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  • Sibriex

    Sibriex Sibriex Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex’s body, polluting the surrounding landscape. Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide. Variant - Flesh Warping: Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes, the effect becomes a permanent feature of that body. A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. Flesh Warping d100 Effect 01–05: The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned. 06–10: The target’s eyes push out of its head at the end of stalks.11–15The target’s hands grow claws, which can be used as daggers. 16–20: One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet. 21–25: The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open. 26–30: A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.31–35The target’s ears tear free from its head and scurry away; the target is deafened. 36–40:Two of the target’s teeth turn into short tusks. 41–45: The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). 46–50: The target’s arms and legs switch places, preventing the target from moving unless it crawls. 51–55: The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet. 56–60: The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. 61–65: The target grows a long, thin tail, which it can use as a whip. 66–70: The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet. 71–75: The target swells, tripling its weight. 76–80: The target becomes thin and skeletal, halving its weight.81–85The target’s head triples in size. 86–90: The target’s ears become wings, giving it a flying speed of 5 feet. 91–95: The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00: The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. From Fiendish Codex I: Hordes of the Abyss supplement (2006): Ancient and enigmatic, a sibriex is a master of augmenting and enhancing the fl esh by grafting Abyssal matter into the physical body of the subject. A sibriex usually opens combat by spewing bile at an enemy, attempting to nauseate it. It spends the second round of combat using charm monster to attempt to cull allies from its enemies. It uses its feeblemind ability to neutralize enemy spellcasters as opportunities arise. Sibriexes attack by animating their chains to lash at enemies in reach. They do so with shocking speed and grace, striking with one chain and then anchoring it to allow its other chains to strike in a single fluid motion. A sibriex’s bite is much less dangerous, but still unpleasant; it will use it against any creature within reach without hesitation. Animate Chains (Su): A sibriex uses telekinesis (as the spell) to manipulate the four chains attached to its body as a free action. A sibriex’s chains are not considered part of the creature and can be sundered as if they were weapons wielded by the sibriex. A single chain has hardness 10 and 30 hit points. Given time, a sibriex can create new chains using its polymorph any object or major creation spell-like abilities. Form of Madness (Su): A creature within 60 feet that observes a sibriex must attempt a DC 24 Will save. Failure indicates the creature’s mind is warped and twisted, and he comes to see the sibriex in question as the perfect physical form. The victim takes a –4 penalty on saving throws made to resist enchantment spells or spell-like abilities employed by that sibriex. Worse, the victim immediately takes 1d6 points of Charisma drain as his sense of self-worth and personality are diminished by the madness. This madness can be cured by heal, greater restoration. miracle, or wish. A creature that makes the save is immune to that particular sibriex’s form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders or creatures that have had a fiendish graft implanted by a sibriex. The save DC is Charisma-based. Instant Graft (Su): Up to three times per day as a full-round action, a sibriex can use the Graft Flesh feat (Fiend Folio 207) to create and attach a fiendish graft without paying the requisite costs in gold or XP. The grafts are formed out of Abyssal chaos. A sibriex can attach an instant graft only to a willing or helpless target. Fiendish grafts are described in Fiend Folio, starting on page 209. Squirt Bile (Su): Once every 1d4 rounds as a swift action, a sibriex can spew black bile out of one of the feeding tubes hanging from its lower body. If the sibriex succeeds at a +10 ranged touch attack, the target takes 12d6 points of acid damage and is nauseated for 1d4 rounds. A successful DC 27 Fortitude save negates the nausea. The save DC is Constitution-based. Flight (Ex): A sibriex’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond Abilities - Warp creatures - Poisonous contamination of surroundings - Squirt acidic bile - Chain attacks - Legendary actions - Legendary resistance - Innate Spellcasting - Flight Appearance The unsettling stink of rotting flowers surrounds the large, bloated figure that floats lazily in the air. The demon is hardly more than a malformed face the size of a wagon. Where its ears should be are instead a pair of atrophied arms with hands ending in tremulous digits. Instead of a body, everything below its neck is a writhing nest of puckers and stalks. It is tethered to the surrounding ground by four steel chains that end in razor-sharp spikes. Size Hero Forge: 11 ft. (XXL) Lore: Huge (15 ft.) Suggested: Huge to Gargantuan Other Monikers Obyriths, Obyrith Demons Sources - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Fiendish Codex I: Hordes of the Abyss supplement (2006) - Dnd Wiki - DnDBeyond - AJ Pickett's youtube video

  • Yochlol

    Yochlol Yochlol Medium Fiend (Demon, Shapechanger), Chaotic Evil Hero Forge Mini Double mini, no kitbash, 4 variants below Description From Dungeons & Dragons Monster Manual (2014): The yochlols are the Handmaidens of Lolth — extensions of the Spider Queen’s will dedicated to acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches yochlols to the Material Plane to guard her temples and to aid her most devout priestesses. Yochlols don’t form outside Lolth’s realm of the Demonweb, and they serve no demon lords except their queen. Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form. In its true form, the fiend appears as a pillar of yellow slime with a single malevolent eye. In its drow and true form, a yochlol’s touch carries the same venomous touch as its spider form’s bite. From Planescape: Monstrous Compendium Appendix I (1994): Lolth, the Queen of Spiders, is one of many powers that call the Abyss home. Her infinite maze of black webs fills an entire layer. While Lolth is preoccupied with the affairs of drow throughout the multiverse, she doesn't ignore the balance of power within the Abyss. The yochlol are her servants in her home layer and her agents on the Outer Planes. No other type of tanar’ri has such a close relationship with a power that inhabits the Abyss; in fact, the yochlol are known as the Handmaidens of Lolth in some circles. In their natural form, the yochlol bear a passing resemblance to a roper or an alkilith - they’re man-size heaps of amorphous slime, with eight powerful tentacles and a single, glaring, red eye. However, they can also assume the form of a beautiful young woman of human or elven race (usually drow), or take the form of a giant black spider. Like alkiliths, yochlol can assume gaseous form, taking the shape of a small stinking cloud. Some bloods’ve guessed that Lolth chose her handmaidens from the most suitable tanar’ri at hand and modified them for her own purposes, but there’s no way to prove this short of a trip to the Abyss. It’s not surprising that most sages’re happy to leave this particular question unanswered. Yochlol stand apart from the common tanar’ri causes, existing only to serve their dark mistress in whatever tasks she sets before them. They couldn’t care less about 7 the Blood War. The only part of the Abyss where the yochlol are common is in Lolth’s pits; they don’t leave their home layer except when Lolth commands them to, and even then they’re more likely to be sent to the Prime than any other part of the abyss. As Lolth’s chosen servants, yochlol are not well-liked by other tanar’ri, butrthey are guaranteed free passage in the layers controlled by most Abyssal Lords. Even a demipower such as Demogorgon or Graz’zt prefers not to aggravate the Spider Queen needlessly, and interfering with Lolth’s handmaidens is a quick way to draw her attention. A cutter who meets a yochlol somewhere other ‘than Lolth’s webs usually finds that the creature’s too busy with the Spider Queen’s business to bother with him. ’Course, things’re a lot different if the cutter himself is Lolth’s business. Yochlol cooperate with each other surprisingly well. They’re unswervingly loyal to Lolth and place her interests before their own - a rare characteristic in creatures of chaos and evil. It’s been suggested that the Spider Queen maintains some kind of charm or control over her minions to ensure their continued loyalty, but it’s more likely that the yochlol are temfied of what their queen might do to a cross-trader or stag-turner. The chant’s that Lolth personally creates each of her handmaidens, but this ain’t true. The yochlol are recruited from the numberless ranks of least tanar’ri and subjected to unspeakable ceremonies and torture to win their elevated station. It's worth noting that same yochlol may be far more powerful and important than typcial, since Lolth rewards those who serve her well. Combat : Yochlol've got no fewer than four different body forms, and possess different powers and vulnerabilities in each. In the Abyss, they're most commonly found in their amorphous or natural state. In the Outlands or the Prime, yochlol prefer to travel in their humanoid or spider shapes. Regardless of their shape, yochlol can be struck only be cold iron or weapons of +2 or better enchantment. They're immune to nonmagical fire, gasses, poisons, and electricity and take only half damage from magical fire or cold. In their natural amorphous forms, yochlol are AC 10. They can attack with each of their 8 tentacles, striking for 1d4 points of damage each, +4 for the yochlol's strength. In spider-form, yochlol can move freely in webs, have an AC of 4, and can attack once per round for 1d8 points of damage. As spiders, their poisonous bite immediately kills their victim unless he or she succeeeds with a saving throw versus poison. In human form, yochlol are AC 10 but often use chain or plate mail of drow make to improve their Armor Class. They favor weapons used by drow, including short swords, hand crossbows, and javelins. Yochlol retain their 18/51 strength rating in humanoid form, and strike with a +2 attack bonus and inflict +4 points of damage with whatever weapon they use. Last but not least, yochlol can assume gaseous form , creating a stinking cloud roughly 10 feet tall and 5 feet in diameter. Yochlol can't use any physical attacks or spell-like abilities in this form, but they can make use of their psionic powers. In gaseous form , yochlol are immune to all physical damage and can be injured only by magical cold, magical fire, or magic missiles. A gust of wind spell inflicts 6d6 points of damage to a yochlol in this form, and a wind walk spell slays the yochlol instantly with no saving throw or magic resistance check. Yochlol’ve got the spell-like powers common to all tanar’ri, and can also use the following abilities at will as 6thlevel spellcasters: charm person, spider climb, stone shape, and web. Yochlol also command modest psionic powers, as shown below. Generally, a yochlol’ll carefully evaluate a situation and decide if its mistress’s interests are best served through a deceptive approach of misdirection and subtlety, or a naked show of force. In the first instance, the yochlol hides its true form and uses its beauty and charm to beguile its opponents; in the latter case, it shows itself in its true form. PSIONICS SUMMARY Level 6, Dis 1/Sci 3/Dev 10, Attack/Defense MT, II, EW/All, Score 14, PSPs 90 Yochlol have the following psionic powers: Telepathic - Sciences: domination, mindlink, probe. Devotions: attraction, contact, ESP, invisibility, phobia amplification, psychic impersonation. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - D&D Wiki - DnDBeyond Abilities - Shapechanger: humanoid, giant spider, mist form - Poisonous slam or bite - Spider climb - Innate spellcasting - Summon demon Appearance Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form. In its true form, the fiend appears as a pillar of yellow slime with a single malevolent eye. Size Hero Forge: 7 ft. Lore: Medium (6-7 ft. tall) Suggested: Medium to Large Other Monikers Handmaidens of Lolth Sources - Forgotten Realms Wiki - Monster Manual (1994) - Planescape: Monstrous Compendium Appendix I (1994) - Dnd Wiki - DnDBeyond

  • Myrmarch

    Myrmarch Myrmarch Large 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 Myrmarch: Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought. Very rarely do these thoughts conflict with the wishes of the queen, though—most myrmarchs are still very loyal to her. Myrmarchs are commanders in formian armies and leaders in formian communities. They are the hands of the queen, carrying out her direct orders and making sure everything goes as she desires. Myrmarchs also have a secondary role: stamping out chaos wherever and whenever they can. Those who foment disorder, and particularly creatures that revere or exemplify it (such as slaadi), are the hated foes of myrmarchs. A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position). Myrmarchs speak Formian and Common. Combat : Myrmarchs’ claws are like hands and thus serve no combat purpose. Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers. They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them. A formian myrmarch’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 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based. Spell-Like Abilities: At will—charm monster (DC 17), clairaudience/clairvoyance, detect chaos, detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day—dictum (DC 20), order’s wrath (DC 17). Caster level 12th. The save DCs are Charisma-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 Myrmarch: The myrmarch is the size of a horse. Its claws are capable of finer manipulation than that of human hands. Combat : Myrmarches attack with their mandibles and a poisoned sting. The poison causes 3d12 points of damage and paralyzes opponents for 1d4 turns (save versus poison to take half damage and avoid paralyzation). 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) Abilities - Poison Stinger - Innate Spellcasting - Attacks with biting mandibles and held weapons coated in stinger poison Appearance This creature is about the size of a light horse. It looks like an ant, but holds its head and thorax upright. Its mouth features powerful-looking mandibles, and it wears an elaborate bronze helmet. The creature has humanlike shoulders and arms ending in humanlike hands. Its abdomen bears a stinger. Size Hero Forge: 7 ft. (XXL) Lore: Large (7 ft.) Suggested: Large to Huge Other Monikers Ant centaur, Formian Commander, Formian Myrmarch, Ant General 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)

  • Lady of Pain | Digital Demiplane

    Lady of Pain Large Power, Unaligned Hero Forge Mini Kitbashed, single mini Description Ah, Her Serenity, the Lady of Pain. She's the shadowy ruler of Sigil , the City of Doors, but for even the oldest of greybeards, the Lady's a mystery wrapped in an enigma. See, she doesn't speak a word. Nobody knows what she wants, what she is, or where she came from. Sigil's an ancient burg, and the Lady's always been there, a hovering presence of dread in the streets, not governing so much as haunting the place. She's thankfully rarely seen, because when she does show, it's always bad news. All a cutter can do is try to run, but if she's come for you, running won't help. Most who get on the Lady's bad side are torn to ribbons by something unseen . The rest are reduced to screeching, gibbering barmies. On her home turf, the Lady's the deadliest creature in existence. She's been known to slay greater gods who dare to muscle in on her city. The guvner's history books are thick with harrowing tales of her massacring whole buildings of sods in an instant, wiping out city factions overnight, and sending demon princes scrambling like roaches back to the abyss . And when a berk really deserves it, she'll imprison them in a demiplane created on a whim - one of the Lady's many mazes . They're worse than a death sentence, it's said; a body can suffer many lifetimes in a maze, looking for a way out and slowly going mad. Rumor is every maze has an exit, if a blood can just find it, but anyone who claims to have escaped the Lady's clutches is either lying or barmy. The Lady controls all the city's portals, and who - or what - gets in or out. She doesn't compromise, and when she shows up to lay down the law, it is absolutely brutal, but a lot of greybeards argue that it's all for a reason. See, Sigil's a tempting strategic prize to every god, arch-devil , and planar power there is. Whoever controls the city has routes to all places in existence. If Sigil were yours, you could use it as a breach head to conquer the planes, so a lot of high-up bloods are hungry to lay siege, if they could only stand up to the Lady of Pain. Ironically, the terror of the Lady ends up protecting a lot of innocent folk. She doesn't seem to care for conquest, beyond the Cage itself. In fact, she never leaves Sigil at all, far as anyone knows. Some believe the Lady's trapped inside the City of Doors - another reason they call it the Cage - but if she is stuck in Sigil, that might be a good thing. After all, she keeps the evil gods and powers out. She's the reason why cosmic wars haven't breached the city, and why angels and devils can cross paths without bloodying the streets - the Lady keeps it civil, or you're in the dead book. Still, plenty of awful stuff goes down in the Cage, things you'd think the Lady would put a stop to - murder, crime, wretched poverty, the ugliest sorts of politics - but most of the time she doesn't seem to give a fig, and lets the city's ruling factions sort it out. And if those factions misbehave, she makes them disappear. Locals are superstitious when it comes to the Lady. Folks try not to mention her in conversation, lest she appear. And according to these frightened sods, there's a few acts Her Serenity finds especially offensive - if you do these things, she'll show up right quick, they say, and then you're a deader. Don't block the portals around town. Don't mess with the Dabus , her servants. Don't threaten the city's stability. Don't mention a particular deity she murdered, whose name shall not be repeated here. And whatever you do, do not offer the Lady your worship. Never, ever call her a god. Word is she takes it personal. Heed those warnings, berk, because you never want to meet the Lady of Pain. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (Sigil) Stat Block None (cannot be defeated) Abilities - Gaze inflicts wounds, death, causes fear or insanity - Banishment to Mazes - God-like control of reality inside Sigil - Flying, invisibility - Seemingly invulnerable Appearance Every witness is barmier than the last, but most descriptions say she's a towering robed woman hovering several feet above the ground with a wreath of blades encircling her face. Size Hero Forge: 13'3" (XL) Lore: Large Suggested: Large to Gargantuan Other Monikers Her Serenity, The Lady Sources - Forgotten Realms Wiki - Torment Wiki - AJ Pickett - Dolores , a poem from 1865 that inspired the Lady - Planescape Campaign Boxed Set - In the Cage: a Guide to Sigil

  • Bulezau

    fdfa59cd-d3b8-4df0-a8df-560514d69763 Bulezau Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (from Planescape Monstrous Compendium Appendix II - 1995) Bulezau tanar’ri are born and bred to fight in the Blood War. With the exception of the vrocks, bulezau are the toughest front-line troops of the tanar’ri hordes. Bulezau are used as heavy infantry, assault leaders, and personal guards; they lack the mobility or magical prowess of a similar band of vrocks, but they’re strong and fearless bashers who’re too stubborn and stupid to ever give up. Bulezau can speak the common trade-jargon of the planes with difficulty or communicate with a weak form of telepathy at will. It’s a good idea for a cutter to make out like he understands the bulezau perfectly no matter how animallike its speech is, since it’s not a patient basher. If a bulezau decides it’s easier to tear the arms off a sod than talk to him it won’t wait long to act on its impulses. Bulezau are quarrelsome, bullying creatures that often fall into lethal disagreements with each other. Only the authority of a powerful greater or true tanar’ri can keep them from each other’s throats, and even then only if the promise of battle is near. Bulezau live for combat, and regard all other activities as a waste of time. They make poor pickets, sentries, or scouts since they’ve got no patience for waiting around or attempts at stealth — if a bulezau sees an enemy, it charges, and if it doesn’t see an enemy, it goes looking for one. Bulezau may be difficult troops to keep control of, but they’re very good at what they do. Once committed to a battle, they hold nothing back and plunge into the thick of the fight with reckless abandon. For a tanar’ri commander, the bulezau are a slavering band of maniacs that’ll attempt any attack and never retreat, no matter how long the odds are. Loyalty of that kind is hard to find in the Abyss, even if it’s uncontrollable bloodlust instead of iron discipline. Tanar’ri commanders’ve long recognized that it’s a good idea to keep bulezau near the war front. They’re just too stupid and aggressive to remain in a noncombat situation for long. With a strong and charismatic commander, bulezau can hold themselves in check — just barely. High-ups in the Abyss sometimes create a ruthless and fanatical guard of bulezau, deciding that it’s worth the headaches to have such capable and loyal (for tanar’ri) fighters at their back and call. It’s rumored that the tanar’ri lord Baphomet, the patron demipower of minotaurs, was responsible for the creation of the bulezau. The chant goes that Baphomet bred his minotaur servants with some of the tanar’ri in his service, but there’s no way to know if this’s a peel or not. It’s also said that Baphomet maintains a bodyguard of fierce bulezau of unusual loyalty and discipline. Bulezau are generally well-regarded by tanar’ri of higher station, since bulezau pursue the Blood War with so much enthusiasm that a more subtle tanar’ri can drop out of sight when they’re around. Tanar’ri commanders place a high value on bulezau formations and go out of their way to gather such units when possible. On the other hand, less powerful tanar’ri rarely want to be anywhere near a bulezau since the creature’s likely to fly off into a murderous rage at the least provocation, regardless of the consequence. There’ve been engagements where more dretches and rutterkin were lost to bulezau impatience than to baatezu action. Bulezau’ve got a bitter rivalry with vrocks, and encounters between the two almost always break out into a fight unless there are baatezu nearby to deal with. Combat : Bulezau are built for a fight. They can deal out raw damage just as well as many kinds of greater or true tanar’ri, but their chief vulnerability’s found in the hollow space between their ears. Strategy, discipline, and common sense’ve got no lace in the world of a bulezau, and if there’s anything dumber than a bulezau, it’s two of ’em together. ’Course, strength and energy’ll make up for a lot of failings of strategy, and that’s an approach bulezau are happy to take. Like all tanar’ri, bulezau suffer no damage from nonmagical fire, electricity, or poison. Cold, magical fire, and gas cause only half damage to a bulezau. Unarmed bulezau strike with each of their clawed forelimbs for 1d4+1 points of damage, deliver a powerful head-butt for 2d8 points of damage, and lash out with their bristly tails for another 1d3 points of damage. If the bulezau rolls a natural 19 or 20 with its head-butt, it knocks a man-size or smaller opponent back 5 to 10 feet (d6+4) and stuns the sod for 1 to 3 rounds. If the bulezau’s armed, it substitutes the weapon attack for its claw attacks. Bulezau weapons’re huge (size H) and inflict double normal damage, +6 for the creature’s Strength. A bulezau fighting with a morning star’ll do 4d4+6 points of damage with a hit. The bulezau can also butt and lash with its tail in the same round. Once a bulezau’s in a fight, it’s likely to go berserk. There’s a 25% chance each round that it goes on a rampage of destruction, refusing to stop until either it or its opponent is dead. This rises to a 75% chance in a round in which bulezau takes damage without managing to hit its foe. (They don’t take failure well.) A berserk bulezau’s Armor Class falls to 1, since it ignores any defensive tactics whatsoever, but it gains a +2 bonus to all attack rolls. While berserk, the bulezau gains a +4 bonus to its saving throws versus any fear, emotion, or mind-affecting spells, including hold monster and the like. The bulezau doesn’t recover from its rage until all opponents are dead, routed, or the bulezau’s been unable to engage in melee for 5 rounds or more. In addition to the powers common to all tanar’ri, bulezau can use the following spell-like abilities (at will unless otherwise specified) at the 7th level of ability: cause fear, command, detect invisibility, shout (1/day), and wall of fog. Bulezau can be injured only by cold iron or weapons of +1 or better value. Once per day they can attempt to gate 1 to 3 rutterkin (40%) or 3 to 12 dretches (60%) with a 25% chance of success. (from Mordenkainen's Tome of Foes - 2018) Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords’ armies, serving as foot soldiers in the Abyss’s endless warring. Bloodlust . Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord’s entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience. Repulsive . Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Diseased, rotting presence - Barbed tail - Sure-footed, standing leap Appearance A bulezau resembles a minotaur, but it’s gaunt and skeletal, and its flesh is filthy and diseased. The creature isn’t covered with fur, but instead with patches of wiry bristles over battered, boil-covered skin. Its feet are clawed, not hoofed, and it has a long, serpentine tail with a clump of iron-hard spines at its end. The bulezau’s horns and head are more ramlike than bull-like, and its mouth is filled with small, needle-sharp fangs. Bulezau are often armed with great tridents, pole arms, or morning stars of wicked design. Size Hero Forge: 7 ft. Lore: Medium (8 to 9 ft. tall) Suggested: Medium to Large Other Monikers Goat Demons Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compnedium Appendix II (1995) - mojobob's website

  • Queen

    Queen Queen Large 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 Queen: The formian queen sits at the center of the hive-city, her bloated form never moving from the royal chamber. She is served and guarded by the most loyal myrmarchs. The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range. The queen speaks Formian and Common, although she can communicate with any creature telepathically Combat : The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers. Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city. Spells: The queen casts arcane spells as a 17th-level sorcerer. Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0—acid splash, arcane mark, daze, detect magic, light, mage hand, read magic, resistance, touch of fatigue; 1st—comprehend languages, identify, mage armor, magic missile, shield; 2nd— hypnotic pattern, invisibility, protection from arrows, resist energy, scorching ray; 3rd—dispel magic, heroism, nondetection, slow; 4th— confusion, detect scrying, Evard’s black tentacles, scrying; 5th—cone of cold, dismissal, teleport, wall of force; 6th—analyze dweomer, geas/quest, repulsion; 7th—summon monster VII, vision, waves of exhaustion; 8th—prismatic wall, temporal stasis. Spell-Like Abilities: At will—calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance, detect chaos, detect thoughts, dictum (DC 22), divination, hold monster (DC 20), magic circle against chaos, order’s wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based. Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of. (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 Queen: The aueen is half again as large as a mvrmarch. She is in charge of administering the city and never leaves the central hive, and therefore her legs have atrophied. Combat : Myrmarches attack with their mandibles and a poisoned sting. The poison causes 3d12 points of damage and paralyzes opponents for 1d4 turns (save versus poison to take half damage and avoid paralyzation). 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) Abilities - Spells & Innate Spellcasting Appearance This creature looks like a gigantic, bloated ant. Its legs seem atrophied and nonfunctional. She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds. Size Hero Forge: 7 ft. (XXL) Lore: Large (10 ft.) Suggested: Large to Gargantuan Other Monikers Formian Queen, Queen Ant, Formian Empress 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)

  • Barbazu

    Barbazu Barbazu Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash, 4 variants (inc. single mini) Description (From Monster Manual (2014): Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes. A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom. (From Planescape: Monstrous Compendium Appendix I (1994): The barbazu are the vilest soldiers in Baator , employed in large numbers as elite shock troops. The barbazu are bred for battle. All other denizens of Baator recognize their exceeding cruelty and extreme value in combat. Barbazu rush into combat and often do not stop until either they or their opponent is dead. Perhaps the most impetuous and chaotic of the baatezu, they have gained a bad reputation among outsiders. Although barbazu are lesser baatezu, they never command armies. They are simply too chaotic to lead. Sometimes an exceptional barbazu is promoted to osyluth, but most never survive to see promotion. The barbazu fill the armies of Baator’s middle layers and commonly guard greater baatezu . They do not fight out of loyalty or comraderie, but rather out of their violent need to hurt and kill. Combat : The barbazu are the most violent baatezu, taking advantage of any excuse to attack. This makes them unpopular and subject to frequent, harsh discipline, but by the same token they make excellent shock troops. Deployed in large armies sometimes numbering in the thousands, barbazu guard the middle layers of Baator and launch devastating attacks against the tanar’ri. They also make popular guards for personal treasure or demesnes of the more powerful baatezu. The barbazu attacks with a saw-toothed glaive (2d6 points of damage, and wound bleeds for 2 points of damage each round until wound is bound or victim dies). Bleeding glaive wounds are cumulative (2 points of damage per round per wound). The barbazu can attack with two claws (1d2 points of damage each) and its wirelike beard (1d8 points of damage). If both claws hit, the beard automatically hits for maximum damage. Also, when the beard hits, there is a 25% chance the victim contracts a disease from the foul attack. A barbazu can use the following spell-like powers, in addition to those available to all baatezu: affect normal fires, command, fear (by touch), and produce flame. Once per day the barbazu can also attempt to gate in 2 to 12 abishai (50% chance of success) or 1 to 6 additional barbazu (35% chance). Barbazu are subject to a battle frenzy. In combat a group of barbazu is 10% likely per melee round to go berserk. The roll is cumulative per melee round, so that it they are 20% likely to go berserk on the second round, 30% on the third, and so forth. They stay berserk until combat ceases. While berserk, the barbazu need not make morale checks. They attack twice as many times per round at +2 on attack rolls and damage dice. Their Armor Class, however, takes a +3 penalty. 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 - Biting, venomous beard - Glaive inflicts infernal wounds - Summon devils - Cannot be frightened when an ally is within 30 feet - Devil sight pierces magical darkness - Magic resistance Appearance A barbazu is a foul, humanoid creature with a long tail, clawed hands and feet, pointed ears, and a snaky, disgusting beard. Its skin is moist, though scaly like a reptile. It carries a cruel, saw-toothed glaive capable of heavy damage. Size Hero Forge: 10'1" (XXL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Bearded devils Sources - Forgotten Realms Wiki - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Word Archon

    Word Archon Word Archon Medium Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 2 variants below Description (From Dungeons and Dragons Tome of Magic - 2006): Truename monsters are physical embodiments of Truespeech - living examples of the power of the primal words of creation. Whether the result of some natural process or the result of some terrible perversion of Truespeech, these creatures turn the power of utterances against their foes. The mission of a word archon is to protect such noble concepts as “virtue,” “goodness,” and “charity.” Using the power of truenames, they travel far from Celestia to make sure such words inspire the good-hearted everywhere—and evildoers that face the wrath of a word archon’s voice raised against them. Word archons believe that truename magic is the most pure and perfect form of expression. They treat it as something sacred and holy. A word archon is about 7 feet tall and weighs from 150 to 200 pounds. Homebrew Stat Block: WORD ARCHON Medium celestial, lawful good Armor Class: 23 (holy breastplate) Hit Points: 108 (10d8+ 60) Speed: 30 ft., fly 80 ft. STR 16 (+3), DEX 16 (+3), CON 18 (+4), INT 22 (+6), WIS 22 (+6), CHA 22 (+6) Saving Throws: WIS +9 Skills: Arcana +15, History +15, Insight +9, Intimidation +9, Religion +15, Perception +9, Persuasion +15 Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities: Charmed, Exhaustion, Frightened Senses: Truesight120 ft., Passive Perception 19 Languages: All, Telepathy 120 ft. Proficiency Bonus: +6 Challenge: 18 (20,000 XP) Angelic Weapons. The word archon's weapon attacks are magical. When the warden archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Aura of Menace. The word archon can activate or deactivate this feature as a bonus action. While active, each hostile creature within 30 feet of the archon must succeed on a DC 20 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the word archon's Aura of Menace for the next 24 hours. Divine Awareness. The word archon knows if it hears a lie. Innate Spellcasting. The word archon's spellcasting ability is Wisdom (spell save DC 20). The word archon can innately cast the following spells, requiring only verbal components: At will: aid, calm emotions, charm person, command, dispel magic, dissonant whispers, enthrall, friends, healing word, hold person, protection from evil and good, silence, silvery barbs, speak with animals, speak with dead, suggestion, vicious mockery. 3/day each: banishment, dispel evil and good, geas, hold monster, legend lore, mass healing word, motivational speech, wind wall 1/day each: dominate monster, divine word, mass suggestion, power word kill, power word pain, power word stun Magic Resistance. The lantern archon has advantage on saving throws against spells and other magical effects. Words of Power. The word archon uses their wisdom modifier for weapon attacks and damage rolls, and its AC includes its wisdom bonus. ACTIONS: Multiattack . The word archon uses its shockwave utterance, then two melee weapon attacks with its holy warhammer. Holy Warhammer . Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 4) slashing damage if used with two hands, plus 18 (4d8) radiant damage. Shockwave Utterance. The word archon barks an ancient declaration of war that blasts the battlefield. All creatures within a 30 feet of the archon must make a DC 20 constitution saving throw or fall prone. The utterance disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames to dance wildly and has a 50 percent chance to extinguish them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block - 5e Homebrew on reddit - Try homebrew below Abilities - Speaks words that can cause physical harm - Righteous aura - Angelic Weapons - Truesight - Flight, teleportation - Innate Spellcasting Appearance Word archons have bronze, faintly-illuminated skin, but their most distinctive feature are the numerous hovering pages of parchment suspended behind them, often in the pattern of a pair of wings. Each page holds a single rune. Size Hero Forge: 7 ft. (XXL) Lore: 7 ft. Suggested: Medium to Large Other Monikers Speakers Sources - Forgotten Realms Wiki - Dungeons & Dragons Tome of Magic (2006)

  • Abyss - Arch-Lecter's Palace

    Abyss - Arch-Lecter's Palace Author(s) Matt-GM talespire://published-board/QWJ5c3MgLSBBcmNoLUxlY3RlcidzIFBhbGFjZQ==/ec4934424b68237d66c200b384dcf546 Features - Palace breached by demons, who now raid the treasury - Full of twisted torture chambers of the demented arch-lecter - Portal to Outlands at front of palace - Hidden temple to Umberlee in the basement - Secret escape passage to town in the basement Notes - Connected to Abyss - Plague-Mort board - Map based on 2nd Edition Planescape Module "Recruiters" from A Well of Worlds adventure book Board Link Abyss - Arch-Lecter's Palace Assets from Tales Tavern None

  • Cyclops | Digital Demiplane

    Cyclops Huge Giant, Chaotic Neutral Hero Forge Mini Kitbashed, single mini (From 5th Edition Monster Manual - 2014): Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory. Nonreligious. Legends claim that the cyclopes are the spawn of one of the gods of the giants , but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains. Unsophisticated. Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn. A cyclops lairs within a day’s journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don’t use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal. Unwise. Cyclopes aren’t great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a “god” is a mere mortal. (From Bigby's Glory of the Giants - 2023): Cyclopes . Contradictory legends explain the origin of cyclopes , and none of those legends are told by cyclopes themselves (who generally display little interest in the question of their origins and their connection to the gods). Some myths lump them in with ogres as descendants of Vaprak, while others claim they were once ogres who joined the ancient fomorians’ invasion of the Feywild and thus shared in fomorians’ banishment to the Underdark and the resulting corruption of their physical forms. One myth suggests cyclopes are descendants of Karontor like the fomorians, but stemming from a line that began after Karontor’s banishment rather than before it. (By Eric Cagle in Dragon Magazine #323): Legends speak of an enigmatic race of giants known as the cyclopes. Similar to hill giants in many ways, these brutes had one unique trait: single eyes situated in the middle of their foreheads. Cyclopes lived in an uneasy peace with other giants, with the one-eyed beings losing battles more often than winning. Over time, cyclopes lost the majority of their territory, forcing them to move farther into the wilderness or closer to the settlements of humanoid races, particularly humans. In most of these collisions of cultures, the humanoids treated cyclopes with fear and suspicion, resulting in the slow decline of the cyclopes population. Over the centuries, as the cyclopes died off, other races came to regard them as nothing more than a myth. However, pockets of these giants survived in the wilderness and along the rocky crags of forbidding shores. Tales persisted of sailors running afoul of cyclopes living on isolated islands. Most of these stories ended poorly for the sailors, but some tell of a cyclops who would trade a glimpse into the future for goods or favors. In one story, a flood of refugees fled their city during a siege and sought out the ancient cyclops, Menta the Wizened. Menta foretold of great doom and despair for many of the refugees, but eventual revenge against their attackers. His prophecy came true, and the grateful survivors deified Menta and made his home a sacred place. Worshippers and omen seekers often visited the island, and Menta took some as mates. His children, although smaller and weaker than the giant who begat them, slowly spread throughout the land and became a viable race in their own right. These first cyclopeans retained both their ancestor's ability to look into another person's future, as well as a deep passion for solitude and respect for nature. Most of these cyclopeans stayed close to the sea, doing their best to remain hidden from others. They made peaceful contact with gnomes, fey, and the rare dwarven clans who regarded cyclopeans with curiosity. Although most cyclopeans consider Menta the father of their race, other myths persist that tell of tribes that descended from other cyclopes. Known as the feral-kind, these cyclopeans are violent and savage, like many other types of giants. While most cyclopeans descended from Menta wish only to live in peace, their brethren make life difficult for the race, attacking innocent travelers who roam too close to their caves and hovels. Today, the two cyclopean branches form a minor, fragmented race, eking out an existence among more numerous humanoids. Rumors persist that some cyclopeans see visions of their race's ultimate fate - but none, even under pain of death, reveal what the future holds for their kind. Some sages speculate that the cyclopeans face a slow, agonizing extinction as their bloodline runs dry, although hints abound of the race gaining greater glory and respect. Optimistic - some say naive - cyclopean adventurers dedicate themselves to increasing their race's beleaguered status. The boldest make quests to locate the few remaining cyclopes in hope of bringing power to their ailing race. The most fervent even believe Menta lives and waits for his children to return to him, and they scour the world seeking him. Personality : Introspective and thoughtful, Menta cyclopeans often take a long-term view. Because of their ability to look into the future, cyclopeans often seem lost in thought, spending more time "looking forward" than paying attention to the world of the present. Even if not actively using their future sight, most cyclopeans spend their time mulling over other creatures' fates and what those creatures mean in the scheme of the universe. To others, a cyclopean might seem distracted and absent-minded, and often needs coaxing to pay attention to matters at hand. Otherwise, the relatively peaceful and withdrawn cyclopeans strive to live in harmony with their surroundings. Often witnesses to the folly in others, they maintain a fatalistic attitude toward life that makes them stoic and unemotional. They know of the future's eternal flux and that patience and calm help them survive turbulent times - they believe that if one waits long enough, new possibilities always emerge. Their unique ability to see into the future creates two distinct personality types among the peaceful Menta cyclopeans. One type becomes deeply intrigued - almost obsessed - with the lives of other sentient beings, peering into the future and watching as their fates play out. Sometimes these cyclopeans befriend beings they see as having interesting fates, guiding those creatures with advice bestowed by their ability. The other type of Menta cyclopean, haunted and overwhelmed by seeing the fate of others, withdraws from society and seeks solitude. They reveal their secrets only through bribes, coercion, or methods of convincing them of the importance of their information. Either way, many beings seek out cyclopeans in hope of finding out what the future holds. Most Menta cyclopeans loathe revealing too much and become angry or morose if asked too often. Menta cyclopeans cherish those beings who learn to accept them for more than their ability to see into the future. Bitter and savage, the feral-kind cyclopeans use their great strength and physical prowess to toy with victims before killing them out of spite. These evil loners typically live close to other humanoids in order to have plenty of "toys" to play with. Feral-kind cyclopeans possess a dark and twisted view of the world, seeing it as a place of hardship where only the strong survive. They see their more peaceful brethren as weak and soft, misusing their talents and heritage for pointless reasons. Smarter feral-kind cyclopeans might even adopt the ruse of acting like their more gentle brethren in order to lure the naive and overly trusting. Physical Description : Descended from the giant race of cyclopes, these extremely tall humanoids stand just shy of Large size at 7 to 8 feet. With wiry builds and ruddy, leathery skin, cyclopeans weigh between 250 and 350 pounds. Both types of cyclopean females generally wear their hair very long while the males shave their heads bald. Elder male cyclopeans commonly tattoo their smoothly shaved heads with intricate abstract patterns. The higher the male's status, the more complicated the tattoo. Located immediately above the bridge of its nose, the cyclopean's single eye is slightly larger than normal for a humanoid of its size, and it requires far less blinking to keep it moist and safe. Its eye always has a brilliant color resembling a gemstone, with no two cyclopean irises sharing the same color. Because of their single eye, cyclopeans lack depth perception and few make use of ranged weapons, preferring to hunt with spears and clubs, or to fish for their meal. This lack of depth perception often causes them to ignore personal space and move uncomfortably close to others, and it also makes them nervous when people try to talk to them from far away. Menta cyclopeans prefer to wear simple garb, such as tunics, loincloths, or robes, which they often wear short in the dry, arid regions that they commonly inhabit. They dislike bold and gaudy adornment, although almost every Menta cyclopean wears a necklace or other bit of tasteful jewelry made from natural materials. Feral-kind cyclopeans wear animal skins and bits of jagged metal, often culled from discarded or stolen armor. Relations : Cyclopeans live close to the land, and as a result, find themselves dealing most often with gnomes, dwarves, and sylvan beings. Menta cyclopeans respect the privacy and territory of other races and ask only the same in kind. However, due to their future sight, other beings often seek out cyclopeans in hopes of having their futures predicted. Some tribes see little problem with this, trading information from their visions for goods from other races. Other tribes dislike the requests and demands of seekers who ask too much or too often, and they turn their backs on anyone who gets too pushy. Feral-kind cyclopeans, particularly those who live deep in the wilderness, often find themselves dwelling side-by-side with sylvan races, such as satyrs, pixies, and dryads. Occasionally, this close proximity leads to violence, but the feral-kind cyclopeans have lost enough warriors in the past that they rarely start fights anymore. Most cyclopeans treat giants with a neutral attitude, knowing that they share a common ancestry but one they often wish to leave in the past. In turn, giants, especially hill and stone giants, regard cyclopeans with superstition and begrudging respect. Most giants simply leave them alone, sensing the blood of the cyclopes running in their veins. The more enlightened and intelligent giants, such as cloud and storm giants, have a patronizing view of cyclopeans, seeing them as a failed and dying bloodline doomed to pass into obscurity. The two cyclopean factions do not get along, their meetings often ending in bloodshed. However, because their race lacks numbers, few cyclopeans actively quarrel with their kin. At best, Menta and feral-kind cyclopeans simply ignore each other and strive to stay far away from each other's territory. Alignment : The introspective Menta cyclopeans like to gather facts before passing judgment, making most of them neutral or lawful neutral. The far more savage and brutal feral-kind cyclopeans tend more toward chaotic and evil behavior, although the isolationists among them lean toward neutral evil. Religion: Concerned with the natural rhythm of life and the ebb and flow of fate in the universe, cyclopeans pay little heed to most religions. Those who do pray to deities commonly worship Obad-Hai (representing balance in nature), or Boccob (the uncaring deity of magic). Cyclopeans with a violent bent (which occurs most commonly among the feral-kind, but occasionally among the Menta cyclopeans) worship Nerull or Erythnul. Overall, however, cyclopeans like to make their own judgment on matters and dislike those who preach to them or make them targets of religious conversion. Regardless of their beliefs, all cyclopeans possess deep convictions pertaining to their heritage - the Menta cyclopeans believe Menta begat their species, while feral-kind see themselves as the wronged descendants of ancient cyclopes from long ago. Language : Cyclopeans speak Giant as their natural tongue, although those who live close to other races learn to speak Common as well. Linguists note that cyclopeans speak a rather brutish version of Giant with a lyrical tone to their voices, a trait that most other beings find slightly hypnotic. Ocular imagery and numerous phrases discussing fate and the future fill the cyclopean dialect. Names : As befitting their giant ancestry, cyclopeans have short, simple names. They eschew familial names in favor of titles, such as "the Dark Seer," "the Sullen," or "the Waywalker." Only other cyclopeans (or sometimes the tribe as a whole) grant such titles. Titles might change over time as cyclopeans experience life-changing events. A few adopt the naming conventions of other races, particularly dwarves and gnomes, accepting this additional name as just another way to make themselves out as individuals. Male Names : Brengar, Corvor, Gorr, Merr, Tuffor, Ulbur, Warror. Female Names : Emara, Kelara, Lessi, Nallo, Oova, Tamri, Veshe. (From Monstrous Manual - 1993): Cyclopskin: A diminutive relative of true giants, cyclopskin are single-eyed giants that live alone or in small bands. The typical cyclopskin weighs around 350 pounds, and stands 7� feet tall. A single large, red eye dominates the center of its forehead. Shaggy black or dull, deep blue hair falls in a tangled mass about its head and shoulders, its skin tone varies from ruddy brown to muddy yellow, and its voice is rough and sharp. Cyclopskin commonly dress in ragged animal hides and sandals. They smell of equal parts dirt and dung. Combat: Cyclopskin are armed with either a club or a bardiche. Each will also carry a heavy hurling spear (1d6 damage) and a sling of great size (1d6 damage). They never wear armor or use shields, for their tough hide gives them ample protection from most attacks. Cyclopskin do not bother with strategy or tactics in combat. If their opponents are out of reach, they use slings or hurl heavy spears. They can not throw boulders like their larger cousins. Since the single eye of the cyclopskin gives them poor depth perception, they suffer a -2 penalty to all missile attack rolls, but not to damage. If the opponents are close, the cyclopskin rush in to fight with their clubs or bardiches. Habitat/Society: The single-eyed humanoids shy away from organized settlements. If left alone, they tend to leave armed groups alone, though they are not above attacking a much weaker force if they stumble across one. Cyclopskin have no regard for any form of life other than themselves. Captives are either enslaved or eaten. This doesn’t happen very often, since the cyclopskin tend to live in remote rocky places. They rarely wander more than 10 miles from their caves. Being poor hunters, most cyclopskin clans keep small herds of goats or sheep. Some clans are nomadic, while others stay put in their caves. Each spring, regional clans meet to exchange goods and slaves and to select mates. On rare occasions a charismatic cyclopskin will arise and bring together several clans to form a wandering tribe. The largest known tribe numbered around 80 fighting cyclopskin. Such a band will aggressively raid outlying areas with a boldness uncommon in a single clan. All group decisions are made by the strongest and toughest cyclopskin in the group, usually through intimidation. This in turn leads to brawls and fist fights. There are no rules in such fights, and they can lead to permanent injury or death for the loser. A cyclopskin cave is sealed with boulders and there is but one entrance. Inside, if size permits, there will be wooden pens to house both animals and slaves. The pens always have roofs of either wooden bars or the natural cave ceiling. At night, a large boulder or stout wooden gate is placed at the entrance of the cave to protect the cyclopskin from predators. There are no interior fire pits, since cyclopskin use fire infrequently, and then only outside their lairs. Any cyclopskin treasure will be kept in a sack in the cave. Ecology: Cyclopskin can survive on almost any animal or plant diet. They enjoy meat of all sorts and prize it above vegetable foods. While they live off the land, they do not live with it. They have absolutely no sanitary practices, and rarely even cook their meals. They take no care to preserve their environment while hunting, and are considered to be one of the easiest creatures of their size to track. The life of a cyclopskin is hazardous, and hence they have a short life expectancy. Besides human adventurers, there are many predators, such as tigers , giants, wyverns , and trolls , that are not above attacking a small group of these giants. However, mountain dwarves actually go out of their way to hunt cyclopskin, receiving the dwarven bonus against giants. Cyclops: These larger versions of their slightly more common cousins are usually found in the extreme wilds or on isolated islands, where they scratch out a meager existence by shepherding their flocks of giant sheep. Cyclopes can hurl boulders up to 150 yards away, inflicting 4d10 points of damage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DndBeyond: cyclops , cyclops oracle 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Immense size, strength, and durability - Wields gigantic (but usually simple) weapons - Can throw huge rocks, but poor depth perception makes hitting anything beyond 30 feet difficult Appearance Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength.... Size Hero Forge: 13 ft. (XL) Lore: Huge (12-20 ft.) Suggested: Huge to Gargantuan Other Monikers Cyclopes, cyclopeans, cyclopskin Sources - Forgotten Realms Wiki - Bigby Presents: Glory of the Giants (2023) - 5th Edition Monster Manual (2014) - DndBeyond: cyclops , cyclops oracle - Eric Cagle (Dragon #323) - Monstrous Manual (1993) - Mojobob's Website

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