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- Monodrone | Digital Demiplane
Monodrone Medium Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 2 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): These creatures make up the bulk of Mechanus 's population. They are small spheres with a single eye, wings, and two arms/legs. Monodrones are single-function modrons , assigned to simple labor or service in the regiments of the modron army. Thousands of the spherical monodrones, armed with spears, fouchards, and crossbows are impressive when marshaled against a foe with their unswerving, singleminded performance. They exist only for their work. Monodrones are barely intelligent. They are unable to speak or read, but can understand commands spoken in the tongue of their race (although they will heed only a duodrone). Monodrones are capable of just one action at a time. Tell them to attack and they do so until slain, even if that means attacking each other after the enemy has been obliterated. Order them to guard and they guard without food or sleep. It is fortunate that they feed on the very substance of air around them; otherwise, it would be necessary to order them to eat every day. (from D&D 5th Edition Monster Manual - 2014): A monodrone can perform one simple task at a time and can relay a single message of up to forty-eight words. Alternate Versions ! Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can perform 1 activity at a time - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Flight - Capable of stabbing with swords and javelins Appearance They are small spheres with a single eye, wings, and two arm/legs. Size Hero Forge: 5'2" (XXL) Lore: Small (2e), Medium (5e) Suggested: Small or Medium Other Monikers Class 1 Drone Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Salt Mephit | Digital Demiplane
Salt Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Salt mephits look like grainy white humanoids with wings made of cubical white crystals. They have large red eyes and gaping, grinning mouths. They have no odor unless they get wet, which causes them excruciating pain and makes them smell briny. The sarcastic and acidulous wit of salt mephits lowers their life expectancy dramatically. Combat: Salt mephits attack with two claws (1d3 damage each); if any claw damage penetrates armor, the pain of the salted wound requires a save vs. petrification or the victim is stunned for 1-2 rounds. Similarly, the salt mephit’s breath weapon is a shower of salt crystals against a single enemy within 15’ (damage 1d4, save vs. petrification or be stunned 1-2 rounds). Once per day a salt mephit can taunt (as the 1st-level wizard spell); this taunting can be made to originate within 10 yards of the mephit. A salt mephit can contaminate any amount of water up to a barrel by touch, turning it into undrinkable brine. Once per hour a salt mephit can attempt to gate in another salt mephit. Salt mephits are immune to fire and heat damage of all kinds, but take maximum damage from liquid-based attacks, and even ordinary water does 1 hp damage per round of contact. They regenerate 1 hp per turn automatically, as long as they stay dry. Ecology: Spellcasters who deliver a nasty, foulmouthed salt mephit to an enemy thereby declare open warfare. (From 3.5e Monster Manual I - 2003): This winged creature looks like a miniature human with bleary red eyes and crystalline flesh. Salt mephits come from the Elemental Plane of Earth. Salt mephits are sarcastic creatures who loathe water and moisture of any kind. Each one is about 4 feet tall and weighs about 80 pounds. Salt mephits speak Common and Terran. Combat : Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd). Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based. Fast Healing (Ex): A salt mephit heals only if in an arid environment. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Salt Stat Block 5th Edition: - 5esrd (homebrew) 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Stunning salt breaht - Salty claw attacks that stun - Flight - Immune to acid, poison - Innate Spellcasting - Summons other mephits Appearance Salt mephits look like grainy white humanoids with wings made of cubical white crystals. They have large red eyes and gaping, grinning mouths. They have no odor unless they get wet, which causes them excruciating pain and makes them smell briny. Size Hero Forge: 3 ft. (XL) Lore: Medium (4 ft.) Suggested: Small to Medium Other Monikers Salty mephit Sources - Forgotten Realms Wiki - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Decaton | Digital Demiplane
Decaton Large Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 2 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): The decatons are the lowest order of officials found in modron society. These creatures appear as 10-tentacled spheres on stumpy legs. The are the overseers of the physical welfare of the base modrons, the voice of the great power to the working class. One decaton is assigned to each sector of the realm. while the remaining 36 serve on the staffs of the 36 legions of the modron army. Decatons have spell ability equal to that of a 10th-level cleric, but they lack the ability to turn undead. They also have the following spell-like powers, which apply only to other modrons: cure 1 point of damage for all modrons within 144 feet, cure disease in a 12 foot radius, heal by touch up to 10 modrons per round, and remove paralysis by touch for up to 10 modrons per round. These powers are usable one at a time, at will, once per round. Curiously (as are most things modron), the powers affect all modrons whether the decaton recognizes the rank or not. The spherical decatons fly by generating a light gas within their bodies, rendering them lighter than air. Generally they only rise into the air in order to get an overview of the situation when commanding modron armies. (from Planescape: Morte's Planar Parade - 2023): The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each of its ten eyes, synchronizing them to deadly effect. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can perform many activities at once - Sight in many directions at once - Combat-ready, advantage on initiative - Spellcasting - 10 grappling tentacles - AOE Lightning ray attack - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Flight Appearance These creatures appear as 10-tentacled spheres on stumpy legs. Size Hero Forge: 8'2" (XXL) Lore: Large Suggested: Large Other Monikers Class 10 Hierarch Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Hydroloth | Digital Demiplane
Hydroloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Hydroloths are elite fighting forces commonly used in yugoloth ambushes or amphibian attacks. They are squat humanoids with underarm gliding flaps, frog-like faces, and warty yellow skin. These grotesque amphibians can swim the river Styx without losing their memories. They travel in groups of 10 or more wherever Styx enters the Lower Planes. Hydroloths communicate using telepathy. Combat: Hydroloths usually attack with two claws (1d8 damage each) and bite (1d10 damage). While gliding, they can also attack with two foot claws (ld4 damage each). Hydroloths gleefully attack anything they feel they can easily defeat, but are cowardly against equal or superior forces. Hydroloths can spit a stream of foul yellow liquid from a gland under their tongues (1d10 damage and save vs. poison or fall asleep for 1-8 rounds). Before the poison wears off, the victim cannot be awakened save by magical means. Like all yugoloths, hydroloths can teleport without error at will, and sometimes use a dimension door to gain altitude for a glide. In addition to those available to all yugoloths, hydroloths can use the following spell-like powers: conjure elemental (with limitations listed below), create water , darkness, 15’ radius , dimension door , and water walk (as a ring of water walking ). Twice per day, they can attempt to gate in another hydroloth with a 50% chance of success. The hydroloth’s conjure elemental ability creates a 12 HD water elemental that fights for the hydroloth without control. This power only works in the presence of a large body of water. Hydroloths take half damage from any water-based attack form (no damage if they save successfully). Hydroloths are harmed only by +1 or better weapons. Habitat/Society: Hydroloths prefer to dwell in water, fire, or lava but can be found anywhere. The yugoloth community respects them for their role in amphibious and underwater warfare especially in covert and guerrilla attacks. Hydroloths use their prestige among their betters to gain power and influence: extra wealth, or a share of the mortal life forces paid for the job they do. Greater yugoloths have the strength to force the hydroloths’ obedience, but they wisely appease these creatures’ demands. Ecology: Few yugoloths are motivated like the hydroloths. These monsters delight in fighting the Blood War and draw strength from the terror they inflict on mortals. Several internal organs of hydroloths make excellent spell components and alchemical mixtures for potions. A live hydroloth, though extremely difficult to capture, might bring 2,500 gp on some parts of the Prime Material Plane or even (perhaps) in Sigil. A dead one, though not as valuable, still fetches upwards of 1,000 gp. (from Mordenkainen's Tome of Foes - 2018): Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps. For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - 5etools - DnDBeyond - Modrenkainen's Tome of Foes (2018) 2nd Edition: - Mojobob's Website Abilities - Steals memories to feeblemind victims - Claws and bite attacks are magical - Advantage on attack rolls while underwater - Innate Spellcasting - Immune to effects of river styx, acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Summon yugoloths - Blindsight, telepathy - Amphibious swim speed Appearance They are squat humanoids with underarm gliding flaps, frog-like faces, and warty yellow skin. Size Hero Forge: 7 ft. (XXL) Lore: Medium (10 ft.??) Suggested: Medium to Large Other Monikers Hydrodaemons, hydrodemons Sources - Forgotten Realms Wiki - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Autumn Eladrin
Autumn Eladrin Autumn Eladrin Medium Fey (Elf), Chaotic Neutral Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From Mordenkainen's Monster's of the Multivers - 2023): If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions. - Tasha Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. General Info: Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion- and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result-those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures: Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild (also Arborea, Arvandor) Stat Block 5e: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023) Abilities - Enchanting Presence - Weapons deal emotional (psychic) damage - Innate spellcasting - Magic Resistance - Can force charmed creatures to miss attacks Appearance Seasonal eladrin resemble both elves and nature spirits, often leaning more heavily on the latter. Their color, appearance and abilities fluctuate with their emotional state and the four seasons of the feywild, and their moods are often so extreme that they bring those seasons with them, altering both their physical form and their environment to suit their fickle temperament. Size Hero Forge: 8'2" (XXL) Lore: Medium Suggested: Medium Other Monikers Fall Eladrin Sources - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023)
- Harginn | Digital Demiplane
Harginn Medium Elemental, Neutral Evil Hero Forge Mini Kitbashed, single mini, 3 variants below Description (From Planescape: Monstrous Compnedium Appendix II - 1994): The harginn, or flame horror, is a grue from the Elemental Plane of Fire. On other planes a fire grue usually appears as a human with flames in place of the lower torso and legs, but it can assume the shape of a bonfire, a column of fire up to 8' high, or a bronze human statue. It moves rapidly in any form. Fire grue features express leering evil and cruenly, In its native form a fire grue's eyes glow dark red, and its ever-changing body color takes on fiery hues such as scarlet and orange, crimson and purple-blue, and purple-blue, or yellow and orange. Combat : The fire grue attacks by shooting a gout of flame from its fingertips, 3' wide and 6' long, that does 1d4+4 damage to all within it. A fire grue can blink (as the wizard's spell) and always does so in battle. Some harginn use weapons, such as cutlasses, billhooks, and crossbows that launch fiery missiels (1d4 damage + 1d6 hp fire damage). Fire grues are immune to fire-based spells such as pyrotechnics, wall of fire, fire storms, fireball, incindiary cloud, and meteor swarm. The presence of a harginn within 20' of such magic dispels the magic, even if previously permanent. Magical items are not affected. Habitat/Society: Harginn follow a loose social order based on guilds; guild membership determines status. Higher status guilds give orders; these are not always obeyed and mutinies are common. Female grues serve in scout, shepherd,gatherer, weaver, and hunter guilds; males serve in farmer, soldier, cook, scribe, and priest guilds. Both genders serve in the pariah guild, which performs disagreeable tasks such as burning waste and haldling water. Ecology : Most fire grues serve the efreet, but are on poor terms with their masters and other elemental fire creatures. Some clans sail stolen efreet ships as pirates or slavers. (From Complete Arcane - 2004): A creature of lurid, darting flame dances and capers obscenely. Its shape and size are roughly humanoid, but its features shift and crackle like the leaping flames of a bonfire. Harginns, or fire grues, are creatures of living flame corrupted by dark magic. Like other grues, they are malicious and destructive beings that delight in inflicting pain. Fire grues speak Ignan, their voices rustling and crackling like flame as they taunt their foes with cruel jests and hateful laughter. A harginn is about 6 feet tall but weighs only 10 pounds (most of its substance is nothing but fire). To determine the type of spell object contained in a fire grue, roll d%: 01-70, flaming sphere; 71-100, haste. Combat : Harginns typically rush into melee, counting on their speed and agility to protect them while they battle wildly. Fire Spray (Sp): Asa standard action, a fire grue can create a30-foot cone of fire, dealing 2d6 points of fire damage (Reflex DC 11 half), This ability is the equivalent of a 2nd-level spell. Blur (Sp): Fire grues naturally flicker and waver continuously as if under the effect of a blur spell (caster level 10th). They have concealment against all attacks by creatures that rely on sight, Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - worldmakers.wordpress.com (homebrew) 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Shapechange into bronze human statue, pillar of fire or back into its true form - Gouts of flame from fingertips - Fast movement - Blink - Immune to fire, dispels fire spells within 20 feet - Sometimes uses weapons, including flaming crossbow bolts Appearance n other planes a fire grue usually appears as a human with flames in place of the lower torso and legs, but it can assume the shape of a bonfire, a column of fire up to 8' high, or a bronze human statue. Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers Fire grue, flame horror Sources - 3.5e Complete Arcane (2004) - Planescape: Monstrous Compendium Appendix I (1994) - Al-Qadim: Secrets of the Lamp (1993) - mojobob's website
- Elder Brain Dragon | Digital Demiplane
Elder Brain Dragon Gargantuan Aberration, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Fizban's Treasury of Dragons - 2023): One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony’s elder brain . But this small solace withers away when a colony manages to capture a dragon . Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon’s back and digs its tentacles into the dragon’s brain. An elder brain dragon is the nightmarish result. Using the mobility of the dragon’s body, the elder brain can now serve as a powerful general to illithid armies, free from the confines of its brine pool. The elder brain dragon becomes a psychic threat in addition to a physical one, its body rife with aberrant influence and pulsing with psionic power. Even the elder brain dragon’s breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers , allowing the elder brain dragon to grow its own roving colony. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground) Stat Block 5th Edition: - 5etools - DndBeyond - Fizban's Treasury of Dragons (2021) Size Hero Forge: 3' (8') (XL) Lore: Gargantuan Suggested: Gargantuan Other Monikers None Abilities - Brine breath inflicts psychic damage and infests victims with tadpoles, causing more damage over time and eventual mind flayer transformation - Bite, claw, and grappling tentacle attacks - Shatters concentration on grappled targets and inflicts psychic damage - Legendary Resistance - Legendary Actions - Siege Monster - Immune to psychic, charmed, frightened - Requires no air or sleep - Blindsight - Telepathy up to 5 miles Appearance Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon’s back and digs its tentacles into the dragon’s brain. An elder brain dragon is the nightmarish result. Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2023) - DndBeyond
- Dust Mephit | Digital Demiplane
Dust Mephit Small Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): These ghoulish things find death morbidly fascinating. They pose as tragic yet fashionable victims of a gloomy fate, heroically holding out against utter insanity. They favor lines like “A dust mephit I am, lest dust I become!” Gaunt even by mephit standards, dust mephits have dusky brown skin, eyes, and wings. Unlike other mephits, they prefer to wear clothing (always black), altered so as not interfere with flight. Combat: Dust mephits attack with two weak claws (1d2 damage each). Three times a day they can breathe a 15’-radius cloud of irritating glassy dust (range 0). Those who fail to save vs. breath weapon can avoid the effect by scratching for one round. Otherwise the itching lowers AC by 4 and attack rolls by 2 for three rounds. Other mephits and creatures with thick or insensitive skins (elephant , scaly, buffalo ) are immune. Once per hour a dust mephit can attempt to gate in 1-2 other dust mephits, usually to share their tragic alienation. They regenerate 1 hp per turn in dusty, waterless areas. They take half damage from cutting and impaling weapons and are immune to heat and fire damage of all types, but take maximum damage from liquid- and wind-based attacks. (From 3.5e Monster Manual I - 2003): This winged creature looks like a short, gaunt human with gray, flaky skin and a sorrowful expression. Dust mephits come from the Elemental Plane of Air. A dust mephit is about 4 feet tall and weighs about 2 pounds. Dust mephits speak Common and Auran. Combat: Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based. Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Dust Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Blinding dust breath - Claws - Flight - Immune to poison - Innate Spellcasting - Summons other mephits - Blinding burst of dust upon death Appearance Gaunt even by mephit standards, dust mephits have dusky brown skin, eyes, and wings. Unlike other mephits, they prefer to wear clothing (always black), altered so as not to interfere with flight. Size Hero Forge: 3 ft. (XL) Lore: Small/Medium (4 ft.) Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Nycaloth | Digital Demiplane
Nycaloth Large Fiend (Yugoloth), Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Observers and reporters, nycaloths reconnoiter the Lower Planes and observe the Blood War. Nycaloths look like fiends in their characteristic gargoyle -like appearance. They are hulking, broad humanoids with powerful limbs and wings; thick, light green skin with a leathery texture; and sharp, thick claws that make excellent weapons. Nycaloths communicate using telepathy. Combat: Nycaloths commonly use giant two-headed axes (2d8+8 damage). Nine out of ten of these axes are magical, though of common variety (+1, +2, etc.) Of the enchanted axes, 20% have a special enchantment (e.g. vorpal, etc.) Determine the qualities of special blades randomly. Often (75%) nycaloths use shields as well. Their great strength gives nycaloths a +3 bonus to their attack rolls. Nycaloths can attack with two claws (1d8+8 damage each). These wicked claws cause seeping wounds that continue to bleed for 1d6 damage per wound per round until healed magically (cure light wounds , etc.) In addition to those available to all yugoloths , nycaloths also have the following spell-like powers: command (3 times per day), comprehend languages (always active), detect invisibility (always active), detect magic (always active), dimension door (3 times per day), dispel magic , enlarge (or its reverse, reduce ), fear (by touch), invisibility , mirror image (3 times per day), polymorph self , project image , read magic (always active), reverse gravity (once per day), wind walk , word of recall (once per day), and wraithform (once per day). Once per day nycaloths can attempt to gate in 1-10 mezzoloths , 1-3 dergholoths , or 1 additional nycaloth. The gate has a 35% chance of success. Enchantment/charm spells never affect nycaloths. They are immune to weapons of less than +2 enchantment. Habitat/Society: Nycaloths act in a careful and calculating manner to maximize their personal power and safety. These creatures serve as scouts because they can travel the Lower Planes at will, viewing battles between the baatezu and tanar’ri . They report their findings to the arcanaloths , who use the information in negotiating contracts. Though powerful, nycaloths endure low status because their information goes to profit others, not themselves. Nycaloths are bitter and jealous of the status of the other greater yugoloths. They scheme constantly to increase their status, often bullying lesser yugoloths to get attention. Sometimes they destroy whole companies of mezzoloths and dergholoths in a fit of rage. Ecology: Female and male nycaloths are nearly identical, impossible for others to tell apart. Mated pairs give birth to three young at a time. These young are allowed to grow for 100 days, at which time they are pitted against each other in a battle to the death. Only the victor is allowed to grow to maturity. Nycaloths are carnivores, but may have once been scavengers, inasmuch as they prefer rotting flesh to fresh meat. (from D&D 5th Edition Monster Manual - 2014): The elite airborne shock troops of the yugoloths, nycaloths look like muscular gargoyles. Powerful bat wings bear them swiftly aloft in battle, and the razor-sharp claws of their hands and feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn invisible or create illusory doubles of itself, further confounding its enemies. Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the reward for doing so is extreme. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - All weapon attacks are magical - Claw attacks inflict fiendish wounds - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Summon yugoloths - Blindsight, telepathy Appearance Nycaloths look like fiends in their characteristic gargoyle-like appearance. They are hulking, broad humanoids with powerful limbs and wings; thick, light green skin with a leathery texture; and sharp, thick claws that make excellent weapons. Size Hero Forge: 9'10" (XL) Lore: Large (8 ft.) Suggested: Large to Huge Other Monikers Nycadaemon, nycademon, sky demon Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Mind Flayer | Digital Demiplane
Mind Flayer Medium Aberration (Mind Flayer), Lawful Evil Hero Forge Mini Kitbashed, single mini, 2 variants below Description (From 5th Edition Monster Manual - 2014): Mind flayers, also called illithids , are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid’s thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. Qualith : On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid’s tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. Variant: Mind Flayer Arcanist A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned. A mind flayer arcanist has a challenge rating of 8 (3,900 XP) and the following trait. Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: Cantrips (at will): blade ward , dancing lights , mage hand , shocking grasp 1st level (4 slots): detect magic , disguise self , shield , sleep 2nd level (3 slots): blur , invisibility , ray of enfeeblement 3rd level (3 slots): clairvoyance , lightning bolt , sending 4th level (3 slots): confusion , hallucinatory terrain 5th level (2 slots): telekinesis , wall of force (From Volo's Guide to Monsters - 2016): Variant: Mind Flayer Psion Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at using their innate psionic energy to duplicate the casting of spells. A mind flayer psion has the same statistics as a mind flayer (as presented in the Monster Manual ), except that its challenge rating is 8 (3,900 XP) and it has the following trait: Innate Spellcasting (Psionics). The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: guidance , mage hand , vicious mockery , true strike 1st level (4 slots): charm person , command , comprehend languages , sanctuary 2nd level (3 slots): crown of madness , phantasmal force , see invisibility 3rd level (3 slots): clairvoyance , fear , meld into stone 4th level (3 slots): confusion , stone shape 5th level (2 slots): scrying , telekinesis (From 2nd Edition Monstrous Manual - 1993): The illithid, or mind flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters. Using arcane powers, it enslaves or destroys its foes, which include such powerful creatures as drow and kuo-toa . Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Illithids have infravision. They can communicate with any creatures via innate telepathy; they have no spoken language, although they often accompany their thoughts with hissing, and the eager lashing of their tentacles. Mind flayers dress in flowing robes, often with high, stiff collars, adorned with symbols of death and despair. Combat: A mind flayer’s preferred method of attack is the mind blast, projected in a cone 60 feet long, 5 feet wide at the mind flayer, and 20 feet wide at the opposite end. All within the cone must make a saving throw vs. wands or be stunned and unable to act for 3d4 rounds. The illithid tries to grab one or two stunned victims (requiring normal attack rolls if others try to prevent this) and escape with them. The illithid keeps some victims as slaves and feeds on the brains of the others. When devouring the brain of a stunned victim, it inserts its tentacles into the victim’s skull and draws out its brain, killing the victim in one round. A mind flayer can also use its tentacles in combat; it does so only when surprised or when attacking a single, unarmed victim. A tentacle which hits causes 2 hp damage and holds the victim. A tentacle does no damage while holding, and can be removed with a successful bend bars/lift gates roll. Once all four tentacles have attached to the victim, the mind flayer has found a path to the brain and kills the victim in one round. If preferred, the DM can simply roll 1d4 for the number of rounds required to kill a struggling victim. A mind flayer can also use the following arcane powers, one per round, as a 7th-level mage: suggestion , charm person , charm monster , ESP , levitate , astral projection , and plane shift . All saving throws against these powers are made at a -4, due to the creature’s mental prowess. If an encounter is going against a mind flayer, it will immediately flee, seeking to save itself regardless of its treasure or its fellows. Habitat/Society: Mind flayers hate sunlight and avoid it when possible. They live in underground cities of 200 to 2,000 illithids, plus at least two slaves per illithid. All the slaves are under the effects of a charm person or charm monster , and obey their illithid masters without question. The center of a community is its elder brain , a pool of briny fluid that contains the brains of the city’s dead mind flayers. Due to the mental powers of illithids, the elder brain is still sentient, and the telepathic union of its brains rules the community. The elder brain has a telepathic range of 2 to 5 miles, depending on its age and size. It does not attack, but telepathically warns the mind flayers of the presence of thinking creatures, so a mind flayer within its telepathic radius can be surprised only by non-intelligent creatures. The range of the elder brain determines the territory claimed and defended by the community, though raiding parties are sent far beyond this limit. Mind flayers have no family structure. Their social activities include eating, communicating with the elder brain, and debating on the best tactics to conquer the Underdark. For amusement, they inflict pain on their captives and force slaves to fight in gladiatorial games. Mind flayers are arrogant, viewing all other species only as cattle to be fed upon. They prefer to eat the brains of thinking creatures. Ecology: Mind flayers live about 125 years. They are warm-blooded amphibians, and spend the first 10 years of life as tadpoles, swimming in the elder-brain pool until they either die (which most do) or grow into adult illithids. On an irregular basis, adult illithids feed brains to the tadpoles, which do not molest the elder brain. Illithids are hermaphroditic; each can produce one tadpole twice in its life.; Mind flayer ichor is an effective ingredient in a potion of ESP . Psionic Illithids: Psionic flayers, considered the only true illithids by some (including themselves), have most of the same statistics and abilities as other mind flayers. Instead of magic-based abilities, however, theirs are purely psionic. Psionic mind flayers have a beak-like mouth and disdain the stiff-collared robes preferred by their cousins. Illithids use psionics for attack, mind control, and travel. Psionics Summary Level Dis/Sci/Dev Attack/Defense Score PSPs 10 4/5/15 EW,II/All =Int 1d100+250 Psychokinesis — Sciences: nil; Devotions: control body, levitation. Psychometabolism — Science: body equilibrium; Devotions: nil. Psychoportation — Sciences: probability travel, teleport; Devotion: astral projection. Telepathy — Sciences: domination, mind link; Devotions: awe, contact, ESP, ego whip, id insinuation, post-hypnotic suggestion. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground) Stat Block 5th Edition: - Angry Golem Games - 5th Edition Monster Manual (2014) - DndBeyond - DndBeyond (arcanist variant) - DndBeyond (Psion variant) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Size Hero Forge: 6'11" (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Illithids, illithid Abilities - AOE mind blast stuns creatures - Tentacles grapple, stun, and inflict psychic damage - Eats brain of incapacitated humanoid - Innate Spellcasting (psionics) - Magic resistance - Telepathy Appearance Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond - 3.5 Edition Monster Manual (2003) - archive.org (The Illithiad - 1998) - 2nd Edition Monstrous Manual (1993) - Mojobob's website
- Mist Mephit | Digital Demiplane
Mist Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Mist mephits fancy themselves spies of the highest caliber. They quickly report other mephits who show mercy or other treasonous behavior, and they seldom engage in idle banter with other mephits. Mist mephits can see clearly in fog or mist. Their skin is pale green. Combat : Mist mephits seldom engage in melee unless trapped. Their soft claws inflict 1 hp damage. They can breathe a sickly-green ball of mist every other round, up to three times an hour, that automatically envelops one victim within 10‘ (save vs. poison or take ld4+1 points of choking damage and blinded for 1-4 rounds). Mist mephits can create a wall of fog once per day, as a 3rd-level wizard. They can also assume gaseous form once per day, and often do so to spy on others or escape combat. Once per hour, a mist mephit can attempt to gate in 1-2 other mephits, either ice or mist. If two arrive, they are the same type. Powerful winds, including a gust of wind spell, cause mist mephits to flee in confusion. (from 4th Edition Dragon Magazine #421 - 2013): Mist mephits are an offshoot of steam mephits that prefer cooler climates in the material world, such as swamps and marshes that generate thick fog. They have gray-white bodies that constantly secrete mist from their skin, covering the mephits in a thin layer from head to toe. Their bodies sometimes look translucent, and they have the ability to become insubstantial and blend in to the haze that surrounds them. Mist mephits are quite shy, preferring to stay at a distance and remain hidden in the darkness. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Steam Stat Block 5th Edition: - Angry Golem Games (homebrew) 2nd Edition: - mojobob's website Abilities - Poison breath - Flight - Innate Spellcasting - Summons other mephits - Immune to poison Appearance They have gray-white bodies that constantly secrete mist from their skin, covering the mephits in a thin layer from head to toe. Their bodies sometimes look translucent, and they have the ability to become insubstantial and blend in to the haze that surrounds them. Size Hero Forge: 3 ft. (XL) Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers Fog mephit, fart mephit Sources - Forgotten Realms Wiki - Dragon Magazine #421 - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Red Slaad | Digital Demiplane
Red Slaad Large Aberration, Chaotic Neutral Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Red slaadi are vicious combatants that quickly attack other creatures. Ruthless in numbers, they surround, torment, and slaughter smaller groups. Red slaadi wear loincloths and have few forehead tattoos, denoting low status. Both red and blue slaadi are surly brutes that despise one another, yet their complex reproductive cycle intertwines them as mutual progenitors. Combat: Red slaadi attack with two claws (1d4 damage each) and bite (2d8 damage). They choose predictable, uninspired tactics, and are not terribly intelligent. Once per day, red slaadi can stun by emitting a loud croak that affects all opponents within 20� (save vs. petrification or stunned for two rounds). Red slaadi regenerate 2 hp per round. They can attempt to gate in 1-2 additional red slaadi twice per day with a 40% chance of success. Ecology: Red slaadi have a gland under each claw that, when it hits an opponent, may (25% chance) imperceptibly inject an egg-pellet into the opponent’s body. The slaad can also inject the pellet at will into an unconscious opponent. The egg-pellet slowly moves through the unwitting victim’s body until it reaches the chest cavity. There the pellet gestates for three months, forming a baby blue slaad that, once formed, eats its way out of the victim’s body, killing it. The victim falls extremely ill 24 hours before the baby slaad eats its way out. The blue slaad, feeding on carrion, grows to self-sufficiency in a few years. An egg-pellet can be detected by detect evil . Egg or baby slaad can be destroyed by remove curse or similar magic. To prevent this, the slaadi confine victims in temporary prison camps erected near the battlefield. (from D&D 3rd Edition Monster Manual - 2000): This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders. Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi. A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly. Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well. Combat : Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death. Pounce (Ex): If a red slaad charges, it can make a full attack in the same round. Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 16 Fortitude save to avoid implantation. The save DC is Constitution-based. Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad. Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based. Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell. (from D&D 5th Edition Monster Manual - 2014): The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes. Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Claw attacks inject slaad eggs into victim, killing them within 3 months and spawning blue slaad - Resistant to acid, lightning, cold, fire, thunder - Magic Resistance - Regeneration - Telepathy Appearance This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders. Size Hero Forge: 3 ft. (XXL) Lore: Large Suggested: Large Other Monikers Blood Slaad Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Monster Manual 3rd Edition (2000) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website











