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  • 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

  • Hellfire Engine | Digital Demiplane

    Hellfire Engine Huge Construct, Lawful Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Mordenkainen's Tome of Foes - 2018): Hellfire engines are semiautonomous bringers of destruction. Amnizus and other devil ish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy. Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. Soul Trapping . Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. (From Fiendish Codex II: Tyrants of the Nine Hells - 2006): This automaton thunders forward, its metal plates shrieking with each step, looking like an armored giant. Through the gaps at its joints you can see the white-hot light of some inferno raging within. Its head is terrifying, wrought to appear like a bearded man with the horns of a stag, its mouth opened impossibly wide. Hellfire engines are infernal constructs constructed as artillery for use in the Blood War. Strategies and Tactics: A hellfire engine responds to the simple commands of its creator, just like a golem, although it can also be ordered to follow the commands of another creature. When ordered to fight, it opens up with its breath weapon and then ambles forward, its fists leaving fiery arcs in the air. A hellfire engine’s most notable trait is the pure hellfire it spits at its opponents. No creature in the known cosmos can resist a hellfire engine’s awful attacks. Many devils speculate that hellfire engines serve not only to annihilate legions of devils, but also to deter any of the dukes of Cania from turning against Mephistopheles. Cold Iron Body (Ex) A hellfire engine is constructed entirely out of cold iron. Its slam attacks count as cold iron for the purpose of overcoming damage reduction. Death Throes (Ex) When destroyed, a hellfire engine explodes in a 60-foot-radius burst that deals 20d10 points of damage to everything in the area (Reflex DC 32 half). The save DC is Constitution-based. Hellfire Shield (Su) A hellfire engine’s body casts of tremendous amounts of energy. Any creature that strikes or touches a hellfire engine with an armed or unarmed melee attack, or that grapples a hellfire engine, automatically takes 6d6 points of damage. A creature takes damage from this ability only once per turn. Hellfire Slams (Su) A hellfire engine deals an extra 6d6 points of hellfire damage with its slam attacks. Hellfire : Hellfire is the creation of Mephistopheles, archduke of Cania. Hotter than the hottest flames of any world, hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. Hellfire does not deal fire damage, despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage. Sample Encounters: Hellfire engines are blessedly rare. The resources required to create them are scarce and only a master of hellfire can construct one. They are encountered individually, though squads of steel devils, orthons , and bearded devils sometimes support them. Individual (EL 19): Individual hellfire engines serve as guardians for powerful devils. Strike Force (EL 19): This group consists of a hellfire engine accompanied by a squad of either ten bearded devils, six orthons, or six steel devils. Ecology : Hellfire engines are tools of war. They anchor armies, lending impressive artillery to the ranks of devils. When not on loan to stem the flood of demon invaders, these constructs serve their creator, Mephistopheles, acting as guards or even just symbols of the devil’s power and prestige. Environment : Hellfire engines are native to the Nine Hells of Baator, but they can be found in any land or underground. Typical Physical Characteristics : A hellfire engine stands 16 feet tall and weighs 40,000 pounds. Construction : A hellfi re engine is assembled from 40,000 pounds of cold iron bathed in the blood of a dozen celestials and then polished with a rare blend of brimstone, sulfur, and acids found only in Hell, costing at least 80,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check. CL 25th; Craft Construct (MM 303), hellfi re storm, geas/quest, limited wish, polymorph any object, caster must be at least 25th level and lawful evil; Price 320,000 gp; Cost 200,000 gp + 9,600 XP. Hellfire Engine Lore: Characters with ranks in Knowledge (arcana) or Knowledge (the planes) can research hellfire engines to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Arcana): DC Result 29: This automaton is a hellfire engine, a construct created in the Nine Hells. 34: A hellfire engine spews gouts of hellfire, an energy unlike other forms of fire. These creatures are also quite hot, and their attacks burn not only the flesh but the soul. 39: As creatures of fire and steel, hellfire engines are susceptible to cold. They have a tendency to explode when they are destroyed. Knowledge (the Planes): DC Result 29: Mephistopheles is the undisputed master of hellfire. He is responsible for a number of abominations tied to this substance, but few are as as dangerous as the hellfire engine. Typical Treasure: Hellfire engines do not collect treasure, and such specialized weapons of war are rarely used simply to guard a vault or hoard. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Baator (Avernus, Cania) Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net Abilities - Flesh-crushing stride steamrolls over enemies - Multiple AOE Hellfire Weapons doing fire, lightning, acid, or thunder damage - Immune to fire, poison, charmed, deafen, exhaustion, frightened, paralyzed, unconscious - Resistant to cold, psychic, nonmagical weapons that aren't silvered - Magic Resistance - Immutable form Appearance This automaton thunders forward, its metal plates shrieking with each step, looking like an armored giant. Through the gaps at its joints you can see the white-hot light of some inferno raging within. Its head is terrifying, wrought to appear like a bearded man with the horns of a stag, its mouth opened impossibly wide. Size Hero Forge: 13 ft. (XL) Lore: Huge (16 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond - Fiendish Codex II: Tyrants of the Nine Hells (2006)

  • Lady of Pain | Digital Demiplane

    The Lady of Pain is quite possibly the most powerful entity in Dungeons & Dragons. She's murdered greater gods. But in the Planescape setting, her influence is limited to Sigil, the City of Doors, which she "protects" usually through haunting terror alone. Anyone who annoys the Lady is instantly flayed to death by her batting eyelash, or thrown into an infinite hell labyrinth forever. Learn more of the Lady of Pain here, and download her miniature (made in Hero Forge) for use in your own game. The Lady of Pain Large Power, Unaligned Hero Forge Mini Description Ah, Her Serenity, the Lady of Pain. She's the shadowy ruler of Sigil , the City of Doors, but for even the oldest of greybeards, the Lady's a mystery wrapped in an enigma. See, she doesn't speak a word. Nobody knows what she wants, what she is, or where she came from. Sigil's an ancient burg, and the Lady's always been there, a hovering presence of dread in the streets, not governing so much as haunting the place. She's thankfully rarely seen, because when she does show, it's always bad news. All a cutter can do is try to run, but if she's come for you, running won't help. Most who get on the Lady's bad side are torn to ribbons by something unseen . The rest are reduced to screeching, gibbering barmies. On her home turf, the Lady's the deadliest creature in existence. She's been known to slay greater gods who dare to muscle in on her city. The guvner's history books are thick with harrowing tales of her massacring whole buildings of sods in an instant, wiping out city factions overnight, and sending demon princes scrambling like roaches back to the abyss . And when a berk really deserves it, she'll imprison them in a demiplane created on a whim - one of the Lady's many mazes . They're worse than a death sentence, it's said; a body can suffer many lifetimes in a maze, looking for a way out and slowly going mad. Rumor is every maze has an exit, if a blood can just find it, but anyone who claims to have escaped the Lady's clutches is either lying or barmy. The Lady controls all the city's portals, and who - or what - gets in or out. She doesn't compromise, and when she shows up to lay down the law, it is absolutely brutal, but a lot of greybeards argue that it's all for a reason. See, Sigil's a tempting strategic prize to every god, arch-devil , and planar power there is. Whoever controls the city has routes to all places in existence. If Sigil were yours, you could use it as a breach head to conquer the planes, so a lot of high-up bloods are hungry to lay siege, if they could only stand up to the Lady of Pain. Ironically, the terror of the Lady ends up protecting a lot of innocent folk. She doesn't seem to care for conquest, beyond the Cage itself. In fact, she never leaves Sigil at all, far as anyone knows. Some believe the Lady's trapped inside the City of Doors - another reason they call it the Cage - but if she is stuck in Sigil, that might be a good thing. After all, she keeps the evil gods and powers out. She's the reason why cosmic wars haven't breached the city, and why angels and devils can cross paths without bloodying the streets - the Lady keeps it civil, or you're in the dead book. Still, plenty of awful stuff goes down in the Cage, things you'd think the Lady would put a stop to - murder, crime, wretched poverty, the ugliest sorts of politics - but most of the time she doesn't seem to give a fig, and lets the city's ruling factions sort it out. And if those factions misbehave, she makes them disappear. Locals are superstitious when it comes to the Lady. Folks try not to mention her in conversation, lest she appear. And according to these frightened sods, there's a few acts Her Serenity finds especially offensive - if you do these things, she'll show up right quick, they say, and then you're a deader. Don't block the portals around town. Don't mess with the Dabus , her servants. Don't threaten the city's stability. Don't mention a particular deity she murdered, whose name shall not be repeated here. And whatever you do, do not offer the Lady your worship. Never, ever call her a god. Word is she takes it personal. Heed those warnings, berk, because you never want to meet the Lady of Pain. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11 ft. (XXL) Lore: giant-sized (15 ft.?) Suggested: Large to Gargantuan Other Monikers Her Serenity, The Lady Appearance Abilities - Gaze that inflicts wounds, kills, causes fear or insanity - Banishment to Mazes - God-like control of reality inside Sigil - Flying, invisibility Every witness is barmier than the last, but most descriptions say she's a towering robed woman hovering several feet above the ground with a wreath of blades encircling her face. Home Plane Outlands (Sigil) Stat Block None (cannot be defeated) Sources - Forgotten Realms Wiki - Torment Wiki - AJ Pickett - Dolores , a poem from 1865 that inspired the Lady - Planescape Campaign Boxed Set - In the Cage: a Guide to Sigil

  • Kelubar

    Kelubar Kelubar Medium Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Fiend Folio - 2003) Kelubars are the bureaucrats of demodand society. They act as intermediaries between the shators and the farastus, as well as supervisors of farastu squads. The slime that coats their skin is a perfect match for their odorous personalities. Kelubars are obese, partly because of the fairly sedentary lives they lead. They weigh close to 500 pounds, stand about 8 feet tall, and have batlike wings with a span of almost 18 feet. Their skin is knobbed, rough, and leathery, and coated completely by a pale green slime that gives their dark skin a grotesque hue. Like all demodands, kelubars revel in the subservience of others. While they prefer exchanging words to fighting, they won’t hesitate to engage in battle should the need arise. Kelubars speak the language of demodands, as well as Abyssal and Common. Combat: If caught by surprise, kelubars try to negotiate their way into a superior position, at the very least delaying opponents with the appearance of diplomacy while they look for weaknesses in potential foes. In a fight, they first try to summon reinforcements before resorting to spell-like abilities and then melee, in that order. Acidic Slime (Ex): The slime secreted by a kelubar adds +1d6 points of acid damage to each of its melee attacks. On a successful critical hit, this burst of acid deals +1d10 points of acid damage. Sneak Attack (Ex): Anytime a kelubar’s target is denied a Dexterity bonus, or when a target is flanked by a kelubar, the kelubar deals an additional 4d6 points of damage on a successful melee attack. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, Melf ’s acid arrow, spider climb, tongues; 3/day—fog cloud, ray of enfeeblement; 2/day—acid fog, dispel magic. Caster level 13th; save DC 14 + spell level. Stench (Ex): A kelubar’s slime reeks of filth and decay. All creatures (except other demodands) within 30 feet of a kelubar must succeed on a Fortitude save (DC 19) or be overcome with nausea. This condition lasts as long as the creature remains within the area, and for 10 rounds after the creature leaves. A successful save means the creature is immune to that kelubar’s stench for 1 day (but not the stench of other kelubars). Summon Demodand (Sp): Once per day, a kelubar can attempt to summon 1d2 kelubars with a 40% chance of success (result of 61–100 on d%) or 1d4 farastu with a 60% chance of success (result of 41–100 on d%). Uncanny Dodge (Ex): A kelubar retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and it cannot be flanked except by a rogue of 11th level or higher. It can flank characters that also have uncanny dodge as if it were a 7th-level rogue. Skills: Kelubars have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks. (from Planescape Monstrous Compendium Appendix. I - 1994) The Kelubar are mad for wands and other small handheld magical items. By sneaking such easily concealed magical items back to the Lower Planes, the Kelubar can gain an important edge in the power struggles that characterize Gehreleth society. The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit 2nd Edition: - mojobob's website Abilities - Acidic slime that oozes from their bodies - Claws, bite, flight - Can transform body into acidic slime, becoming enitely liquid - Immune to acid, poison - Innate spellcasting Appearance Kelubar are slimy, ebon humanoids, shorter than farastu and thicker in the lower torso and limbs. Their hands are large and their huge heads oval: the horizontal axis is longest. Their effective Strength is 20 (+8 damage adjustment), and they weigh close to 500 pounds. Size Hero Forge: 7 ft. (XL) Lore: 6 1/2 ft. Suggested: Medium to Large Other Monikers Slime demodands, slime gehreleths, slime leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website

  • Rakshasa

    Rakshasa Rakshasa Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From 5th edition Monster Manual - 2014): The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, friends, or descendants. Like devils, rakshasas killed in the Nine Hells are forever destroyed. (From Monster Manual I 3.5 - 2006): This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. Some say rakshasas are the very embodiment of evil. Few beings are more malevolent. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn’t detract from the creature’s manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature. A rakshasa is about the same height and weight as a human. Rakshasas speak Common, Infernal, and Undercommon. Combat : In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary. Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Spells: A rakshasa casts spells as a 7th-level sorcerer. Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, Melf ’s acid arrow; 3rd—haste, suggestion. Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4. Rakshasas as characters: Rakshasa characters possess the following racial traits. — +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma. —Medium size. —A rakshasa’s base land speed is 40 feet. —Darkvision out to 60 feet. —Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. —Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks). —Racial Feats: A rakshasa’s outsider levels give it three feats. — +9 natural armor bonus. —Natural Weapons: Bite (1d6) and 2 claws (1d4). —Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier. —Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. For example, a rakshasa 2nd-level sorcerer has the same spells known, spells per day, and caster level as any other 9thlevel sorcerer. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar. —Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels. —Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon. —Favored Class: Sorcerer. —Level adjustment +7. (From AD&D 2nd edition Monstrous Manual - 1993): Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate; some say they are the embodiment of nightmares. Rakshasas stand 6 to 7 feet tall and weigh between 250 and 300 pounds. They have no uniform appearance but appear as humanoid creatures with the bodily features of various beasts (most commonly tigers and apes). Hands whose palms curve backward, away from the body, seem to be common. Rakshasas of the highest standing sometimes have several heads. All rakshasas wear human clothing of the highest quality. Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male. Rakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant. A rakshasa’s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle. As spirits, rakshasas are virtually immortal. They produce a new generation every century to replace the rakshasas that have been slain in battle. No creatures prey on rakshasas except those who would avenge their victims. Rakshasa essence can be an ingredient in a potion of delusion. About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability. About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability. About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers. (From Planescape: Planes of Law - 1995): Rakshasa clans rule several hidden cubes throughout Acheron, all led by a singularly powerful maharajah. The clans vie for his attention by kidnapping petitioners from other realms (and sometimes planewalkers as well) to serve as slaves in their palaces and masions. The rakshasa realms are cloaked by powerful illusions, and most sods know enough not to go looking for them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Immune to nonmagical weapons - Limited magic immunity - Claws inflict curse - Innate spellcasting Appearance This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. Size Hero Forge: 9'1" (XXL) Lore: Medium (6-7 ft.) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - 5th edition Monster Manual (2014) - Monster Manual 3.5 (2006) - Planescape: Planes of Law (1995) - AD&D 2nd edition Monstrous Manual (1993) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Shedu | Digital Demiplane

    Shedu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount & mini Description (from 3.5e Fiend Folio - 2003): A close cousin to the lammasu , the shedu travel throughout the Material, Ethereal, and Astral Planes extolling the virtues of law and goodness and helping those in need of instruction or protection. From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. If the creatures once held terrestrial kingdoms, those lands have most likely faded into history; the shedim do not speak of their crowns to anyone. Lawful good clerics sometimes call to the shedim, asking for council on matters of planar import or to guard their temples during important events such as the selection of a new leader or the delivery of a messianic child. Shedim have detail-oriented brains of superior construction— their immunity to mind control and their ability to focus on specific tasks without distraction make them excellent advisors and guards. Shedim speak Common, Draconic, and Celestial. They prefer to communicate telepathically. Combat : Despite their ability to trample opponents under powerful hooves, shedim make poor physical combatants against skilled foes. In such cases, they prefer to take to the air, from where they attempt to control enemies using dominate person. Should things get chancy, they jump to the Ethereal Plane or depart to the Astral Plane. Spell-Like Abilities: At will—clairaudience/clairvoyance, see invisibility, telekinesis; 3/day—dominate person. Caster level 9th; save DC 13 + spell level. Trample (Ex): As a standard action during its turn each round, a shedu can run over opponents at least one size category smaller than itself. This attack deals 2d6+4 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 18) for half damage. Depart (Su): Once per week, a shedu may cast astral projection as an 18th-level sorcerer. The ability affects only the shedu. Ethereal Jaunt (Su): A shedu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Magic Circle against Evil (Su): A shedu radiates a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the shedu can create it again as a free action on its next turn. Rational Mind (Ex): A shedu’s superior brain renders it immune to mind-affecting effects. Uncanny Stability (Ex): A shedu’s five legs grant it increased stability, rendering it immune to being pushed back as the result of a bull rush. The ability also prevents pushes from spells such as Bigby’s forceful hand. Skills: Shedim have a +8 racial bonus on Balance, Listen, Knowledge (the planes), and Spot checks. (from 2nd Edition Monstrous Manual - 1993): Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beards and mustaches. Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer’s status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. LESSER SHEDU: Languages: Lesser shedu speak shedu, lamia , lammasu , and most human tongues (although not common). Of course, they can always use empathy (a limited form of telepathy, see below). Lesser shedu always have the five powers listed above (within three disciplines), and they can use them without expending PSPs. In addition to these powers, a lesser shedu knows any three sciences and five devotions desired (from these disciplines, or others). Each creature tends to specialize in a particular discipline to complement the herd (each takes a different discipline). Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 9 4/4/13 All/All =Int 100 Psychometabolism — Sciences : nil; Devotion: ectoplasmatic form. Telepathy — Sciences : nil; Devotions: contact, empathy, mind link. Psychoportation — Sciences : nil; Devotion: astral projection. GREATER SHEDU: Listed are common powers. Powers they always have: ectoplasmic form, mindlink, contact, invisibility, mind bar, probability travel, teleport, dimension walk. Innate abilities that are like the psionic powers, but require no point expenditures: ectoplasmic form, mindlink, invisibility, mind bar, probability travel, teleport, dimension walk Greater shedu radiate protection from evil, 10’ radius . Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. Psionics Summary: Level Dis/Sci/DevAttack/DefenseScorePSPs 14 5/12/15 All/All =Int 200 Clairvoyance — Sciences : aura sight, clairaudience, clairvoyance, object reading, precognition; Devotions: danger sense, sensitivity to psychic impressions. Psychometabolism — Sciences : energy containment, metamorphosis; Devotions: body control, ectoplasmatic form. Psychokinesis — Science : telekinesis; Devotions: molecular agitation, molecular manipulation. Telepathy — Sciences : domination, mass domination, mind link; Devotions: contact, invisibility, mind bar, post-hypnotic suggestion. Psychoportation — Sciences : probability travel, teleport; Devotions: dimensional door, dimension walk. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, Ethereal Plane, Mount Celestia, Prime Material Plane Stat Block 3rd Edition: - 3.5e Fiend Folio (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website Abilities - Powerful psionic Spellcasting - Hoof attacks, trample - Immune to charm and mind-alteration - Flight Appearance From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. Size Hero Forge: Mount (Kitbashed) Lore: Large Suggested: Large to Huge Other Monikers Shedim (plural) Sources - 3.5e Fiend Folio (2003) - Monstrous Manual (1993) - Mojobob's Website

  • Enlightened | Digital Demiplane

    Githzerai Enlightened Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyank i kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts and weapons that deal psychic damage - Karach blade changes shape/color according to the zerth's will and emotional state - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics), including plane shift Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - Planescape: Torment Fandom Wiki - Planescape: Torment (videogame, 1998) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

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