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  • Fire Bat | Digital Demiplane

    Fire Bat Small Elemental, Neutral Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description Ah, the legendary fire bat, immortal demon of elemtnal chaos. The outer planes is a truly strange place. But... does a multiverse of bizarre creatures and infinite possibilities ever produce a creature so beyond unusual that it comes all the way back around and becomes boring again? Generic? Just meh? Like your six-year-old brother used crayons to add his own contribution to the monster manual? The fire bat is here to answer these questions, all while draining your blood and burning you at the time time. (From Planescape: Monstrous Compendium Appdendix III - 1998): As if the concept of animentals wasn’t interesting and strange enough, the intriguing little fire bats take things a step further. They’ve evolved. Fire bats are more than just bats made of fire — though to a casual observer, they probably appear to be just that, and nothing more. First of all, they’re surprisingly intelligent. They hunt in packs and fight with a cunning that no terrestrial bat could ever develop. Second, their form and nature distinguish them from both normal bats and pure elementals . The creatures appear relatively batlike but are 2 feet long with a 4-foot wingspan. They aren’t comprised entirely of fire but have physical bodies that burn with a steady, super-hot flame. Red-tinged fire bat skin is leathery and tough, moreso than a normal bat’s — even their thin wings are difficult to cut or pierce. Fire bat flight also differs from that of normal bats: They don’t glide, but instead propel themselves with the heated gases expelled from their own flames. They can even fly through fire and magma. Unlike other bats, fire bats prefer well-lit areas to darkness, although they’re able to see perfectly well in both (they have 120-foot infravision). Their enhanced sonarlike ability allows them to detect even invisible creatures and objects. The most dramatic difference, however, between fire bats and normal bats is that the former are immortal. When reduced to 0 or fewer hit points, fire bats reform as small balls of flame elsewhere on the Elemental Plane of Fire, eventually regaining their original form. This is true even on their home plane, though few primes realize it. Seemingly nothing except certain spells can decrease the number of fire bats on the plane of Fire. Between this ability and their method of reproduction (see “Ecology” below), fire bats have the potential to someday engulf the entire plane. Combat: In combat, a fire bat swoops down and bites its foes, draining blood and burning them at the same time (both the bite and the burn indict 1d4 points of damage, for a total of 2d4 points per attack). A successful hit in combat indicates that the fire bat has latched onto its prey and does not need to make further attack rolls to inflict more damage. Each round it drains more blood and burns the victim further. (Victims immune to fire still suffer 1d4 points of damage from the bite and blood drain.) After three rounds of draining, the fire bat drops off its victim, sated with blood. If the victim dies before those three rounds are over, the fire bat attacks other victims in order to finish feeding. A fire bat pack always divides up its attacks equally among a group of opponents. If 25% or more of the pack’s attacking numbers have been reduced through casualties or by sated bats, the pack flees. But that doesn’t mean that whatever prey is left is safe. After the bats recover from their losses, the pack returns and hounds its opponents, making further attacks until all have had their fill or until the prey is completely dead. Since sated bats produce more of their kind (see below), a greater number of beasts may return than were in the original pack. Immersing a fire bat (even briefly) in 10 or more gallons of water extinguishes its flames. It takes a fire bat 10 rounds to reignite its flames. Without its flames, the bat cannot fly and inflicts only 1d4 points or damage. As stated above, a “slain” fire bat simply reappears somewhere on the plane of Fire. To permanently destroy a fire bat, a body must cast affect normal fires , dispel evil , dispel magic , or protection from fire on the creature, and then kill it. Also, slaying an extinguished fire bat (by any means) has a 75% chance of permanently destroying the creature. Habitat/Society: Fire bats have propagated to the point where the Elemental Plane of Fire is quite filled with them. The bats maintain a good relationship with fire elementals and frequent areas where these creatures are found. Fact is, they sometimes dwell within fire elementals and feed upon the creatures that the elementals consume. Sometimes, when a wizard or priest summons a fire elemental, the fire bats within it accompany the summoning. This is bad for the summoner, for while he has control over the elemental, the spell or device used most likely holds no sway over the unexpected fire bats. Fire bats are enemies of salamanders , efreet , and many other creatures of flame, preying on them as they are in turn preyed upon. Nevertheless, they are occasionally encountered with such creatures, enslaved as guardians through magic common to the plane of Fire. Ecology: Fire bats gorged on blood reproduce by splitting into two distinct, adult individuals. This process takes about a day. Once it has reproduced, the bat cannot do so again for up to a year. During this time, the fire bat is only 50% as likely to attack and feed as those capable of reproduction. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - DanDWiki.com (homebrew) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Bite drains blood and burns victims at the same time. Damn. - Slowly disintegrates all known matter - Nothing resistant to disintegration, no magical protections possible - Immune to cold, fire, and most physical attacks and spells Appearance The creatures appear relatively batlike but are 2 feet long with a 4-foot wingspan. They aren’t comprised entirely of fire but have physical bodies that burn with a steady, super-hot flame. Red-tinged fire bat skin is leathery and tough, moreso than a normal bat’s — even their thin wings are difficult to cut or pierce. Size Hero Forge: 5'8" (XL) Lore: Small (4 ft. wingspan) Suggested: Small Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website

  • Aasimar | Digital Demiplane

    Aasimar (pronounced ASS, but I say ACE to avoid snickering), are the playable pretty boys of Dungeons & Dragons. They're the reverse of tieflings, with angelic blood in their veins. This usually makes them super handsome... white hair, halo, gold freckles... and lets them spawn angel wings for a minute a per day. But I love to make Aasimar NPCs the biggest entitled dicks in my own campaign. Lore and examples of Aasimar miniatures available here for your game (made with Hero Forge). Aasimar Medium Humanoid, Any Alignment Hero Forge Mini Alternate Versions Size Hero Forge: Varies (XL) Lore: Medium Suggested: Medium Abilities - Temporary angelic wings for flight and other celestial abilities - Otherwordly beauty Stat Block 5th Edition: - None (playable race) 2nd Edition: - Planescape Monstrous Compendium Vol II (1995) - Mojobob's website Home Plane Upper planes, outlands, prime material plane Other Monikers Plane-touched, Qaida, Xar'radas, Griffith, Yasha, Reani, Dora Appearance Aasimar appear as strikingly beautiful versions of whatever mortal people they were born from, often with one of more subtle celestial traits, such as: 1) A dusting of metallic, white, or charcoal freckles. 2) Metallic, luminous, or dark eyes. 3) Starkly colored hair. 4) An unusual hue tinting their shadow. 5) A ghostly halo crowning their head. 6) Rainbows gleaming on their skin. Sources - Forgotten Realms Wiki - Modrenkainen's Monsters of the Multiverse (2021) - Volo's Guide to Monsters (2016) - Planescape Monstrous Compendium Appendix II (1995) - DnD WikiDot - DnDBeyond - Mojobob's website Description (From Dungeon Master's Guide - 2014 [credits] ) Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes. (from Mordenkainen's Monsters of the Multiverse - 2021 [credits] ) Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. (from Planescape Monstrous Compendium Appendix II - 1995 [credits] ) Just like tieflings, aasimar are plane-touched creatures that can’t quite be called human. In their veins flows the blood of both humankind and one of the races of the Upper Planes – the rilmani, the eladrins, or the [aasimon ] (formerly guardinals, who are now the ancestors of the Aardling race instead )]. Aasimar are beautiful creatures, with calm, serene features and an inner radiance that shines from their faces. They’ve got long manes of white-gold hair, and bright, piercing eyes that seem to look right though a basher. It’s easy to mistake an aasimar for a human of unnatural purity, a half-elf, or even an agathinon . Aasimar tend to be noble, honest, and courageous cutters, but a body shouldn’t always assume an aasimar means him well; they are a few cross-traders and knights of the post among the aasimar, despite their noble birth. Aasimar are beautiful creatures, with calm, serene features and an inner radiance that shines from their faces. It’s easy to mistake an aasimar for a human of unnatural purity, a half-elf, or even an agathinon. Aasimar tend to be noble, honest, and courageous cutters, but a body shouldn’t always assume an aasimar means him well; they are a few cross-traders and knights of the post among the aasimar, despite their noble birth. Aasimar are scattered throughout the Outlands and Upper and Neutral Planes, but naturally avoid prolonged stays on any of the Lower Planes. (They’re too likely to be mistaken for an aasimon of some kind, and a tanar’ri or baatezu can’t stand the sight of an aasimon.) They usually dress to fit in with the population around them, so an aasimar living among the elven folk of Arborea dresses like an elf and assumes many of his hosts’ mannerisms. When an aasimar’s moved to great emotion, his heritage shines through his face like sunlight through clouds. There aren’t many evil bashers who can look an angry aasimar in the eye. As noted above, aasimar prefer to blend in with their neighbors and form no independent societies. They tend to be great travelers and wanderers, since they are welcomed anywhere on the Upper Planes and can pass without notice in most other places. Some aasimar set themselves up as traders and merchants; these cutters do a good business, since everyone knows they’re trustworthy. In fact, when an aasimar bobs some sod, he’s likely to get away with it since most people’ll take his word over his victim’s. Aasimar commonly intermarry with the people around them: in fact, it’s rare to find an aasimar bloodline more than four or five generations old. Unlike tieflings, aasimar are rarely outcasts or orphans. Instead, they usually have the benefit of a respectable upbringing on the side of their moral parent. On rare occasions, aasimar are born into primc-material worlds where no one knows their true heritage. In these settings, the young aasimar often becomes a great leader or hero. Aasimar’s expertise at fitting in with their settings makes them model citizens. They are upright and honest in their dealings, live clean and moral lives, and aren’t afraid to stand up for what’s right. This is all fine on the Upper Planes, but in neutral places like the Outlands it means that aasimar are born troublemakers. They’ve got an uncanny ability to ferret out underhanded schemes and put a stop to them. Aasimar’re as safe as the next body on their native planes, but in Sigil they’ve got to watch their step and curb their impulses. Aasimar can eat about anything a civilized human can. They have little liking for raw meat, fiery brews, or other such falre. Most aasimar have very discriminating palates and enjoy only the finest viands and wines of mortals. There’s a natural rivalry between tieflings and aasimar. Tieflings heartily resent them because their mixed heritage isn’t perceived as a fault like the tieflings’ own commonly is. To the tiefling mind, an aasimar is a coddled half-breed who’s had everything handed lo him on a silver plate. Assimar find it difficult not to be suspicious of tieflings in return. Combat : Aasimar are upright and fair warriors with deep respect of strength and faith. Unfortunately, their mixed blood makes them somewhat frail. All aasimar gain bonusses of +1 to Strength and Wisdom, and suffer a -2 penalty to Constitution. It’s real hard to sneak up on basilar; they’ve got senses like a cat’s, it seems. All aasimar have infravision to a range of 60’ and gain a +1 bonus to surprise checks due to their unnatural hearing and alertness. Aasimar suffer only half damage from fire and cold, and gain a +2 to saving throws versus any kind of charm, fear, emotion, or domination effect. The typical NPC aasimar described above is a warrior. Most aasimar favor well-made heavy armor such as plate mail, field plate, or banded mail. They’re likely to wear beautifully decorated suits, emblazoned with their coats-of-arms or other such frippery; an aasimar likes to stand tall and proud, and doesn’t care who knows it. Because aasimar seem to pick a lot of scraps with powerful evil creatures, they are fond of large weapons that take advantage of their natural strength. An aasimar’ll rarely be seen with an assassin’s weapon like a hand crossbow or poisoned dagger: they like big two-handed swords, halberds, and maces, and mighty long bows. About 25% of all aasimar are priests or fighter-priests, with the spell abilities of a 3rd-level cleric. About 10% more are mages of 3rd to 7th level, with four-sided Hit Dice. Aasimar mages do not gain the 10% magic resistance of the race. (from Volo's Guide to Monsters - 2016 [credits] ) "I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept once, twice, three times. The devils' heads hit the ground, one after another. And thus we learned that an aasimar traveled in our ragtag band." -Geldon Parl, Of the Tyranny of Dragons Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world. While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent. An aasimar, except for one who has turned to evil, has a link to an angelic being. That being - usually a deva - provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide. Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away frorri the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible. Protector Aasimar. Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Scourge Aasimar. Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Fallen Aasimar. An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.

  • Giants | Digital Demiplane

    Every Dungeons & Dragons game needs a gang of people who are really, really big. Well, not really... but it's an option! Most of the standard D&D giants are available here, complete with lore and Hero Forge miniatures ready for use in your own game. At some point I'll also add some weirder giant varieties from strange dimensions and older editions, and make a few more variants of existing giants, but for now... enjoy! Giants Made with Hero Forge Hill Giant Stone Giant Frost Giant Fire Giant Fire Giant Dreadnaught Cloud Giant Cloud Giant Smiling One Storm Giant Storm Giant Quintessent (from Dungeons & Dragons 5th edition Monster Manual - 2014 - [credits] ) Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. THE ORDNING: Each of the main gian t races — the cloud giants, fire giants, and storm giants — are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. GIANT GODS: When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for storm giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. GIANTS OF YSGARD: (from Planescape: Planes of Chaos - 1995 - [credits] ) JOTUNHEIM: "Giant Land," the country where the Norse giants live, is a harsh and demanding country where all small creatures are hunted by larger ones. Raw strength, elemental passions, and a sense of arrogant superiority make Jotunheim noxious. Abrasive weather and residents combine to make the giants' realm one of the least hospitable places among the Upper Planes. Powers : Sutrtr and Thymm. The giant gods of frost and fire rule Jotunheim, though the other gods of the giants pay occasional visits. Surtr rules from Meerauk, while Thrym wanders the mountains and glaciers with a hand of giantish jarls (ruling lords). His court makes occasional stops in Utgard. Jotunheim is a realm of frost and fire, volcanoes and glaciers, not hospitable to visitors. The land is made of desolate plains and snow-capped mountains. Only sickly vegetation grows here - stunted pines, yellowing mistletoe, and scraggly weeds. Jotunheim's the site of the Well of Mimir. Guarded by Mimir the Wise, the water from this magical well increases the Wisdom of the drinker by 1-4 points. Mimir himself (Px/male mountain giant/Fated/N) answers only to the giants and the Norse powers; all others are slain. His well is sunk in a dark crevasse between two hills, where one of the major roots of Yggdrasil enters the land. Utgard's the major city and fortress of Jotunheim's giants. Utgard is heavily defended and protected by illusions and camoflage. The city is ruled by a giant king, Utgard-Loki (see below), who keeps a council of Jarls in line through sheer force of will. Succession among the giants is a bloody but usually mercifully short affair involving the slaughter of all pretenders to the throne until only one remains. On the few occasions when there are no survivors, an ambitious commonder giant founds a new dynasty, usually a shaman or respected war leader. Meerrauk is the ancient thronehall of the giants, an enormous underground city carved from soft volcanic stone. Its towers are entire mountaintops, and its roots reach under the stone to the rivers of fire that burn beneath the entire earthberg. The Skull-Throne of Ymir is the eseat of all giantish authority; no giantish king crowned elsewhere is recognized in Ysgard. The smallest of Jotunheim's notable settlements is the hall of the great Ring-giver of the giants, Brimir (M/male frost giant/Fighter 5/Ring-Giver/chaotic neutral). His beer-hall is Okainir, a raucous place in summer that's almost entirely deserted in the winters, when Brimir is said to hibernate atop the beer kegs in the cellar. Giants come here to wresetle, boast, and drink themselves senseless, and they don't like visitors who can't keep the giants' pace. Any berk who can is welcome. Special Conditions: Dwarves and gnomes are particularly hated and are prized prey - the giants of Jotunheim hate the small folk because Thor's hammer Mjolnir (whose bite has felled many a giant) was forged by Norse dwarves. The volsing clan of fourteen mountain giants runs a ferry over the River Iving between Asgard and Jotunheim. They cross the Iving once at dawn, noon, and evening. During the season of the midnight sun, they add a midnight crossing as well. Their raft can carry a thousand men and five hundred ponies, though few travelers send their mounts. (One of the clan has a fondness for horsemeat, and those who argue with the giants don't survive the river crossing.) Principal Nonplayer Characters: Many giants can work magic, but none are so skilled at it as Utgard-Loki (M/male mountain giant/ Priest 14/W(l)14/Fated/Chaotic Neutral), one of the most powerful of the giants of Jotunheim. Utgard-Loki has wrestled with the Aesir and won through magic. A wandering shaman of Kostchtchie preaches the tanar'ri lord's doctrine to the frost giants. Not even the Guvners know how many have joined his worshippers, since they've all been taken to Kostchtchie's layer of the Abyss to become frost mages. A dozen of the mages recently returned as high-ups, preaching to their fellows for more converts. A movanic deva with broken wings serves as the jester in the city of Jotunheim, where he is kept chained to the high table. Named Silverwing by the giants who ambushed him years ago, he has never spoken a word in his long years of confinement. His wings were deliberately crushed under rocks until the bones reset at twisted angles, and he will never fly again. His bedraggled feathers are constantly molting. Some say the feathers bring luck, others bar that. Services : the giants do little for those who aren't both rich and powerful; it's beneath their dignity to work for the little folk. Any basher wanting to do business with the giants must first prove [they're] worthy, and [they'd] better be a blood if [they want] to outwrestle, outfight, or outrun a giant in some challenge. They can drink an ale horn the size of an ox cart and eat a netful of fish. Despite their reputation for thick-headedness, many giants are as canny as knights of the cross-trade. 'Course, a basher who loses a riddling contest with a giant is more pathetic than one who loses a wrestling match - though probably in better shape. If a blood can show up a giant, [they'll] always be respected in Jotunheim, where respect brings gifts, followers, and favors. Otherwise, [they have] no choice but to buy from the dwarves, who charge double for everything they bring to Jotunheim. Hill Giant Stone Giant Frost Giant Fire Giant Fire Giant Dreadnaught Cloud Giant Cloud Giant Smiling One Storm Giant Storm Giant Quintessent

  • Succubus

    Succubus Succubus Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash, 3 variants below (inc. single mini) Description From Dungeons & Dragons Monster Manual (2014): Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz’zt keeps succubi and incubi as advisers and consorts. Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways. Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal’s bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim’s dreams with debauched images, the victim becomes more susceptible to temptation in everyday life. Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature’s actions. Appearing in the guise of a humanoid who has previously appeared only in the victim’s dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will. A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely — some say by causing the victim to commit the three betrayals of thought, word, and deed — the victim’s soul belongs to the fiend. The more virtuous the fiend’s prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes. The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn’t responsible for its actions, so forcing it to behave against its will won’t bring the fiend closer to the ultimate prize: the victim’s soul. Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend’s longing for a corrupted soul. Likewise, the recipient of the fiend’s kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Lower Planes Stat Block 5th Edition: - Basic Rules (2014) - Aidedd.org - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Shapechanger - Can shift to ethereal plane - Charm allowing mind control through telepathic bond - Deadly, draining kiss Appearance Incubi/Succubi look more tanar’ric in their true form: that of a beautiful humanoid with large wings and sinister, glowing eyes. Size Hero Forge: 7 ft. Lore: Medium Suggested: Medium Other Monikers Incubus (same species) Sources - Forgotten Realms Wiki - Basic Rules (2014) - Aidedd.org - DnDBeyond - Mojobob's website

  • Black Abishai

    Black Abishai Black Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes (2018): Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells . Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Casts creeping darkness - Hides in shadows easily - Magic weapons, bite - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The Black Abishai most closely resemble their draconic kin, the black dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (8 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Shad | Digital Demiplane

    Shad Small Fey, Neutral Hero Forge Mini Kitbashed, single mini, 1 variant below (inc. no kitbash) Description (From Planescape: Monstrous Compendium Appendix III - 1998): Long ago, a druidic cadre on a prime-material world known as Verdorth gathered together in order to perform a task so monumental that only a clueless prime would think it possible. They sought to transform the Elemental Plane of Earth. See, these folks had learned of the Beastlands, a plane where the animal life ruled, and they sought to find a plane where the same could be said for the plant life. The druids found no such place (except for a certain layer of the Abyss, but that didn’t have the kind of plant life they really meant) and decided to make their own. These ambitious berks were confident — some might say overconfident — that they were doing a good thing. The druids of Verdorth used their spells to create air-filled grottoes within the Elemental Plane of Earth. These cavernous chambers were then fertilized and cultivated. The prime bloods grew all manner of plants in the secret gardens, and as time passed, the druids — and the subsequent generations that came after them — intensified their magic and extended the caverns throughout the plane. Temporary artificial gates leading to the Elemental Plane of Water provided the vast gardens with water, while “sunlight” streamed in through similar rifts to the Quasiplane of Radiance. For years, the plants flourished under the care of the druids, who nurtured the flora in ways that nature never could. Chant has it that the plants grew in strange and unpredlctable ways. Trees shot up to mountainous heights, vines moved of their own accord, and fruit offered more than simply sweet flavor. Unfortunately, it’s unlikely that anyone’ll ever corroborate these stories, because disaster struck the druids — and thus, their gardens. An unknown force (some say the dao , some say the pech , some say an enemy from Verdorth itself) slaughtered the dedicated caretakers. Each and every one was put in the dead-book, and it didn’t take long for neglect to claim the fantastic forests and orchards they’d cultivated within Earth. But flora wasn’t all that lived in those hidden caverns. Monstrous trees over a thousand feet tall were the homes of hordes of tiny, gray-skinned, humanoid creatures with very short hair and large eyes. Where they came from, no one knows, but it’s said that not even the druids knew of their presence. As the towering plants died, the creatures fled like insects from a withered oak. They spread into the artificial grottoes and eventually adopted the plane of Earth as their own. Today, folks know these invaders as the shad, and though many consider them to be vermin, they’re actually surprisingly intelligent. Shad have their own language. and they adorn their large ears with multiple earrings. They also like to attach precious stones to their otherwise simple garments. Combat: The shad prefer weapons of ancient wood or stone such as axes, clubs, staves, knives, daggers, spears, and short swords. Though the weapons may appear crude, they actually possess keen edges and sturdy constriction. After all, the shad must contend with true natives of Earth, creatures made partly or wholly of stone, so they take care to craft weapons that’ll stand up to repeated pounding on solid rock. The harsh environment in which the shad have lived for many centuries has produced only the hardiest of individuals. Thus, the creatures are immune to poison, disease, petrification, and paralyzation. Further, they gain a +1 bonus on all saving throws versus spell, breath weapon. and rod/staff/wand. Thin and wiry, the shad can contort their bodies to fit through openings as tiny as 6 inches by 6 inches (or sometimes even smaller). Naturally, this also means they can slip most any manner of bonds. Both skills aid the creatures in escaping the dao slavers that hunt them mercilessly. Among the shad, a small number of priests and even (strangely enough) druids exist. Such individuals can reach 6th level. Additionally, for every 10 normal shad in a tribe, there’s usually one great warrior with 3 or even 4 Hit Dice. These rare bashers sometimes carry wooden shields, which improve their AC by 1 (to 5). Habitat/Society: Virtually all creatures on the Elemental plane of Earth see the shad as invaders, vermin, and enemies. Remarkably, despite the fact that nearly everything else on the plane seeks their destruction, the shad have survived — and even flourished. They are incredibly adaptable and prolific in reproduction. Since they have no ability to pass through stone, the nomadic shad must occupy existing openings and caverns that wend their way through the plane. Occasionally, they use their tools to painstakingly carve out their own tunnels and caves. The shad aren’t openly aggressive (at least, not if they’ve eaten recently), but they’re unlikely to trust or help strangers. They’ve lasted as long as they have only by focusing on their own survival. Peery to the extreme, the shad assume that all creatures are out to get them, or, at the very least, are competition for meager local resources. The priests and druids of the shad possess the power to spontaneously produce small amounts of plant life or fungus, which they nurture as best as they can in the lightless environment. The flora relies on water from the rare pockets that seep in from that Elemental Plane, which provides needed liquid to the shad as well. The tribes sustain themselves by eating these plants, but they always leave some of the flora intact. Perhaps they have a racial memory of the Verdorth druids and are slowly attempting to carry on their ancient mission. Shad have a high birth rate and a short life expectancy, so they take steps to spread knowledge among their kind in lasting ways. For example, if a tribe comes upon a dangerous area (perhaps one of unstable terrain), they mark it with a warning symbol in the nearby stone to alert other wandering shad. But the sign’s intended for their own tribe as well — by the time they return that way, everyone who explored the area firsthand might have long since died, replaced by new shad. The symbol will prevent them from repeating the mistakes of the previous generation. Shad also mark areas of nearby water, secret food caches, and so on. Berks unskilled in interpreting the symbols find them impossible to decipher. Planewalkers who know the dark of the markings, however, may find their time on the Elemental Plane of Earth a little easier. Ecology: Aliens on their own plane, the shad are nomadic pariahs that roam Earth’s tunnels looking for water and air. They eat plants and fungus produced by their tribes’ priests and druids, as well as slain digestible foes, which are few (though khargra innards can be cooked up nicely). Most folks find it distasteful that the shad also eat their own dead, but this apparently causes them no ill effect, and they never seem to kill one another just for food. Though they don’t appear insectoid in nature, some graybeards speculate that the shad somehow descended from insects that lived and mutated in the druids’ giant trees. ’Course, that still doesn’t explain how the original insects got there in the first place. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 2nd Edition: - Mojobob's Website Abilities - Wield surprisingly sturdy weapons - Can squeeze through openings as narrow as half of a foot - Immune to paralysis, poison, disease, and petrification - Magic Resistance - Priests cast spells Appearance Small, gray-skinned humanoid creatures with very short hair and large eyes. Size Hero Forge: 4 ft. (Kitbashed) Lore: Small to Medium (4-5 ft. tall) Suggested: Small Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Tome Archon

    Tome Archon Tome Archon Large Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 3 variants below Description (From the Book of Exalted Deeds - 2003): In the days of creation, when the multiverse still quaked with the aftershocks of birth, the Seven Mounting Heavens of Celestia awaited the mortal souls who would protect and guide the plane as the first archons . Seven blessed martyrs who had sacrificed themselves to the cause of law and goodness emerged upon the young plane with powerful and unique forms—a mandate from Celestia itself that these beings would serve the Seven Heavens as their immortal rulers. The seven martyrs, or their successors, together form the Celestial Hebdomad, the ruling council of Heaven. Similar to the strict hierarchy that rules the Nine Hells, the Hebdomad governs the affairs of their home plane, supervising the archons beneath them, marshalling the celestial armies when necessary, and leading troops to war against the forces of evil when Zaphkiel, their head, so commands. In stark contrast to the archdevils of Hell, the seven paragons of Celestia (sometimes referred to as “tome archons” by scholars from the Material Plane) are utterly without jealousy, envy, or pride. Plotting and infighting are unimaginable within their ranks, and never have the armies of one celestial paragon marched upon the fortresses of another. Like Asmodeus in the deepest Hell, Zaphkiel is an ancient ruler shrouded in mystery. He is wrapped in radiant light and bathed in holy power, as though a living extension of the heaven he rules. He is the only one of the original seven martyrs who remains in his position in Celestia—his original six fellows have all perished in the eons since their establishment. As one of the Hebdomad falls, however, another archon somewhere in Celestia rises to take its place, instantly assuming the form, rank, and power of the fallen one. Most scholars believe that Zaphkiel alone can promote another archon to the Hebdomad, which may account, along with the exalted nature of the archons, for the complete peace and harmony that prevails among the ruling council. When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 100 feet who have dealt damage to the paragon within the past day must make a Will save (DC 10 + 1/2 the paragon’s Hit Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that fail receive an unsightly rune upon their faces that instantly identifies them to any lawful good outsider as a murderer of a member of the Hebdomad. The mark may be removed with a wish or miracle spell. A righteous aura surrounds the paragon when it fights or gets angry. Any hostile creature within a 20- foot radius of the paragon must make a Will save (DC 10 + 1/2 the paragon’s Hit Dice + its Cha modifier) to resist its effects. Those who fail take a –4 morale penalty on attacks, AC, and saves for one day. If an affected creature makes a successful hit against the paragon, that creature (only) can attempt a new saving throw. A creature that makes a successful saving throw against the effect cannot be affected again by that paragon’s aura for one day. (From Planes of Law - Monstrous Supplement - 1995): Tome archons, the rulers of the seven layers, look like winged humans with hawk heads. Their bodies are covered with armor – a point to remember, for their primary duty is to defend. If necessary, however, they will take the initiative and attack first in an effort to prevent further warfare. The seven tome archons are each responsible for a single layer of Mount Celestia. These archons oversee the layers with near-omniscience, though they’re unaware of what transpires in the realms of the powers. It’s said that the tomes meet to discuss the affairs of the plane, but of course lesser creatures aren’t allowed in or near these meetings, so perhaps that’s conjecture. Combat : Like the throne archons, tome archons despise fighting personally, though with the tomes its also a matter of global prudence, as opposed to purely personal. Since there are only seven known tomes, their deaths would spell disaster for the archon hierarchy. Therefore, whenever needed, a tome archon can summon 1,000 lanterns, 500 hounds, 250 wardens, or 125 swords to its defense. If necessary, the tome can defend itself by firing rays of light from its hands, twice per round, for 1d10 points of damage each. A tome can also cast spells from any priest sphere as if it were a 20th-level priest. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block - Book of Exalted Deeds (2003) - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website - 5e: Try homebrew below Abilities - Mass summoning - Righteous aura - Shoots searing rays of light from hands - Permanently marks any creature that slays them - Angelic Weapons - Innate Spellcasting Appearance The seven Tomes who rule the layers of Mount Celestia are seldom seen by mortals, and their appearance is debated by scholars. Each ruling archon apparently has its own distinct form, though all possess humanoid and angelic features, and are usually heavily armored, as their primary duty is to defend. They are androgynous, though some appear with traits resembling male or female. There are also reports of Tome archons manifesting with the heads of celestial owls and hawks. Size Hero Forge: 7 ft. (XXL) Lore: 8 ft. Suggested: Large Other Monikers Paragons, Tomes, Celestial Hebdomad Sources - Monster Manual Expanded III by DM's Guild (2021) - Forgotten Realms Wiki - Book of Exalted Deeds (2003) - Planescape: Planes of Law; Monstrous Supplelement (1995) - mojobob's website

  • Nabassu

    Nabassu Nabassu Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Mordenkainen's Tome of Foes (2018): The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack — even if that other creature is a demon, including another nabassu. Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords’ amulets. Demonic Infiltrators. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative — for as long as the supply lasts. From Planescape: Monstrous Compendium Appendix I (1994): Nabassu are creatures spawned in the Abyss but nurtured on other planes, where they grow and gain power by slaying and devouring humans. They communicate using telepathy. Nabassu are a scourge of humanity. They are the only fiends that live a part of their lives on a foreign plane. Unlike other tanar’ri , nabassu seem to have no place in the Blood War. Once they return to the Abyss from their tour of carnage on the Prime Material, they will reside in one of the fortresses of the Abyss for the rest of their immortal existence. What role these monsters play is unknown. Perhaps the slaying of humans and spilling of innocent blood somehow bring the tanar’ri power. Combat : Nabassu go through two distinct phases, fledgling and mature, that have different combat abilities. However, in both phases the nabassu can attack with two claws (2d4 damage each) and bite (3d4 damage). They can attack with magic but prefer natural attacks, especially against a helpless enemy. These create greater terror in the victim and, therefore, greater pleasure for the nabassu. Fledgeling : Fledglings begin life with AC 4 and 7 Hit Dice. When they enter another plane (usually the Outlands or the Prime), they gain 2 more hp. Each victim killed and eaten on the foreign plane adds 1 hp and a “half factor“ of AC. For example, a fledgling that devours two humans would have 7+4 HD and AC 3. After 18 meals it reaches full growth (AC -5 and 7+20 HD). Immature nabassu do not gain the spell-like abilities available to other tanar’ri but have the following spell-like abilities: darkness, 15’ radius and its death gaze (once per day). The death gaze forces the target to save vs. spell or transform, over 10 days, into a ghast (or ghoul if the victim is a demihuman). The death of the nabassu or a remove curse spell reverses the process, but once the process is complete, the change is irrevocable. Immature nabassu also have some thief abilities: move silently (40%), hide in shadows (50%), detect noise (55%), and backstab (×2). They are affected only by attacks from magic or cold-wrought iron weapons. Nabassu have Strength 19 (+7 damage adjustment). Mature : At full growth, nabassu lose their fledgling abilities but gain those spell-like abilities available to all tanar’ri, plus the following spell-like powers: energy drain [by touch), regenerate (1 hp per hour), silence, 15‘ radius, and vampiric touch. Three times per day, a mature nabassu can attempt to gate in 2-20 manes, 2-5 cambions, or I mature nabassu with a 45% chance of success. When in the Abyss, mature nabassu can automatically summon 2-5 ghasts once per day. Mature nabassu can become ethereal at will, twice per day. Also, any living creature coming within 10’ must save vs. paralyzation or he paralyzed for 1dlo rounds (once per encounter). Mature nabassu have the same Strength and immunities as fledglings. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Soul-stealing gaze - Heals by devouring souls - Claws, bite - Demonic shadows - Flight Appearance Nabassu, unmistakably fiends, are gargoylish in appearance, standing 7’ tall. They are gaunt with leathery wings, tightly corded muscles, long claws on hands and feet, steely gray eyes, and a wide mouth lined with sharp fangs. Size Hero Forge: 7 ft. Lore: Medium (7 ft.) Suggested: Medium to Large Other Monikers Death Stealers Sources 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I (1994) - DnDBeyond - Mojobob's website

  • Kelubar

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

  • Rakshasa

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

  • Demogorgon | Digital Demiplane

    Demogorgon Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Double mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them. Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later. Demogorgon's Lair: Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions: On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears. Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Regional Effects: The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects: The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Demogorgon dies, these effects fade over the course of (1d100) days. Madness of Demogorgon: If a creature goes mad in Demogorgon’s lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “Someone is plotting to kill me. I need to strike first to stop them!” 21-40: “There is only one solution to my problems: kill them all!” 41-60: “There is more than one mind inside my head.” 61-80: “If you don’t agree with me, I’ll beat you into submission to get my way.” 81-00: “I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!” (from 3.5e Fiendish Codex I Supplement - 2006): The demon towers a full 18 feet tall, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, attached to which are two long, writhing tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. Savage and ruthless, Yeenoghu is the patron of all gnolls and commands the servitude of ghouls through the subjugation of the demonic King of the Ghouls. Servants, Enemies, and Goals: Inside the Prince of Demons rages a secret war for control of himself. Demogorgon has two heads and therefore two minds, and each one seeks domination of the other. Aameul is the persona in control of Demogorgon’s left head, while Hethradiah controls the right. Each is unable to control the other, nor could one slay the other without also perishing. By most defi nitions, this internal confl ict would be described as insanity, but that would be applying inappropriate mortal standards to one whom such standards can never apply. Demogorgon’s war with Orcus and Graz’zt has been epic in scope. Their armies have clashed throughout the Abyss since the dawn of the tanar’ri race. For a time, Orcus vanished (apparently slain), as did Graz’zt (who was imprisoned on the Material Plane by the archmage Iggwilv), yet never has the Abyss known complete peace from this eternal war. Demogorgon is served by all manner of demons, some of which (such as the retriever) were actually created by him. Many powerful and unique demons serve him as well, and he commands armies of evil lizardfolk, scheming yuan-ti, sadistic troglodytes, vampiric ixitxachitl, and countless shoals of Abyssal aquatic predators. His close alliance with the ancient demon lord Dagon has provided him with access to Abyssal secrets that the other demon lords could only guess about. The methods of creating the powerful undead warlords known as death knights represent the least of these secrets, yet they are horrific and potent nevertheless. Worshipers of Demogorgon are more likely to be scaly things that hide from the light than humans or members of other civilized races. Despite his statue in the Abyss, the vast majority of the Material Plane is blissfully ignorant of his existence, yet they know his works, if only indirectly. The troglodytes worship him as Ahmon-Ibor, the Sibilant Beast, and use his teachings to bring vile intelligence and fanaticism to the beasts of the wild. Yuan-ti know him as Siosivash and raise great temples to him in sunken caverns. The unknowable ixitxachitl are his chosen minions on the Material Plane, and even they dare not speak his name aloud. The rare human cults that venerate the Prince of Demons welcome piracy and cannibalism with open arms. While humanoid cults dedicated to Demogorgon might be rare, individual humanoid worshipers of the Prince of Demons are more likely menaces. These followers often control the societies they live in or have much influence over those who do. They keep their faith secret from society, and use their power to spread evil and misery in his unspoken name. Clerics of Demogorgon have access to the domains of Chaos, Corruption, Demonic, and Evil. His symbol is a forked tail. Strategy and Tactics: Demogorgon is a powerful foe, yet he disdains direct confrontations. He would rather send his minions (of which he has many) into battle to settle his disputes. If Demogorgon must fi ght, he uses project image fi rst from a secure location protected by demonic minions and symbols of death. He uses his spell-like abilities (leading with dominate person and feeblemind), using two per round until he is confronted in combat. In melee, Demogorgon typically takes a full attack action, a move action, and a standard action to use a spell-like ability. He prefers to use his beguiling gaze and insanity gaze passively, rather than sacrifi cing opportunities to make physical attacks or use spell-like abilities. He saves his hypnosis gaze for when he fi ghts a single foe. Dual Actions (Ex): Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds’ worth of actions in any given round, as if he were two creatures. For instance, he could take two standard actions and two move actions, or he could take two full-round actions. Energy Drain (Su): Any living creature hit by Demogorgon’s tail slap gains 1d4 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. If a negative level has not been removed before 24 hours have passed, the afflicted opponent must succeed on a DC 37 Fortitude save to remove it. Failure means that the opponent’s level (or Hit Dice) is reduced by 1. The save DC is Constitution-based. Gaze (Su): Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 32 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold (MM 309). Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both. Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell (DC 32) with a range of 30 feet. Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of an insanity spell (DC 32) with a range of 30 feet. Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based. Rot (Su): Any living creature touched by Demogorgon’s tentacles must succeed on a DC 37 Fortitude save, or its flesh and bones begin to rot. The creature takes 1d6 points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies or a remove disease spell is cast. The spell stops further damage, but lost Constitution points return only with natural healing and cannot be restored with magic. The save DC is Constitution-based. Summon Tanar’ri (Sp): Once per day, Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshnees, 1 marilith, or 1 balor. This ability is a equivalent of a 9th-level spell (CL 20th). Amphibious (Ex): Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land. (from 4th Edition Demonomicon - 2010): The Prince of Demons: Drawn by whispers promising power and dominion over the unfolding realms of creation. the first primordials entered the Abyss. The shattered realm they observed within the vortex was thoroughly corrupted, but these creatures were unconcerned with morality as they pressed on, beckoned by the whispering ofthe Abyss's evil heart. As they explored farther into the desolation. they came upon a great. blood-red ocean, and they knew they had reached that heart at last. Floating there in the shallows ofthe nascent Blood Sea. the shard of evil called out for one strong enough to step forward and claim it. The first to set forth was a petulant primordial of unbridled fury named Demogorgon. As Demogorgon waded into the turbulent surf, however, another being rose up from the darkened depths beneath the sea. The interloper Dagon challenged Demogorgon for the right to claim the shard, the mighty primordials clashing in a battle that turned the sea to a bloody storm. But as they fought, a third being crawled up from a hitherto unseen pit to claim the shard as his own. Obox-ob, a loathsome obyrith of putrescence and filth, had become the first Prince of Demons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (88th layer: Gaping Maw) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Gaze can beguile, confuse, hypnotize - 4 tentacles inflict force damage that cannot be healed until a long rest - Necrotic tail attack - Spellcasting - Infectious madness - Twin heads gives resistance to stunned, blinded, deafened, and unconscious conditions - Legendary Actions - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Truesight - Telepathy Appearance The demon towers a full 18 feet tall, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, attached to which are two long, writhing tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. Size Hero Forge: 14'8" (XL) Lore: Huge (18 ft. tall) Suggested: Huge to Gargantuan Other Monikers Prince of Demons, Imprisoned One, Siosivash (by yuan-ti), Leemooggoogoon the Deep Father (by kuo-toa), Ahmon-Ibor the Sibilant Beast (by troglodytes) Sources - Forgotten Realms Wiki - Jorphdan (youtube video) - AJ Pickett (youtube video) - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 4th Edition Demonomicon (2010) - 3.5e Fiendish Codex I Supplement (2006)

  • Administrator

    Administrator Genie Administrator Genie Medium Elemental, Lawful Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Monstrous Compendium: City of Delights -1993): Tasked administrator genies serve in bureaucracies, both for other genies and for humans, acting as advisors, negotiators, and all-around bureaucrats, and they often act for their masters in day-to-day decision making. Administrators are tall, noble, and pleasing to the eye. They prefer to dress in flowing silks that highlight their fine musculature, but they wear appropriate clothing for their duties. Their skin color is dark tan with a slight bluish cast. These genies retain limited telepathy and can communicate with creatures of at least low intelligence. They can either fly or swim, depending on whether they were once djinn or marids. Administrators seldom use their special movement for transportation, preferring to save it for times of emergency. Administrator genies are very proud of their work, considering bureaucracy an honorable profession with many benefits. They serve in many capacities, from clerk to city manager, but they are almost always ambitious and try to rise to positions of power. They prefer behind-the-scenes power however, and try to stay out of the public eye. A tasked administrator is often part of a family of like genies who sometimes serve together in especially large bureaucracies. Those administrator genies who work alone can always call on their other family members for favors, and there seems to be an extensive under-the-table trade between them. Rumors state that there are only two families of tasked administrators, one formerly djinn, the other formerly marids. Since they seem to know many other tasked administrators (and constantly refer to their cousin or brother or uncle who can help in a given situation), the rumor may be true. There seems to be a rivalry between the djinni and marid families. Since most tasked administrators consider their duties a normal job, they expect to be well paid, and they make efforts to gather riches to pass on to their family. When they reach a level at which they feel they can retire, they often try to pass their job on to offspring, or at least other family members. Administrators are quite skilled at their duties. As with any job, however, there is a period of training, and young tasked administrators may be inefficient or appear habitually frazzled. If given a chance, though, they almost always settle into a routine. Those who remain inefficient act as assistants to other tasked administrators or are assigned by the family to rulers who have somehow offended the family. If tasked administrator genies are bound into servitude, they often become surly and obstinate. Though they follow their orders, they are slow to process paperwork, rude to outsiders and lackadaisical in giving orders to lesser bureaucrats. When a tasked administrator has attained an important position, it often demands fine quarters. Former djinn prefer open, airy quarters, while former marids like many fountains and pools. Administrators will also try to incorporate these elements into their place of work. Administrator genies can be great hindrances or great helps to any bureaucracy. If treated well by the local ruler, they can make the bureaucracy a shining example of efficiency. If not, they can turn a city into a shamble of errors and problems. Combat: An administrator genie can cast friends , tongues , and ESP , each three times per day. It can use suggestion once per day, and it has a permanent unseen servant . Spellcasting is performed as a 10th-level wizard. Though administrators prefer not to enter combat themselves, they are adept at handling logistics, determining where supplies come from and how to get them where they’re needed. If forced into melee, a tasked administrator is sure to have the one normal or magical item that will help the most, provided that item is one owned by the genie or may be found normally in its place of residence. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Plane of Water, Air, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting - Assortment of magic items - Immune to either air- or water-based attacks and magic (depending on heritage) - Resistant to lightning and either thunder or cold/acid (depending on heritage) - Telepathy - Flight Appearance These genies are tall compared to humans and walk with a noble bearing. Most are very attractive. They wear clothing appropriate for their position, but prefer silks that showcased their physiques. Administrator genies have tan skin with a slight bluish tint. Size Hero Forge: 9 ft. (XL) Lore: Medium (7 ft.) Suggested: Medium to Gargantuan Other Monikers Tasked Administrator Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

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