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  • Blue

    Blue Dragon Blue Dragon Gargantuan Dragon, Lawful Evil Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon's Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 ((3d6)) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 ((3d6)) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental , but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception ) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall (3d6) × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within (3d6) days. Any sinkholes remain where they are. (From Fizban's Treasury of Dragons - 2021): Creating a Blue Dragon Use the Blue Dragon Personality Traits and Blue Dragon Ideals tables to inspire your portrayal of distinctive blue dragon characters, and use the Blue Dragon Spellcasting table to help select spells for a spellcasting dragon. Blue Dragon Personality Traits d8 - Trait: 1 - I enforce order and social hierarchies because I believe this is how strong societies are built. 2 - Why waste time and energy murdering weaker creatures when I can make them entertain me instead? 3 - My children, whether born to me or chosen by me, are treasures. 4 - Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand. 5 - I have standards for my hoard. Not just any gem or trinket will do. 6 - I’m so pleased with myself and my own good fortune that I can’t stop laughing or chuckling. 7 - I would rather destroy my lair and lose my hoard than allow anyone to steal from me. 8 - I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance. Blue Dragon Ideals d6 - Ideal: 1 - Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful) 2 - Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil) 3 - Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any) 4 - Family. Blood ties are irrevocable, and even if one doesn’t particularly like one’s family members, they come before anyone else. (Lawful) 5 - Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any) 6 - Loyalty. I don’t form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good) Blue Dragon Spellcasting Age Spell Save DC Spells Known Ancient 20 arcane eye , create or destroy water , major image , project image (From 2nd Edition AD&D Monstrous Manual - 1991): Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies. The size of a blue dragon’s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon’s stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed. Blue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat. Blue dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling blue dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain , in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly. Breath Weapon/Special Abilities: A blue dragon’s breath weapon is a 5’ wide bolt of lightning that streaks 100’ in a straight line from the dragon’s mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Blue dragons cast spells and use their magical abilities at 7th level, adjusted by their combat modifier. Blue dragons are born with an immunity to electricity. As they age, they gain the following additional powers: Young: create or destroy water three times per day. Juvenile: sound imitation at will. Adult: dust devil once a day. Old: ventriloquism once a day. Venerable: hallucinatory terrain once a day. Habitat/Society: Blue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles — only an occasional rock outcropping or dune — to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant. Blue dragons’ enemies are men, who kill the dragons for their skin and treasure, and brass dragons , which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away. Blue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems — especially sapphires. Ecology: Blue dragons are able to consume nearly anything, and sometimes are forced to eat snakes, lizards, and desert plants to help sate their great hunger. However, they are particularly fond of herd animals, such as camels, and they will gorge themselves on caravans of the creatures which they cook with a lightning bolt . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Lightning breath - Lightning immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Size Hero Forge: 10'6"-11' (XXL) Lore: Medium to Gargantuan (120 ft. long) Suggested: Medium to Gargantuan Other Monikers Storm dragons Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - Basic Rules - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

  • Minion of Set | Digital Demiplane

    Minion of Set Medium Celestial, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (from Planescape Campaign Setting - 1994): Minions of Set are proxies of Set (of the Egytian mythos). In their natural form, the minions appear to be warriors wielding broad swords and dressed in black, scaly plate mail armor. Sometimes they are mistaken for adventurers, since these are people they most closely resemble, yet they are far from human. The minions of Set are endowed with the power to change into an animal. The second shape is most often that of a giant snake , but a few are able to assume the forms of cave bears , giant crocodiles , giant hyenas , or giant scorpions . The transformation is complete, including clothing and weapons, leaving no traces of their human guises behind. Combat: A minion of Set typically begins combat in human form unless it’s already in animal shape. Changing to anima1 form is normally done only when absolutely necessary. Most minions prefer not to disclose their capabilities, since once discovered their usefulness to their deity is compromised. As humans, 25% of them use magical weapons fashioned in Baator, though none are greater than +2 enchantment. Should a battle go badly or the need be great, however, the minions of Set transform themselves into their fearsome animal forms. The transformation takes less than a single round, leaving only an initiative modifier of 5. Thus, a character could battle an armored fighter one round, only to discover himself facing a giant snake the very next. The Armor Class of the minion does not change because their armor is actually an integral part of their form, but the number of attacks and damage caused varies according to the creature form assumed. Form: Damage: Cave Bear 1d8/1d8/1d12 Giant Crocodile 3d6/2d10 Giant Hyena 3d4* Giant scorpion 1d10/1d10/1d4** Giant snake 1d12** * A roll of 20 indicates the hyena has locked its jaws around its adversary. The held victim suffers -2 penalties to initiative and attack rolls, and moves at half his or her normal rate. ** Victims struck by the scorpion’s tail or the snake’s fangs must successfully save vs. poison or die. Those who save still suffer 2d4 points of additional damage. The minion’s form also affects its tactics. The most common — those who are giant snakes — fight independently, without coordinating their attacks. Those in cave bear form are likewise loners in battle, but are fearsome in their determination. Minions able to take giant hyena form usually fight in packs, concentrating their efforts on a single victim. Ideally, one will lock its jaws on the target while the others tear it to shreds. The remaining two types, giant scorpions and giant crocodiles, normally attack en masse, though not with the coordination of the giant hyena type. Minions of Set, utterly devoted to their power, never check morale and are immune to magic that creates fear or doubt, such as cause fear , scare , phantasmal killer , or doubt spells. All minions, regardless of form, save as 10th-level fighters. For magical attacks, the saving throw takes place only if the minions’ magic resistance (10%) rolls fail. Habitat/Society: As is clear by their name, the minions of Set are the agents of that evil power. They are his special proxies. Once petitioners from the plane of Baator, Set imbued them with special powers needed to carry out his will. Since they rose from petitioner stock, minions of Set cannot be raised, reincarnated, or even spoken to after death. At that point, their essences are forever lost to oblivion. Although evil, Set is a lawful power. He is not one of those creatures from the Abyss, so he will never destroy one of his proxies on a whim, as might Juiblex or other chaotic powers. In return, Set demands absolute and utter loyalty from his minions, which they willingly give. The minions are a fanatical lot, who will follow Set’s instructions even to their own deaths. They devoutly believe that even the slightest whim of Set is more important than all of their lives put together. Nevertheless, the minions are not fools or automatons. They are fully intelligent beings, capable of sophisticated strategies, who act as go-betweens for Set and all other creatures in the multiverse. They command Set’s forces during those times when he is drawn into the Blood War, watch over his petitioners, and even carry out his will on the Prime Material Plane. They are also implacable enemies. To defy the will of Set, as defined by the priests, is to embrace a death sentence unless every minion with knowledge of the defiance is destroyed. An offended minion of Set is tantamount to an entire sect of enemies for life. Ecology: Within the twisted ecology of Baator, the minions of Set are predators. When not carrying out the wishes of their master, the minions steal larvae away from the baatezu to add to their own hordes. Shadow Priests Out of approximately every 20 minions created, Set finds one of exceptional ability. This individual is elevated to the ranks of Set’s shadow priests — sinister commissars of the deity. In addition to the shapechanging ability of regular minions, shadow priests have all the clerical abilities of a normal priest of Set. They have major access to the spheres of All, Astral, Combat, Guardian, Necromance, and Summoning, and they enjoy minor access to the spheres of Healing and Protection. They can memorize and cast spells as if they were priests of 6th to 9th lecel (1d4+5). The shadow priests also have the ability to backstab like a thief /at the same level as their spellcasting abilities), and they are immune to all poisons and gases. Shadow priests are able to command undead if a successful attempt to turn is made. While on Baator, all such command attempts gain a +2 bonus. As noted, the shadow priests are Set’s enforcers. They punish any minion headstrong enough to oppose Set, and lea large forces in battle against Set’s enemies. Shadow priests are often sent to other planes to punish adventurers who have angered Set. (from 3rd Edition Deities & Demigods - 2002): As their name suggests, minions of Set are servants of that evil god. Their name can only hint, however, at the depravity and cruelty these inhuman monsters hide behind their human faces. In its natural form, a minion of Set appears human, with bronzed skin and black hair. It seems to wear scaly black full plate armor, but this is actually natural armor of incredible toughness. It wields a magical khopesh and a mighty longbow. Each minion of Set also has the ability to assume the form of a specific animal: either a Large viper, a dire bear, a giant crocodile, a dire hyena, or a Large monstrous scorpion. In animal form, a minion of Set retains a definite cast of evil to its features and is always a large and powerful example of its animal kind. Combat : Minions of Set prefer to fight in human form if possible, since they dislike revealing their true nature unless it is absolutely necessary. They change to animal form only if a battle is going poorly or their foes already recognize their true nature. They are disorganized combatants, each looking for an opportunity to perform some act of glory or courage in order to win favor in Set’s eyes, rather than cooperating to guarantee their success. Alternate Form: A minion of Set has one alternate form, that of a Large or Huge animal. The transformation resembles the shapechange spell in that the minion gains the extraordinary abilities of the animal form, but changing form is a move-equivalent action (not a free action as for shapechange). In animal form, a minion of Set gains the physical abilities, speed, size and reach, and extraordinary abilities of the animal. Its natural armor remains the same in both forms. Statistics for minions in animal forms are summarized below. For more information, see the appropriate creature entry in the Monster Manual (using the dire wolf to represent the dire hyena). Large Viper: Large outsider; Init +7; Spd 20 ft., climb 20 ft., swim 20 ft; AC 24 (-1 size, +3 Dex, +12 natural); Atk +5 melee (1d4 plus poison, bite); Face/Reach 5 ft. by 5 ft. (coiled)/10 ft.; SA Poison; SQ Scent; SV Fort +5, Ref +8; Str 10, Dex 17, Con 11. Dire Bear: Large outsider; Init +5; Spd 40 ft.; AC 22 (-1 size, +4 Dex, +12 natural); Atk +15/+15 melee (2d4+10, claws), +10 melee (2d8+5, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SA Improved grab; SQ Scent; SV Fort +9, Ref +6; Str 31, Dex 13, Con 19. Giant Crocodile: Huge outsider; Init +5; Spd 20 ft., swim 30 ft.; AC 21 (-2 size, +1 Dex, +12 natural); Atk +12 melee (2d8+12, bite) or +12 melee (1d12+12, tail slap); Face/Reach 10 ft. by 20 ft./10 ft; SA Improved grab; SV Fort +9, Ref +6; Str 27, Dex 12, Con 19. Dire Hyena: Large outsider; Init +6; Spd 50 ft.; AC 23 (-1 size, +2 Dex, +12 natural); Atk +12 melee (1d8+10, bite); Face/Reach 5 ft. by 10 ft./5 ft; SA Trip; SQ Scent; SV Fort +8, Ref +7; Str 25, Dex 15, Con 17. Large Monstrous Scorpion: Large outsider; Init +4; Spd 50 ft.; AC 21 (-1 size, +12 natural); Atk +8/+8 melee (1d6+3, claws), +3 melee (1d6+1 plus poison, sting); Face/Reach 5 ft. by 10 ft./5 ft.; SA Improved grab, squeeze, poison; SV Fort +7; Str 17, Dex 10, Con 14. Minion of Set Characters: Minions of Set occasionally advance in levels as clerics of Set, which is their favored class, or as rogues, blackguards, or assassins. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - dandwiki.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Transform into fearsome animal forms (usually a giant snake but not always) - Venom from animal bites can cause instant death - Immune to charm, frightened; unshakable morale - Skilled in combat, often wielding enchanted weapons - Magic Resistance Appearance In their natural form, the minions appear to be warriors wielding broad swords and dressed in black, scaly plate mail armor. Sometimes they are mistaken for adventurers, since these are people they most closely resemble, yet they are far from human. The minions of Set are endowed with the power to change into an animal. The second shape is most often that of a giant snake, but a few are able to assume the forms of cave bears, giant crocodiles, giant hyenas, or giant scorpions. The transformation is complete, including clothing and weapons, leaving no traces of their human guises behind. Size Hero Forge: 11'9"(7') (XL) Lore: Medium (6'6" tall) Suggested: Medium Other Monikers Proxy of Set, proxies of set Sources - archive.org (3rd Edition Deities & Demigods - 2002) - Planescape Campaign Setting (1994) - Mojobob's website

  • Ursinal | Digital Demiplane

    Ursinal Large Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix II - 1995): The scholars and philosophers of the guardinals are the ursinals , benevolent beings who resemble huge men and women with distinctive bearlike attributes. They’re advisers to the leonals , and the record-keepers and magic-users of their race. Ursinals are open with their knowledge but love to digress endlessly and often free-associate through many iterations until they’re holding forth on a subject with no relation to the original topic. Ursinals stand 8 feet tall, with thick-set bodies. They’re covered with light golden, red, or golden-brown fur that’s long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An ursinal’s face has a pronounced muzzle and high ear-tufts, but its expression is kindly. It’s very difficult to move an ursinal to anger, but the powers pity the poor sod who manages the trick — it’s said that a fighting-mad ursinal can tear his way through any three gehreleths . Combat: Ursinals dislike combat and avoid physical confrontations until they become inevitable. However, a body’d be wise to watch out when the ursinal finally decides to stand his ground. An ursinal’s as strong as a hill giant (Strength 19) and can dish out terrible damage with his sharp-clawed paws. If an ursinal hits an enemy with both paws, he can automatically hug his victim for an additional 2d10 points of damage and gains a +4 bonus to his bite attack against the hugged victim. Ursinals’re skillful mages and have the spell powers of a wizard of level 9 to 16 (d8+8). They prefer spells of enchantment, misdirection, or divination, and rarely memorize many heavy-damage spells. Of course, under the right circumstances, an ursinal’ll make use of any spell in his books. They’re also fond of magical items such as rings, rods, or wands, and miscellaneous magic that enhances their spell-casting ability. Like the other guardinals, ursinals have several spell-like powers that can be used once per round: continual light , ESP , hold monster , know alignment , polymorph self , magic missile (5 missiles), sleep (4d6 Hit Dice worth, affects creatures up to 7 HD), or create solid fog . An ursinal can cure disease , heal , or neutralize poison three times per day, and once per day he can speak a holy word . Once per year the ursinal can grant alimited wish . Ursinals can be hit only by silver weapons or those that have been enchanted to +3 or better. They’re never surprised in Elysium. Habitat/Society: The advice of an ursinal is a much sought-after commodity. As librarians, scholars, and record-keepers, they carefully catalogue and sort all manner of information. They’re especially knowledgeable about magical matters and also have a keen interest in prime-material histories and linguistics. In Elysium it’s said that if an ursinal doesn’t know something, he knows where to go to find out. Ursinals are solitary creatures, but almost all are linked by constant correspondence and magical communications. They’re also fond of the company of lesser guardinals or petitioners who can “benefit” from the ursinal’s wisdom. Some view ursinals as intrusive busybodies, but most of their advice is strikingly accurate and always well intended. (from Book of Exalted Deeds - 2003): This large biped has distinctive bearlike attributes. Its body is covered with fur that varies in color from light gold to red to golden-brown. The hair grows thick and long on its forearms, back, and lower legs but thin and fine on its torso and face. Its face, which has a pronounced muzzle and high-set ears, bears a kind expression. Ursinals are the scholars and philosophers of the guardinals, benevolent and wise. They serve as advisors to the leonals and record-keepers of Elysium. They enjoy sharing their knowledge, often at great length with endless digressions. Ursinals stand just over 8 feet tall and weigh close to 700 pounds. They speak Abyssal, Celestial, Common, Draconic, and Infernal. Combat : Ursinals dislike combat and avoid physical confrontations as long as possible. They are as fierce once they enter melee as any dire bear, but they prefer to use their spell ability to break off combat before it gets started. An ursinal’s natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction. Improved Grab (Ex):If an ursinal hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thereafter, the ursinal has the option to conduct the grapple normally, or simply use one claw to hold the opponent (–20 penalty on grapple check, but the ursinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Spells: An ursinal casts spells as a 12th-level wizard. They favor Divination and Enchantment spells, as well as those that mislead or confuse opponents rather than deal damage. Typical Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level; Enchantment save DC 15 + spell level): 0—daze, detect poison, flare, light ; 1st—charm person, color spray, eyes of the avoral*, feather fall, hypnotism; 2nd— glitterdust, invisibility, locate object, touch of idiocy, yoke of mercy* ; 3rd—clairaudience/ clairvoyance, daylight, elation*, healing touch, suggestion; 4th—celestial brilliance*, confusion, radiant fog*, scrying; 5th—dismissal, Purified wall of fire, teleport; 6th— mass suggestion, wages of sin*. *New spell described in Chapter 6 of this book. Spell-Like Abilities: At will—aid, daylight, deep slumber (DC 17), detect evil, detect magic, detect thoughts (DC 16), dimension door, dispel magic, hold monster (DC 19), magic circle against evil (self only), magic missile, polymorph, see invisibility, solid fog; 3/day—heal (DC 20), neutralize poison, remove disease; 1/day—holy word (DC 21). Caster level 12th. The save DCs are Charisma-based. Lay on Hands (Su): This works just like the paladin’s ability, but the ursinal can heal as much damage per day as its own undamaged hit point total. Speak with Animals (Sp): Equinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound. Uncanny Dodge (Ex): While on Elysium, ursinals can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonuses to Armor Class even when caught flat-footed. They lose this ability on other planes. BHARRAI, THE GREAT BEAR: This bipedal bear has thick snow-white fur, eyes like shards of blue ice, and massive paws. She stands 18 feet tall and wears immaculate robes of the finest quality. Bharrai (buh-RYE) is the matriarch of the ursinals. Some ursinals refer to her as “Mother Bear,” for she treats others of her kind like cherished children, taking great interest in their endeavors and exploits and fearing for them when they leave Elysium to study magic and fight evil abroad. When not accompanying Talisid and the other Companions on some important escapade, Bharrai resides in a great lodge overlooking a small lake, all nestled between four mountains on Eronia (the second layer of Elysium). The region enjoys hot summers and harsh winters. During the summer, Bharrai teaches her fellow ursinals about the importance of living in harmony with nature. In the winter, she turns the lodge into a college of wizardry—an isolated retreat where ursinals and visiting wizards can study and learn magic under her supervision. Combat : A formidable combatant, Bharrai prefers to cast spells than engage in melee combat. Bharrai’s natural weapons and any weapons she wields are treated as goodaligned for the purpose of overcoming damage reduction. Improved Grab (Ex): If Bharrai hits an opponent that is at least one size category smaller than himself with a claw attack, she deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thereafter, Bharrai has the option to conduct the grapple normally or simply use one claw to hold the opponent (–20 penalty on grapple check, but Bharrai is not considered grappled). In either case, each successful grapple check she makes during successive rounds automatically deals claw damage. Spells: Bharrai casts spells as an 18th-level wizard. She favors Enchantment and Divination spells, as well as those that mislead or confuse opponents rather than simply deal damage. Spells Prepared (4/7/7/6/6/6/6/4/4/3; save DC 20 + spell level, DC 22 + spell level for Enchantment spells): 0—daze, detect poison, open/close, ray of frost; 1st—charm person, chill touch, identify, mage armor, ray of enfeeblement, shield, sleep ; 2nd—bear’s endurance, cat’s grace, daze monster, fox’s cunning, scorching ray, touch of idiocy, yoke of mercy* ; 3rd—clairaudience/clairvoyance, fly, haste, protection from energy, suggestion, water breathing; 4th—confusion, consecrated fireball, fire shield, greater invisibility, stoneskin, wall of ice; 5th—animal growth, break enchantment, dominate person, quickened mage armor, mind fog, wall of force; 6th—consecrated cone of cold, geas/quest, greater dispel magic, legend lore, mass bear’s endurance, mass suggestion; 7th—banishment, control weather, greater teleport, mass hold person; 8th—dimensional lock, moment of prescience, Otto’s irresistible dance, nonlethal polar ray; 9th—dominate monster, foresight, time stop. *New spell described in Chapter 6 of this book. Spell-Like Abilities: At will—aid, daylight, deep slumber (DC 23), detect evil, detect magic, detect thoughts (DC 22), dimension door (DC 24), dispel magic, hold monster (DC 24), magic circle against evil (self only), magic missile, polymorph, see invisibility, solid fog ; 3/day—heal (DC 26), neutralize poison (DC 23), remove disease (DC 23); 1/day—holy word (DC 27). Caster level 20th. The save DCs are Charisma-based. Nature-Friendly Spells (Su): This ability allows Bharrai to change the composition of any energy-based spell she casts to something that is not destructive to nature. The spell must have the acid, cold, electricity, or fire descriptor, and Bharrai may choose to deal nonlethal damage instead of lethal damage against animals and plants targeted or otherwise affected by the spell. Uncanny Dodge (Ex): While on Elysium, Bharrai can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class even when caught flat-footed. She loses this ability on other planes. URSINAL GUARDINAL (5e homebrew) Large Celestial, Neutral Good Armor Class 17 Hit Points 136 (16d8 + 64) Speed 30 ft., climb 30 ft. STR 20(+5) DEX 10(+0) CON 18(+4) INT 20(+5) WIS 20(+5) CHA 15(+2) Saving Throws: WIS +12 Skills: Arcana +12, Insight +9, Intimidation +7, Nature +12, Perception +9, history +12, religion +12 Resistances: Acid, Cold, Force, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons that aren't silvered Immunities: Lightning, Petrified Senses: Darkvision 60 ft., Passive Perception 17 Languages: All Challenge 12 (8,400 XP) Keen Smell . The ursinal has advantage on Wisdom (Perception) checks that rely on smell. Celestial Weapons. The ursinal's natural attacks are magical. Innate Spellcasting. The ursinal's spellcasting ability is Wisdom (spell save DC 20). The warden archon can innately cast the following spells, requiring only verbal components: At will: continual flame, detect evil and good, dimension door, dispel magic, gaseous form, hold monster, light, magic missile (5 darts), polymorph, protection from evil and good, see invisibility, sleep (cast at level 6 for 15d8 HP sleepage), speak with animals. 3/day each: cure disease, heal, protection from poison 1/day each: divine word. 1/year: wish. Lay on Hands. The ursinal has a pool of 70 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the ursinal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The ursinal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs. Magic Resistance. The ursinal has advantage on saving throws against spells and other magical effects. Rage . As a bonus action, the ursinal can fly into a rage for up to 1 minute. While enraged, the ursinal gains advantage on strength checks and strength saving throws, +2 melee damage with strength weapons, and resistance to bludgeoning, piercing, and slashing damage. The ursinal can't cast or concentrate on spells or spell-like abilities while raging. The ursinal's rage ends early if it is knocked unconscious or if the ursinal's turn ends and it hasn't attacked a hostile creature since their last turn or taken damage since then. The ursinal can also end its rage as a bonus action. Spellcasting . The ursinal is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The ursinal has the following wizard spells prepared: Cantrips (at will): friends, mage hand, mending, message 1st level (4 slots): charm person, mage armor, magic missile 2nd level (3 slots): hold person, invisibility, suggestion* 3rd level (3 slots): haste, lightning bolt, tongues 4th level (3 slots): dominate beast, stoneskin 5th level (2 slots): geas Actions Multiattack . The ursinal makes two claw attacks. Bite . Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, or 18 (2d10 + 7) piercing damage while raging.. Claw . Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. or 16 (2d8 + 7) slashing damage while raging. If the ursinal is in a rage and both claw attacks hit, it can grapple a large or smaller creature in a crushing hug (escape DC 18). Until the grapple ends, the target takes 38 (9d6 + 7) bludgeoning damage at the start of each of the ursinal's turns, and the ursinal can make a bite attack on the target. Besides the bite, the ursinal can make no further attacks or actions while the target is hugged. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Homebrew stat block in description 3.5e: - realmshelps.net - Book of Exalted Deeds (2003) 2nd Edition: - mojobob's website Abilities - Grappling bear hug - Uncanney dodge - Lay on hands - Speak with animals - Powerful spellcasting - Innate spellcasting Appearance Ursinals stand 8 feet tall, with thick-set bodies. They’re covered with light golden, red, or golden-brown fur that’s long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An ursinal’s face has a pronounced muzzle and high ear-tufts, but its expression is kindly. Size Hero Forge: 10'4" (XL) Lore: Medium (8 ft.) Suggested: Large to Huge Other Monikers Bear guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Demons (Tanar'ri) | Digital Demiplane

    In Dungeons & Dragons, demons (who are chaotic evil) and devils (who are lawful evil) are two distinct factions of fiends who hate each other. They've fought an eternal cosmic war since forever, as evil becomes its own worst enemy. I have Hero Forge miniatures of most 5e/Planescape demons here, and related lore, for use in your own game. Content warning - they're pretty gruesome. Some of the minis are old, too, and could be made better today. If you have a request for an update, just ask! Demo ns ( Tanar' ri ) Made with Hero Forge Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau (from 5th Edition Monster Manual - 2014 - [credits] ) Spawned in the Infinite Layers of the Abyss , demons are the embodiment of chaos and evil- engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Cap ricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. E ternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holdsor inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon r~gards any mortals in its service as tools td use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons ,yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Jggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature. and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva (from Fiend Folio - 2003 - [credits] ) The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells. The largest and most diverse group of demons is the tanar’ri, unchallenged masters of the Abyss. Combat : Demons enjoy combat. Those with spell-like abilitie s often use them from a distance. Many demons can create darkness , so they frequently do so before joining melee. Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life). In addition, all tanar’ri have the following abilities in common. Tanar’ri Traits: Tanar’ri can communicate telepathically with any creature within 100 feet that has a language. A tanar’ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20. (from Planescape Monstrous Compendium Appendix I - 1994 - [credits] ) In Sigil the streets teem with denizens of a thousand planes, and each claims to have visited a thousand more. In every back-alley gambling haunt in the Lower Ward, in half the tiefling halfway houses, in the incense-heavy air of vapor shops where old men debate weird philosophies, tales pass back and forth. Those tales debate the absolutes of the Outer Planes, the greatest and least, loftiest and most base, best and worst. Every tale that turns upon the worst inevitably stops with the place of despair, the infinite bleak layers that represent the suffering and toil of existence made tangible. There chaos and hopelessness reign. There in the Abyss, where others endure endless torment, the tanar’ri thrive. Like the baatezu , tanar’ri are fiends (lower planar creatures of enormous power), but they embody evil of a different type. Baatezu, lawful evil beings, pursue calculated doctrines as part of a grand plan to advance their race to dominion of all the planes. Most baatezu tempt mortals into intellectual evils such as pride, ambition, and subversion. Tanar’ri, chaotic evil personified, are motivated not by doctrines but by insane, violent inner drives. They tempt mortals into crimes of passion and vice, evils of appetite. Less intelligent tanar’ri often attack without question and fight until slain. True and greater tanar’ri roam the Astral and Ethereal planes, driven ceaselessly to seek fresh victims. The tanar’ri have five divisions, listed here in order of ascending power with member varieties: Least : dretch, manes, rutterkin Lesser : alu-fiend, bar-lgura, cambion, succubus Greater : babau, chasme, nabassu, water lord True : balor, glabrezu, hezrou, marilith, nalfeshnee, vrock Guardian : molydeus These classifications actually mean little in their lives. They are merely broad estimates of destructive power. The tanar’ri have little use for anything besides power, and a strong lesser tanar’ri who bests a greater cousin gains higher status in the Abyss. Their petty battles for position are endless. The only class free from these power struggles is the molydeus, a guardian tanar’ri that seems curiously divorced from the tanar’ri power structure. The tanar’ri are one of the two major factions in the Blood War. For as long as the tanar’ri have existed, they have waged war against their ancient enemies, the baatezu. The tanar’ri and baatezu wage war in strikingly different ways. The baatezu are organized and fight their battles with planned tactics for strategic goals. The tanar’ri, however, are a horde of chaos and disorder, using their endless numbers in wars of attrition. It is difficult to estimate tanar’ri populations, considering they inhabit an infinite number of infinitely large planes, but there are easily 100 times as many tanar’ri as baatezu. This disordered race wages the Blood War only because true tanar’ri seem to have a primal urge to destroy baatezu. They force those less powerful than themselves to serve their wishes. Most tanar’ri feed on either flesh or the life force of other living beings. It appears that they derive more nutrition from a victim by instilling terror in it before the kill. Whereas most predators simply stalk and then kill, tanar’ri add a third step: stalk, terrify, kill. Combat : All tanar’ri (even the least) share the spell-like powers: darkness , 15‘ radius, infravision , and teleport without error . They also can gate in other tanar’ri at will, as defined for each type. Tanar’ri are affected by attack forms as noted below: Acid - full Cold - half Electricity (lightning) - none Fire (magical) - half Fire (nonmagical) - none Gas (poisonous, etc.) - half Iron Weapon - full Magic Missile - full Poison - none Silver Weapon - Full (Greater tanar'ri take half damage from silver weapons) All tanar’ri have a form of telepathy that lets them communicate with any intelligent life form regardless of language barriers. Tanar’ri with Average or better Intelligence can converse. The Abyss-forged magical weapons of the tanar’ri dissolve upon the owner’s death. When one doesn’t, the weapon probably originated elsewhere. Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol

  • Storm Giant Quintessent

    Storm Giant Quintessent Storm Giant Quintessent Huge Giant, Chaotic Good Hero Forge Mini Single mini, no kitbash Description (From Volo's Guide to Monsters - 2016): To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear. A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors. A Quintessent’s Lair: A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment. Lair Actions: A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can’t take the same lair action two rounds in a row: Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured . The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind. Gale. The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished. Regional Effects: The region containing a storm giant quintessent’s lair is warped by the giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair. Winds. High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind. If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within (1d8) days. Storm Giants (General Info): Storm giants, the most powerful and majestic of giant-kind, are also the most aloof and the least understood. Uvarjotens aren’t just forces of nature; they are bound to nature, and are extensions of it, in mystical ways that humans find hard to comprehend. Ordning of Omens. Each storm giant knows its status in the ordning by the signals the universe sends them. Omens might be seen in the wheeling flight of a flock of birds, the patterns in sand left by a receding tide, the shapes of clouds, or any number of other natural phenomena. Storm giants that receive the greatest number of such messages generally rank highest, but the significance of individual signs can also affect one’s status. On the rare occasions when storm giants meet, omens and signs accompany each individual, making it plain to all present who ranks where. Arguments about ranking within the ordning are rare, but all the giants in the group studiously examine every sign for evidence that one among them might be the greatest yet, since the revelation of that fact would herald Annam’s return. Ever since Ostoria fell and Annam abandoned his children, no sole king or emperor has ruled over giantkind. According to legend, the arrival of such a leader will be presaged by signs and omens in all the elements of the world: the sky (air), the sea (water), the continents (earth), and the underworld (fire). All of these are realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and unmistakable. In the crawl of centuries since the empire’s collapse, the few signs manifested have been muddied, conflicting, and contentious. For an obvious reason, every storm giant has a strong personal interest in how soon Annam’s return comes to pass — they all want to live to see it. Some individuals gain a measure of immortality for themselves by merging with elemental forces. These storm giant quintessents are the most reclusive of their kind, lairing in remote and inhospitable sites surrounded by brutal winds and murderous weather. Without an emperor to serve as their political and spiritual head, the storm giants are adrift on an uncertain sea. Every possibility encapsulated in every sign is exhaustively examined. Debates over the meaning and validity of this or that omen are conducted across human kingdoms and spanning human lifetimes. Explorers and adventurers can find opportunity in this situation, since the giants sometimes hire agents that they dispatch to investigate portents and to retrieve items the giants need for their oracles. It’s dangerous work, for two reasons. The obvious one is that the task involves delving into Ostorian ruins that have been sealed for millennia. The less obvious one is that certain portents, if confirmed to be true, would indeed bring about the return of Annam, upending the giants’ social order and initiating a new age. Some would welcome such a change; others would oppose it bitterly and do all they could to stop it, possibly resorting to all-out war. Out for Themselves. In the absence of both Annam and a worldly emperor, storm giants recognize no higher authority. Human, elf, and dwarf kings, liches, grand sorcerers and wizards — all might amass what they consider great power, but they have no influence over the storm giants. Any who try extending their reach in that direction are guaranteed to come to grief. But as long as the world leaves the storm giants alone, the giants will leave the world alone. They wish neither good nor ill on the realms of humanity; they simply don’t give much thought to the matter, except on the rare occasions when humans crop up in a prophecy or are hinted at by an omen. When storm giants do interact with non-giants, those on the receiving end of their attention might question the notion that storm giants are “good” creatures. They respect the principle of the sanctity of life, but even the calmest of storm giants has a tremendous temper. When one is roused to anger, principle gives way to fury, and an offense committed by one person against a giant can bring furious retribution down on an entire community. A storm giant that destroys a town and kills innocents in a fit of rage is likely to regret it afterward and might offer payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully in the presence of a giant, but this is especially true of storm giants. Living on the Edge . Once they’re old enough to fend for themselves, storm giants spend most of their lives in contemplative isolation. Storm giants are capable of living wherever they choose, whether that’s atop a mountain, in a glacial cave, or at the bottom of the deepest oceanic trench. One kind of location that invariably draws their attention is an elemental crossing — where the Material Plane and the Elemental Planes intersect and interact. Elemental influence pervades the architecture of storm giants and lends a tempestuous, unearthly quality to their homes. Storm giants use elemental crossings for their own transplanar wandering, especially into the Elemental Plane of Air and the Elemental Plane of Water. The frequent whirlpools, tornadoes, and lashing rainstorms that buffet the passages to those two planes help to safeguard the giants’ homes and ensure their privacy. Although a storm giant prefers to live outside the company of other giants, it isn’t necessarily alone in its stronghold. Storm giants share their abodes with other creatures that are comfortable in the environment: a sea-dwelling storm giant, for example, might have a few merfolk, water weirds, or even a dragon turtle for companions, while a storm giant living on a mountain peak would extend a friendly hand to any pegasus that happened by, and might even welcome yetis into its home for a time if it believed they could be trusted. The giant’s guests are expected to be respectful, to make themselves useful, and to provide interesting conversation or other entertainment when the giant feels like being sociable. Moods of Stronmaus. Storm giants pay homage to Stronmaus, the eldest of Annam’s children, who is also the most joyful and the most prone to laughter and enjoying fellowship with his siblings. That image of Stronmaus is in sharp contrast to how storm giants are perceived in the world: aloof and dour. Nonetheless, it is an accurate one. In the giants’ legends, Stronmaus is subject to gray moods and deep brooding that are just as intense as his moments of good humor. It is also true that storm giants aren’t as humorless as popular notions paint them to be. They’re quiet and reserved when they’re by themselves, which is how they spend most of their time. But when they get together with others of their kind, they enjoy mirth, song, and drink as much as Stronmaus does. For the sake of their privacy and for the safety of smaller beings in the vicinity, these rare gatherings occur far from the presence of other creatures, thus perpetuating the giants’ reputation for always being gloomy and grim. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Water Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond Abilities - Lightning Sword - Wind Javelin - Wind gusts - Thunderbolt - Merges with Storm - Legendary Resistance - Spellcasting - Great strength, size, constitution - Amphibious Appearance Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. Size Hero Forge: 10'7' Lore: Huge (26 feet) Suggested: Huge to Gargantuan Other Monikers Uvarjotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016)

  • Moonstone

    Moonstone Dragon Moonstone Dragon Gargantuan Dragon, Neutral Hero Forge Mini Button Double mini, no kitbash, 1 variant below Description (From Fizban's Treasury of Dragons - 2021): Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns together form a shape that’s reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places. Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness. As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can’t be easily quantified—a song sung from the heart, a lock of a loved one’s hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold. Creating a Moonstone Dragon Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters. Moonstone Dragon Personality Traits d8 - Trait: 1 - I often lose track of whether I’m in the Feywild or on the Material Plane. 2 - I have been known to throw caution to the wind when in pursuit of new items for my hoard. 3 - No matter how old I get, I always delight in harmless pranks and tricks. 4 - I’ve always been mature for my age, and I can’t wait for the day I can retire to my lair to be taken care of by doting fey. 5 - I look down upon any being who resorts to violence to solve a problem. 6 - Conversing with others is often difficult because I’m so easily distr… oh my goodness, is that circlet made of silver ? 7 - I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams. 8 - I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting. Moonstone Dragon Ideals d6 - Ideal: 1 - Curiosity. I might never be able to experience everything in the multiverse—but it doesn’t hurt to try. (Any) 2 - Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral) 3 - Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic) 4 - Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good) 5 - Inspiration. Great are history’s artists and creators. But greater still are those who inspire them. (Any) 6 - Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil) A Moonstone Dragon’s Lair For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane. The challenge rating of a legendary moonstone dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned . When the effect ends, the target reappears in the space it left or in the nearest unoccupied space. Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance. Disorienting Visions. Disorienting illusory images flit through the dragon’s lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Planar Transition. The veil between planes is thinned near a moonstone dragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement. If the dragon dies, any portals near the lair close immediately. (From 2nd Edition AD&D Monstrous Manual - 1991): The elusive moonstone dragon , largest of the neutral dragons, rarely appears outside the realms of Faerie or of dreams. Its scales shimmer a pale silver with a hint of blue in the moonlight. It cares little for human affairs. A moonstone dragon speaks its own language as well as that of sylvan faeries: sprite , pixies , petty faeries , and so on. In dreams it speaks the language of the dreamer. Combat: If forced to fight, the dragon uses enchantment/charm and illusion spells, alteration spells of dim light and shadow, and spells of dreams and dreaming. Their priest spell spheres are all, healing, necromancy (good only), and divination. Breath Weapon/Special Abilities: A moonstone dragon breathes a billow of light motes, in a cloud 30 feet long, 30 feet wide, and 20 feet tall. All magical spell and potion effects in the cloud end, save those required for the life of creatures in the area (e.g., under water, a water breathing spell affecting air-breathers is not ended). Those who fail to save vs. breath weapon sleep for 2d4 turns, even if normally immune to sleep. On waking, affected creatures have only fleeting memories of the dragon. Instead of a fear aura , the moonstone dragon projects awe (save vs. spell at a +4 bonus). An affected creature stands quietly taking no action until the dragon has departed, and has no clear memory of the encounter. The dragon can become ethereal at will, unless bound with chains of gold. A moonstone dragon’s attacks inflict normal damage on any creature, in or out of phase, overcoming any immunities to damage of less than artifact-level power. Moonstone dragons are especially vulnerable to elemental attacks (air, earth, fire, water), having a -1 penalty to saving throws, and taking an additional 1 point per die of damage from these. Bright light is painful to them — bright daylight inflicts 1d6 points of damage per round; intense flashes of light inflict 2d6 per spell level (a sunburst effect from a wand of illumination causes 6d6 damage). A moonstone dragon reduced to 0 hit points by this means fades to the Ethereal Plane and cannot return until fully restored, regaining light-based damage at the rate of 1 hit point per day. Habitat/Society: Little is known of moonstone dragons, but they may spend much of their time in the Ethereal Plane, or perhaps in lunar regions. Their existence is connected somehow with faerie settings; some guard these lands. In the most remote woodlands, persons attending the celebrations of a faerie court under a full moon might, in the morning, half-remember a chance encounter with one. The dragons usually shun the material world, but may try to influence it indirectly through agents. Humans have encountered moonstone dragons in their dreams. Apparently, these creatures can enter a dreamscape at will. There, they speak the dreamer’s language, and may offer guidance or advice on matters concerning faeries, shadow, lunar matters, healing, and the like. Their hoards are reputed to lie in faerie mounds or in secret woodland caverns. These have no copper or gold, but an equal value of silver or platinum pieces. Small beads of pure mithral are found instead of gems. Ecology: Moonstone dragons are thought to subsist on moonbeams and faerie nectar. They are not carnivorous, nor do they often kill. Among the legends of moonstone dragons are the following: Their tears are drops of mithral, from which the elves fashion chain mail; when one dies, it vanishes in a shower of moonbeams; when one dies well, its heart turns into a lump of purest adamantite. Further, it is said, if the dragon slays a creature unjustly, it turns into a pillar of sand, and its spirit is utterly destroyed. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild, Border Ethereal Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Breath weapons: moonlight, sleep - Lightning and thunder resistance - Spellcasting - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Telepathy Appearance Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns together form a shape that’s reminiscent of a slender crescent moon. Size Hero Forge: 7'10" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Avoral | Digital Demiplane

    Avoral Medium Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash, 3 variants below Description (from Planescape: Monstrous Compendium Appendix II - 1995): Avorals’re guardinals with the wings of mighty eagles . They’re the scouts and skirmishers of their race, keeping watch over the peaceful skies of Amoria. No other guardinals can fly, so aerial vigilance falls to the avorals who confront any invaders who try that avenue. Avorals are born with a deep-rooted wanderlust that can take them on fantastic journeys through hundreds of worlds. Some leave Elysium and never return because they’ve just got to see what lies over the next hill or beyond the next sea. Avorals have the bodies of tall, muscular men or women, but their arms are long, powerful wings and their lower legs feature strong talons and feathery vanes to act as a tail in flight. Their faces are more human than avian, but their hair seems to be a feathery cowl around their heads, and their eyes are bright and golden. Avorals’ chests are exceptionally deep and powerful, anchoring their wing muscles; their bones are strong but hollow, so even the largest avorals weigh no more than 120 pounds despite their appearance. An avoral’s wings feature small hands at the midpoints. When its wings are folded beside its body, these wing-hands are carried about where a human’s would be, and can do just about anything a human hand could do. Combat: On the ground, the avoral can lash out with its wings and deliver powerful, punishing blows. Just as a swan can kill a man with its wings, an avoral is easily capable of defending itself while on the ground. However, this isn’t its preferred mode of combat. The avoral’d much rather meet its foes in the air, where it can employ its rock-hard talons and make full use of its wonderful speed and agility in the air. (The avoral can’t make wing-buffet attacks while it’s flying; it’s too busy using its wings to stay in the air, berk.) If the avoral can dive 100 feet or more to attack a target standing on the ground, it gains a +2 bonus to hit, and its talons inflict double damage with each successful hit. Normally, the avoral requires a round to climb and circle before it can attempt to stoop on its enemy again. An avoral can carry bashers weighing up to 300 pounds in its talons; it has to hit with both talons in order to get a hold of its foe, and can climb at a rate of 120 feet per round while burdened with an enemy in its grasp. It has to be really angry to drop a nonevil creature from on high. Avorals also boast several spell-like powers. Once per round they can use blur , command , gust of wind , hold person , light , or magic missile (4 missiles). Once per day they can cast an 8d6 lightning bolt or create fear in a 20’ radius. Their visual acuity is unbelievable; avorals can see detail on objects up to 10 miles away, and can employ true sight to a range of 100 feet by concentrating for one round. It’s said the avorals can see the color of a cutter’s eyes at 200 paces. Avorals can be struck only by silver weapons or weapons enchanted to +1 or better. Habitat/Society: Like most guardinals, avorals don’t often gather together. They prefer to spend their time soaring on the winds of Elysium. Eronia and Belierin are their favorite layers, since they’re particularly fond of the isolation of these wild places. On rare occasions, a family group may be encountered in a temporary aeriyon some spectacular mountain peak. Avorals are excelent hunters that enjoy stalking small game. They don’t kill needlessly or just for sport, however, and prefer their dinners prepare in a civilized fashion. (from 3.5e Monster Manual- 2003): This creature has the body of a tall, muscular human, but with long, powerful wings instead of arms. The face is more human than avian, but the hair resembles a feathery cowl, and the eyes are bright gold. The legs have strong talons and feathery vanes. An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do. An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces. Combat : On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however. An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility ; 3/day—lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based. Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based. True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it. Skills: An avoral’s sharp eyes give it a +8 racial bonus on Spot checks (from Book of Exalted Deeds - 2003): SATHIA, THE SKY DUCHESS: This tall, lithe woman has powerful wings instead of arms. Flecks of green speckle her snow-white feathers. Her face is more human than avian, but her hair resembles a feathery cowl, and her eyes are bright gold. Her feet end in talons that have an emerald-green luster and look as sharp as diamonds. Numerous small birds flutter around her, obviously drawn to her powerful presence. The voice of the avorals, Sathia (SAY-thee-ah) is also a patron and muse for gifted painters and sculptors. She possesses a sharp eye for detail and has created a number of masterful paintings and wood sculptures. Most of all, she enjoys time spent with the Companions and soaring in the skies of Elysium. C Combat : Sathia attacks with her talons or the razor-sharp edges of her mighty wings. She does not wear armor or carry weapons, preferring to remain unburdened in flight. Sathia’s natural weapons and any weapons she wields are treated as good-aligned for the purpose of overcoming damage reduction. Fear Aura (Su): Once per day, Sathia can create an aura of fear in a 20-foot radius. It is otherwise identical to the fear spell (caster level 8th; save DC 37). The save DC is Charisma-based. Spell-Like Abilities: At will—aid, blur (self only), command (DC 21), detect magic, dimension door (DC 24), dispel magic, gust of wind (DC 22), hold person (DC 22), light, magic circle against evil (self only), magic missile, see invisibility ; 1/day—lightning bolt (DC 23). Caster level 20th. The save DCs are Charisma-based. True Seeing (Su): As the true seeing spell (caster level 20th) except that it has personal range and Sathia must concentrate for 1 full round before it takes effect. Thereafter, it remains in effect as long as she concentrates on it. Skills: Sathia’s sharp eyesight gives her a +8 racial bonus on Spot checks (included in the statistics above). (from Planescape: Morte's Planar Parade - 2023): Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across the Outlands to wherever the winds might take them. Solitary scouts and skirmishers, avorals are nimble aerial combatants, able to swiftly dive at foes from the heavens and tear into them with razor-sharp talons. AVORAL GUARDINAL (5e) Medium Celestial, Typically Neutral Good Armor Class 16 (natural armor) Hit Points 172 (23d8 + 69) Speed 30 ft., fly 50 ft. STR 16(+3) DEX 19(+4) CON 17(+3) INT 16(+3) WIS 16(+3) CHA 18(+4) Saving Throws: Dex +8, Cha +8 Skills: Perception +11, Religion +7 Damage Resistances: radiant Condition Immunities: frightened Senses: darkvision 120 ft., passive Perception 21 Languages: Celestial, Common Challenge 9 (5,000 XP) Proficiency Bonus +4 Dive Attack . If the avoral is flying, dives at least 30 feet in a straight line toward a Medium or smaller creature, and ends within 5 feet of it, that creature must succeed on a DC 15 Strength saving throw or take 14 (4d6) piercing damage and have the prone condition. Flyby . The avoral doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions: Multiattack . The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting. Talon . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (2d12) radiant damage. Spellcasting . The avoral casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 1/day each: command, hold person Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023), copy-pasted in description - DnDBeyond - 5esrd Homebrew 3.5e: - realmshelps.net - Monster Manual 3.5e (2003) - Monster Manual 3rd Edition (2000) 2nd Edition: - mojobob's website Abilities - Bludgeoning wings - Talon attacks do radiant damage - Dive attack knocks enemies prone - Fear aura - Immune to frightened, resistant to radiant - True sight - Lay on hands - Speak with animals - Flight - Innate spellcasting Appearance Avorals have the bodies of tall, muscular men or women, but their arms are long, powerful wings and their lower legs feature strong talons and feathery vanes to act as a tail in flight. Their faces are more human than avian, but their hair seems to be a feathery cowl around their heads, and their eyes are bright and golden. Avorals’ chests are exceptionally deep and powerful, anchoring their wing muscles; their bones are strong but hollow, so even the largest avorals weigh no more than 120 pounds despite their appearance. Size Hero Forge: 8'4"-8'8" (XL) Lore: Medium (6'6") Suggested: Medium Other Monikers Bird guardinals, hawk guardinals, eagle guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Planescape: Morte's Planar Parade (2023) - DnDBeyond - Monster Manual 3.5e (2003) - Monster Manual 3rd Edition (2000) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Template - Sigil Lower Ward

    Template - Sigil Lower Ward Template - Sigil Lower Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBMb3dlciBXYXJk/af27fcc3408bb3769eb33ba1b695c4a0 Board Link Features - Blacksmiths, foundries, assembly line factories, warehouses - Bars and Taverns - Smoke stacks - Generic houses, repeating House block tiles with chimneys, furnaces - Brokah and Miccah’s Pawnshop (Planescape: Torment) - Coffin Shop (Planescape: Torment) Notes None Assets from Tales Tavern None

  • Fensir | Digital Demiplane

    Fensir Large Giant, Chaotic Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 2 variants below Description (From Bigby Presents: Glory of the Giants - 2023): Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs. Fensirs’ troll ancestry is hardly apparent in their appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone. Fensir Devourer: Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments. Fensir Skirmisher: Fensir skirmishers boast great skill in battle, honed over centuries of endless conflict on the battlefields of Ysgard. They also wield elemental magic of earth and stone. True to their giant heritage, they can transform even a pinch of mud or gravel into a boulder suitable for hurling, and the thrown stone grows in flight to knock its target flat on impact. (From Fiend Folio - 2003): Among the inhabitants of the Plane of Ysgard, fensirs are commonly called trolls, despite the fact that the two kinds of creatures are completely unrelated. Fensirs are giants—albeit cultured and intelligent ones that desire only to be left alone. The two different kinds of fensirs are normal ones (males and females) and the dreaded rakkas— female fensirs that undergo a hideous transformation that turns them into gigantic brutes that rampage around the countryside. Sunlight is anathema to fensirs; they turn to stone the moment their body is fully exposed to it. Because of this vulnerability, they are only encountered outside their sodcovered homes well after dusk. Combat : Like other giants, fensirs hurl rocks with great efficiency and usually have a few on hand. Rock Throwing (Ex): An adult fensir has a +1 racial bonus on attack rolls when throwing rocks. A normal fensir can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A rakka can hurl rocks weighing 60 to 80 pounds (Medium-size objects). The rocks have a range increment of 120 feet. Rock Catching (Ex): A normal fensir can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). A rakka can catch rocks of up to Huge size. Once per round, a fensir that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock’s size (see the table below). If the projectile has a bonus on attack rolls, the DC increases by that amount. The fensir must be aware of and ready for the attack. Rock Size: DC: Small 15 Medium-size 20 Large 25 Huge 30 Spell-Like Abilities: At will—transmute mud to rock, transmute rock to mud. Caster level 9th; save DC 8 (normal fensir) or 9 (rakka) + spell level. Sunlight Vulnerability (Ex): If a fensir is caught out in sunlight, it turns into stone as if by a flesh to stone spell without a saving throw. If in the area of a sunbeam or sunburst spell, a fensir must make a Fortitude save or be turned to stone, in addition to the normal effects of the spell. Fensirs can sense automatically when the sun is about to set or rise up to 1 hour ahead of the event. (From Planescape: Planes of Chaos Monstrous Supplement - 1995): Also called Ysgardian trolls , the fensir are creatures peculiar to Ysgard and are completely unrelated to the trolls on the Prime. Fensir are more cultured and intelligent than the prime-material creatures of the same name. They range from hideously ugly, huge, and hulking to nearly human in size and appearance. However, even the normal-seeming trolls are very different from humans, for they live by night and dine on anything remotely edible: roots, grasses, bark, scavenged meat, and even some forms of clay. The fensir wear the clothes of Ysgard, not crude skins or furs. Helmets, woolen hose and tunics, leather vests, leather boots, and big black rabbit-fur hats are popular among the male fensir. The women wear linen or woolen scales, simple woven dresses, and leather shoes. Fensir speak the languages of Ysgard, the lillendi , and the common tongue. Combat: Fensir fight with the same weapons as the petitioners of Ysgard, preferring battle axes, spears, and broad swords. If caught unarmed, such as while foraging, they fight with their stony fists for 1d4/1d4 points of damage. Male and female fensir use very different forms of combat, described in separate sections below. All adult fensir are susceptible to sunlight: they turn to stone if caught in daylight for more than a single round. A sunray spell allows them a saving throw, and they only turn to stone if they fail. However, even if they retain their form, any exposure to sunlight or a sunray spell forces fensir to make an immediate morale check at -4. Once transformed, fensir can only be restored by a complicate extract of mandrake root that the males brew under a new moon. This restorative extract acts as a stone to flesh spell on any petrified creature, not just fensir. Habitat/Society: Trolls are not social creatures. Each family lives more or less by itself in difficult terrain. Their homes are found in deep woods, rocky sea-cliffs, high mountains, and deserted heaths. These homes are half sunk into the earth (for warmth in winter) and usually roofed with sod, so they are difficult to spot even for those who know where to look. Among Ysgardian trolls, each birth results in a litter of 2d4 young, and most litters contain at least one set of identical or fraternal twins (litters without twins are considered very unlucky). The twins stay together until maturity, when they seek out a second set of twins. Fensir twins are so similar in most respects that a pair of males and a pair of females usually marry each other, rather than finding unrelated mates. Even among untwinned trolls, double weddings of sisters or brothers are common. When two sets or twins mate, the twin-bond is broken and the pair-bond takes its place. Sagas often go on about the twin-bond, but the fensir themselves don’t consider it unusual or worth remarking on. If a twin is killed by violence, magic, or poison while the second fensir still lives, the remaining twin stops at nothing to avenge the death, fighting in a frenzy with double the normal number of attacks and +2 to all damage rolls. A solitary fensir sometimes seeks out a human mate. Although why the fensir feel such a need is a secret only they know, some believe that a Ysgardian troll without a twin cannot court a mate, and turns to humans as a substitute. Male and female fensir have little in common and are exceptionally shy around one another. They do their separate tasks, but rarely spend much time together; some would say they lead separate lives in the same household. Again. the Ysgardian trolls don’t find this unusual. Ecology: Fensir keep to themselves, rarely interfering in the lives of others and expecting their privacy in return. The only exception to this is their fascination (some would say obsession) with the lillendi. Fensir have been known to kidnap and enslave the snake-women. Though the reason is unclear, some believe the blood of a lillend is required for the restorative potion that returns stone fensir to flesh. Ysgardian trolls are on tolerable terms with the dwarves and elves of Ysgard. They are considered wise elders by the bariaur , who often consult them on questions of herbalism, diagnosis, and treatment. Female Fensir and Rakka Female fensir rule their households, and they are the keepers of each family treasure. Fensir woman are brewmasters, responsible for making beer and mead to sell to other trolls, giants, and Ysgardian petitioners. They are also weavers, trading their cloth to the Ysgardian dwarves in exchange for metal goods such as stewpots, spears, arrowheads, tea kettles, and cleavers. They are the providers in fensir families, for the males hunting brings little food to the stewpot. Gathered nuts and roots provide most of the fensir diet, and they consider meat broth a delicacy. Halfling flesh is especially prized for these broths. Females are the primary protectors of the family as well, since they are strong enough to hurl large stones up to 200 yards for 2d6 points of damage. Female fensir resemble males until they bear their first litter of young. when they become rakka, or devourers. Rakka increase constantly in size and weight, eventually outgrowing their house and requiring a new one. As the rakka reach heights of 20 to 25 feet and weights of more than 6,000 pounds, their children strip the surrounding countryside bare trying to sustain their mother. Rakka have 8 Hit Dice, and their fists can strike for 1d10 points of damage. All rakka die after a few years of this growth, leaving behind a widower and sometimes a second or even third litter of young. If killed in battle, a rakka can use a dying curse to cause disease or madness , affecting up to seven of her attackers. Male Fensir Male fensir are poor hunters, fair craftsmen, and exceptional cooks, preparing and blessing the food that the females and young bring in from their foraging. Slendcr, fast, and adept at magic, fensir men are the spiritual leaders and lawgivers of their family. Their magic includes a vast store of herbalistm. All male fensir can cast transmute rock to mud and transmute earth to stones three times per day (the latter changes earth to small, boulder-sized stones, perfect for hurling). About 75% of all males are mages of 1st to 12th level; they gain l additional Hit Die for each 4 levels of ability. Those males who have no gift for the runes and signs of magic are considered unlucky, and are often abandoned to live solitary lives in the remotest regions. A few of the males are such exceptional herbalists that they stay with their families, brewing potions and making poultices. These herbalists create magical potions and use them to defend their families. Fensir Young Young Ysgardian trolls are unaffected by sunlight, which gives them wide freedom to act like hooligans. Packs of young fensir sometimes become a problem, robbing travelers, annoying animals, and vandalizing small settlements. They have 2 Hit Dice and no effective fist attacks. The Long Walk When a rakka dies, a family of Ysgardian trolls is seized by a form of wanderlust called the Long Walk. This instinct drives them from their homes into the wastes, where they roam, forage, and sometimes gather with other families. When they do form hordes, the fensir rush out of the wastes to pillage the rich realms of Alfheim, Asgard, the Moon Gates, and Vanaheim. Regardless of whether the fensir gather into a horde, they never return to their original lairs. As a result, abandoned fensir lairs are common throughout Ysgard. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Ysgard (highlands) Stat Block 5th Edition: - Bigby Presents: Glory of the Giants (2023) - 5etools - DndBeyond (smirmisher) - DndBeyond (devourer) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Regeneration - Skilled with martial weapons - High strength - Petfifying mud slinging - Turns to stone if exposed to sunlight Appearance They range from hideously ugly, huge, and hulking to nearly human in size and appearance. The fensir wear the clothes of Ysgard, not crude skins or furs. Helmets, woolen hose and tunics, leather vests, leather boots, and big black rabbit-fur hats are popular among the male fensir. The women wear linen or woolen scales, simple woven dresses, and leather shoes. Size Hero Forge: 13 ft. (XL) Lore: Medium to Huge Suggested: Medium to Huge Other Monikers Ysgardian Trolls Sources - Forgotten Realms Wiki - Bigby Presents: Glory of the Giants (2023) - Fiend Folio (2003) - Planescape: Planes of Chaos Monstrous Supplement (1995) - 5etools - DndBeyond (smirmisher) - mojobob's website

  • Magran | Digital Demiplane

    Magran Huge Monstrosity, Unaligned Hero Forge Mini Kitbashed, mount mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): Magran are huge creatures that dwell on the Ethereal Plane. The common chant refers to them as fish, and their general appearance certainly is fishlike: multifinned sleek bodies with multiple eyes, large mouths, and a tendril ending with a little light that dangles in front of their faces. Any berk knows that appearances deceive, however, especially on the planes — the magran’re actually large reptiles. Combat: A magran hunts other creatures on the Ethereal using a special lure. A long tendril extends from between the magran’s eyes, from which the creature dangles a glowing sphere that can be seen from 200 feet away or more. The magran hopes that the light will attract a creature’s attention, bringing potential prey closer to it. The membranous organ pulses hypnotically, and any sod who gets within 30 feet of it falls into a trancelike state. While a creature is mesmerized, the magran moves in close and devours it with its mighty jaws (which inflict 3d8 points of damage per bite). Essentially, the magran’s pulsing light has the effect of a hypnotic pattern spell, able to affect up to 24 levels or Hit Dice of creatures at a time. Victims are affected only if they fail their saving throw versus spell, but they must make a new save each round while in the area of effect (anywhere within 30 feet of the creature). Such victims are held transfixed by the pulses until they are attacked by the magran or until they can no longer see the glowing sphere (perhaps due to comrades covering their eyes or removing them from the area of effect). While its prey approaches the transfixing lure, the rest of the magran’s body waits invisibly. The magran can become invisible at will, so it can be seen only right after it attacks — it disappears again immediately afterward. If the creature so wishes, even the pulsing organ can be made invisible, hiding the entire beast. Otherwise, potential victims see only the hypnotizing, glowing sphere. Between the victim’s charmed state and the magran’s own invisibility, the creature gains a +4 attack bonus. The poor sod it attacks receives no AC bonus from Dexterity. Not only is the horrid maw of the monster filled with long, spiny teeth, but it’s big enough to swallow foes whole (on an attack roll of 19 or 20). The magran’s gullet, however, is small — a swallowed victim can’t move around or try to free himself unless he is size S and has a size S weapon handy. If he is and does, the trapped sod can make attacks from the inside. (The magran’s gullet has the same AC as its exterior.) Regardless of whether swallowed barks can move or not, they suffer 1d12 points of damage per round from digestive acids, and, unless freed, suffocate and die in 2d4 rounds. Due to some strange aspect of its power of invisibility, living creatures swallowed by the magran remain visible inside the beast, so those outside can see them struggling for life within the otherwise unseen creature. When the swallowed sods die, they become invisible like the rest of the magran. Habitat/Society: The magran can be found exclusively in the Deep Ethereal, never traveling to the Border and never venturing into another plane. Normally, a magran hunts alone, although in any particular area of the Deep Ethereal up to three may hunt in close proximity. However, at rare times the creatures gather together in large groups to spawn. These periods last 4d6 days, and, during this time, the entire group acts almost as a singular entity, much like a school of fish . Though they do not hunt during the spawning time, they are so peery of outside threats that they attack any creature that approaches the school. Since all members of the group attack together, this is a very dangerous situation for a planewalker to find himself in. Canny bloods avoid magran schools at all costs. When the young hatch at the end of the spawning time, the adult magran leave them to their own fates. This usually means that the larger young feed on the smaller ones until they’ve reached a size where they can take on other prey. (Planewalking scavengers and hunters take note: Unlike those of some monsters, magran eggs are worth nothing — don’t bother with them.) Ecology: Magran aren’t finicky about what creatures they feed upon. Anything attracted by their lure is fair game. Most often, a magran’s prey consists of minor ethereal beasts, nathri , thought eaters , and even foo creatures , terithran , or xill . Planewalking travelers bobbed by the dangling lure are likely prey as well. More than one canny basher’s learned that the phosphorescent organ of the magran doesn’t dim once the beast is dead. If carefully removed, the sphere (about 8 inches in diameter) can be used to generate a hypnotic pasttern spell, although DMs should keep the following guidelines in mind: Everyone within 30 feet must make saving throws, regardless of who the wielder wishes to affect. The power within the sphere lasts only 1d4 weeks after the magran’s death. The owner, although immune to the transfixing effects, is automatically so enchanted with the sphere that he’ll never let it out of his possession (even after it’s lost the hypnotizing glow) and within 1d6 months will give up all possessions in favor of the sphere. This effect lasts until a remove curse is cast upon the wielder. If such a spell is used, the sphere instantly loses all power. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ethereal Plane Stat Block 3rd Edition: - the-realm-of-wonder.fandom.com (homebrwew) 2nd Edition: - mojobob's website Abilities - Hypnotic light lures victims towards its maw - Invisibility at will, but leave light visible, skilled at ambush - Bite swallows creatures - Flight (in ethereal plane) Appearance The common chant refers to them as fish, and their general appearance certainly is fishlike: multifinned sleek bodies with multiple eyes, large mouths, and a tendril ending with a little light that dangles in front of their faces. Size Hero Forge: Mount (4')(XL) Lore: Huge (20 ft. long) Suggested: Huge to Gargantuan Other Monikers Ethereal Great Angler Sources - Planescape: Monstrous Compendium Appendix III (1998) - the-realm-of-wonder.fandom.com (homebrwew) - mojobob's website

  • Mortai | Digital Demiplane

    Mortai Gargantuan+ Celestial, Neutral Good (chaotic) Hero Forge Mini Kitbashed, single mini Description (from Planescape: Monstrous Compendium Appendix II - 1995): Mortai are a mystery of the Beastlands, enigmatic creatures of immense intelligence and power. They keep their own darks close in the chest, but they’re glad to help a cutter out with just about any problem he might bring before ’em. Mortai specialize in issues of philosophy, but a clever blood can often direct the conversation the way he’d like it to go and get some useful information out of a mortai. Also known as the “faces in the clouds”, mortai are creatures of the air. They appear as great clouds spanning the horizon, covering miles from side to side and towering thousands of feet in the air. In fact, a basher who doesn’tknow what he’s looking for’ll walk right under a mortai wihout even realizing that the creature is just drifting along a half mile or so over his head. Most of the time, mortai are happy to remain unnoticed, and can imitate a natural cloud perfectly. But when they want a basher to know they’re present, the mortai begin to pulsate with a golden glow, crackling with immense power like a lightning storm. When a mortai reveals itself this way, great faces of wisdom and beauty begin to appear on the surface of its clouds. Mortai speak with booming voices of wind and thunder, when they bother to speak at all. They know all languages. Mortai are generally pacifistic creatures, and they’ll usually just leave if a mortal tries to pick a fight with ’em. However, they’re not so generous with creatures of evil alignment and might decide to teach a nasty sod a lesson. Combat: If a mortai is somehow driven to combat, it can attack once per round with a great bolt of lightning 10 feet in diameter and possibly miles in length. Any creature in the path of the bolt suffers 10d6 points of damage (a save versus spell for half damage applies). A creature standing on the ground when struck by a bolt must make an additional successful throw versus spell or be stunned for 2 to 20 rounds. Mortai can throw lightning bolts all day if that’s what it takes to get their point across to their antagonists. For most nonfliers, just getting in position to injure a mortai’s a serious challenge. Mortai can hover a few hundred feet above the ground, or they can float at altitudes of 20,000 feet or more. Their superior speed and maneuverability almost guarantee that they can leave a situation whenever they want. Mortai aare so huge that no physical weapon wielded by a mortal can injure them; a vorpal sword +5 just waves through cloud-stuff even if a blood gets close enough to wield it. Only magical spells, dragon breath, or similar effects can cause actual injury to a mortai. It’s not widely known, but mortai have a secret core — a place where their power’s collected in one spot, a glowing nimbus of light no more than 10 feet across in the heart of the cloud. This nucleus is vulnerable to enchanted weapons, although it is AC -5. ’Course, finding a sphere 10 feet across in a clown encompassing a couple of cubic miles wouldn’t be an easy feat, especially if the mortai were throwing lightning at the bashers trying to find the needle in the haystack. Mortai can command the atmosphere around them with perfect control and precision, duplicating the following spells: control weather (3/day), control wind , dust devil , fog cloud , gust of wind , ice storm , whispering wind , and wind wall . They can also call upon their innnate magical abilities to use the spell-like powers of aerial servant , air walk (cast on another creature), call lightning (given to another), conjure air elemental , rainbow , rainbow pattern , and wind walk . Habitat/Society: Mortai are seemingly godlike in their position, answering to no higher powers. They don’t interfere in the life of mortals and hold themselves apart from affairs on the ground. While a mortai won’t initiate contact with humans or the like, it’s not avers to aiding a mortal by answering questions or providing information if the cutter approaches it with a bit of respect and asks nicely. To this end, a mortai can use a legend lore at will that is always accurate. Nortai occasionally conceal their advice in riddles or provide only part of the answer, but only when revelation of the entire dark’d do the mortal less good than learning some of it himself. Mortai are known to favor practical jokes, especially on creatures that take themselves too seriously. These pranks’re always non-damaging (except to a cutter’s pride). Their favorites’re creating a small raincloud to follow a sid around for a few days, or plaguing a body with a trailing wind that keeps blowing his hat from his head. Ecology: There are three theories about what a mortai really is. The first theory’s simple, if mind-boggling: Mortai are just manifestations or emanations of the Beastlands, a sentient life-force of the entire plane. The second theory states that mortai are demipowers of air, subserviant to sky and storm gods across the Upper Planes. The most likely theory’s that mortai are collections of slightly chaotic good spirits. Some bloods claim that a cutter who talks to a mortai long enough’ll hear laughter and voices within the cloud, as if unseen presences were listening in. Mortai don’t seem to eat or drink anything, nor do they seem to affect the weather of the Beastlands unless they want to. Mortai’ve been seen appearing as several different types of clouds, including dark and foreboding storm clouds. Mortai can rain heavily when they want to, and often do so if they’re bothered by a particular obnoxious groundling. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Beastlands Stat Block 2nd Edition: - Mojobob's website Abilities - Stunning lightning bolts at will - Impossibly fast despite its size (flies at 20,000 feet high or more) - Immune to nonmagical attacks, lightning, thunder, cold - Innate spellcasting Appearance They appear as great clouds spanning the horizon, covering miles from side to side and towering thousands of feet in the air. Most of the time, mortai are happy to remain unnoticed, and can imitate a natural cloud perfectly. But when they want a basher to know they’re present, the mortai begin to pulsate with a golden glow, crackling with immense power like a lightning storm. When a mortai reveals itself this way, great faces of wisdom and beauty begin to appear on the surface of its clouds. Size Hero Forge: 14'1"(7') (XL) Lore: Gargantuan (undetermined dimensions) Suggested: Gargantuan+ (miles in size) Other Monikers Faces in the clouds, eyes of the gods Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's website

  • Orcus | Digital Demiplane

    Orcus Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus , which is described in chapter 7 , "Treasure ” of the Dungeon Master’s Guide . Orcus's Lair: Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. Lair Actions: On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill . Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons , zombies , or ghouls . These undead obey his telepathic commands, which can reach anywhere in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects: The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. 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 Orcus table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Orcus dies, these effects fade over the course of (1d10) days. Madness of Orcus: If a creature goes mad in Orcus’s lair or within line of sight of the demon lord, roll on the Madness of Orcus 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: “I often become withdrawn and moody, dwelling on the insufferable state of life.” 21-40: “I am compelled to make the weak suffer.” 41-60: “I have no compunction against tampering with the dead in my search to better understand death.” 61-80: “I want to achieve the everlasting existence of undeath.” 81-00: “I am awash in the awareness of life’s futility.” (from 3.5e Fiendish Codex I Supplement - 2006): The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. His head is that of a ram with a great maw filled with tusks, and his thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. Of the innumerable demon lords of the Abyss, dread and vile Orcus, Prince of the Undead, might be the one most often worshiped as a god. Servants, Enemies, and Goals: After becoming complacent in his eternal war with Demogorgon and Graz’zt, Orcus was recently murdered and deposed. But then, Orcus rose from the dead—an undead demon—and took the name Tenebrous for a time, hiding in the shadows of the multiverse and waiting to take his revenge. Now he has reinstated himself to his former position and reclaimed his realm Thanatos, and once again fi nds himself in a struggle for dominance with many other demon lords. Orcus is no longer content to grow fat and decadent in his castle. He focuses his anger and hate on the absolute destruction of his enemies and the spread of woe and havoc among mortals. He covets Graz’zt and Demogorgon’s realms above all others, and commands a host of undead and demons that ravage entire layers of the Abyss at his whim. Against Graz’zt, Orcus’s tactics are fairly direct. He constantly sends wave after wave of his limitless undead armies against Graz’zt’s three Abyssal layers, continuing these battles eternally since Orcus can replace fallen undead soldiers as quickly as they are destroyed by Graz’zt’s defenders. This relentless assault is inexorably penetrating deeper and deeper into Graz’zt’s territory, but at nowhere near the pace that Orcus wishes. He realizes that Demogorgon is a more powerful foe, and as a result, Orcus’s actions against the Prince of Demons are more subtle. He sends small bands of nabassu, vampires, and liches into Gaping Maw and other places Demogorgon holds sway to undertake missions of precisely calibrated assassination and sabotage. Yet while Orcus himself might not be as powerful as Demogorgon, and his realm might be dwarfed by the size of Graz’zt’s holdings, Orcus’s cult on the Material Plane is in truth his greatest resource. In particular, orcs, half-orcs, ogres, and giants revere Orcus, as do a large number of corrupt and despicable humans. His temples are usually hidden, and his worshipers form secret societies that commit atrocities and wage wars in his name. He demands living sacrifi ce from his cultists, and blood and skulls are important parts of the imagery used in his worship. Intelligent undead rarely serve him willingly, although many vampires, liches, and other undead creatures are forced into his service by dark pacts or compelling magic. Clerics of Orcus have access to the domains of Chaos, Death, Demonic, and Evil. His symbol is his wand—a skulltopped black mace. Strategy and Tactics: Orcus relies heavily on his wand in combat, much preferring to engage foes in melee. Attacks with his free claw, gore, and poison tail are almost afterthoughts. If faced with numerous powerful foes, Orcus fi ghts more carefully. He summons undead and tanar’ri to engage foes in melee while he provides support with fi nger of death, wail of the banshee, and his other spell-like abilities. Poison (Ex): Sting—Injury, Fortitude DC 36, 1d6 Str/2d6 Str. The save DC is Constitution-based. Summon Tanar’ri (Sp): Once per day, Orcus can automatically summon 1d6 vrocks, 1d4 glabrezu, or 1 marilith. This ability functions as a 9th-level spell (CL 20th). Summon Undead (Sp): Once per day, Orcus can automatically summon 4d10 wights, 1d8 spectres, or 1d3 mohrgs. This ability functions as a 9th-level spell (CL 20th). Wand of Orcus The weapon that Orcus wields functions as a +6 unholy anarchic heavy mace. If the wand touches any nonoutsider, or any outsider with less than 15 HD, the target must succeed on a DC 25 Fortitude save or be instantly slain. This is a necromantic death effect. The wand also confers a +5 deflection bonus to the Armor Class of its wielder. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (333rd layer: Thanatos) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Wand of Orcus inflicts necrotic damage, conjures undead and casts powerful necromantic spells - Master at creation of undead - Powerful Innate Spellcasting - Poison tail attack - Infectious madness - Legendary Actions to make creatures weak to necrotic damage - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Telepathy, Truesight - Telepathy Appearance The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. His head is that of a ram with a great maw filled with tusks, and his thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. Size Hero Forge: 11'7" (XL) Lore: Huge (15-20 ft. tall) Suggested: Huge to Gargantuan Other Monikers Demon Lord of Undeath, Blood Lord, The Shadow That Was, Tenebrous Sources - Forgotten Realms Wiki - Jorphdan (youtube video) - 5etools - DnDBeyond - 3.5e Fiendish Codex I Supplement (2006)

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