselves if they can’t find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage. Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Explosive Lightning Lance - Hooves, claws, serrated tail Appearance Arminites resemble nightmarish, undead centaur with demonic ram or bull horns protruding from their heads. Size Hero Forge: 10' 2" Lore: 7 ft. Suggested: Medium to Large Other Monikers Demon centaur, dark horsemen, dark riders Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Planescape: Planes of Chaos Monstrous Supplement (1995) - mojobob's website

  • Lady's Maze - Cold Temple

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

  • Ghost

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

  • Alkilith

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

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