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  • Ruvoka | Digital Demiplane

    Ruvoka are giant warrior druids of the elemental planes, and the ulimate survivalists of some of the harshest realms in existence. Each tribe specializes in a different element. Hardly anyone knows about these badasses. This is a crime. Ruvoka Large Elemental, Neutral Hero Forge Mini Single mini, no kitbash, 6 variants Alternate Versions Size Hero Forge: 7-12 ft. (no kitbash) Lore: Large (7-12 ft. tall) Suggested: Large Abilities - Powerful druid spellcasting (elemental) - Enchanted weapons and armor (elemental) - Immune to cold, fire, lightning, acid, poison, and thunder damage -Resistant to necrotic and radiant damage - Requires no air to breathe - Great strength and constitution - Powers grow with age - Can fly or phase through stone according to the element of their tribe/home plane Stat Block 5th Edition: - None 2nd Edition: - Planescape Monstrous Compendium Appednix III (1998) - Dark Sun Appendix II - Terrors Beyond Tyr (1995) - Mojobob's website (planescape) - Mojobob's website (Athas) Home Plane Inner Planes, Athas Other Monikers None Appearance Brajeti resemble large, well-tanned, hairless humans who dress in bronze armor and carry bronze swords and shields. Ethilum resemble large, pale blue, elflike beings with white feathered wings and long, flowing hair, wearing only white clothing and armed with whips and javelins. Kaltori are bearded, red-skinned, stocky, human-looking beings wearing searing hot plate armor and bearing fiery red tridents. Zathosi are large, gray-skinned, wrinkled humanlike creatures resembling old men. Zathosi wear stone-colored robes and carry mauls of stone. Sources - Planescape Monstrous Compendium Appednix III (1998) - Dark Sun Appendix II: Terrors Beyond Tyr (1995) - Mojobob's website - Mojobob's website (planescape) - Mojobob's website (Athas) Description (From Planescape - Monstrous Compendium Appendix III - 1998): As if geniekind , elemental grues , animentals , Archomentals, and, of course, elementals themselves weren’t enough, the Elemental Planes are also the home of the ruvoka. Fact is, these tall, gaunt humanoid creatures’re known to inhabit almost all or the Inner Planes, even those as far-flung and inhospitable as Vacuum or Lightning. Only the two energy planes seem to be without ’em, though it just may be that they haven’t been discovered there yet. Simply put, the ruvoka’re tough bashers, able to survive just about anywhere. While they can be killed, they don’t age or die of natural causes. The ruvoka are identified by thc tribe to which they belong. Some of the most well-known tribes’re the brajeti and the zathosi of Earth, the cthilum of Air, the kaltori of Fire, the ramoka of Steam, and the sartarin of Ash. Each tribe has its own language, though all ruvoka possess a form of telepathy that allows them to communicate with any intelligent creature. Combat : Ruvoka begin their lives with 3 Hit Dice, but as they mature and grow more skilled during their incredibly long existences, they gain more and more power. Individuals of 15 or more Hit Dice have been encountered. Ruvoka use weapons in combat. and often they’re enchanted and imbued with elemental energy. Each ruvoka has a 5% chance per HD of possessing one of these special weapons, which inflict 2d4 or 2d6 additional points of related elemental damage — kaltori tridents, for example, forged on the plane of Fire, cause extra heat damage. The tough elemental flesh of the ruvoka grants them a natural Armor Class of 6, but most wear some kind of armor anyway. As before, each has a 5% chance per HD of owning magical armor. (Note that a ruvoka’s chance of having an enchanted weapon is separate from his chance of wearing enchanted armor.) Ruvoka are druids as well as warriors, though they’re not limited by any druidic strictures. That is, they don’t face the weapon and armor restrictions of that class. Each ruvoka operates as a druid of a level equal to twice his total Hit Dice, but no higher than 20th level. Each has major access to a sphere appropriate to his element (or one that’s very close) and may have minor access to a sphere of a related element. For example, the brajeti, who once lived on the quasiplane of Dust but have since migrated to the plane of Earth, have major access to the sphere of elemental earth but retain minor access to that of elemental air. The vandesh of the Paraelemental Plane of Ice have major access to the sphere of water and minor access to that of air. All ruvoka are immune to any harm caused by their own element and can move through it with ease. Those of Air can fly, those of Earth can phase through stone like a xorn, and so on. Habitat/Society: The ruvoka organize themselves into tribes, with many tribes per plane. Each group has a different appearance, language, manner of dress, choice of weapon, and set of customs. For example, the brajeti of Earth resemble large, tanned, hairless humans, and they use shining bronze armor and weapons. The zathosi, also of Earth, resemble tall humans with gray skin that’s so wrinkled it makes them look like old men. They wear robes that appear to be made of stone and wield huge, heavy mauls. Despite their tribal structure, the ruvoka are particularly insular and isolated as a rule. When planewalkers stumble across members of the race, they usually find only a single individual on a mysterious errand. Sometimes, one of these traveling ruvoka will approach other creatures to ask for help in accomplishing his goals. Generally, those who offer their aid can expect to be rewarded with a minor bit of elemental magic, or perhaps even the ruvoka’s help in achieving some end of their own. However, they shouldn’t expect to learn what the ruvoka’s up to — he won’t reveal the ultimate purpose of his mission. Occasionally, these mysterious cutters show up on planes other than their own, even the Prime Material. Some tie themselves to particular areas of the Prime related to their element, but no one knows the dark of it. The ruvoka aren’t interested in any affairs but their own, and they don’t seem willing to share their secrets. Ecology : Chant is the ruvoka aren’t a planar race at all, but merely transformed prime-material bloods who’ve adapted themselves to the Inner Planes. Still, even if that were true of the first ruvoka, they’ve since produced offspring who’re genuine natives of their respective planes. One story of the origin of the ruvoka tells of a mortal prime named Garat who traveled to the Elemental Plane of Fire and accidentally wandered into the palace of Calif Alibashal, a powerful efreeti lord. Rather than being angry, the calif was amused by the intruder, and decided to inflict upon the sod the irony that he so enjoyed. “Little mortal, I have summoned you,” the calif lied. “Now you must grant me one wish.” This announcement surprised and worried Garat, yet he was canny enough not to contradict the efreeti. “Wise and wondrous Calif,” the prime said, bowing low, “grant me the pleasure of hearing your request.” The efreeti lord smiled a toothy grin as his jest took form. “Ah, little man, I wish you to bring me the head of Baashizar, my rival.” “Your words are wise and your wish is just. With your leave, I shall make your desires reality.” With that, Garat departed from the palace, fully intending to give it the laugh and never return. But he suddenly became curious. The efreeti was obviously playing a joke, but what would he do if Garat actually fulfilled his wish? The mortal came from the prime-material world of Athas, after all; he knew he was a strong and capable warrior and a clever spellcaster. He decided that he’d try. Garat traveled many days across the plane of Fire to the lair of the efreeti known as Baashizar, then found his way through the lord’s traps and guardians. Suprising the efreeti at his own dinner table, Garat leapt at Baashizar and a terrible battle ensued that lasted for many hours. Days later, Garat appeared again at the palace of Calif Alibashal. He held the head of Baashizar aloft. “Great and powerful Calif, as you have spoken, so have I done. Your wish was my command!” Alibashal was so surprised and impressed that he called the mortal before him. “You are far more capable and loyal than I had dreamed, little man. Unlike the geniekind who are summoned to your worlds and forced to grant the wishes of others, you have done so willingly and efficiently. That is something worthy of respect. For your deed, I grant you immortality and life forever here in my realm. Further, those like you who follow in your steps shall gain homes throughout all the elemental spheres. We shall welcome such as you as our own.” Garat, then, became the first of the ruvoka. And from then on, supposedly, mighty druids from tile Prime (a great many from Athas) journeyed to the Inner Planes and adopted them as their homes. (From Dark Sun Appendix II: Terrors Beyond Tyr - 1995): Ruvoka are creatures from the elemental planes. They travel the planes easily, even the Astral Plane, but on Athas they are bound to certain locations. They often work with druids. It is said druids who reach 18th-level or higher can become ruvoka. Ruvoka have their own language, but with other intelligent beings use a limited form of telepathy.' The four best known ruvoka are the brajeti, ethilum, kaltori, and zathosi. Brajeti resemble large, well-tanned, hairless humans who dress in bronze armor and carry bronze swords and shields. Ethilum resemble large, pale blue, elflike beings with white feathered wings and long, flowing hair, wearing only white clothing and armed with whips and javelins. Kaltori are bearded, red-skinned, stocky, human-looking beings wearing searing hot plate armor and bearing fiery red tridents. Zathosi are large, gray-skinned, wrinkled humanlike creatures resembling old men. Zathosi wear stone-colored robes and carry mauls of stone. Combat : Brajeti attack with their swords. Ethilum attack with their javelins or whips. Kaltori attack with their tridents doing an additional 2-12 (2d6) points of damage from its magical heat. Zathosi attack with their mauls. Their mauls require a Strength of 21 to lift and use effectively. All ruvoka weapons are considered +2 magical weapons. All ruvoka can cast spells as druids of 20th level. Brajeti have major access to the Sphere of Earth and minor access to the Sphere of Air. Ethilum have major access to the Sphere of Air. Kaltori have major access to the Sphere of Fire and minor access to the Sphere of Earth. Zathosi have major access to the sphere of Earth. Habitat/Society : Ruvoka are extremely secretive and little is known about their homes. Ecology : Ruvoka are elemental creatures that are outside the ecology of Athas.

  • Salamander | Digital Demiplane

    Salamander Large Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from 5th Edition Monster Manual - 2014): Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake . A fire snake matures into a salamander adult within a year. Enslaved by the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers’ work was done. Turning instead to strike against salamanders, the efreet conquered and enslaved them, then sent them out to unleash war and destruction across the planes. Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders’ hatred and pitting them against the efreet’s former servants. The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than enslaving them. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers , salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. (from 3.5e Monster Manual I - 2003): This being has a muscular humanoid upper body with a hawkish face. Its body is serpentine from the waist down, and is covered in red and black scales. Flame-shaped spines sprout form the creature’s spine, arms, and head. The Elemental Plane of Fire is home to many strange creatures, including the fearsome legions of the salamanders. These serpentine beings dwell in metal cities glowing with supernatural heat. Salamanders are selfish and cruel, and they enjoy tormenting others. They are rarely encountered without their heated metal spears, but sometimes wield other weapons. When summoned to the Material Plane, salamanders often assist forge workers and smiths. Their ability to work metal while it’s still in the fire makes them some of the best metalsmiths known anywhere. Salamanders reproduce asexually, each producing a single larva every ten years and incubating the young in fire pits until they reach maturity. Flamebrothers and average salamanders are actually different species, while nobles rise from the ranks of the average. Salamanders speak Ignan. Some average salamanders and all nobles also speak Common. Combat : Salamanders use metal spears heated red-hot by their own furnacelike bodies. Bloodthirsty and sadistic, they are quick to attack. They prefer to take on those who appear strongest first, saving weaker enemies for slower, agonizing treatment later. If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat. Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based. Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons. Salamander Society: Flamebrothers, the smallest of the salamanders, are barbaric and tribal. Often more sophisticated salamanders force their civilization upon their smaller kin. Salamander nobility make a point of traveling through the planes, learning secrets to further their power. These experienced creatures eventually return to master their own kind and raise mighty kingdoms. In a mixed society, status is determined by size and power— flamebrothers are the lowest class and the front ranks of salamander armies. Average salamanders are the middle class and the main fighting force, while noble salamanders are commanders. Salamander nations do their best to resist the mighty elemental lords on their plane, and they disdain the azers, efreet, and other inhabitants. They often fail, though, and are enslaved by other fiery masters or conscripted into elemental armies. Salamander Characters: Flamebrothers have no favored class. They sometimes become adepts or warriors. Average or noble salamanders may be clerics, sorcerers, or fighters (their favored class). (from 2nd Edition Monstrous Manual - 1993): Most folks have heard of salamanders — the creatures appear more frequently than a body’d think, even off the Elemental Plane of Fire — but few really know the dark of them. See, the creatures’ve got a fairly complex life cycle. They start their existence in a larval stage, during which time they’re called fire snakes . The name was bestowed by some prime long ago, and unfortunately, it stuck. Some fire snakes eventually mature into what’re called lesser salamanders, while others remain as they are until they die. No one knows why this occurs. Lesser salamanders aren’t spotted often by most bashers, as they rarely leave their home plane. However, experienced planewalkers know that Fire’s thick with the monsters. Some, but not all, grow and develop into normal salamanders . Only one in a hundred thousand of these creatures has the potential to develop further. These special bloods, if they manage to survive for at least a thousand years, become salamander nobles. This name derives not only from their societal position as leaders, but also from their personal power — nobles’re mighty foes in combat. Note: This entry describes only lesser salamanders and nobles. For more information on fire snakes and normal salamanders, refer to the Elemental, Fire Kin entry. Lesser Salamander: Lesser salamanders, sometimes called flamebrothers, are fairly bestial in nature, possessing only the civilization imposed upon them by their more sophisticated superiors. Combat: Lesser salamanders use iron weapons in combat. Many wield spears, but others brandish swords, axes, daggers, or maces, all forged entirely of red-hot iron. The body heat of a flamebrother inflicts an additional 2 points of damage upon those struck by its weapon. Lesser salamanders are immune to fire-based attacks, and sleep , hold , and charm spells. Cold-based attacks inflict 1 additional point of damage per damage die. Habitat/Society: These creatures of fire and heat dwell in flame-filled caverns on their home plane. They’re usually encountered in huge numbers, often led by a normal salamander. Powerful creatures of the plane of Fire, such as efreet or intelligent elementals, sometimes put lesser salamanders to work as personal guards or soldiers in their armies. Vast nations of flamebrothers may be ruled by many normal salamanders, with a single salamander noble sitting above them all. Ecology: In the hierarchy of the plane of Fire, lesser salamanders find themselves somewhere near the very bottom. They’re the front-line skirmishers — in other words, the fodder — in the armies of the plane. Many spend their days tending the deep pits of flame where the larval salamanders (fire snakes) grow to maturity. Salamander Noble: Enormous armies and huge kingdoms of salamanders (both lesser and normal) serve the nobles of the race, as do most other creatures of heat and flame. Occasionally, however, these formidable bloods wander about alone, even traveling to other planes. Chant is these plane-hoppers are really exiles, banished for their transgressions. Others believe that they simply search for means and methods of seizing more power and that the wandering salamander nobles are free to return to their home at any time. Both theories sound plausible. Combat: Like their lessers, salamander nobles favor fighting with metal spears, which’re often enchanted with at least a +2 or +3 bonus. The nobles’ great strength adds another 4 points to the damage caused by the spears. And to make matters even worse, the great heat generated by the creatures’ bodies inflicts an additional 1d6 points of fire damage to any berk struck by theyr weapons. If unarmed, a noble can grab a sod with its tail and constrict him, inflicting 2d8+4 points of damage per round, plus another 1d6 points due to its body heat. Salamander nobles can be struck only by weapons of +2 or better enchantment. They’re immune to heat as well as sleep , charm , and hold spells. However, they can also resist the harmful effects of hated cold, so unlike other salamanders, they suffer only normal amounts of damage from such attacks. Furthermore, these masters of fire wield potent spellcasting abilities. They can cast each of the following spells three times per day as 10th-level wizards: affect normal fires , burning hands , fireball , flame arrow , flaming sphere , and wall of fire . Once each day, a salamander noble can cast conjure fire elemental and a special form of dispel magic that robs a fire-resistant creature of this protection for 2d4 rounds. This spell negates rings of fire resistance , protection from fire spells , and even the natural resistance of creatures not native to the plane of Fire (such as fiends, red dragons , and so on). It doesn’t work against fire elementals or other creatures native to the plane. Obviously, if cast on a plane-walking sod who’s using special protections to pass safely through the Elemental Plane of Fire, it almost certainly spells his doom. Habitat/Society: Salamander nobles recognize no authority above their own. They do their best to ignore beings like Imix or Zaaman Rul , and they stay out of the way of powers on the plane of Fire. Some fiery creatures — including certain elementals, grue , azer , mephits , hell hounds , and fire minions — look upon the nobles as masters. The efreet, as a rule, hate the salamander nobles but grudgingly respect their strength. Despite all their underlings, these powerful bloods are true loners. Since they’re not a race unto themselves, they don’t take mates or raise young. Lesser salamanders fear them too much to give them anything but blind obedience. If life as a salamander noble has any drawbacks, it’s that the tyrant has no confidants, companions, or real allies — only servants. Most nobles live in fabulous fortresses or palaces on the Elemcntal Plane of Fire. Each is a unique individual with a very different dwelling and personality. But one thing a berk can count on is that all salamander nobles are cruel masters that spend a great deal of time and energy imposing order and organization upon their chaotic lessers. Ecology: Salamander nobles are among the more powerful creatures on the Elemental Plane of Fire. Their life spans have virtually no limit. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - angry golem games - 5th Edition Monster Manual (2014) - DnDBeyond 3rd Edition: - realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Heated body, tail and weapons burn creatures upon contact - Immune to fire - Resistant to nonmagical attacks Appearance This being has a muscular humanoid upper body with a hawkish face. Its body is serpentine from the waist down, and is covered in red and black scales. Flame-shaped spines sprout form the creature’s spine, arms, and head. Size Hero Forge: 9 ft. (No Kitbash) Lore: Large (6-10' long) Suggested: Large Other Monikers Fire salamanders, flamebrothers, lesser salamanders, average salamanders, noble salamanders, salamander fire snakes, salamander inferno lords Sources - Forgotten Realms Wiki - 2024 Monster Manual (2024) - 5th Edition Monster Manual (2014) - 3.5e Monster Manual I (2003) - 2nd Edition Monstrous Manual (1993) - Mojobob's Website

  • Miner

    Miner Genie Miner Genie Large Elemental, Neutral Hero Forge Mini Double mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Miner genies are a recent form of tasked genie, employed by the dao, though they were apparently created by evil wizards. Miner genies were once dao, but they have been compelled to work in mine shafts for so long that now they are hulking, driven creatures that live only to dig and carry stone. Miner genies are as wide as they are tall; their height has been reduced so that they fit through narrow tunnels more easily. Their arms and legs are thick and powerful, and their hands end in digging claws so exaggerated that miner genies can no longer use their hands to eat; they must feed using their tiny snouts, like animals. Their heads are bullet shaped, and they are entirely hairless. Combat: Miner genies steadily tear through stone with their claws. In fact, their claws grow so quickly that, if they stop mining for more than a week, their claws become ingrown, crippling the miner genie. They cannot use weapons. Miner genies can cast detect metal or mineral , dig , faerie fire , and water breathing (for diving through flooded mine shafts) once per day. Like dao, they can assume a dusty gaseous form once per day, which they use to scout along cracks and seams in the rock. They can usually detect poisonous gases and unstable mine shafts (75%). No stone weapon can harm them. Miner genies can collapse any mine shaft they have personally dug with a single blow, inflicting 6d10 points of damage upon anyone within the area of collapse who does not make a successful saving throw vs. death magic. The collapsing section can be up to 1,500 square feet. Those who make their saving throw suffer only 1d10 points of damage from rock shards and rebounding debris. Miner genies are immune to the effects of these collapses. Habitat/Society: Miner genies prefer dim light and dusty mines, where no genie or slave can see the dishonorable state to which they have been reduced. They are a universally grim, self-pitying lot, prone to fits of sudden rage. They are solitary throughout their entire lives. Miner genies do not congregate for any reason and will strive to avoid each other’s company. Miner genies never mate or bear children because they do not want to bring others into the harsh servitude of the wizards that made them. However, their own lack of children makes them remarkable kind and gentle around the children of the dao, and they are occasionally allowed to serve as guardians for the illegitimate children of noble dao. These children are raised in the dim and despairing world of the miner genies until the dao parents think it is safe to declare their true parentage. A few of these children have been known to become miner genies, themselves, if left too long among the tasked genies. Ecology: Miner genies eat stone, so just by living they mine out tunnels. These genies know that individually they’re too weak to kill the wizards who bred them, but as they are not always magically bound to serve the wizards, there is always the chance that they might revolt and kill their masters. Although they know that the dao are helpless against the cruel mages, the miners are irrationally angry that the dao do nothing to save them. Miner genies are smaller and more manageable than the impudent dao, and some malicious wizards have suggested that all dao should be transformed into miner genies, so that they will always be servile. The dao might find miner genies amusing if the latter had been formed from some slave race, but as their blood brothers, many dao feel that miner genies are an abomination which should be done away with as soon as the yoke of their wizard masters is lifted. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Massive raking claws - Innate spellcasting - Can collapse any mine shaft they have dug with one blow - Masters of detecting poisonous gasses and unstable mine shafts - Telepathy Appearance Miner genies are as wide as they are tall; their height has been reduced so that they fit through narrow tunnels more easily. Their arms and legs are thick and powerful, and their hands end in digging claws so exaggerated that miner genies can no longer use their hands to eat; they must feed using their tiny snouts, like animals. Their heads are bullet shaped, and they are entirely hairless. Size Hero Forge: 9'4" (XXL) Lore: Large (8 ft.) Suggested: Large to Gargantuan Other Monikers Tasked Miner Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Lich | Digital Demiplane

    Lich Medium Undead, Any Evil Alignment Hero Forge Mini Kitbashed, single mini, 2 variants below Description (From 5th Edition Monster Manual - 2014): Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. They hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn’t hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. A lich is created by an arcane ritual that traps the wizard’s soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. With its phylactery prepared, the future lich drinks a potion of transformation—a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. Soul Sacrifices. A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target’s body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich’s phylactery can hold only one creature at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life. A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich . Death and Restoration. When a lich’s body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich’s phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location. Destroying a lich’s phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself. Lonely Existence. From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair. Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King. Magic Collectors. Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack. Undead Nature. A lich doesn’t require air, food, drink, or sleep. A Lich's Lair: A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work. A lich encountered in its lair has a challenge rating of 22 (41,000 XP). Lair Actions. On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row: The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair. The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 ((1d8)) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. (From Monster Manual v3.5 - 2003): A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. As a rule, these creatures are scheming and, some say, insane. They hunger for ever greater power, long-forgotten knowledge, and the most terrible of arcane secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing. Multiclass fighters or clerics may still bear the armor of a warrior. Like its body, however, the garb of a lich shows all too well the weight of years. Decay and corruption are its constant companion. Liches speak Common plus any other languages they knew in life. Combat : A lich’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. The Will save against this lich’s fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 16. Wizard Spells Prepared (4/5/5/5/4/2/1; save DC 14 + spell level): 0—acid splash, detect magic, ray of frost*, touch of fatigue; 1st—expeditious retreat, magic missile (3), ray of enfeeblement; 2nd—mirror image, protection from arrows, scorching ray*, spectral hand, web; 3rd—dispel magic, fireball*, haste, lightning bolt*, vampiric touch; 4th—enervation, fear, ice storm*, shout*; 5th—cone of cold*, teleport; 6th—disintegrate. *Because of Spell Focus (evocation), the save DC for these spells is 15 + spell level. Possessions: Bracers of armor +4, cloak of resistance +1, potion of gaseous form, ring of protection +1, scroll of summon monster IV (8th level), wand of magic missile (50 charges, 9th level). CREATING A LICH: “Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery; see The Lich’s Phylactery, below. (Liches of other kinds of creatures, such as dragons, exist, but use different templates.) A lich has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. Attack: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. Special Attacks: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted. Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. Spells: A lich can cast any spells it could cast while alive. Special Qualities: A lich retains all the base creature’s special qualities and gains those described below. Turn Resistance (Ex): A lich has +4 turn resistance. Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score. Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Organization: Solitary or troupe (1 lich, plus 2–4 vampires_ and 5–8 vampire spawn). Challenge Rating: Same as the base creature + 2. Treasure: Standard coins; double goods; double items. Alignment: Any evil. Advancement: By character class. Level Adjustment: Same as the base creature +4 LICH CHARACTERS: The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life. THE LICH'S PHYLACTERY: An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. (From 2nd Edition Monstrous Manual - 1993): The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere with their own. A lich greatly resembles a wight or mummy , being gaunt and skeletal in form. The creature’s eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. The lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. They were originally wizards of at least 18th level. Liches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. In either case, the clothes will be tattered and rotting with a 25% chance of being magical in some way. Combat: Although a lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle. The aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds. Should the lich elect to touch a living creature, its aura of absolute cold will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until dispelled in some manner. Liches can themselves be hit only by weapons of at least +1, by magical spells, or by monsters with 6 or more Hit Dice and/or magical properties. The magical nature of the lich and its undead state make it utterly immune to charm , sleep , enfeeblement , polymorph , cold , electricity , insanity , or death spells. Priests of at least 8th level can attempt to turn a lich, as can paladins of no less than 10th level. A lich is able to employ spells just as it did in life. It still requires the use of its spell books, magical components, and similar objects. It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects. Thus, adventurers should be prepared to face magic the likes of which they have never seen before when stalking a lich. In addition, liches are able to use any magical objects which they might possess just as if they were still alive. Defeating a lich in combat is difficult indeed, but managing to actually destroy the creature is harder still. In all cases, a lich will protect itself from annihilation with the creation of a phylactery in which it stores its life force. This is similar to a magic jar spell. In order to ensure the final destruction of a lich, its body must be wholly annihilated and its phylactery must be sought out and destroyed in some manner. Since the lich will always take great care to see to it that its phylactery is well hidden and protected this can be an undertaking fully as daunting as the defeat of the lich in its physical form. Habitat/Society: Liches are usually solitary creatures. They have cast aside their places as living beings by choice and now want as little to do with the world of men as possible. From time to time, however, a lich’s interest in the world at large may be reawakened by some great event of personal importance. A lich will make its home in some ominous fortified area, often a strong keep or vast subterranean crypt. When a lich does decide to become involved with the world beyond its lair, its keen intelligence makes it a dangerous adversary. In some cases, a lich will depend on its magical powers to accomplish its goals. If this is not sufficient, however, the lich is quite capable of animating a force of undead troops to act on its behalf. If such is the case, the lich’s endless patience and cunning more than make up for the inherent disadvantages of the lesser forms of undead which it commands. Although the lich has no interest in good or evil as we understand it, the creature will do whatever it must to further its own causes. Since it feels that the living are of little importance, the lich is often viewed as evil by those who encounter it. In rare cases, liches of a most unusual nature can be found which are of any alignment. The lich can exist for centuries without change. Its will drives it onward to master new magics and harness mystical powers not available to it in its previous life. So obsessed does the monster become with its quest for power that it often forgets its former existence utterly. Few liches call themselves by their old names when the years have drained the last vestiges of their humanity from them. Instead, they often adopt pseudonyms like “the Black Hand” or “the Forgotten King.” Learning the true name of a lich is rumored to confer power over the creature. Ecology: The lich is not a thing of this world. Although it was once a living creature, it has entered into an unnatural existence. In order to become a lich, the wizard must prepare its phylactery by the use of the enchant an item , magic jar , permanency and reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the wizard. Once this object is created, the would-be lich must craft a potion of extreme toxicity, which is then enchanted with the following spells: wraithform , permanency , cone of cold , feign death , and animate dead . When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A system shock survival throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. Demilich: The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. Inmost cases, all that remains of a demilich’s body are a skull, some bones, and a pile of dust. When it has learned all that it feels it can in its undead life, the lich will continue its quest for power in strange planes unknown to even the wisest of sages. Since it has no use for its physical body at this point, the lich leaves it to decay as it should have done centuries ago. If the final resting place of a demilich’s remains are entered, the dust which was once its body will rise up and assume a man-like shape. In the case of the oldest demiliches (25%), the shape will advance and threaten, but dissipate without attacking in 3 rounds unless attacked. Younger demiliches (75%) still retain a link to their remains, however, and will form with the powers of a wraith . This dust form cannot be turned. In addition, it can store energy from attacks and use this power to engage its foes. If the dust form is attacked, each point of damage which is delivered to it is converted to an energy point. Since the demilich will fall back and seem to suffer injury from each attack (though none is actually inflicted), its attackers are likely to press on in their attempts to destroy it. Once the demilich has acquired 50 energy points, it will assume a manifestation which looks much like the lich’s earlier undead form and has the powers and abilities of a ghost , but which cannot be turned. If anyone touches the skull it will rise into the air and turn to face the most powerful of the intruders (a spell user will be chosen over a non-spell user). Instantly, it unleashes a howl which acts as a death ray , affecting all creatures within a 20’ radius of the skull. Those who fail to save vs. death are permanently dead. On the next round, the demilich will employ another manner of attack. In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. The physical body of someone hit with the demilich’s spell collapses and rots away in a single round. Once it has drained the life essence from the most powerful member of the party, the skull sinks back to the floor. If it continues to be challenged, the demilich can repeat this attack until all of its gems are filled. An amulet of life protection will prevail over the gem, but the character’s body will perish regardless. In addition to the attacks mentioned above, a demilich can also pronounce a powerful curse on those who disturb it. These can be so mighty as to include: always being hit by one’s enemies, never making a saving throw, or the inability to acquire new experience points. Demilich curses can be overcome with a remove curse , but the victim loses one point of charisma permanently when the curse is removed. The skull of a demilich is Armor Class -6 and has 50 hit points. It can be affected by spells in only a few ways: a forget spell will cause it to sink down without attacking (either by howling or draining a soul), a dispel evil will do 5-8 (1d4+4) points of damage to it, a shatter spell will inflict 3-18 (3d6) points of damage to it, a holy word pronounced against it will deliver 5-30 (5d6) points of damage, and a power word kill spell cast by an ethereal or astral wizard will cause the skull to shatter (destroying it). Most weapons will be unable to harm the skull of a demilich, but there are exceptions. A fighter or ranger with a vorpal sword , sword of sharpness , sword +5 , or vorpal weapon can inflict normal damage on the skull, as can a paladin with a vorpal or +4 weapon. Further, any character with a +4 or better weapon or a mace of disruption can inflict 1 point of damage to the skull each time he strikes it. Upon the destruction of the skull, those who have been trapped inside the gems must make a saving throw vs. spell. Those who fail are lost forever, having been consumed by the demilich to power its magical nature. If the character survives, the gem glows with a faint inner light, and true seeing will reveal a tiny figure trapped within. If the throw is made the soul can be freed by simply crushing the gem. A new body must be within 10 yards for the soul to enter or it will be lost. Such a body might be a clone or simulacrum. (See spells of those names.) If the fragments of the destroyed skull are not destroyed by immersion in holy water and the casting of a dispel magic the demilich will reform in 1-10 days. Archlich: From time to time, sages have heard rumors of liches having alignments other than evil, and even lawful good liches apparently have existed. There have even been reports of priests who, in extreme circumstances, have become liches. These reports have recently been verified, but the archlich is as rare as Roc’s teeth. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - 18th level spellcasting - Paralyzing touch - Frightening gaze - Disrupts life from 20 feet - Turn Resistance - Legendary Actions - Legendary Resistance - Immune to poison, nonmagical attacks, charmed, exhaustion, frightened, paralyzed - Resistant to cold, lightning, necrotic - Truesight - Appearance A lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature’s eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. Liches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. Size Hero Forge: 8'5" (XL) Lore: Medium (6 ft. tall) Suggested: Medium Other Monikers Lichnee Sources - Angry Golem Games - 5th Edition Monster Manual (2014) - 3.5e Monster Manual (2003) - 2nd Edition Monstrous Manual (1993) - Dndbeyond - Mojobob's website

  • Shadow | Digital Demiplane

    Shadow Medium Undead, Chaotic Evil Hero Forge Mini Kitbashed, single mini, 1 variant below (inc. no kitbash) Description (from 5th Edition Monster Manual - 2014): Shadows are undead that resemble dark exaggerations of humanoid shadows. Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures’ vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its “parent” to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. Undead Nature. A shadow doesn’t require air, food, drink, or sleep. (from 3.5e Monster Manual I - 2003): This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape. Shadows are creatures of sentient darkness, hating life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. Natural enemies of all that live, shadows are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Combat : Shadows lurk in dark places, waiting for living prey to happen by. Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks. Greater Shadow: Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics. Combat : A greater shadow uses stealth and cunning in combat. A favorite tactic is to lie in wait, almost completely concealed by walls or floor, then swoop out, make an incorporeal touch attack, and retreat back into a solid object without allowing a return attack. Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe. (from 2e Monstrous Manual - 1993): Shadows are shadowy, undead creatures that drain strength from their victims with their chilling touch. Shadows are 90% undetectable in all but the brightest of surroundings (continual light or equivalent), as they normally appear to be nothing more than their name would suggest. In bright light they can be clearly seen. Combat: As shadows exist primarily on the Negative Material Plane, they have the ability to drain the life force of their victims. The chilling touch of a shadow inflicts 2-5 points of damage to its victim as well as draining one point of Strength. Lost Strength points return 2-8 turns after being touched. If a human or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well. The newly formed shadow is then compelled to join the roving band and pursue a life of evil. Other living creatures simply collapse from fatigue (if taken to zero Strength) or fall unconscious (if taken to zero hit points), where they are left to die or are hounded again upon waking. Shadows are immune to sleep , charm , and hold spells and are unaffected by cold-based attacks. They can be turned by clerics. Habitat/Society: Shadows travel in loosely organized packs that freely roam ancient ruins, graveyards, and dungeons. They specialize in terrifying their victims. Shadows have no leaders and thus spend much of their time roaming aimlessly about their chosen surroundings. Contrary to popular belief, shadows do not hoard treasure. In fact, such earthly baubles only help to remind the creatures of their former lives. Instead, the furious undead throw all of the treasure they find away, in the same location (often at the bottom of a well or deep pit), where it is out of sight of the band. It is therefore speculated that the removal of a shadow hoard would be quite easy (even welcomed), were it not for the fact that shadows attack living beings without hesitation, regardless of their intent or threat. Ecology: According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil. Attempts to remove the curse from captured shadows have all failed, thus providing more clues into the nature of the disorder. A limited wish spell proves only partially successful as the victim returns for an hour but remains insane for the duration. It has been recently speculated that a full wish , followed by a heal spell, might be capable of restoring a shadow to his former state, but again it must be emphasized that this is only a theory. Fortunately, shadows rarely leave their lairs, and a bold party wishing to rescue a lost fighter or wizard should have plenty of time to venture forth and recover their friend, provided that no one else explores the lair and slays the unfortunate character while the shadows are absent. The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane. In any case, killing a shadow is merely a case of severing the bond between the Prime Material and Negative Material forms. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Prime Material Plane Stat Block 5th Edition: - angry golem games - 5th Edition Monster Manual (2014) - DnDBeyond 3rd Edition: - 3.5e Monster Manual I (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - CompleteCompendium.com Abilities - Necrotic touch drains strength from the living, instant death at 0 strength - Creatures killed by strength drain rise as shadows 1d4 hours later - Shadow stealth, very hard to see in darkness - Immune to exhaustion, frightened, grappled, paralyzed, petfified, prone, restrained, poison and necrotic damage - Resistant to acid, cold, fire, lightning, thunder, and nonmagical attacks - Amorphous shape can move through tiny spaces Appearance This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. Size Hero Forge: 9 ft.(Kitbashed) Lore: Medium (5-6 ft. tall) Suggested: Medium Other Monikers Shade, Greater Shadow, True Shadow Sources - angry golem games - 5th Edition Monster Manual (2014) - DnDBeyond - 3.5e Monster Manual I (2003) - Planescape: Torment videogame (1999) - Monstrous Manual (1993) - CompleteCompendium.com

  • Formians | Digital Demiplane

    In Dungeons & Dragons, formians are an old, obscure race of insectoid ant-centaurs. In Planescape, they are aggressive expansionists bent on conquering all of their home dimension (which is a spatially infinite dimension, which means their empire's probably really, really big already). Any other intelligent species they encounter get mind-controlled into slave labor, sort of like a more lawful-neutral version of the mind flayers. Lore and Hero Forge miniatures available here for your own game. Formians Made with Hero Forge Worker Warrior Taskmaster Myrmarch Queen (From 3.5e Monster Manual I - 2003 - [credits] ): 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. (from Planescape: Planes of Law Monstrous Supplement - 1995 - [credits] ) Native to Arcadia, formians are also called centaur ants. As their moniker indicates, they appear to he upright walking 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 warrior , 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. The worker, the smallest of the four formian types, is also the most commonly encountered. It’s about the size of a large dog. Its claws are somewhat clumsy, though they make efficient tools for manual labor. The warrior is the size of a pony, and its claws are indicative of its capability to defend the hive. The myrmarch is the size of a horse. Its claws are capable of finer manipulation than that of human hands. Lastly, the queen is half again as large as a myrmarch. She is in charge of administering the city and never leaves the central hive, and therefore her legs have atrophied. 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. Unlike true ants, formians do not have a hive mind. Though they can receive messages from the hive queen (and can even be commanded and directly controlled by her), they are capable of acting independently of the queen if need be. However, formians of lower levels automatically respond to the direct commands of their superiors. Thus, a worker responds to the warrior, the myrmarch, and the queen, while a myrmarch can only he commanded by the queen. A formian queen is protected at all times by 20 myrmarches, who will gladly sacrifice themselves for her, since she cannot move on her own. Her intelligence is at the supragenius level, and she can control an entire hive at any time if she needs to. However, most queens allow their subjects some measure of free will. Formians are born into their station, and that sta tion never changes. There's never been a revolution in the annals of formian history. It seems the formians, like the modrons, have no conception of aspiring to higher stations. They simply are the way they are. Some of the most magnificent cities in Arcadia are the constructions of the centaur ants. Many of these metropolises can house more than 10,000 formians. Though they appear to be normal (that is, "human") cities with structures and walls above ground, they extend far underground for many miles. The architecture underneath the sands is truly extraordinary - the formian buildings are said to rival that of Sigil. This is perhaps all the more extraordinary knowing that formians do not use any building method known to people. Worker Warrior Taskmaster Myrmarch Queen

  • Githyanki Buccaneer

    Githyanki Buccaneer Githyanki Buccaneer Medium Humanoid (Gith), Any Alignment Button Button Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (From Spelljammer: Adventures in Space - 2022): Githyanki buccaneers ply the Astral Plane for riches, which they haul back to their hidden fortresses in the Deep Astral. Many of them are warriors who lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond Abilities - Greatsword deals psychic damage - Telekinetic Bolt - Innate spellcasting (psionics) - Astral Step teleport Appearance -- Size Hero Forge: 9'4" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Spelljammer: Adventures in Space (2022) - DndBeyond - 5etools

  • Pazuzu | Digital Demiplane

    Pazuzu Large Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from 3.5e Fiendish Codex I Supplement - 2006): Although he’s a tall, well-proportioned man, this figure’s demonic features cannot be ignored. His powerful birdlike talons scrape the floor as he approaches, and four feathered wings shine with oil and writhe with smoke on his back. His head combines the features of a handsome man and a feral hawk, his cruel, hooked beak filled with a forest of needle teeth. Mighty Pazuzu is one of the oldest of the tanar’ri princes. His realm is the skies above the Abyssal layers, and he takes great delight in the corruption of purity. Servants, Enemies, and Goals: Pazuzu is a unique example of survival in the Abyss. Originally one of the more powerful obyrith lords, his independence was a constant thorn in the Queen of Chaos’s side. As it turned out, Pazuzu has since evolved with the new rule of the Abyss. While he is still an obyrith, he has been accepted by tanar’ri and represents a sort of “missing link” between the two races. Due to this duality of nature, Pazuzu’s form has taken on a less horrible appearance with the passing of eons, and his form of madness ability has transformed into his current aura of servile avians. He has also gained several tanar’ri-like qualities, including the ability to summon tanar’ri. Although Pazuzu commands the respect and loyalty of all evil things that fl y in the Abyssal skies, he is rarely forced to call upon these creatures. Perhaps alone in the Abyss, Pazuzu has no active enemies. The other demon lords seem to begrudgingly award him the skies above their realms, if only because there seems to be little there to claim. Graz’zt alone has been known to speak ill of Pazuzu, yet he has never taken direct action against him. The one demon lord that could be counted as his enemy is wretched and deformed Lamashtu, although the Queen of Monstrous Births has been imprisoned by Pazuzu on Torremor for countless ages, so she is hardly a threat to the demon prince. Pazuzu does not lust for the rule of a realm in the Abyss (although he nonetheless controls the 503rd layer of the Abyss, and his presence is nearly constant on the 1st layer), nor does he wish to rule over his fellow demons. His goals are higher—he lusts for innocence, purity, and honesty. These sweet nectars are his greatest vice, and as he consumes them, he leaves bitterness, cruelty, and wickedness in the shells of those he has corrupted. Since these qualities are so alien in the Abyss, he logically has little interest in what dwells therein and instead turns his attentions to the Material Plane. Pazuzu has tested his ability to manifest on Material Plane worlds without drawing the undue attention of the gods who protect them for some time, and in that time has mastered the art of telling mortals what they think they want to hear. Pazuzu’s cults start with a single soul who cries out to the demon prince for aid. Pazuzu gives this aid, and those who call on him grow dependent on his aid. They crave the power his touch can bring. Within a year, those who have called upon him invariably join or found a new cult dedicated to his teachings, where they seek to capture and convert new innocents to his vile worship. Clerics of Pazuzu have access to the domains of Air, Chaos, Evil, and Temptation. His symbol is a twisted bird talon. Strategy and Tactics: In a fight, Pazuzu leads with his greatsword, a murderous weapon said to have been a feather he plucked from the body of a massive demonic bird. He uses Combat Expertise to full effect, often making disarm or trip attacks with one of his natural weapons—if he fl ies, he can use his talons to slash at prey. He uses his breath weapon and spell-like abilities against other spellcasters or those who don’t dare enter into melee combat with him. Aura of Servile Avians (Su): All evil-aligned creatures with a natural fly speed feel a strange bond of attraction to Pazuzu. Before such a creature takes any hostile action against Pazuzu, it must attempt a DC 34 Will save. Failure indicates that the creature’s attack fails and its action is wasted. This aura extends to a radius of 120 feet. The save DC is Charisma-based. Breath Weapons (Su): Pazuzu has two breath weapons. The first can be used to create six swarms of locusts (all of which must be created so that each swarm is adjacent to at least one other swarm, and at least one square must be adjacent to Pazuzu). He can create these swarms so that they share the area of other creatures. The locusts attack any creatures occupying the squares and can pursue creatures that flee. Pazuzu’s second breath weapon is a 60-foot cone of poisonous acidic vapor. All creatures caught in this area take 18d6 points of acid damage (DC 35 Reflex halves) and must also succeed on a DC 35 Fortitude save or take 2d4 points of Strength damage from the poison. A minute later, a second DC 35 Fortitude save is required, this time to avoid the secondary damage of 2d4 points of Constitution damage. The save DCs are Constitution-based. Regardless of which breath weapon he uses, Pazuzu can only use this special attack once every 1d4 rounds. Summon Avians (Sp): Once per day, Pazuzu can automatically summon 2d6 elder arrowhawks, 1d6 harpy archers, or 1d6 fiendish rocs. This ability functions as a 9th-level spell (CL 20th). Summon Tanar’ri (Sp): Once per day, Pazuzu can automatically summon 2d4 succubi, 1d4+2 vrocks, or 1 balor. This ability is the equivalent of a 9th-level spell (CL 20th). Temptation (Su): If a creature utters the name “Pazuzu” three times in succession, an unholy link between the speaker and Pazuzu is immediately established. For one minute, Pazuzu can use detect good, detect law, detect thoughts (DC 22), and tongues to examine the speaker, despite any distance (physical or planar) that might separate them. He always uses Sense Motive to try to determine whether the one who calls him is trying to entrap him. If he wishes and is able, Pazuzu can use plane shift and greater teleport to travel to the speaker’s location with precise accuracy, as long as he does so before the minute is up. Once he arrives, Pazuzu asks the speaker why he called upon the Prince of the Lower Aerial Kingdoms. Pazuzu almost always agrees to provide aid, but if he does, the caller’s alignment shifts one step closer to chaotic. If the caller’s alignment is already chaotic, it instead shifts one step closer to evil. These shifts in alignment are considered voluntary. Pazuzu never provides aid to chaotic evil creatures and often punishes them for calling upon his aid rather than using the tools he has likely already granted the creature in question. Pazuzu particularly enjoys corrupting paladins and takes pains to ensure that the first time he helps a paladin, no evil comes as a result of his assistance, hoping to encourage the paladin to call on him again. Aid granted by Pazuzu is typically granted in the manner easiest for the demon prince to manifest, often in the form of his wish spell-like ability. (from 4th Edition Demonomicon - 2005): One of the oldest and most reprehensible demon lords, Pazuzu is a master manipulator and corruptor of mortal souls. The Dark Angel of the Four Winds takes great delight in offering aid that seems beneficial, but which in fact leads to great evil and suffering. Lore: Arcana DC 33: Pazuzu lusts after innocence, purity, and honesty more than anything else, and the mortal world is a perfect breeding ground for this precious fruit. The demon lord takes from his victims all that makes them pure, then fills their hollow souls with bitterness and cruelty. When not scouting the mortal world for his next conquest, Pazuzu can almost always be found on the 1st abyssal layer—the Plain of a Thousand Portals. With his attention focused outward from the chaotic scheming of the Abyss, Pazuzu has not garnered many foes among the other abyssal lords. His only true enemy is Lamashtu, Demon Queen of Monstrous Births, though Pazuzu only barely considers this former consort a threat. Long ago, she betrayed the Winged Prince. As punishment, Pazuzu ate out her eyes and imprisoned her in his former realm of Torremor, the 503rd layer of the Abyss. There, the wretched and deformed hag suffered, eventually gaining the power to seize Torremor as her own. The Prince of the Lower Aerial Kingdoms now watches in amusement as Lamashtu (still bound by his dark magic) scrapes for influence and position from that remote abyssal backwater. Encounters : Beyond his secret alliance with Asmodeus and the Queen’s Conclave, Pazuzu commands the respect and loyalty of all evil creatures that fly in the abyssal skies. Though his rule of Pazunia is unquestioned, it is said that Pazuzu’s influence extends in secret to aerial kingdoms throughout the Abyss. Pazuzu seldom travels alone. His personal guard is known as the Six Wings of Pazrael—a formidable troop of balor-led vrocks skilled at reconnaissance and assassination Pazuzu in Combat: Pazuzu rarely engages in direct combat, though his abilities make the demon lord a formidable opponent. The plague of abyssal locusts that surrounds him keeps melee and ranged attackers at bay while he spreads his pestilence across the battlefield. The demon lord delights in dominating his most powerful foes, forcing them to cut down their own allies in his name. Pazuzu Secrets: Pazuzu is secretly an obyrith lord—one of a handful of ancient entities that predate the formation of the Abyss. Trapped in the crumbling ruins of a universe he and his kind destroyed long ago, it was Pazuzu’s idea to create the shard of evil that lured Tharizdun into creating the Abyss. Pazuzu (in his incarnation as Pazrael; see “Pazuzu’s Cult” below) was also one of the generals who aided the fallen angel Asmodeus in the battle that claimed the life of his god. Pazuzu saw this as his chance to aid in the greatest corruption of all—the transformation of a faithful servant into an enemy of the gods. His aid was instrumental in Asmodeus’s victory, and it remains a secret known only to Asmodeus and the obyrith lord. Pazuzu’s support came at a cost—an as-yet unnamed boon still owed by the archdevil. Pazuzu was instrumental throughout the last age in fomenting the Blood War, using his secret alliance with Asmodeus to ensure that devils and demons remained evenly matched in that endless conflict. Both Asmodeus and the Queen’s Conclave (see “The Obyriths,” page 7) used the chaos of the Blood War as a cover for the same goal— to locate and harness the eldritch might of the seed of evil at the Abyss’s heart. Pazuzu’s Cult: Unlike most other demon lords, Pazuzu is able to manifest freely in the mortal world. Over millennia, he has perfected the craft of seducing mortals to his will without attracting the attention of the gods that protect them. In ancient texts, the names Imdugud, Pazrael, and Typhon are associated with a benevolent entity that protects against pestilence and blesses childbirth. Folk that call on this entity have their prayers consistently answered, remaining blissfully unaware that these benevolent spirits are avatars of Pazuzu. As word of his beneficence spreads, whole communities soon become unwittingly dependent on the demon lord’s aid. Invariably, folk touched by Pazuzu form new cults dedicated to his teachings. These people do not see themselves as evil, even as their search for blessings inevitably leads them to vile acts committed for the sake of their new master. As they spread the power of their dark patron by tempting others to ask for his aid, these thralls of Pazuzu never learn the demon lord’s true identity. Pazuzu Out of Combat: If a creature utters Pazuzu’s name or any of his aliases three times in succession, an unholy link between the speaker and the demon lord is estab- if lished, working over any distance and across the Ja planes. For a short time, Pazuzu can examine the P speaker’s thoughts to discern whether the caller seeks aid or is trying to trap him. If he wants to and is able to, Pazuzu can appear in the speaker’s location. The demon lord almost always agrees to provide aid, but his assistance comes at a steep price. In game terms, a typical call for aid from Pazuzu can take the form of gaining a free action point, restoring a character to life or to full hit points, recharging an expended power, or some other benefit of the DM’s choosing. In exchange for this boon, Pazuzu requires a creature to swear utter obedience for a week or more—and takes full advantage of this service. (from Planescape: For Duty & Deity - 1998): Pazrael is a huge, vrocklike tanar'ri with gold and crimson feathered wings. Pazrael is dual-minded - sometimes he is cool, controlled, and subtle, but he also has random outbursts of maniacal rage, when all that pleases him is I grasping some sentient creature in his huge taloned feet and ripping it apart with his great beak. In human terms, Pazrael has S 19, D 19, C 18, I 19, W 19, Ch 18. He has been known to mate with harpies, humans, and vrock, and some of the resulting cambion are his ministers and spies throughout his layer of Torremor. Others have turned against their father and seek to wrest his realm from him, with little success. Combat: Pazrael can use the following spell-like powers at will, one per round, at 20th level of magic use: call lightning , chain lightning (1/day), cloudkill , control weather , darkness 15-foot radius death fog , flesh to stone , fly , incendiary cloud (1/day), shape change , statue , stinking cloud , symbol (one each per day of death , hopelessness , an pain ), tongues , weather summoning , and wind walk . With a 70% chance for successful gating, Pazrael can gate in 1d4 chasme (40% chance) or 1d4 vrock (60%) twice per day, Pazrael has infravision to 200 feet and can detect invisibility within 120 feet. In melee, he can attack twice per round with a huge, 7-foot-long two-handed sword +4 that inflicts 2d8 + 4 points or damage per hit to small or medium targets and 3d8 + 4 points to anything larger. Pazrael can also attack 3 times per round with beak and claws for 1d12/2d4 + 7 (x2) points of damage. Followers and Resources: Though he rules an entire layer of the Abyss, Pazrael keeps few more possessions than he can carry. He is fond or jewelry made of rings and bracers of protection, and he always carries a set of at least six javelins of lightning . Pazrael's symbol of rulership is called the Blinding Claw of Pazrael, an enormous roe's talon that has been embossed with gold and studded with rubies the size of vulture 's eggs. The Claw has many powers, but only a few are known. Those that are include cause blindness , clairvoyance , and true seeing at will, meteor swarm , reverse gravity , and unholy word 1/day. Anyone touching it must make a saving throw versus polymorph to avoid changing into a vrock or chasme, and suffer full system shock consequences; tanar'ri are immune to this effect. The Claw can be "hung" in midair anywhere in the Abyss to provide a perch for its master. In addition to the perch or the Blinding Claw, Pazrael has a number of perches, seals of rulership where he takes on new followers, elevates some tanar'ri to greater levels of power, and punishes others. When he is gone from any perch, he leaves a minister behind, though these are notoriously unreliable. Plots and Goals: Pazrael is wary of Graz'zt and feels that the Lord of Shadows may have designs on Torremor, so Pazrael keeps tabs on what Graz'zt is doing by sending his own fiends to spy in Graz'zt's domain. Conflicts between fiendish servitors of the two lords aren't uncommon. Pazrael also checks Graz'zt's activities in the Prime because his own nabassu grow strong marauding on the Prime. Unknown to Pazrael, Graz'zt is fully aware or this. Finally, Pazrael is eager to discover the secrets of malign magical items of all kinds and his fiends are under standing orders to acquire them and learn all they can of their manufacture. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (1st Layer: Pazunia and 503rd layer: Torremor) Stat Block 5th Edition: - 5etools (homebrew) - d20pfsrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Completecompendium.com Abilities - 2 Breath weapons: cloud of locusts, acidic vapor - Attacks with talons, bite, +3 Anarchic Greatsword of Speed - Innate spellcasting - Infectious madness - Summons demons and evil avian monsters - Legendary Actions - Legendary Resistance - Magic Resistance - Evil flying creatures cannot attack Pazuzu - Psyshic link with anyone who says 'Pazuzu' 3 times in succession potentially summons Pazuzu, who may try to corrupt the speaker and shift their alignment through aiding them - Immune to charm, lightning, poison, nonmagical attacks - Resistant to acid, cold, fire - Telepathy, Truesight - Flight Appearance Although he’s a tall, well-proportioned man, this figure’s demonic features cannot be ignored. His powerful birdlike talons scrape the floor as he approaches, and four feathered wings shine with oil and writhe with smoke on his back. His head combines the features of a handsome man and a feral hawk, his cruel, hooked beak filled with a forest of needle teeth. Size Hero Forge: 8'4" (XL) Lore: Large Suggested: Large to Gargantuan Other Monikers Pazrael, Dark Angel of the Four Winds, Prince of the Lower Aerial Kingdoms Sources - Forgotten Realms Wiki - 5etools (homebrew) - d20pfsrd.com (homebrew) - Jorphdan (youtube video) - 3.5e Fiendish Codex I Supplement (2006) - Planescape: For Duty & Deity (1998) - Completecompendium.com

  • Sword Archon

    Sword Archon Sword Archon Large Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 8 variants below Description (From Planes of Law - Monstrous Supplement - 1995): Swords carry messages from tome archons (and sometimes from the powers themselves) to all of Mount Celestia’s layers. These missives proclaim the word of the higher ranking archons – usually gems of wisdom disseminated for the benefit of lower-level archons. Thus, the arrival of a sword is always regarded with some anticipation, even if the message is of impending war. Sword archons aren’t known to consume anything, but they apparently relish battle, and often serve as elite guard for sacred sites and more powerful archons. Combat : Sword archons are rarely seen by mortal scholars, and so there's some disagreement as to their exact physiology and method of combat, but all accounts claim they are blindingly quick, and utterly terrifying to see in a fight. Scholars who believe sword archons have wings instead of arms claim they attack like beasts, inflicting powerful bites as many as four times per round. Other scholars believe the sword archons have relatively normal humanoid arms which they can transform, at will, into fiery blades. There are claims that these archons can perform what observers have coined a discorporating strike - the archon dives at least 100 feet towards a single target, striking with both fiery blades, and the enemy is apparently unmade, its body completely obliterated. More than that, scholars insist the strike captures the creature's soul, imprisoning it somewhere within Mount Celestia. Sword Archons are capable of casting spells at will from any priest sphere as if they were 15th-level clerics. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 5th edition: - Monster Manual Expanded III by DM's Guild (2021) 2nd edition: - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's website Abilities - Transform arms into flaming blades - Discorporating strike that destroys enemies and imprisons their soul - Angelic Weapons - Innate Spellcasting Appearance Sword Archons are rarely seen by mortal scholars, and aspects of their appearance are hotly debated, but all agree they are towering humanoids with glorious wings, silver hair, and eyes that glow with inner light. They wear metallic breastplates, greaves, and collars. In some descriptions, however, the sword archons have wings instead of arms. In others, their arms are normal, but can be transformed into fiery blades at will. Size Hero Forge: 7 ft. (XXL) Lore: 8 ft. Suggested: Large Other Monikers Swords Sources - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website

  • Taskmaster

    Taskmaster Taskmaster Medium Monstrosity, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual I - 2003): Formians hail from the plane of Mechanus. They seek to colonize all that they see and incorporate all living things into their hive as workers. Expansionist in the extreme, formians are dedicated to spreading their colonies until they have taken over everything and their order is unquestioned. To further this end, they attack all other creatures, usually to put them to work building and expanding cities. Formians maintain these “conscripted” workers as well as those mentally dominated by the power of their taskmasters. A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself, although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians. The Taskmaster: Taskmasters resemble warriors with no mandibles—no apparent mouth at all, in fact. These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate. A taskmaster’s duty is to gather and control nonformians for integration into the hive. Put simply, taskmasters enslave other creatures. They do not enjoy controlling others but believe it is the only efficient way to spread the hive to all places, a desirable end for all rational creatures. If a taskmaster can manage to “conscript” a laborer without using its dominate monster ability, it will do so. Those few souls who have escaped refer to formian hivecities as “work pits.” While formians are not cruel, they are still emotionless—and pitiless. Combat : Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting. A formian taskmaster’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster’s dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based. Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4). Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5e: Homebrew stats on dmdave.com 3.5e: Dungeons & Dragons Monster Manual I (2003) Abilities - Enslaves creatures via mental domination - Poison Stinger - Attacks with foreleg claws and held weapons Appearance This creature is about the size of a pony. It looks like an ant, but holds its head and thorax upright. It does not appear to have a mouth. The creature has humanlike shoulders and arms ending in powerful hands with sharp claws. Its abdomen bears a stinger. A taskmaster is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds. Size Hero Forge: 7 ft. (XXL) Lore: Medium (5 ft.) Suggested: Medium to Large Other Monikers Ant centaur, Formian Taskmaster, Taskmaster Ant 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)

  • Moon Dog | Digital Demiplane

    Moon Dog Medium Celestial, Neutral Good Hero Forge Mini Kitbashed, mount mini Description (from 2nd Edition Monstrous Compendium - Outer Planes Appendix - 1991): Often mistaken for baneful monsters, moon dogs are native creatures of Elysium and champions of the causes of good. They often appear in the Prime Material plane to fight evil wherever it shows itself. Moon dogs look very similar to large wolf hounds. Their strange heads are slightly human in appearance, giving the animals a very intelligent look. The creatures’ forepaws are adaptable, giving the moon dogs the ability to travel bipedally or on all fours. They are dark colored animals, ranging from dark gray to deep black. Moon dogs have amber eyes. Moon dogs speak their own language, and they can communicate with all canines and lupines as well. They can speak common using a limited form of telepathy. Combat: Woe to those who enter combat with a moon dog. These creatures of good are potent fighters and merciless against evil. Their powerful bite inflicts 3-12 points of damage. Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot radius of a baying moon dog is affected as by a fear spell cast at 12th-level of magic use. Additional moon dogs baying have a cumulative effect. The howling will also cause 5-8 points of damage per round to evil creatures within 40 feet. In addition, the howling will cause intense physical pain to extra-planar creatures of evil alignment so much that they are 5% likely per moon dog howling to return to their plane. Moon dogs can whine to dispel illusions or bark to dispel evil, once per round. The following spell-like powers (at 12th-level of use) are available to a moon dog one at a time, once per round, at will: change self , 3 times per day cure disease , by lick, 1 time per individual per day cure light wounds , by lick, 1 time per individual per day dancing lights darkness, 15’ radius detect evil , always active detect invisibility , always active detect magic , always active detect snares & pits , always active improved invisibility light mirror image , 3 times per day non-detection shades , 1 time per day slow poison , by lick, 1 time per individual per day wall of fog Moon dogs can become ethereal and have the ability to travel in the ethereal and Astral plane at will. They have superior vision equal to double normal vision, including 60' infravision. Combined with an unusually keen sense of smell and hearing, this grants moon dogs the detection abilities listed above, plus the ability to detect all illusions. Association with a moon dog for one hour or more removes charms and acts as a remove curse . When in shadowy light, a moon dog is able to move in such a way as to effectively create magic equal to a hypnotic pattern of shadows. Only evil creatures will be affected. At the same time, each creature of good within the area will effectively gain a protection from evil and remove fear spell benefit. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can dispel magic , but doing so will force it back to its own plane immediately. Moon dogs may be damaged only by +2 or better magical weapons. They are never surprised (due to their keen senses) and cause opponents to subtract 3 from their surprise rolls. Moon dogs are immune to fear spells. They make all saving throws at a +2 bonus and takes half or quarter damage. Habitat/Society: Moon dogs are native to the plane of Elysium. They are champions of good and will often travel about the upper planes and the Prime Material plane to challenge evil. Moon dogs are friendly to all good and neutral races and those friendly to those races. They will not long associate with anyone because they are constantly on the move, hunting evil. Ecology: Moon dogs will often communicate with communities of men, using telepathy, in order to locate trouble spots among them. (from Book of Exalted Deeds - 2003): This man-sized mastiff strongly resembles a wolf hound with a shaggy, deep-black coat. It bears some striking humanlike characteristics, including front paws with opposable digits. Its haunting eyes resemble lustrous obsidian orbs. Often confused with the baleful yeth hound, the moon dog might be considered that creature’s good counterpart—a native of Elysium and champion of good. A moon dog is roughly the size of a large man on all fours. Its front paws have some limited capacity for manipulation, and a moon dog can stand and even walk (at half speed) on its hind legs in order to make use of the forepaws. Moon dogs speak Celestial, Common, and Infernal, but they prefer to communicate telepathically. Combat : Moon dogs are potent fighters and relentless in their pursuit of evil. They use their howl ability as soon as evil foes are within range, then use their vicious bite in melee. Bark (Su): When a moon dog barks, as a standard action, it creates a dispel evil effect as cast by a 12th-level cleric. The save DC is Charisma-based. Bay (Su): A moon dog can bay as a standard action. Its baying has the effect of a fear spell cast by a 12th-level sorcerer (Will save DC 17), but it affects only evil creatures within an 80-foot radius of the moon dog. A creature that makes a successful Will save is immune to that particular moon dog’s baying for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based. Howl (Su):When a moon dog howls, evil creatures within 40 feet of the moon dog take 1d4+4 points of damage per round, in addition to the fear effect of its baying. Evil extraplanar creatures within 40 feet of a howling moon dog are targeted by a dismissal effect as cast by a 12th-level caster. If more than one moon dog is howling within 40 feet of such a creature, the creature receives only one saving throw, and the effective caster level of the dismissal effect is increased by +2 for each additional moon dog beyond the first. Soothing Ministrations (Su): By licking a wound, a moon dog can create any of the following effects, one time each per individual per day: cure light wounds, remove disease, and slow poison. The moon dog’s caster level is 12th. Spell-Like Abilities: Always active—arcane sight, blessed sight*, detect snares and pits, see invisibility; at will—astral projection (self only), dancing lights, darkness, ethereal jaunt, fog cloud, greater invisibility (DC 17), light, nondetection (DC 16); 3/day—change self, mirror image; 1/day—greater shadow conjuration (DC 20). Caster level 12th.The save DCs are Charisma-based. *New spell described in Chapter 6 of this book. Whine (Su): A moon dog can whine as a standard action to automatically dispel any illusion effect within 50 feet. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a moon dog takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Keen Senses (Ex): A moon dog sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 60 feet. Luck (Su): A moon dog receives a +2 luck bonus on all saving throws (reflected in the statistics above). Scent (Ex): A moon dog can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Shadow Pattern (Su): When in shadowy light, a moon dog can move itself and manipulate the shadows around itself to create a special shadow pattern. Creating the pattern is a full-round action, and the pattern lasts only as long as the moon dog concentrates to maintain it, plus an additional 2 rounds. The pattern emanates in a 50-foot radius around the moon dog. Evil creatures within this effect are fascinated as though by a hypnotic pattern spell (Will save DC 17) cast by a 10th-level sorcerer. Good creatures within the effect are warded by a protection from evil effect and a remove fear effect for the duration of the pattern. The save DC for the hypnotic pattern effect is Charisma-based. Speak with Canines (Sp): A moon dog can use speak with animals (as cast by a 12th-level druid) to communicate with any canine animal, including dogs and wolves. This ability functions at will. Telepathy (Su): A moon dog can communicate telepathically with any creature within 50 feet that has a language. Skills: A moon dog receives a +4 racial bonus on Hide and Move Silently checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - 5esrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Baying frightens, damages and potentially banishes evil creatures - Innate spellcasting - Powerful bite attack - Can plane shift to astral or ethereal plane at will - Opposable thumbs let them hold items - Can stand and walk upright - Keen senses detect all illusion, never surprised - Masters of stealth - Movement in shadowy light causes hypnotic pattern of shadows (affects evil creatures only) and casts on nearby good creatures protection from evil and remove fear spells - Immune to frightened condition and nonmagical weapons - Advantage on all saving throws and takes half damage from anything requiring a save Appearance Moon dogs look very similar to large wolf hounds. Their strange heads are slightly human in appearance, giving the animals a very intelligent look. The creatures’ forepaws are adaptable, giving the moon dogs the ability to travel bipedally or on all fours. They are dark colored animals, ranging from dark gray to deep black. Moon dogs have amber eyes. Size Hero Forge: 2'2"(XL) Lore: Medium (3' at shoulders) Suggested: Medium Other Monikers Moon hounds Sources - Forgotten Realms Wiki - 3rd Edition Book of Exalted Deeds (2003) - 2nd Edition Monstrous Manual (1993) - 2nd Edition Monstrous Compendium: Outer Planes Appendix (1991) - Mojobob's website

  • Harpy | Digital Demiplane

    Harpy Medium Monstrosity, Chaotic Evil Hero Forge Mini Hero Forge Mini Kitbashed, mount mini Description (From 5th Edition Monster Manual - 1994): A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths. Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul. Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there. Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf’s cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf. When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf’s spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace. Harpy Song. To hear a harpy’s song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy’s wrath. Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat. When they attack, harpies play with their food, delighting in the “music” their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end. Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy’s lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal. (From Monster Manual v3.5 - 2003): This creature looks like an evil-faced old human with the lower body, legs, and wings of a reptilian monster. Its hair is tangled, filthy, and crusted with blood. A more malignant and wretched creature than the harpy is difficult to imagine. Taking great glee in causing suffering and death, the sadistic harpy is always watching for new victims. A harpy’s coal-black eyes clearly reflect its evil soul, as do the wicked talons on its knotty fingers. These vile creatures wear no clothing and often wield large, heavy bones as though they were clubs. Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them. Combat : When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon. Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save. Skills: Harpies have a +4 racial bonus on Bluff and Listen checks. Harpy Archer: A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money. Combat: Captivating Song (Su): Will DC 17 negates. Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat’s grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.) (From 2nd Edition Monstrous Manual - 1993): Harpies are wicked avian beasts that prey upon nearly all creatures but prefer the flesh of humans and demihumans. Harpies have the bodies of vultures but the upper torsos and heads of women. Their human features are youthful, but hideous, with frayed unkempt hair and decaying teeth. A foul odor surrounds all harpies and that which they touch. Harpies never bathe nor clean themselves in any way. Their dress, if anything, is limited to tattered rags and shiny trinkets taken from previous victims. The language of harpies, in contrast to their enticing song, is a horrible collection of cackles and shrieks. Although there are instances of harpies which could speak the languages of other creatures, these are few and far between. Combat: The song of the harpies has the ability to charm all humans and demihumans who hear it (elves are resistant to the charm ). Those who fail their saving throw versus spell will proceed towards the harpy with all possible speed, only to stand entranced while the harpy slays them at its leisure. This charm will last as long as the harpy continues to sing. Harpies can sing even while engaged in melee. It is impossible to fend off a harpy song simply by clasping hands over ears because the charm takes effect the moment the first note is heard. Characters making prior preparations to block out the sound, (wax in ears, etc.), are immune to the effects of the song. In addition, characters who make their saving throw are thereafter immune to its effect, until such time as they encounter a different group of harpies. If forced to fight, harpies can do so quite effectively by delivering a vicious bite and raking simultaneously with their talons. About 50% of all harpies encountered will use weapons, usually a bone club (damage 1-8) which they wield surprisingly well. The touch of a harpy upon a charmed individual has a similar, though somewhat less potent, effect. Those who are touched and miss their saving throw versus spell will stand mesmerized for 20+1d10 hours. The effect of either charm is broken if the harpy is slain. Habitat/Society: Harpies make their home upon coastlines in regions near shipping lanes and by well-traveled paths. There they use their song to lure travelers to their doom. Their lair is usually a shallow cave, which they defile until no animal dare approach it. Here they remain unless hunting. Harpies often carry victims back to their lair to devour them in more familiar surroundings. Harpies have little use for treasure, other than the shiny baubles which they often attach to their clothes. Other items, such as gold and weapons, are frequently interspersed amongst the filth and bones that litter the cave. This refuse can reach a depth of several feet in the oldest of harpy lairs. A typical harpy lair houses about a half-dozen of these wretched creatures. No male harpies have ever been seen and it seems that harpies can reproduce at will by laying a single egg every other year. Harpies take no care of their young, which live off carcasses and cave vermin until they themselves are old enough to sing and hunt. Harpies have no social structure, frequently quarreling over who gets what part of a victim and when to stop the torturing and start the feasting. Occasionally these quarrels will turn violent, so that more than one harpy feast has begun with the last minute addition of the losing harpy to the menu. Harpies will occassionally agree to cooperate in evil acts with other humanoids. Ecology: Harpies hunt all manner of beasts, remaining in an area for as long as the food supply lasts. They are despised and greatly feared by all creatures weaker than themselves. Harpies have a voracious appetite, devouring all manner of man and beast. They take great delight in torture, and frequently kill for pleasure. Slain victims which harpies do not eat are simply left to rot. Their life span is unknown but seems to be about 50 years. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Arborea, Prime Material Plane Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities -Entrancing song lures creatures into traps, environmental hazards, etc. - Talon, club, and bow attacks - Flight Appearance A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths. Size Hero Forge: 2'5" (6 ft.)(XL) Lore: Medium to Huge (4' to 16') Suggested: Medium to Huge Other Monikers Sirens Sources - Forgotten Realms Helps - Monster Manual (2014) - 3.5e Monster Manual (2003) - 2nd Edition Monstrous Manual (1993) - mojobob's website

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