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- Noctral | Digital Demiplane
Noctral Medium Celestial, Lawful Good Hero Forge Mini Single mini, no kitbash Description (From Planescape: Monstrous Compendium Appdendix II - 1995): Noctrals are creatures of Mount Celestia who act as advisers and sages to the other residents of the plane. They’re an avian race, resembling great owls with golden eyes. Noctrals delight in showing off their remarkable intelligence, and they can be invaluable sources of information if a cutter doesn’t mind being talked down to a little bit. Noctrals’ plumage ranges from dove gray to deep black. In twilight, their feathers cloak them in soft, silent shadow. A noctral stands about as tall as a full-grown man, and its wings span a distance of 20 feet or more. ’Course, a noctral’s much lighter than a human of the same height — like all birds, their bones are hollow. Noctrals’ faces are heart-shaped, like a barn owl’s, and their large eyes have protective inner eyelids. Noctrals can be found near places of knowledge or power in Mount Celestia. They often befriend archons , aasimon , or exceptional petitioners and spend much of their time providing their companions with the benefit of their advice. This’d grow annoying quickly if it weren’t for the fact that noctrals are extremely intelligent — and right more often than not. Combat: Noctrals avoid combat where possible, since they’re peaceful and kindly creatures by nature. Although they’re physically a match for a minor fiend or a two, noctrals are intelligent enough to realize that powerful fiends or groups of skilled adventurers are far too dangerous to engage directly. When a noctral’s confronted by a powerful enemy, it’ll almost always retreat to muster help from nearby archons or aasimon and return leading its allies to the fight. If a noctral does become involved in a physical fight, they’re well-equipped to handle it. Like owls, noctrals are powerful and stealthy predators. They fight from the air, using their talons and hooked beak to deal with most foes. If the noctral has 50 feet of room, it can make a swooping attack once every 2 melee rounds (devoting every other round to maneuvering). When a noctral swoops, it forfeits its beak attack, but gains a +2 attack bonus with its talons and inflicts double damage with a hit. In addition, a swooping noctral is more difficult to strike, and its effective AC drops to -1. Noctrals have the following special spell-like powers: invisibility , legend lore 3 times per day (at 15th level of ability), speak with animals , and tongues . They have a natural telepathy ability that they use to communicate with most mortal creatures, with a 1-mile range. The noctral’s intelligence allows it to effectively detect lie when telepathically conversing with a human or demihuman. Noctrals are well adapted for night hunting. In total darkness, they see as well as a human does by daylight, and their hearing is about 4 times better than an elf’s . Noctrals cannot be surprised in normal nighttime conditions, and are surprised only on a 1 or 2 in full daylight, even when sleeping. Noctrals, like the prime owls they so closely resemble, fly in total silence; their enemies suffer a -6 penalty to their surprise checks if the noctral is aloft and it’s dusk or night. Habitat/Society: Here’s the chant about noctrals: They’re likely to know anything. Knowledge is power, after all, and noctrals know the dark of a lot of things. In Mount Celestia, they’re the keepers of lore and the knowers of history. Any decent basher in Mount Celestia can go ask a noctral for help with almost any question. Noctrals are 80% likely to know any historical fact pertaining to Mount Celestia, and 20% likely to be well versed in the history of another plane. In addition to their knowledge of history, noctrals also have areas of expertise, such as mathematics, astrology, magic, and so on, just like a sage. (In fact, most noctrals’ve got two or three areas of expertise — their hunger for knowledge is insatiable.) They’re 80% likely to know any particular fact in their areas of expertise. As noted above, noctrals love to “help” mortals by sharing their extensive knowledge, so as long as a basher’s reasonably polite and patient he’s likely to find out what he needs to know. On the other hand, noctrals never share their information when it’s clear that it might be turned to evil purposes. Many noctrals act as advisers to the various powers or celestial stewards of Mount Celestia. Even a power might need a little insight on some esoteric matter every now and then, and noctrals are more than happy to oblige. As a result, some noctrals are under the protection of one of the good powers. A sod as harms one of these noctrals is 50% likely to provoke the direct retribution of the noctral’s patron. If the noctral’s patron intercedes, it’s 95% likely that he or she sends a powerful good servant such as a deva or planetar to the noctral’s aid. Ecology: Don’t be fooled by the noctrals’ manners and sophistication — they’re still predators and need to hunt for their food. Naturally, they hunt only nonintelligent prey, and only when hunger demands it; noctrals don’t kill for sport or pleasure. It’s not uncommon for a stately noctral to excuse himself from a discourse on some arcane matter and swoop down upon a nearby rabbit, resuming his lesson while he dines. (From Book of Exalted Deeds - 2003): This large owl stands slightly over 9 feet tall and has a mixture of snow-white and charcoal-gray feathers. Its wicked talons, sharp beak, and wide eyes all possess a silvery gleam. Owl archons patrol the skies of Celestia and other good-aligned planes. They primarily serve as airborne scouts, messengers, and spies for the throne archons. They can also serve as airborne infantry when needed. Beyond their duties to their superiors, owl archons also protect lesser celestial creatures— animals in particular. Harming a celestial creature on the Upper Planes is one quick way to earn an owl archon’s wrath. Owl archons rarely announce their presence. When they spot a potential threat, they alert their superiors before confronting the threat directly, although they are quite capable of dealing with most problems on their own. They do not require sleep and spend most of their time in flight. They periodically leave the skies to consort with allies on land or visit the courts of the celestial paragons. They are expected to give daily reports to their superiors, apprising them of possible threats on whatever plane they happen to reside. Owl archons stand 8 feet tall and weigh 300 pounds. They speak Celestial, Draconic, Infernal, and Sylvan. Combat : Battle is not the first choice for an owl archon. However, when negotiations fail, an owl archon takes to the air and uses its eye rays and spell-like abilities against opponents. In numbers, owl archons are quite bold and often strafe their enemies with swoop attacks. An owl archon’s natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction. Its claws and beak are also treated as silvered weapons for purposes of overcoming damage reduction. Eye Rays (Su): Six times per day, an owl archon can shoot twin beams of silvery light from its eyes, striking an opponent within 120 feet. The owl archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a DC 20 Fortitude save or be turned to stone. This ability’s save DC is Constitution-based. Spell-like Abilities: At will—calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, freedom of movement (self only; always active), speak with animals; 3/day—dismissal (DC 16), find the path (DC 18), greater dispel magic, neutralize poison (DC 16); 1/day—divine power, reincarnate. Caster level 12th. The save DCs are Charisma-based. Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d8+8 points) instead. Aura of Menace (Su): Will save DC 17. Stone to Flesh (Sp): An owl archon can use stone to flesh at will, as the spell (Fortitude DC 18 negates). When cast on a creature turned to stone by the archon’s own eye rays (see above), the spell does not require the target to make a Fortitude save to survive the transformation. Caster level 12th. Skills: An owl archon’s keen vision gives it a +4 racial bonus on Spot checks. *In areas of shadowy illumination, the bonus increases to +8. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 3rd Edition: - Realmshelps.net (Owl Archon) 2nd Edition: - mojobob's website (Noctral) Abilities - Swooping attack from above - Innate Spellcasting - Aura of Menace - Unaffected by low light conditions, cannot be surprised in darkness - Eye rays can petrify creatures or reverse the effect - Resistant to poison, charmed condition - Skilled at stealth - Huge wealth of knowledge - Telepathy and lie detection - Flight Appearance They’re an avian race, resembling great owls with golden eyes. Size Hero Forge: 5'9"(XL) Lore: Medium (5') to gargantuan Suggested: Medium to Gargantuan Other Monikers Owl Archons Sources - Planescape: Monstrous Compendium Appendix II (1995) - Book of Exalted Deeds (2003) - mojobob's website (Noctral)
- Hags | Digital Demiplane
The five main types of hag for 5th edition are represented here. Lots of information and miniatures (made in Hero Forge) available for download and use in your own game. Hags Made with Hero Forge Annis Hag Bheur Hag Green Hag Night Hag Sea Hag (from 5th Edition Monster Manual - 2014 - [credits] ) Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfa ll, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dearespecially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, s uppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in .a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags- as long as the oath is n't given with the fingers crossed. Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. HAG COVENS: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting . While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye bite Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. (from Volo's Guide to Monsters - 2016 - [credits] ) Hags are crones who represent corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by evil. Shapechangers and blasphemers, they ally with other hags to form magical covens with extra powers. They collect and remember secret knowledge that is better lost and forgotten. Desperate mortals come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones. Ugly, Unpredictable, and Old: Hags are mysterious, unfathomable, and dangerous, especially from the viewpoint of mortals. One day a hag might be stealing and eating children that wander into the woods, on another day she might be making lewd jokes to adventurers asking her for advice, and the next she might be uprooting saplings to make a fence around her home for impaling intruders. It is nearly impossible to predict how a hag will act from day to day, sometimes moment to moment, which is why folk with any wisdom at all give hags a wide berth. Hags perceive ugliness as beauty, and vice versa. They revel in having a hideous appearance and sometimes go out of their way "improve" upon it by picking at sores, wearing skins and bones as decoration, and rubbing refuse and dirt into their hair and clothing. Because both the Seelie Court and the Unseelie Court appreciate and revere true beauty among the fey, hags are almost never found in either place. The Summer Queen and the Queen of Air and Darkness recognize that hags have valuable knowledge and impressive magic, but they can't abide the stain on the beauty of their surroundings, so most hags are excluded from both courts. The rare few accepted as courtiers are either so influential that their entry can't be refused, or young and humble enough to be willing to use magic to put on a prettier appearance. Other hags aren't upset by their exclusion; they like to be left alone to their own schemes, not constrained by a fey queen's whims, and to be able to talk out of both sides of their mouths. Hags are virtually immortal, with a life span greater than that of even dragons and elves. The oldest, wisest, and most powerful hags are called "grandmothers" by other hags. Some grandmothers are nearly as powerful as some of the archfey. Hags of lower but still respectable status are called "aunties." An auntie gains her status from being very old, a member of a powerful coven, directly serving a grandmother, or having many offspring (whether adopted or birthed). Master Manipulators. Hags delight in corrupting others. They do so not by imposing their will or being outwardly violent, but by making sinister bargains with those who seek their aid. This desire to orchestrate the downfall of others is why so many hags make their homes near humanoid settlements, which gives them a ready supply of creatures to tantalize and torment. Folk with nowhere else to turn are some of a hag's best customers. A farmer with a philandering spouse might seek out the local hag for a potion to make the spouse faithful again. The mayor with a demented father might ask the hag for something that makes him lucid again. A merchant whose child is deathly ill might go to the hag for a cure. The common element in these situations is that the mortals approach the hag for help; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can persuade her to be helpful without getting something in return. Hags make bargains differently from how devils operate. A devil might approach a mortal to make a deal because it wants the individual to become tainted with evil, so that when the victim dies its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested in a mortal's soul, a hag wants to bring the mortal low during its life as compensation for fulfilling her end of the bargain. Devils barter with the soul as the commodity; hags barter because they enjoy making people miserable. Night hags, as fey turned fiends, use aspects of both methods-corrupting a mortal' s dreams until the creature commits enough evil acts that she can claim its soul. As much as she enjoys offering and enforcing her bargains, a hag rarely goes out looking for people to make deals with because she knows that someone coming to her puts her in a position of power. The visitor likely had to approach the hag in secret for fear of causing an uproar in town, and is probably eager to return home before being missed, which adds time pressure to the process and tips the balance more in the hag's favor. All these factors contribute to the hag's being able to set her terms for the bargain, presenting an offer that appears reasonable, and perhaps seems to have a tempting loophole or two that the mortal could exploit. Hags understand mortal desires and vices, and know how to manipulate people by preying on those qualities. A hag's bargain might bring success and prosperity for a time, but eventually have a drawback or side effect that makes the mortal resent the agreement and seek to get out of it. The philandering spouse now happy to stay home might grow slothful, the mayor's father might turn violent after regaining his senses, and the merchant's child might relapse if not treated again every few months. Even when a bargain turns sour for a mortal and other people in town hear about or see the person's misfortune, the hag will eventually attract new customers. Other people will come to believe that they can outsmart the hag, or that their need is simple and can't be perverted, or that the earlier victims got too greedy when they were proposing a deal. Even if only one or two people make deals with a hag every year, over time many unfortunates can come under her sway-and she remembers the exact terms of every one of those bargains. Making a Deal out of Desire. Although it could be argued that there's no good time to make a bargain with a hag, mortals are more likely to get away in good shape if they offer up something a hag needs or wants. In such a case, the hag might even start the bidding. A hag that faces a serious threat from enemies will not hesitate to use promises or bribes to defuse the situation. For instance, most treasures in a hag's lair are useless without her knowledge of how to identify and handle them, so she might offer to provide such information in return for her life. If an item later backfires on the one who uses it, or turns out to be cursed in some way, that's just another lesson in why never to never threaten or trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals. Offering a hag accurate information of this sort as part of a bargain earns a small measure of her respect, and might make her more receptive to the idea of a "fair" deal. When a hag bargains with other creatures of the Feywild, rather than mortals, she approaches the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common humanoids and therefore more dangerous when disappointed or angered by a deal gone bad. Fey are also long-lived and thus have more time to retaliate against the hag, whereas most humanoids die within a few short decades. These considerations don't mean that hags are automatically pleasant in dealings with other fey, just that they aren't as blatant or demanding in the bargains they offer; hags know exactly how much they can get away with, and they like pushing the limits of what others will tolerate. Bargainer Beware. When a hag is generous with her help or requires only a simple task as payment, that's no guarantee that the deal will turn out as expected for both parties. By offering a proposal that seems, or actually is, fair, chances are that the hag is pursuing a hidden agenda. She still wants to set events into motion that benefit her or bring about the downfall of another, but she does so in an indirect way that has no obvious connection to her. A bargain as simple as a villager agreeing to deliver a mysterious letter at a crossroads at noon on a certain day could be the key to ruining the mortal's life. The hag's reasons might not become apparent for years or even decades, or won't be meaningful except under specific circumstances, such as an auspicious birth or a climactic encounter with a dangerous villain. Even when she's offering a deal that seems to have no downside, a hag is always secretive about her motivations, the reasons for the payments she requires, or how these things benefit her. A hag that spends a long time in close proximity to a human settlement often depletes the community of good-hearted folk as they succumb to her evil and selfish plans. The mood of the town becomes unwelcoming, grim, moody, or outright hostile toward newcomers and travelers. Even after a hag has done her worst in such a place, she maintains leverage over her victims by holding out the prospect that someday she will undo the curses that she has lain on them. For that reason, the local leaders won't allow any outsiders to act against her (which includes sabotaging adventurers who might decide to confront her). ROLEPLAYING A HAG: Even when a hag acts indifferently or friendly toward adventurers, inside she is still a twisted fey creature, and she doesn't give two coppers about what anyone else thinks or wants. She might casually comment about how easily a visitor would fit in her cauldron or make a blunt sexual comment about a guest. When a mortal visits a hag, the experience should be nerve-wracking, uncomfortable, and risky; at any point the hag might lose her temper and decide to pull out someone's fingernails with her iron teeth. Hags look upon younger creatures from the perspective of a cantankerous grandparent who no longer cares what anyone thinks-set in her ways, free to speak her mind, and not afraid to bring down punishment if pushed too far. Hags enjoy meddling with other people's lives, like busybodies with cruel intentions. Any time a hag agrees to help someone, the bargain includes a price to be paid, plus a hidden plan by which she sets the mortal up to fail, or a way that she gains leverage (whether over the deal-maker or someone else). When a hag is presented with an unusual spell, a rare magic item, or a person who has a strange magical gift, she will sniff it, shake it, listen to it, taste it, murmur odd statements to herself, and mentally place a value on the merchandise. Hags aren't subtle about showing their intent at such times, and one might snatch away the offering so she can examine it more closely, even if this makes it obvious she is interested. If she doesn't have anything dse like it, or can think of a use for it, or if having it means a rival can't get her hands on it, she'll value the offering highly. A visitor who offers a desirable item as a bribe or a gift is more likely to get a fair deal from the hag, or at least likely to suffer less when the true price of the deal is revealed. If a hag's life is threatened, she will pretend to be weak and helpless if she thinks it will spare her life or buy her time to retaliate or escape. She'll use dangerous treasures as bribes, not telling about their curses or side effects. She will lie and deceive and try to turn her enemies against each other, playing up their guilt and fear and jealousy to tear them apart from the inside. She is older, smarter, and more shrewd than any mortal who dares to threaten her. Hags prefer to cajole and bargain rather than confront someone with actual violence; they reserve their aggressive outbursts for situations where they are overwhelmingly more powerful than their opponents (such as when attacking children) or have an unfair advantage (such as when their enemy is asleep). Although a hag can always resort to attacking with her claws, if it comes to that then something has gone very wrong with her plans. HAG NAMES: Hags have whimsical names, often with a dark twist. A hag gives her newborn daughter a name that the girl keeps during her childhood, but upon gaining her full hag powers the daughter chooses her own name, which might or might not relate to her birth name. Some hags use different names in different guises, but still prefer their original name as their favorite. Hags always have a title followed by a first name, or a first name followed by a last name. WEIRD MAGIC: Over the course of a seemingly endless lifetime, a hag typically discovers or creates several unusual ways to use magic. The weird magic that hags can call upon comes in a number of forms and with various means of activation. Even those who have read scholarly books about hag lore can't predict what a particular hag might have up her sleeve. A grandmother or some other hag of great age and renown might know unique rituals that can temporarily or permanently alter or transform a creature, bring back the dead for a limited time, rewrite memories, or siphon emotions. At the other end of the spectrum, even a hag without lofty status is likely to have strange, single-use items that don't emulate common spells or even follow the normal rules of magic. For inspiration in devising the effects of such weird items, see "Charms" in chapter 7 of the Dungeon Master's Guide. If you want a hag to use a weird object of this sort in a combat situation, provide her with an item that produces a CR-appropriate spell effect when the hag manipulates or activates it. The effect might be a benefit to herself or an attack against her enemies. For example, a green hag (CR 3) might smash an ornate hand mirror, producing a cloud of glass shards that damages creatures like cloud of daggers (a 2nd-level spell). She might instead uncork a bottle of wasps that surround her and stitch up her wounds with their stingers, healing her as cure wounds (cast as a 2nd-level spell). Or she could take a mummified toad from her pocket and throw it into her cauldron, which immediately spews out inky blackness equivalent to darkness (a 2nd-level spell). A hag carefully shepherds her use of weird magic because the items in her repertoire are often impossible to duplicate or replace. To reflect this fact, a hag should be able to use weird magic only once or twice per encounter in her lair, or only once per encounter if she is elsewhere. A ha,g who is expecting a fight might be better prepared and able (or willing) to use weird magic one additional time per encounter. If a hag is faced with mortal peril, all thoughts of conserving her resources vanish-she will use any weird magic at her disposal if it helps her stay alive. After all, a hag that's not dead has a virtually limitless lifetime to replace what was spent. No matter how hard it was to acquire that jar of death slugs, or that book on how to invoke the razor wind, or the runestone containing the three syllables for crystallizing blood, it is better to use such things than to risk death by not doing so. MOUNTS AND VEHICLES: Many stories tell of hags using strange, enchanted creatures and objects for travel, and most of those stories are accurate. Instead of the usual horse or pony, a hag might ride astride a giant pig, a goat, or a cow. It's not unknown for a hag to use a sentient creature as a mount, perhaps as the result of a bargain that creature struck with her. A hag that wants to humiliate a mortal hero might require that hero to serve as her mount for a year as part of fulfilling her bargain. The giant raven that carries a hag aloft could be in actuality one of the hag's victims transformed because that individual tried to go back on its deal with her. Some hags prefer nonliving conveyances from time to time, and their imagination in this regard knows no bounds. A hag might happily animate and "spruce up" any sort of object she can tailor for the purpose, such as a clay statue, a huge woven basket, a cauldron, a butter churn, a giant bird's nest, a mortar and pestle, or a tombstone. Usually only the hag that obtained or created them can use her mounts and vehicles. They obey only her commands, and their magic responds only to her will. If a hag allows any other creature to use one of them as part of a bargain, she must be expecting an immense return on her investment. TYPES OF HAGS: Each of the five common types of hags prefers a particular environment. It is possible to find a hag in unusual terrain, perhaps if she is traveling or is part of a coven along with two local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in a certain area before returning home. Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear. Bheur hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community. Green hags inhabit dismal forests, swamps, and moors. A green hag's body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy. Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Night hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades. Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright. Solitary but Social. Hags are selfish by nature, and each one cherishes her independence from the rest of the world as well as from other hags. At the same time, every hag recognizes that she and her sisters are kindred souls, like the members of a dark sorority or sisterhood. Even though hags don't like each other, they share knowledge and trade secrets, helping them to keep abreast of worldly events and possible dangers. Even a hag living in a remote, isolated location is aware of goings-on that involve her neighboring hags, whether through magical communication, personal visits, or mundane messengers such as birds. In most cases, these relationships with her sisters, though devoid of emotion, are the closest a hag comes to having friends. When a hag is attacked or killed, other hags are likely to hear about it. If the victim was friendly with other hags, those responsible for her death might find themselves the target of retaliation. If the victim died while owing favors to another hag, that hag sees her killers as now responsible for the dead hag's debts. If the victim was unpopular or if other hags were indebted to her (and thus are happy to see her go), her killers might receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence, alliances, and experience, and is aware of her place (though not necessarily satisfied with it). The few grandmothers sit at the top of the hierarchy, a larger number of aunties are beneath that, and all other hags vie for prominence in a chaotic pecking order that no mortal can truly figure out. A hag that is known to associate with an auntie has a higher status than a similarly powerful hag without such a connection, and a young hag born of a grandmother begins her existence already benefiting from a greater measure of respect and status. HAG METAMORPHOSIS: Ifs commonly believed that five kinds of hags exist in the world (and beyond it). What's not so widely known is that some hags can change from one kind to another during their lives. A hag that lives long enough or has the necessary re· sources can alter her basic nature, leaving behind her old physiology and adopting that of a hag appropriate to the environment of her current home. She might accomplish this transformation through force of will over Hme, or faster with the help of a ritual or assistance from her coven. The reasons for making such a change are as varied as the personalities and goals of hags. HAG COVENS: To a hag, the thought of sharing her home with other creatures-even other hags-is disgusting. She has nothing but dislike or disdain for anyone other than herself, and she loves being alone (except for the company of minions and other creatures under her sway). That's the ordinary state of affairs. But when a group of hags have a common goal or they seek greater power to combat a formidable threat, they suppress their basic nature and come together to do their work. The result is a coven. Being part of a coven gives each individual hag more magic and spellcasting ability, and to her these benefits offset the inconvenience and bickering that goes with living and working with other hags. If a member of a coven is killed and the surviving members intend to keep the group from dissolving, they immediately attempt to recruit a replacement. This process involves each prospective member committing cruel acts with the aim of impressing the remaining coven members. Adventurers who slay only one member of a coven might deal a blow to it in the short term, but later on the surrounding region is wracked with plaguest curses, and other disasters as the applicants attempt to outdo one another. An unusually gifted mortal sorcerer, warlock, or wizard of a deeply evil nature might be invited to join a coven or allowed to compete for a vacancy. This arrangement is potentially a dangerous proposition for the mortal, but a pair of hags might agree to it if their needs are served. For instance, a human member of a coven makes an ideal spy and infiltrator in and around a humanoid settlement. Welcome to the Family. Hags make more hags by snatching and devouring human infants, birthing daughters who turn into hags on entering the thirteenth year of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare. Rarer still, but not unheard of, is for a hag to repeat this process twice or more in short succession, giving her multiple offspring of about the same age. She might do this to form a coven with two of her daughters, or to create a coven made up entirely of her offspring. Some hags cite ancient lore that suggests that if a hag consumes twins or triplets, her offspring might have additional, unusual abilities; similarly, devouring the seventh-born child of a seventh-born is said to be a way to pass on rare magic to the hag's daughter. THE RULE OF THREE: They say that things come in threes. Good things. Bad things. Strange things. Hags and purveyors of witchcraft embrace the Rule of Three, as it is called: a coven has three members, they believe that good or evil magic returns upon its source threefold, and the casting of many spells requires the same words chanted three times. Long ago, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based superstition and adapted it to their own uses, although some among the oldest hags claim to have invented the concept or at least named it. ALTERNATIVE COVEN SPELLS: Some covens gather for a specific purpose, such as to defeat a champion of good, to serve as oracles for the delivery of baleful prophecies, or to corrupt a pristine wilderness. In such a case, because the coven strives to bend its magic to a more directed purpose, the members have different spells available for use with their Shared Spellcasting trait, usually focusing on a theme related to that purpose. Three examples of themed hag coven spell lists are given below. Death . For a coven whose members are obsessed with death and the ability to manipulate it, an appropriate spell list would be: 1st level (4 slots): false life, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion, raise dead 6th level (l slot): circle of death Nature . Hags might seek to exert control over their environment and the creatures in it by mastering the following group of spells: 1st level (4 slots): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level (2 slots): insect plague, tree stride 6th level (1 slot): wall of thorns Prophecy . The power to affect the future or perceive things out of the norm could make these spells attractive to a coven: 1st level (4 slots): bane, bless 2nd level (3 slots): augury, detect thoughts 3rd level (3 slots): clairvoyance, dispel magic, nondetection 4th level (3 slots): arcane eye, locate creature 5th level (2 slots): geas, legend lore 6th level (1 slot): true seeing HAG LAIRS: No matter what form it takes, a hag's home is a manifestation of her basic nature. It is ugly, eerie, or unnerving in some way, often incorporating some aspect of decay, such as a dead tree, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep mountain path, or it might be surrounded by a fence the hag builds out of posts capped with magically warded skulls. Often, a lair reflects the outlook of its primary inhabitant- a murderous hag's home might be crafted to look like a coffin or a mausoleum, and that of a gluttonous one might look like a tavern or a gingerbread house. Because such places are convenient for them, sea hags often establish their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds. Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground, and within a ring of fallen standing stones that still resonate with ancient power. In order to facilitate bargaining with mortals, the home must be near enough to a populated area that it attracts occasional visitors, but not so close that a community would see the hag's presence as a threat and try to def eat her or drive her off. Treasure, Treasure Everywhere. A hag's home is cluttered with mundane items, caged creatures, oddities, objects that hint of a magical purpose, preserved specimens, scraps of lore, and curiosities that have a supernatural origin but aren't inherently magical. Exit Strategy. A hag always has an escape plan, in case ambitious do-gooders try to turn her home into her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to get away. Most hags have three plans prepared: one for general threats and two others for specific likely scenarios, such as "They've set the house on fire" or "A necromancer with undead are attacking." If a hag is forced to resort to such measures, she immediately begins to plot her retaliation against those that caused her to flee. Like a vampire or a demon, a hag has a long life over which to exact her vengeance, and no dish of revenge is sweeter than one served cold and to the next three generations of her enemy's family. HAG LAIR ACTIONS: If a hag is a grandmother, she gains a set of lair actions appropriate to her nature, knowledge; and history. A coven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong. The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. Lair Actions. On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row: • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there. • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them. REGIONAL EFFECTS: The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects: • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion. • Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees. MINIONS AND PETS: Although they are solitary by nature, hags sometimes feel the need for companionship. Usually one scratches this itch by acquiring servants she can insult and slap around as she wishes. Such a creature might be charmed into compliance, or under a spell that stops its heart if it disobeys, or too afraid of nonmagical punishment for failure to do what she says. Most hags have some kind of slave or minion creature living with or near them as a defense against attackers, even if it's just a common animal. Hags particularly delight in using mortals bound to their service as minions. A paladin might have no qualms about putting a hag coven to the sword, but her conviction falters if she must first fight through a crowd of innocent farmers that the hag has compelled to defend her. Ordinary folk are also useful as minions because they can serve the hag as her eyes and ears in a nearby settlement, either operating secretly or actively trying to persuade other townsfolk to pay her a visit. The weird magic at a hag's disposal means that she might have almost any type of creature helping or serving her-fey, giant, undead, and so on. Even a creature much more powerful than she might be under her command, working off the debt of a bargain for itself or someone else. Favors beget favors, and under duress a hag might speak a magic word to call upon a blood debt from a dragon, a noble, or another hag, making her able to wield magical, political, or physical power in a way she can't do by herself. Like the land near a hag's lair, over time her minions are altered by her presence, becoming twisted versions of their former selves (in a dark fey sort of way), but still recognizable as what they once were. She might alter them with magic, making them tireless, resistant to fire, able to transform into a flock of crows, or able to teleport through shadows-whatever the hag thinks best defends or serves her. Random Hag Minions: To determine the minions and helpers in a hag's retinue, roll once on the following tables or choose from the possibilities. The Servants table includes faithful, trusted helpers that a hag uses to protect herself and her home. These creatures are either naturally wicked or warped by the hag to better serve her. In either case, a hag is confident that her servants will obey her orders without question. The Brutes table gives examples of the muscle a hag might employ, mercenaries that serve the hag only so long as it benefits them. These creatures run errands and take care of roughing up enemies or patrolling areas that the hag considers beneath her personal attention. Hags prefer to employ clever, cruel creatures rather than dumb oafs. SERVANTS: d8 Servant(s): 1 = 1d4 flameskulls 2 ld2 flesh golems 3 = 1d2 helmed horrors 4 = 1 rug of smothering 5 = ld6 scarecrows 6 = 2d4 shadow mastiffs 7 = 2d4 swarms of insects or swarms of rats 8 = 1d6 yeth hounds BRUTES: d12 Servant(s): 1 = 2d6 + 2 bugbears 2 = 1d6 + 2 doppelgangers 3 = ld6+ 2 ettercaps 4 = 2d6 + 2 gargoyles 5 = 2d4 + 2 jackalweres 6 = 2d6 + 4 kenku 7 = 2d6 + 2 meenlocks 8 = 1d4 oni 9 = 2d6 + 2 quicklings 10 = 2d4 + 2 redcaps 11 = 1d6 + 4 wererats 12 = ld4 + 2 werewolves TREASURE: Much of a hag's treasure is strewn among all the clutter in her lair, making it difficult for intruders to quickly identify all the items that have use or value. But the hag knows what, and where, everything is. Every hag is infallible when it comes to keeping track of her treasures and other possessions. Her organization and labeling, if such a system exists, is designed to foil thieves and serve as a final, vexing puzzle for anyone who tries to make use of an item without her consent. A hag's treasure - like a gift from a fey being - should be doubted and even feared rather than simply being scooped up and carted away. Treasure-seekers are likely to fare better if they consider a hag's booty to be trapped, exercising caution rather than giving in to greed or curiosity. Manipulating a container or other item without knowing what's inside or what it does (or without knowing the proper password or technique) is likely to be very dangerous. At best, whatever was held in a container merely escapes or dissipates. At worst, just about anything can happen, none of it good. One-of-a-Kind Objects. Above and beyond the items of obvious value a hag has accumulated, she also has a few bizarre and unique items in her collection. The Hag Objects table provides a way to quickly add such weird items to a hag's home. Hag Objects (D10): 1 = The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless. 2 = The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes. 3 = A perfectly smooth, round stone the size of a human's fist. ~f placed on the ground, it roUs 20 feet per round toward the nearest source of fresh water. 4 = A sickly crow with clipped wings. The only sound it can make is to roar like a lion. 5 = A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls 1d6 happy memories from the life of a long dead elf lord. 6 = A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity. 7 = A black bo~:·3 feet on each side. Anyo~e who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions. 8 = An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby. 9 = A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby viliage. 10 = A small painting that depicts a placid field. Just after midnight each day, the painting changes to depict the following day's weather. Annis Hag Bheur Hag Green Hag Night Hag Sea Hag
- Githyanki Xenomancer
Githyanki Xenomancer Githyanki Xenomancer Medium Humanoid (Druid, Gith), Any Alignment Button Button Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (From Spelljammer: Adventures in Space - 2022): A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers prefer to do this work in their laboratories on the Astral Plane. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond Abilities - Staff deals psychic damage - Telekinetic Bolt - Innate spellcasting (psionics) - Astral Step teleport Appearance -- Size Hero Forge: 8'10" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond
- Firenewt | Digital Demiplane
Firenewt Medium Elemental, Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From Mordenkainen's Monsters of the Multiverse - 2022): Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area. A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders . They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts. (From Volo's Guide to Monsters - 2016): In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage. Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are forced to labor for a while before meeting the same fate. When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders , these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. (From Monstrous Compendium Volume Three Forgotten Realms Appendix - 1989): Firenewts, also known as salamen , are distant relatives of lizard men . They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5�’ tall) and a duller brown. The young are lighter but darken as they mature. They speak their own language and a dialect of lizard man. Priests, elite warriors, and overlords may speak the common tongue. Combat: Firenewt warriors (the most common variety) are typically armored in chain mail and carry one or two weapons — pike and sword (45%), sword only (25%), pike and lend axe (20%), or battle axe (10%). For every ten warriors encountered, there is one elite warrior with 3+3 Hit Dice and Armor Class 3 (chain mail plus Dexterity bonus). Elite warriors carry battle axes. For every 30 warriors encountered, there is a priest with 3+3 HD, AC 5, and the following spells, usable once each day: animal friendship , faerie fire , predict weather , produce flame , heat metal , and pyrotechnics . Priests carry maces. All firenewts have a limited breath weapon. Once a turn they can breathe fire on a foe directly in front of them. This flame has a 5-foot range and inflicts 1d6 points of damage; a successful saving throw vs. breath weapon reduces the damage by half. A firenewt is highly resistant to fire-based attacks and saves with a +3 bonus against them. In addition, all fire-based attacks that do affect it are reduced by 1 point of damage per die of the attack (minimum: 1 point/die). Conversely, a firenewt saves with a -3 penalty against cold-based attacks; such damage is increased by 1 hit point per die of the attack. Fully 33% of firenewts encountered on the surface, 90% of elite warriors, and all priests are mounted on giant striders . These beasts are highly trained for melee combat and fight even if the rider dismounts. Habitat/Society: Firenewts live in a cruel, martial society dominated by priests. Firenewts encountered outside their lair are members of a hunting or war party. They delight in torturing captives and roasting them alive. Intertribal relations tend toward genocidal warfare. Warriors earn great honor by destroying the hatching ground of an enemy tribe. Firenewts are carnivorous. They eat anything they can hunt down, even indulging in cannibalism when disposing of captives and eggs from rival firenewt tribes. They find humanoids a delicacy. The lair is ruled by a fiirenewt overlord (4+4 HD, AC 3) and his retinue of four elite warriors. The overlord controls the firenewts’ treasure. Wealth gathered from vanquished foes is brought back to the lair and added to the communal hoard. Individuals are rewarded with a few silver or gold coins, though they have little use for them. A firenewt lair contains, in addition to the males, females equal to 70% of the number of males, young (at 150%), and eggs (at 200%). The eggs are hidden in a secret, well-guarded hatching ground. The hatching ground is under the control of the priests and guarded by 1d3 young fire lizards . Firenewt females lay two to six eggs twice each year. All eggs are collected by the priests and taken to the hatching ground. The hatching ground is the heart of both the firenewt colony’s life and the priests’ power. Although eggs and hatchlings are supposedly raused communally without record or regard for bloodline, in thruth the priests maintain secret records for each egg. The priests discreetly eliminate the eggs of their enemies or of those who possess “undesirable” traits. Eggs hatch in six months. The young are divided by sex and assigned to groups of ten that are each raised and taught by two females. Each young firenewt is assigned to an adult who serves as mentor. The priests reward their allies by secretly assigning them their actual offspring. Ecology: The firenewts are vicious marauders that rule the inhospitable regions of volcanoes and unendurable heat. They are hostile toward all outsiders, including firenewts from other tribes. They rarely ally themselves with any but the most powerful of evil beings. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire, Prime Material Plane (volcanoes. hot springs, etc.) Stat Block 5th Edition: - Angry Golem Games (warrior) - Angry Golem Games (warlock of Imix) - DndBeyond (warrior) - DndBeyond (warlock of Imix) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Spits fire - Some have fire magic (warlocks) - Fire immunity - Amphibious Appearance The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5�’ tall) and a duller brown. The young are lighter but darken as they mature. Size Hero Forge: 5' (XL) Lore: Medium (5'6"-6' tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - Angry Golem Games (warrior) - Angry Golem Games (warlock of Imix) - DndBeyond (warrior) - DndBeyond (warlock of Imix) - Monstrous Compendium Volume Three Forgotten Realms Appendix (1989) - mojobob's website
- Sislan | Digital Demiplane
Sislan Large Elemental, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): From the journal of Rel Emandhun, titled A Long Way Down : “Everpresent but invisible, the air around us sustains, but when angered, it can destroy. The air is unpredictable and everchanging, never wholly friend nor foe. In my years on the plane of Air, the Breeze Realm, I encountered a thing — a beast — which embodied this dichotomy in full. “At the time, I was living in a floating city named Ur Mar Nidas, ruled by the Blameless Court, also known as…” [three pages later] “…there, finding myself in the presence of a creature that towered over me. At the time, however, I was not sure that a creature it truly was, for it appeared to be nothing but a shimmering in the air — a queer whirlwind, perhaps. Only when I saw that it approached me, and even altered its course to get at me, did I realize it to be a thinking being. “I knew it was no common air elemental because Huvaard’s ward was effective in keeping them at bay, yet I had no idea what this apparition could possibly be. Once it stopped within twenty paces I could see it more clearly. A whirlwind it truly was, though it extended three appendages of solid, wispy air from its otherwise churning form. At its cloudy center, a single eye looked out at me, conveying no expression that I could understand. “I attempted to communicate with the mysterious creature, but to no avail, or so I believe. If it did understand me, it refused to reply. Instead, it attacked me with whipping, spinning tendrils that buffeted me and swept me of the platform upon which I stood. “So I fell and fell. The creature — and indeed, the city — was soon out of sight. You see, falling on the plane of Air is an experience which…” Combat: A sislan spins rapidly enough to be a real terror in combat. It makes three attacks per round as its rotating limbs buffet and pummel the victim, each inflicting 1d6 points of damage. If all three attacks strike the sislan’s opponent, the sod must make a saving throw versus paralyzation or be stunned for 1d3 rounds, unable to act. The creature can also forego its pummeling attacks and instead attempt to grasp a foe. If successful, the sislan inflicts no damage on the victim, but pulls him into its swirling body, where he can take no action. The trapped berk is held until the sislan is slain or an outside force acts to help him. Unfortunately, there ain’t much an onlooker can do. A control winds , gust of wind or control weather spell — or the intervention or another creature of elemental air — gives the captive a chance to leap out of the sislan’s clutches. Bigby’s grasping hand , telekinesis , or similar magic could probably pull him out. But no direct physical action’ll do the trick, and anyone who makes such an attempt is subject to three automatic strikes from the sislan. Because of its whirling nature, the sislan also gains a +3 bonus to its attack roll when pummeling or grasping a stationary (non-flying) foe. Sislan can be struck only by weapons of +1 or greater enchantment. They’re immune to non-gaseous poison, petrification, paralization, heat, and cold. They suffer only half damage from electrical attacks, but any kind of gas other than pure air (including a stinking cloud , death fog , or even a great deal of smoke) inflicts 3d6 points of damage to a sislan and forces it to make a morale check at -4. If it fails the roll, the creature flees to avoid the impure gas. Habitat/Society: If the latest chant is correct, sislan congregate in groups of three, each having authority over the other two in specific areas. Thus, the creatures form a complicated triumvirate. In these groups they wander the Elemental Plane of Air, never straying near portals or vortices. It’s difficult, at best, to discern the motivations of the sislan. One theory holds that they dislike alien intruders and act — subtly or overtly — to rid Air of planewalkers and would-be settlers. If that’s true, the elitist sislan have a great deal of work ahead of them, for of all the Inner Planes, Air’s the one most overrun with outsiders. Despite their apparent hatred for non-natives, the sislan also seem to despise ildriss , the air elemental grues. They attack these evil wind terrors on sight. Ecology: The mysterious sislan roam the Elemental Plane of Air, never leaving it. Chant is they couldn’t exist anywhere else. Some graybeards suggest that sislan are really the spirits of slain air elementals, while others think that they’re an even more fundamental embodiment of the plane than elementals. The real dark? No one knows for sure. Unlike the elementals of its home plane, a sislan isn’t composed entirely of air. Its thick mass also contains tiny particles of viscous liquid, though a casual observer wouldn’t easily notice them. Nevertheless, a thin, waxy coating usually appears on objects that a sislan has passed by or over, and when one of the creatures dies, it leaves behind a dollop of clear, syrupy muck. This ichor dries quickly, hardening with great strength: some cutters gather and treat the stuff so it can be stored and then used as a powerful adhesive. One blood even discovered that skilled alchemists can use the substance to create longlasting potions of flight or levitation . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 2nd Edition: - Mojobob's Website Abilities - Pummeling limbs stun creatures - Can envelop creatures - Immune to nonmagical attacks, poison, petrification, paralysis, fire and cold - Resistant to lightning damage - Flight Appearance A whirlwind it truly is, though it extends three appendages of solid, wispy air from its otherwise churning form. At its cloudy center, a single eye looks out at you, conveying no expression that you can understand. Size Hero Forge: 12 ft. (Kitbashed) Lore: Large (12 ft. tall) Suggested: Large to Gargantuan Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website
- Kelubar
Kelubar Kelubar Medium Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Fiend Folio - 2003) Kelubars are the bureaucrats of demodand society. They act as intermediaries between the shators and the farastus, as well as supervisors of farastu squads. The slime that coats their skin is a perfect match for their odorous personalities. Kelubars are obese, partly because of the fairly sedentary lives they lead. They weigh close to 500 pounds, stand about 8 feet tall, and have batlike wings with a span of almost 18 feet. Their skin is knobbed, rough, and leathery, and coated completely by a pale green slime that gives their dark skin a grotesque hue. Like all demodands, kelubars revel in the subservience of others. While they prefer exchanging words to fighting, they won’t hesitate to engage in battle should the need arise. Kelubars speak the language of demodands, as well as Abyssal and Common. Combat: If caught by surprise, kelubars try to negotiate their way into a superior position, at the very least delaying opponents with the appearance of diplomacy while they look for weaknesses in potential foes. In a fight, they first try to summon reinforcements before resorting to spell-like abilities and then melee, in that order. Acidic Slime (Ex): The slime secreted by a kelubar adds +1d6 points of acid damage to each of its melee attacks. On a successful critical hit, this burst of acid deals +1d10 points of acid damage. Sneak Attack (Ex): Anytime a kelubar’s target is denied a Dexterity bonus, or when a target is flanked by a kelubar, the kelubar deals an additional 4d6 points of damage on a successful melee attack. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, Melf ’s acid arrow, spider climb, tongues; 3/day—fog cloud, ray of enfeeblement; 2/day—acid fog, dispel magic. Caster level 13th; save DC 14 + spell level. Stench (Ex): A kelubar’s slime reeks of filth and decay. All creatures (except other demodands) within 30 feet of a kelubar must succeed on a Fortitude save (DC 19) or be overcome with nausea. This condition lasts as long as the creature remains within the area, and for 10 rounds after the creature leaves. A successful save means the creature is immune to that kelubar’s stench for 1 day (but not the stench of other kelubars). Summon Demodand (Sp): Once per day, a kelubar can attempt to summon 1d2 kelubars with a 40% chance of success (result of 61–100 on d%) or 1d4 farastu with a 60% chance of success (result of 41–100 on d%). Uncanny Dodge (Ex): A kelubar retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and it cannot be flanked except by a rogue of 11th level or higher. It can flank characters that also have uncanny dodge as if it were a 7th-level rogue. Skills: Kelubars have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks. (from Planescape Monstrous Compendium Appendix. I - 1994) The Kelubar are mad for wands and other small handheld magical items. By sneaking such easily concealed magical items back to the Lower Planes, the Kelubar can gain an important edge in the power struggles that characterize Gehreleth society. The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit 2nd Edition: - mojobob's website Abilities - Acidic slime that oozes from their bodies - Claws, bite, flight - Can transform body into acidic slime, becoming enitely liquid - Immune to acid, poison - Innate spellcasting Appearance Kelubar are slimy, ebon humanoids, shorter than farastu and thicker in the lower torso and limbs. Their hands are large and their huge heads oval: the horizontal axis is longest. Their effective Strength is 20 (+8 damage adjustment), and they weigh close to 500 pounds. Size Hero Forge: 7 ft. (XL) Lore: 6 1/2 ft. Suggested: Medium to Large Other Monikers Slime demodands, slime gehreleths, slime leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website
- Rakshasa
Rakshasa Rakshasa Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From 5th edition Monster Manual - 2014): The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, friends, or descendants. Like devils, rakshasas killed in the Nine Hells are forever destroyed. (From Monster Manual I 3.5 - 2006): This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. Some say rakshasas are the very embodiment of evil. Few beings are more malevolent. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn’t detract from the creature’s manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature. A rakshasa is about the same height and weight as a human. Rakshasas speak Common, Infernal, and Undercommon. Combat : In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary. Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Spells: A rakshasa casts spells as a 7th-level sorcerer. Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, Melf ’s acid arrow; 3rd—haste, suggestion. Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4. Rakshasas as characters: Rakshasa characters possess the following racial traits. — +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma. —Medium size. —A rakshasa’s base land speed is 40 feet. —Darkvision out to 60 feet. —Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. —Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks). —Racial Feats: A rakshasa’s outsider levels give it three feats. — +9 natural armor bonus. —Natural Weapons: Bite (1d6) and 2 claws (1d4). —Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier. —Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. For example, a rakshasa 2nd-level sorcerer has the same spells known, spells per day, and caster level as any other 9thlevel sorcerer. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar. —Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels. —Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon. —Favored Class: Sorcerer. —Level adjustment +7. (From AD&D 2nd edition Monstrous Manual - 1993): Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate; some say they are the embodiment of nightmares. Rakshasas stand 6 to 7 feet tall and weigh between 250 and 300 pounds. They have no uniform appearance but appear as humanoid creatures with the bodily features of various beasts (most commonly tigers and apes). Hands whose palms curve backward, away from the body, seem to be common. Rakshasas of the highest standing sometimes have several heads. All rakshasas wear human clothing of the highest quality. Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male. Rakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant. A rakshasa’s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle. As spirits, rakshasas are virtually immortal. They produce a new generation every century to replace the rakshasas that have been slain in battle. No creatures prey on rakshasas except those who would avenge their victims. Rakshasa essence can be an ingredient in a potion of delusion. About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability. About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability. About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers. (From Planescape: Planes of Law - 1995): Rakshasa clans rule several hidden cubes throughout Acheron, all led by a singularly powerful maharajah. The clans vie for his attention by kidnapping petitioners from other realms (and sometimes planewalkers as well) to serve as slaves in their palaces and masions. The rakshasa realms are cloaked by powerful illusions, and most sods know enough not to go looking for them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Immune to nonmagical weapons - Limited magic immunity - Claws inflict curse - Innate spellcasting Appearance This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. Size Hero Forge: 9'1" (XXL) Lore: Medium (6-7 ft.) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - 5th edition Monster Manual (2014) - Monster Manual 3.5 (2006) - Planescape: Planes of Law (1995) - AD&D 2nd edition Monstrous Manual (1993) - Angry Golem Games - DnDBeyond - Mojobob's Website
- Rutterkin
Rutterkin Rutterkin Hero Forge Mini Double mini, no kithash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons (see the Monster Manual) that follow in the wake of the rutterkin mob that laid them low. From The Book of Vile Darkness (2002): Rough, crude, and bestial, rutterkins understand nothing but brute force. These bullying demons are mean and cruel, trapped in a life of never-ending pain, unhappy unless they are inflicting violence. They roam the Abyss in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up on it). These demons are outcasts eveni nthe Abyss. Of all other demons, only the chasmes treat them as allies, and that is only because they find rutterkins easy to master and dominate. Rutterkin are the misshapen results of the foul and chaotic energies that course through the Abyss, formed in a process not unlike the disease known as warp touch. As such, they are always in pain and frequently howl and grimace, writhing and contorting as their corrupted bodies mutate with no rhyme or reason. The forms the rutterkins are cursed with are not always the most efficient, and about 10% of the time, a rutterkin encountered is so malformed that one of its arms does not work, or its limp actually slows its speed by 10 feet. From Planescape: Monstrous Compendium Appendix I (1994): Rutterkin are tanar’ri mutated by energies unknown. They are complete outcasts, not even cannon fodder in the Blood War. However, rutterkin do unwittingly serve the tanar’ri. Rutterkin so hate their position that they wander the Abyss in solitude. There, they never attack any tanar’ri save for least tanar’ri. However, they savagely attack non-tanar’ri they see. Although the rutterkin are usually far too weak to stop intruders, these pathetic creatures try to gate in reinforcements, thereby spreading the alarm. The nalfeshnee might create the rutterkin directly from the life forces of evil but incompetent beings who come before them for judgment. Rutterkin more truly represent chaos than their kin, for they are bound to no cause, have no society, and serve no master. Even the chasme ignore them. Ancient stories of the origin of the rutterkin say that many millennia ago, a race of humans in a distant corner of the Prime Material Plane experimented with plane and probability travel. These cerebral beings explored the Prime Material Plane and eventually expanded into the Inner and Outer Planes. When they discovered the Abyss, they were enslaved by the tanar’ri, who had never before encountered beings other than themselves. Originally, tanar’ri abuse changed the rutterkin into what they are, but now other types of creatures can become rutterkin as well. Combat: Rutterkin are known for the strange weapons they carry. Some of their favorites include: a snap-tong device that inflicts 2d4 points upon hitting and then continues to inflict like damage each round until the opponent breaks free by scoring a hit on the weapon (AC 5); a polearm with a double crescent head; a saw-toothed flatchet (broad-headed sword that is +1 damage versus unarmored opponents); and a 3-armed blade thrown from a sling-like device. A rutterkin can also attack with two claws (1d6+1 damage each). They dislike this attack because their malformed bodies feel pain if they strike (as one with a sprained wrist would feel pain from punching). Rutterkin groan and yelp when they attack with their claws. In addition to those available to all tanar’ri, rutterkin have the following spell-like abilities: fear (by touch), fly, and telekinesis (3 times per day). Rutterkin can gate in 1-8 least tanar’ri once per day with a 50% chance of success. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's Website Abilities - Causes immobilizing fear - Warping plague bite that transforms victims into manes or abyssal wretches Appearance These twisted, malformed creatures usually are hunched over, walking with a stagger of limp. Their skulls are pointed, their eyes small and vicious, and their features assymetrical and deformed. Their mottled green and blue-violet skin is nearly hairless. No two look exactly alike. Size Hero Forge: 7 ft. Lore: Medium (5-7 ft.) Suggested: Medium Other Monikers None Sources - Mordenkainen Presents: Monsters of the Mulriverse (2022) - Mordenkainen's Tome of Foes (2018) - Book of Vile Darkness (2002) - Planescape Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's Website
- Shadow Fiend
Shadow Fiend Shadow Fiend Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Dungeons & Dragons Monster Manual (2014): When a demon’s body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion. Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind. Shadowy Nature. A shadow demon doesn’t require air, food, drink, or sleep. From Planescape: Monstrous Compendium Appendix II (1995): Shadow fiends have no known language, although it is said that they can communicate with other creatures from the Lower Planes. No mortal has ever confirmed this. however. Shadow fiends live in small villages throughout the Lower Planes. They have a high sense of the aesthetic. and their villages are noted for the sculptures of pure darkness. (Shadow fiends cannot use the ability to sculpt darkness outside of the Lower Planes, and the time and concentration required to do so prevents its use in combat.) Many villages are built around a gate to some other plane. These gates are tiny (only a few feet tall) and well hidden. if trapped on a foreign plane, shadow fiends seek and dwell with ancient black dragons. Some speculate that the shadow fiends have some biological tie, or perhaps even social ties, with these evil dragons. Certain researchers of magic would find confirmation of this rumor valuable Shadow fiends are a race of traders in the Lower Planes. They deal in minds that they have captured in dark gems. An imprisoned intellect of great power and lore, such as a wizard with a high reputation, can interest many buyers and provoke intense bidding wars. The shadow fiends trade the captured intellects for raw evil magic, which they shape by unknown processes into more shadow fiends. Shadow fiends seek powerful minds to imprison and sell, but sometimes they inadvertently steal the intellects of braggarts and know-alls. These little minds, prone to brag of their status, thereby attract a shadow fiend’s notice. Soon the victims find themselves on a trading block in the Lower Planes. Some say the powers of the Lower Planes have close ties to the shadow fiends, and that the powers can command the fiends to do their bidding Some say the powers of the at any time. Combat: Like shadows, which many believe (wrongly) are related creatures, shadow fiends are 90% undetectable in 5 dim light or shadows. When they attack those who have not spotted them, they always gain surprise. Each round the monster can strike with two claws (ld6 damage Whenever the shadow fiend gains surprise, it springs onto its victim. Because of the small wings on its back, it can leap up to 30’ and strike with four claws (each doing ld6 damage). When it leaps, it cannot use its bite attack. In combat, the power of the creature depends on the lighting in the area. bright lighting In brightly lit areas (open sunlight or a continual light spell), the shadow fiend is greatly weakened; its Armor Class is 9 and all attacks that strike it inflict double damage. Because of this, shadow fiends flee from each) and bite (ld8 damage.) Whenever the shadow fiend gains surprise, it springs onto its victim. Because of the small wings on its back, it can leap up to 30’ and strike with four claws (each doing ld6 damage). When it leaps, it cannot use its bite attack. In combat, the power of the creature depends on the lighting in the area. Bright lighting: In brightly lit areas (open sunlight or a continual light spell), the shadow fiend is greatly weakened; its Armor Class is 9 and all attacks that strike it inflict double damage. Because of this, shadow fiends flee from opponents in bright light. Dimmer lighting (torch, lantern, or a light spell): The shadow fiend is somewhere better off. Here, it has Armor Class 5 takes normal damage from attacks, and gains +1 on its attack rolls. Darkness (anything up to candlelight or moonlight): The creature is at its deadliest. It gains +2 on all attack rolls, it has Armor Class 1, and all damage done to it is halved. Regardless of lighting, the shadow fiend is immune to damage from fire, cold, and electricity. A light spell cast directly upon the creature inflicts ld6 points per level of the caster, although this dam Once per day the shadow fiend can cast a darkness , 15’ radius spell or subject all persons within a 30’ area to a fear spell. Once per week, it can cast a magic jar spell at a single target, provided that it has a suitable receptacle for the victim at hand. If the victim of the magic jar attack saves vs. spells, the shadow fiend is stunned and cannot act for ld3 rounds. Shadow fiends can he turned by clerics as “special” creatures on the undead turning chart. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DnDBeyond Abilities 5e: - Shadow stealth - Incorporeal movement - Claws 2e: - Cast Magic Jar, trapping a victim's soul - Cast darkness Appearance The shadow fiend looks like a tall, slender humanoid with small batlike wings and a body composed of darkness. Both the long fingers and slender toes of the creature end in terrible claws that inflict gaping wounds on enemies. Size Hero Forge: 11 ft. Lore: Medium (6 ft.) Suggested: Medium to Large Other Monikers Shadow Demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond
- Lammasu | Digital Demiplane
Lammasu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount mini, 3 variants below Description (from 2nd Edition Monstrous Manual - 1993): The lammasu, a winged leonine figure with a human head, aids and protects lawful good persons. They are generally kind and friendly to all good creatures. Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards. Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. They communicate in their own tongue, in common, and through a limited form of telepathy. Combat: Since lammasu are concerned for the welfare and safety of good beings, they almost always enter combat if they see good creatures being threatened, in the way least likely to cause harm to the good beings. Lammasu are able to become invisible or dimension door at will. They radiate a protection from evil, 10’ radius (-2 penalty to all evil attacks, +2 bonus to saving throws against evil attacks). Additionally, they are able to use priest spells up to 4th level, at 7th-level proficiency. Lammasu can employ four 1st-level spells, three 2nd-level spells, two 3rd-level spells, and one 4th-level spell. They have cure serious wounds (4d8+2) and cure critical wounds (6d8+6), and 10% of lammasu can speak a holy word as well. If all else fails, lammasu can attack with their two razor-sharp front claws, inflicting 1d6 points of damage each. If they choose to swoop down from the sky on a target, this damage is doubled. Habitat/Society: The lammasu have a very structured and lawful society, reflecting their alignment. They are organized in prides, just like lions. They dwell in old, abandoned temples situated in warm regions. These temples have not lost their consecration, and in some way, the lammasu are the self-appointed resident guardians of these high and holy places. As a rule, only one pride of lammasu is ever found in a 25-mile area; they spread themselves out so they can respond quickly to any evil outburst. Lammasu females fight as effectively as the males; for every four lammasu encountered, one is a female. When found in their lair, there are young equal to 25% of the adult population. Female lammasu have the heads of women, with long, hair. Once a month, the pride leaders gather together to consort about how the war on evil goes. This grouping is called the Whitemoon, since it takes place on the first night of the full moon. There are usually 6d6 lammasu and 2d4 greater lammasu, with the latter presiding over the meeting. Such a gathering of lawful good causes the entire temple where they meet to glow in a pure light, until it breaks up at dawn. There is perhaps no safer place in all the world that night. Though they dwell in warm areas, they occasionally visit every clime. They speak their own tongue as well as common. At times they use a limited form of telepathy. Good-aligned strangers are always well received. Neutrals are watched carefully, but are treated politely unless the outsiders begin causing trouble. Evil beings are firmly asked to leave, and if they fail to do so, they are attacked by the pride. In case of trouble, there is a cumulative 10% chance per turn that a neighboring pride picks up a telepathic summons and come to help out the original pride. Lammasu harbor an especially strong dislike for lamias and manticores . Some foolish people confuse lammasu for manticores, which does little to improve the lammasu disposition toward them. Ecology: Lammasu keep the wastelands from being completely overrun by evil creatures. Their aid to frontier settlements is beyond measurable value. Greater Lammasu: These creatures are slightly larger than a lesser lammasu and one or two may be found dwelling with a pride of six or more lesser lammasu. Greater lammasu can travel the Astral and Ethereal Planes, become invisible , teleport without error and dimension door , all at will. They radiate protection from evil in a 20’ radius (-4 penalty to evil attacks and +4 bonus to saving throws) and have the curative powers of their lesser cousins. Their priest spells consist of five 1st-level, four 2nd-level, three 3rd-level, two 4th-level, and one 5th-level spell. Fifty percent of greater lammasu can speak a holy word as well. They cast spells as 12th-level priests. Greater lammasu have empathy, telepathic communication, and speak their racial speech and the common tongue. Despite their greater stature, these lammasu are just as gentle and humble as their lesser brethren. (from 2nd Edition Monstrous Compendium - Outer Planes Appendix - 1991): CELESTIAL LAMMASU: Celestial lammasu are close relatives of the lammasu native to the Prime Material plane. These, however, make their homes among the wilderlands of Olympus. Celestial lammasu are sometimes also known as the “lions of the Mount”, referring to Mount Olympus, in whose shadow they so often are found. As might be expected, a celestial Lammasu has the body of a large, powerful lion . Extending from its back are great wings with long, beautiful feathers. Its head has the face of a human with keen, intelligent eyes and a long, flowing mane. Each individual has a very majestic appearance, projecting its power and belief in ultimate goodness. Celestial lammasu pride themselves on the number of languages they speak — they will use their tongues ability if necessary. Combat: Celestial lammasu are creatures of tremendous power and prowess in battle. They will readily enter any combat where creatures of good alignment are being threatened by evil. At times, the Lions of the Mount will even come to the aid of nonevil neutrals warring against evil, The celestial lammasu’s physical attack consists of two huge, raking paws that inflict 2-12 points of damage per hit. Due to the nature of the celestial lammasu, their claw attacks can damage creatures normally only hit by magical weapons. A celestial lammasu can also — when flying — dive down on its opponent with two claw attacks gaining +2 on its attack roll and inflicting double damage (4-24 per claw). These outer planer denizens also have considerable spell power. They may cast priest spells as if they were 15th-level priests with major access to all spheres. In addition, they have the spell casting ability of a 12th-level wizard. They need not maintain spell lists as does a mortal wizard. Instead, they request their wizard spells daily from any school except necromantic. In addition to their spell casting abilities, celestial lammasu have the following spell-like powers that can be used once per melee round, one at a time, at 20th level effect: cure light wounds cure serious wounds dispel evil dispel magic , 7 times per day holy word , 3 times per day plane shift protection from evil , triple normal strength, extends around all good creatures within sight of the celestial lammasu teleport without error tongues , always active wish, 1 time per day, only in times of dire need Celestial lammasu are immune to damage from nonmagical weapons and magical weapons of +3 or lesser enchantment. They naturally regenerate 4 hit points per melee round. Celestial lammasu dwell in the layers of Olympus from which they wage constant war on evil throughout the outer and inner planes. They take special interest in lammasu on the Prime Material plane — the celestial lammasu provide guidance and occasional support to their mortal cousins. There are 36 celestial lammasu known to exist, each with its own true name. Once every 10 years, one of the celestial lammasus will attend a special meeting, called a Whitemoon, with certain lammasu of the Prime Material plane. In attendance are the leaders of all the lammasu prides for hundreds of miles around. The leaders discuss their efforts against evil with each other and with the celestial lammasu. During the night of this Whitemoon, the lammasu temple glows a brilliant white that can be seen for many miles — it becomes a scintillating focus of goodness. Any evil creature that comes within one mile of the temple is destroyed outright and any nonevil neutral that approaches within one mile of the temple is put magically to sleep for the duration of the night. One important note is that celestial lammasu do not directly serve a deity or power like the aasimons do. Although their actions serve the interests of the powers of good alignment, they are concerned only with their own personal wars on evil. Ecology: Celestial lammasu are above and outside the normal ecological cycle. They have absolutely no natural predatorial enemies. Too, they never feed on other life forms for sustenance; rather they draw nutrients directly from the goodness of the upper planes. (from Monster Manual v3.5 - 2003): This creature has the golden-brown body of a lion, the wings of a giant eagle,and the face of a human. Lammasus are noble creatures that are concerned with the welfare and safety of all good beings. These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight. The demeanor of a lammasu is noble and stern, but these creatures can be quite compassionate. A typícal lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial. Combat : A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil. Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law. Typical Cleric Spells Prepared (6/6/5/4/2,save DC 13+ spell level) 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detectevil, divine favor, entropic shield, protectionfrom evil; 2ndaid", bear's endurance, bull's strength, lesser restoration, resist energУ 3rd-daylight, dispel magic, magiccircle against evil, remove curse; 4th-holy smite",neutralize poison. Domain spell. Domains: Good and Healing, Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius. Spell-Like Abilities: 2/day-greater invisibility (self only): 1/day-dimension door. Caster level 7th. Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +12 melee, damage 1d6+3. Skills: Lammasus have a +2 racial bonus on Spot checks. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half GOLDEN PROTECTOR (Celestial Half-Dragon Lammasu): Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil. Combat: The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half. Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent. Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor (2),entropic shield, protection from evil; 2nd-aid, bear's endurance, bull's strength, lesser restoration, resist energy: 3rd-daylight, dispel magic, magic circle against evil", remove curse; 4th-dismissal, holy smite",neutralize poison. Domain spell. Domains: Good and Healing. Rake (Ex): Attack bonus +19 melee, damage 1d6+4. Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.) Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea (Olympus), Mount Celestia (Lunia), Prime Material Plane Stat Block 5th Edition: - 5esrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website (Lammasu) - Mojobob's website (Celestial Lammasu) Abilities - At will: Invisibility, Dimension Door - Permanent Protection from Evil - Cleric spellcasting - Claw and bite attacks, diving swoop for extra damage - Flight Appearance Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards. Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. Size Hero Forge: Mount (XL) Lore: Large (5' high shoulder) Suggested: Large to Huge Other Monikers Lesser Lammasus, Greater Lammasus, Celestial Lammasu Sources - 5esrd.com (homebrew) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - 2nd Edition Monstrous Compendium: Outer Planes Appendix (1991) - Mojobob's website (Lammasu) - Mojobob's website (Celestial Lammasu)
- Warrior
Warrior Warrior Medium Monstrosity, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual I - 2003): Formians hail from the plane of Mechanus. They seek to colonize all that they see and incorporate all living things into their hive as workers. Expansionist in the extreme, formians are dedicated to spreading their colonies until they have taken over everything and their order is unquestioned. To further this end, they attack all other creatures, usually to put them to work building and expanding cities. Formians maintain these “conscripted” workers as well as those mentally dominated by the power of their taskmasters. A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself, although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians. The Warrior: Formian warriors exist only to fight. Warriors rank only slightly above workers. They communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise. A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds. Combat : Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics. A formian warrior’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based. (From Planescape: Planes of Law Monstrous Supplement - 1995): "Had mine eyes ever beheld such beauty? To think, all fashioned by a bug!" - Unknown traveler upon reaching a formian city Native to Arcadia, formians are also called centaur ants. As their moniker indicates, they appear to he uprightwalking ants, but their sentience is that of warmblooded creatures as opposed to insects. They’ve always inhabited Arcadia, and sages say they always will. Though formians found on the Prime make war on each other, Arcadian formians of different hives have learned to live together peaceably. Similar to true ants, there are three basic types of formians: the worker, the wamor, and the myrmarch. (A fourth type, the queen, is extremely rare.) Unlike ants, formians’ waists are flexible; thus, they often move with only four legs, their heads and thoraces raised. Their forelegs are jointed at the wrist and have three opposing claws, which they can use to manipulate objects and to attack. Formians come in various subdued colors, which serve no function other than to indicate their cities of origin. Formians of warrior level and higher can communicate with humans, though their version of common sounds more like eerie chittering. They communicate with one another in their own speech, which is incomprehensible to most other beings. The Warrior: The warrior is the size of a pony, and its claws are indicative of its capability to defend the hive. Combat : Warriors attack with their mandibles, two forelegs, and a stinger that injects poison, causing 2d4 points of damage (save versus poison or suffer -2 to attack rolls for ld6 turns). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus & Arcadia Stat Block 5e: Homebrew stats on dmdave.com 3.5e: Dungeons & Dragons Monster Manual I (2003) 2e: Planescape: Planes of Law Monstrous Supplement (1995) Abilities - Poison stinger - Attacks with biting mandibles, foreleg claws and held weapons Appearance This creature is about the size of a pony. It looks like an ant, but holds its head and thorax upright. Its mouth features powerful-looking mandibles. The creature has humanlike shoulders and arms ending in powerful hands with sharp claws. Its abdomen bears a stinger. A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds. Size Hero Forge: 7 ft. (XXL) Lore: Medium (5 ft.) Suggested: Medium to Large Other Monikers Ant centraur, Warrior Ant, Formian Warrior Sources - Video by AJ Pickett - Forgotten Realms Wiki - Homebrew stats on dmdave.com - Dungeons & Dragons Monster Manual I (2003) - Planescape: Planes of Law Supplement (1995)
- Maw Demon
Maw Demon Maw Demon Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Volo's Guide to Monsters (2016): Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery’s gullet. Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don’t command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon. Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon’s Stomach Contents table. Maw Demon’s Stomach Contents: d8 Stomach Contents 1 - Intact wine skin with wine still in it 2 - Iron skillet 3 - Remnants of silk banner embroidered with a moon-and-stars motif 4 - Corroded gauntlet with skeletal hand in it 5 - Assorted keys 6 - Old leather boot 7 - Beehive 8 - Humanoid teeth Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond Abilities - Disgorge stomach acid - Eyes and clawed hands on all sides of its body - Oversized maw leads to demon lord Yeenoghu's stomach - Immune to being charmed, frightened, poisoned Appearance A maw demon resembles an enormous toothy mouth surrounded by a small plethora of stubby appendages. The squat, bulbous body of a maw demon is practically split in half to accommodate their giant gullets and their four arms work to carry food to their slavering jaws. Their ugly hides are a shade of dull brown. Size Hero Forge: 3 ft. Lore: Medium Suggested: Medium to Large Other Monikers Abyssal Maws Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DnDBeyond












