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- Kelubar
Kelubar Kelubar Medium Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Fiend Folio - 2003) Kelubars are the bureaucrats of demodand society. They act as intermediaries between the shators and the farastus, as well as supervisors of farastu squads. The slime that coats their skin is a perfect match for their odorous personalities. Kelubars are obese, partly because of the fairly sedentary lives they lead. They weigh close to 500 pounds, stand about 8 feet tall, and have batlike wings with a span of almost 18 feet. Their skin is knobbed, rough, and leathery, and coated completely by a pale green slime that gives their dark skin a grotesque hue. Like all demodands, kelubars revel in the subservience of others. While they prefer exchanging words to fighting, they won’t hesitate to engage in battle should the need arise. Kelubars speak the language of demodands, as well as Abyssal and Common. Combat: If caught by surprise, kelubars try to negotiate their way into a superior position, at the very least delaying opponents with the appearance of diplomacy while they look for weaknesses in potential foes. In a fight, they first try to summon reinforcements before resorting to spell-like abilities and then melee, in that order. Acidic Slime (Ex): The slime secreted by a kelubar adds +1d6 points of acid damage to each of its melee attacks. On a successful critical hit, this burst of acid deals +1d10 points of acid damage. Sneak Attack (Ex): Anytime a kelubar’s target is denied a Dexterity bonus, or when a target is flanked by a kelubar, the kelubar deals an additional 4d6 points of damage on a successful melee attack. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, Melf ’s acid arrow, spider climb, tongues; 3/day—fog cloud, ray of enfeeblement; 2/day—acid fog, dispel magic. Caster level 13th; save DC 14 + spell level. Stench (Ex): A kelubar’s slime reeks of filth and decay. All creatures (except other demodands) within 30 feet of a kelubar must succeed on a Fortitude save (DC 19) or be overcome with nausea. This condition lasts as long as the creature remains within the area, and for 10 rounds after the creature leaves. A successful save means the creature is immune to that kelubar’s stench for 1 day (but not the stench of other kelubars). Summon Demodand (Sp): Once per day, a kelubar can attempt to summon 1d2 kelubars with a 40% chance of success (result of 61–100 on d%) or 1d4 farastu with a 60% chance of success (result of 41–100 on d%). Uncanny Dodge (Ex): A kelubar retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and it cannot be flanked except by a rogue of 11th level or higher. It can flank characters that also have uncanny dodge as if it were a 7th-level rogue. Skills: Kelubars have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks. (from Planescape Monstrous Compendium Appendix. I - 1994) The Kelubar are mad for wands and other small handheld magical items. By sneaking such easily concealed magical items back to the Lower Planes, the Kelubar can gain an important edge in the power struggles that characterize Gehreleth society. The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit 2nd Edition: - mojobob's website Abilities - Acidic slime that oozes from their bodies - Claws, bite, flight - Can transform body into acidic slime, becoming enitely liquid - Immune to acid, poison - Innate spellcasting Appearance Kelubar are slimy, ebon humanoids, shorter than farastu and thicker in the lower torso and limbs. Their hands are large and their huge heads oval: the horizontal axis is longest. Their effective Strength is 20 (+8 damage adjustment), and they weigh close to 500 pounds. Size Hero Forge: 7 ft. (XL) Lore: 6 1/2 ft. Suggested: Medium to Large Other Monikers Slime demodands, slime gehreleths, slime leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website
- Rakshasa
Rakshasa Rakshasa Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From 5th edition Monster Manual - 2014): The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, friends, or descendants. Like devils, rakshasas killed in the Nine Hells are forever destroyed. (From Monster Manual I 3.5 - 2006): This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. Some say rakshasas are the very embodiment of evil. Few beings are more malevolent. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn’t detract from the creature’s manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature. A rakshasa is about the same height and weight as a human. Rakshasas speak Common, Infernal, and Undercommon. Combat : In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary. Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Spells: A rakshasa casts spells as a 7th-level sorcerer. Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, Melf ’s acid arrow; 3rd—haste, suggestion. Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4. Rakshasas as characters: Rakshasa characters possess the following racial traits. — +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma. —Medium size. —A rakshasa’s base land speed is 40 feet. —Darkvision out to 60 feet. —Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. —Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks). —Racial Feats: A rakshasa’s outsider levels give it three feats. — +9 natural armor bonus. —Natural Weapons: Bite (1d6) and 2 claws (1d4). —Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier. —Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. For example, a rakshasa 2nd-level sorcerer has the same spells known, spells per day, and caster level as any other 9thlevel sorcerer. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar. —Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels. —Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon. —Favored Class: Sorcerer. —Level adjustment +7. (From AD&D 2nd edition Monstrous Manual - 1993): Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate; some say they are the embodiment of nightmares. Rakshasas stand 6 to 7 feet tall and weigh between 250 and 300 pounds. They have no uniform appearance but appear as humanoid creatures with the bodily features of various beasts (most commonly tigers and apes). Hands whose palms curve backward, away from the body, seem to be common. Rakshasas of the highest standing sometimes have several heads. All rakshasas wear human clothing of the highest quality. Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male. Rakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant. A rakshasa’s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle. As spirits, rakshasas are virtually immortal. They produce a new generation every century to replace the rakshasas that have been slain in battle. No creatures prey on rakshasas except those who would avenge their victims. Rakshasa essence can be an ingredient in a potion of delusion. About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability. About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability. About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers. (From Planescape: Planes of Law - 1995): Rakshasa clans rule several hidden cubes throughout Acheron, all led by a singularly powerful maharajah. The clans vie for his attention by kidnapping petitioners from other realms (and sometimes planewalkers as well) to serve as slaves in their palaces and masions. The rakshasa realms are cloaked by powerful illusions, and most sods know enough not to go looking for them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Immune to nonmagical weapons - Limited magic immunity - Claws inflict curse - Innate spellcasting Appearance This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. Size Hero Forge: 9'1" (XXL) Lore: Medium (6-7 ft.) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - 5th edition Monster Manual (2014) - Monster Manual 3.5 (2006) - Planescape: Planes of Law (1995) - AD&D 2nd edition Monstrous Manual (1993) - Angry Golem Games - DnDBeyond - Mojobob's Website
- Larva | Digital Demiplane
Larva Medium Fiend, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Dungeon Master's Guide - 2014): A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint memories of its previous life. Hades is crawling with larvae. Night hags , liches , and rakshasas harvest them for use in vile rituals. Other fiends like to feed on them. (from Planescape: Monstrous Compendium Appendix I - 1994): Among the odder treasures of Castle Neutomas is a branding iron bearing a letter from an alphabet of the Lower Planes. Famed planar traveler Mordeia the Great tells how she got it in her Signs and Wonders: A Planar Tour . “We had managed to go undetected in the Gray Wastes by disguising ourselves as a lich and its court. Our plan seemed to be working well. Then we heard a great liquid sound that brought to mind the sound of dogs retching. From across the plain came a vast herd of larvae, driven by mephit drovers at the command of three night hags riding nightmares . The mephits flew above the (almost liquid) herd, driving them along with sprays of fire and salt. We estimated that perhaps three or four thousand of the creatures wormed their way along, covering the plains in a sticky foul smelling slime. One of the mephits spotted us and flew our way, bearing greetings from its mistress and inquiring if we were interested in buying any of the herd. “Not wanting to give ourselves away, we expressed casual interest, but asked how we could he sure the herd belonged to these hags? The mephit whistled, and two of its kind pulled one of the great sticky worms from the mass and flew it our way. They showed us clearly that the larva had been branded. “I said that we would indeed he interested in looking over the stock (thinking that, if need be, we could escape using our cubic gate). The hags joined us. For a time we made small talk, and I asked if I could see a branding operation. The mephits pulled forth an unmarked larva, a new arrival that had just materialized among the others. A lava mephit began to heat the iron. I walked over and picked up a cold branding iron (they had three, one for each hag). I sauntered back to my party, and we activated the cubic gate. “That branding iron now ranks among my favorite trophies from my many travels.” Larvae, evil dead from other planes who led especially selfish lives, are now doomed to spend their wretched existences serving evil on the Lower Planes. Larvae are horrifying 5’-long worms, sickly yellow and covered with viscous, foul-smelling fluid. Instead of a worm’s head, they have distorted faces resembling the mortals they were in life. Larvae communicate with one another through instinctive body movements that cannot be interpreted by others. Combat: Larvae have no will of their own and simply lie in giant, quivering masses on the grounds of the Gray Waste. However, when commanded by a greater power — that is, just about anything in the Waste — larva will attack en masse. These foul creatures bite (1d4+1 damage) that bleeds for 1 additional hp damage per round until bound. In addition, anyone bitten by a larva must successfully save vs. poison or contract a rotting disease. Those contracting the disease develop a painful skin rot. After three weeks, they lose 4 hp a day unless they lie absolutely still. After one month, they die. A cure disease spell destroys the disease. Habitat/Society: Night hags herd larvae to use them as bargaining chips in the Gray Waste. Lower planar powers use the larvae to form quasits and imps , and in return they agree not to enter night hag territories. Powerful liches feed on larval energies to maintain their undead immortality, and in return the liches destroy creatures who refuse to trade with the hags. The complex bartering system is sustained by the growing numbers of lower planar inhabitants. Few rumors exist of the fortress/palace of Malsheem on Baator’s ninth layer. The most powerful baatezu do speak of one future event: The Bringing. The Dark Eight plot The Bringing to ensure the destruction of their hated enemies, the tanar’ri . The ceremonies to invoke The Bringing will be long and dangerous (although whatever could endanger a pit fiend can only be guessed at), and titanic magical energies will be released. To fuel the great spell, the life forces of a million larvae must be utterly destroyed. Although the rumor’s truth is uncertain, the baatezu have been acquiring larvae from the night hags at an unusually rapid pace. Ecology: Larvae are the sole means for creating imps and quasits. Because imps and quasits later advance to become greater fiends, larvae are the foundation of the population of the Lower Planes. Because all larvae are equally lowly, fiends select them randomly to transform into other types of creatures are needed. How the larvae become higher creatures depends on the fiends that transform them. The baatezu, for example, cast the larvae into pools of flame, where the larvae suffer for 11 days before emerging as cruel new creatures. Other fiends have different ways to promote larvae. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste (Hades) Stat Block 2024: - 2024 Monster Manual - DndBeyond (individual) - DndBeyond (Swarm) 5th Edition: - 5etools - Dungeon Master's Guide (2014) - DndBeyond 2nd Edition: - mojobob's website Abilities - Bite transmits rotting disease - Can attack in swarms Appearance Larvae are horrifying 5’-long worms, sickly yellow and covered with viscous, foul-smelling fluid. Instead of a worm’s head, they have distorted faces resembling the mortals they were in life. Size Hero Forge: 2'6" (XL) Lore: Medium (5-6 ft. long) Suggested: Medium Other Monikers Soul larvae, fiendish larvae Sources - Forgotten Realms Wiki - 2024 Monster Manual - Dungeon Master's Guide (2014) - DndBeyond - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's website
- Khaasta | Digital Demiplane
Khaasta Medium Humanoid (Lizardfolk), Chaotic Neutral (Evil) Hero Forge Mini Kitbashed, mount mini Description (From Planescape: Monstrous Compendium Appendix II -1995): The khaasta are raiders, slavers, and smugglers who plague the Outlands and the chaotic planes. They’re vicious, unreliable cutthroats and cross-traders who’ll turn stag on a cutter as soon as look at him. Only two things really matter to a khaasta: prestige and wealth. Wealth is fairly easy to accumulate and display, but the khaasta code of prestige is a convoluted and twisted set or rules of conduct that rewards backstabbing, conniving, and deceit. To a khaasta, there’s nothing so wonderful as peeling a powerful enemy and living to give him the laugh. Khaasta bear a passing resemblance to lizardmen of the Prime Material Plane. They’re humanoid in form, but their bodies are covered with tough, small scales, and they have long, powerful tails. A khaasta’s face has a blunt, lizardlike snout and its head is crowned with a flaring crest. A khaasta’s colorful scales create intricate, unique patterns that’re never repeated from individual to individual. Unlike their more primitive relations, khaasta dress in bronzed plate armor and wield exotic weapons. Khaasta typically travel in roving trader-bands, although the trade of any particular group can turn to extortion, kidnaping, or smuggling at a moment’s notice. Since they have no innate planewalking abilities, khaasta are forced to walk the Great Road to get from plane to plane and must rely entirely on portals or conduits. Combat: All khaasta, both male and female, consider themselves warriors and hold themselves ready for a fight at any time. Their tough scales provide a natural AC of 5, but khaasta typically wear bronze breastplates, greaves, and half-helms that improve their AC to 2. Khaasta are capable of delivering serious damage with their bites, and typically wield a large two-handed sword, halberd, or battle axe; their considerable Strength gives them a +1 to damage rolls. They can both bite and attack with a weapon in the same round. Khaasta often use giant lizards as mounts and prefer to fight mounted whenever possible. Fighting mounted gives the khaasta a +1 bonus to hit characters on foot and also provides them with the additional combat power of their mount. Note that a khaasta cannot use its bite attack while fighting from a mount. Whether on foot or mounted, khaasta are excellent archers, and almost all khaasta can use composite long bows in addition to any other weapons they may have. Habitat/Society: A khaasta’s home is its band. Typically. a khaasta band wanders caravan-style across the planes, seeking opportunities for trade or pillage wherever it goes. There’ll always be a number of giant lizards equal to half again the number of khsasta present as mounts and pack-beasts. Khaasta bands are notoriously chaotic and disorganized. They believe in the rule of the strong, and there are constant challenges of authority and schemes for advancement among the khaasta. Long ago they learned to resolve these differences by ritualistic, nonlethal combat; in ancient times the race almost dueled itself to extinction. While dealing with a khaasta band is a dicey thing. it doesn’t always have to turn out badly. Khaasta can be excellent sources of information, muscle, or illicit goods, as long as a cutter can meet their price and demonstrate (forcibly) that he’s too tough to challenge or turn stag on. See, the khaasta code demands that they just take from the weak instead of dealing with ’em, and if a khaasta perceives itself to be in a position of strength it’ll try to take what it wants. One last note: Never assume that a khaasta’s going to do what it promised it would. Another part of the khaasta code is the challenge of the strong by any means available. Even if a khaasta doesn’t think it can take a basher on today, it’s likely to plan an ambush or stack the odds somehow in a fight tomorrow. Ecology: Khaasta don’t have many friends out on the planes, and in some of the places thes travel they’rw the low sods on the food chain. Consequently, they take any opportunity to live well today. There’s nothing too good for a khaasta cockpot, including fellow travelers or the local natives if that’s the easiest meal at hand. Khaasta young are carefully guarded by their parents until they reach 7 to 10 years of age. In an average band, a group of young equal to half the number of adults can be found tending the pack lizards or acting as noncombative scouts and sentries. Usually, about half the adults remain to guard the caravan while the rest raid or deal with outsiders. Khaasta Chieftain The leader of a khaasta band is usually a warrior of exceptional size, strength, and cunning. Typically, a khaasta chieftain has 4+4 to 6+6 Hit Dice, a THAC0 of 15, and a useful magical item or two to help it stay on top. Khaasta chieftains gain a +3 damage bonus with weapons due to their Strength. Khaasta Wise One A band of 15 or more khaasta may have a wise one with them (50% chance). Wise ones are counselors and shamans to the khaasta chieftains, existing outside the code of challenge. Khaasta wise ones have the spell abilities of a 4th-level cleric and are defended by 2 to 4 khaasta warriors. Although the wise ones claim they are uninterested in the khaasta power struggles, it’s not unusual to find bands where the wise one is pulling the strings of a chieftain it advises. From Fiend Folio (2003): Khaastas are dangerous reptilian humanoids that roam the wastelands of the Outlands and the chaotic planes. They are infamous for being raiders, plunderers, slavers, and mercenaries. Khaastas superficially resemble lizardfolk, and they may have descended from them long ago. However, khaastas are considerably larger, tougher, and more aggressive than normal lizardfolk. Khaastas have tough, small scales and flaring crests that are colored in intricate, wild patterns unique to each individual. They have long, powerful tails that are used for balance rather than combat. Most khaastas travel in nomadic bands in the Outer Planes, where they look for loot, slaves, and combat. They hire themselves out to anyone that seems powerful (and in their eyes, worthy) enough to command them, but they backstab their patron at the first sign of weakness. Khaastas speak Draconic and Common. Combat : Khaastas look for ways to dive into combat. Some begin by peppering their opponents with arrows, while other khaastas charge into melee with their halberds. A khaasta can make a bite attack while wielding a weapon, and it relishes tasting blood during a fight. The creatures make use of giant lizards as mounts. Khaastas plan and execute ambushes that focus on hindering dangerous foes until they can be brought down in melee combat. However, khaastas have a strong cowardly streak and run when the combat turns against them. Khaasta Society: Among the roving bands of khaastas, might makes right. The pecking order of any band is in constant flux, and challenges are common. Khaastas once determined status by having duels to the death, until they almost drove themselves to extinction. Since then, disputes and challenges have been resolved through a nonlethal form of ritual combat. Khaastas have a convoluted sense of honor that is impossible for outsiders to understand. Treachery, betrayal, theft, and murder are all acceptable methods of advancement in khaasta society. Females are just as strong and tough as males and are just as likely to be found in marauder bands. Some foes have seen a female khaasta wading into battle with a young one strapped to her back. Despite this seeming disregard for the safety of their children, khaastas defend their young with incredible ferocity. KHAASTA CHARACTERS: A khaasta’s favored class is fighter; most khaasta leaders are fighters or clerics. Khaasta clerics can choose any two of the following domains: Chaos, Strength, Trickery, or War. A khaasta PC’s effective character level (ECL) is its class level + 3. For example, a 1st-level khaasta fighter has an ECL of 4 and is the equivalent of a 4th-level character. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, chaotic-aligned planes Stat Block 3rd Edition: - realmshelps.net 2nd Edition: - Mojobob's Website Pathfinder 1e: - mimir.net Abilities - Tough scales and heavy armor make them difficult to injure - Skilled in heavy melee weapons, ranged weapons, and mounted combat - Bite attack - High strength Appearance They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. Size Hero Forge: 5'8" (XL) Lore: Medium (6-7 ft. tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Fiend Folio (2003) - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website
- Goristro
Goristro Goristro Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 varaint below (inc. single mini) Description (from Planescape Planes of Chaos Monstrous Supplement- 1995) Collectively known as goristroi, these huge tanar’ri can be found on nearly any plane of the Abyss, for they are adaptable and much desired by the rulers of the place to serve as engines of destruction. Abyssal lords and powers are able to command the goristroi and keep them serving as guardians, enforcers, siege engines, and so on. The hulking goristroi are too stupid and bestial to do more than carry out their orders, and thus their status never reaches that or the true tanar’ri. From the third volume of Deception And Strategems, by the pit fiend Mellagorus: "Though the lumbering goristroi are excellent at climbing sheer stone faces and though these assaults can break our fortications, such strategies also present us with an opportunity to destroy the beasts. Their powerful clawed fingers can make handholds in sheer stone, but their enormous size makes them vulnerable to falls, and they suffer twice the damage a smaller creature might from a fall. The goristroi are especially afraid of Bigby’s forceful hand, dig, fly, levitation, and other spells that can push them off the heights to be broken on the rocks below or, even more amusingly, onto the weapons of their fellow tanar’ri. Weak-minded goristroi are also vulnerable to spells such as cause fear, fear, symbol of fear, and repulsion, which drive them off walls. For all these reasons, arcanaloth are the best countermeasures to employ against goristroi assaults on an entrenched position on the height. Fools though they are, tanar’ri commanders rarely order a goristro over the walls unless the situation is desperate or a diversionary attack has drawn off most of the defenders. Take this as a sign of weakness and counterattack." Usually solitary, goristroi are only important among their kin because of their ability to absorb damage and to mete it out. They are stupid and otherwise limited in power, unable even to gate in other tanar’ri. The vast majority of goristroi encountered are in the service of some Abyssal ruler, blindly carrying out the duties assigned to them with complete fanaticism. There is never a question of retreat or morale when dealing with these brutes, though the threat of long falls can induce paralysis on the field of action. In all other respects, they always continue to follow their given commands until completion or death occurs. In the Blood War the goristroi serve as siege engines and rallying points for lesser tanar’ri, much as elephants do among some prime-material worlds. A goristroi citadel is a platform strapped to the creature’s head and shoulders like a helmet. The tanar’ri carries this citadel as a lesser creature might carry a knapsack; it hardly seems aware of it. The fortification usually provides excellent cover (-7 to AC) for two to four riders, depending on the size of the goristroi. Again from Mellagorus’ Deception And Strategems: "Goristroi citadels are dangerous and best kept busy with cannon fodder and inferior troops, but if they can be broken the lesser troops surrounding them are usually routed. The best way to accomplish this is to harry a goristro from two directions. The retarded behemoth will turn from one attack to the other, unconscious of the fact that its rapid movements are shaking and battering the creatures within the citadel to death. At this point flying troops such as abishai can take the citadel and slay the goristro by a surgical strike to the neck with axes, polearms, and cleavers. "Goristroi ruled by an Abyssal lord or power always wear some symbol of servitude, such as a collar, an arm or wrist band, or an implanted symbol. Such devices zypically have the power to conves telepathic commands to the wearer as well as serve as tracking devices should the masters wish to know the whereabouts of their servants. Without direct command or supervision, goristroi tend to wander off on destructive rampages of their own direction and desire. "Goristroi do not breed naturally. They are carefully mated by their owners after extensive negotiations, eventually resulting in a single young. The goristroi are carefully watched throughout the entire process, for fear of foul play by the other side, such as an attempt to slay these valuable beasts. Generally, the terms are that the owner of the male goristroi gains the female young, and the owner of the mother is entitled to the male young produced. The young grow to maturity within five voracious, screaming years. This allows the lucky owner to breed further young on his own, albeit inbred ones. However, abductions, infanticide (if the young is the wrong gender), and even outright purchases of the live young are fairy common. Under no circumstances are the parents allowed to have any influence on the young goristro." Goristroi are predators that make no distinction between various types of prey. They eat anything that moves, even among their own kind, devouring lesser tanar’ri when their dim minds believe no one is watching. They are exclusively carnivorous, unable to eat vegetable matter even if no other food is available. If forced to go without living or recently slain meat, goristroi wither and die within two weeks, so tanar’ri commanders usually sacrifice lesser troops for the sake of keeping their citadels going. Goristroi flesh is itself poisonous if ingested, so not even powerful planar creatures or pack hunters like trolls and armanites attack them. Combat : The attack mode of these monsters consists of two clubbing smashes with their long and very powerful arms for 6d4+6 points or damage each. Each is equal to a crushing blow, so material struck must be saved for. In addition, these brutes can make a stamping attack against any 6 feet tall or shorter opponent within 10 feet of them for 5d8 points of damage. They hurl boulders as cloud giants (240 yard range for 2d12 points of damage). In addition to standard tanar’ri abilities, goristroi have the following spell-like powers, which they can employ one at a time, one per round, at will: detect invisibility, detect magic, fear (as a wand, by gaze), levitation , and spider climb. Even the lowliest of goristroi can be harmed only by +1 or better magical weapons. All of them are immune to cold, fire, poison, and poison gas. They regenerate 1 hit point per turn. They have infravision to 360 feet. As noted in the statistics above, gorislroi gain 6 hit points per hit die in addition to whatever is rolled, giving each hit die a range of from 7-14 instead of the usual 1-8. Goristroi that have 140-160 hit points are only 21 feet tall and can be hit by magical weapons of +1 or better. Those with 161-200 hit points are 22 feet tall, and are also hit only by +1 or better weapons. If a goristro’s hit points fall in the range of 201-240, the beast is 23 feet tall and is hit only by +2 or better weapons. (from Dungeons & Dragons Monster Manual - 2014) The goristro resembles a fiendish minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt. A hulking goristro sometimes bears a palanquin, carrying smaller demons on its broad shoulders, much like an elephant carries riders on its back. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Siege Monster - Goring charge - Labyrinine recall Appearance Gorislroi are vaguely reminiscent of giant bears, although their shoulders are broader, their visages a nightmarish cross beztween bison and human, and their hands and feet disproportionately large, splayed, and humanlike. Their arms are extremely long, like an ape’s. Individual colors vary from dark brown through sickly greenish yellow to a peculiar purplish gray. Size Hero Forge: 7 ft. Lore: Huge (20 ft. or more) Suggested: Huge to Gargantuan Other Monikers Bull demons, minotaur demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website
- Galeb Duhr | Digital Demiplane
Galeb Duhr Medium Elemental, Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 1994): The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain. Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn’t return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn’t regard as threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace. (From 3rd Edition Monster Manual II - 2002): Galeb duhrs are among the oddest creatures that an adventurer can encounter, but they are seldom dangerous. They live only in the mountains and seldom, if ever, venture onto other terrain. It is not known whether galeb duhrs can reproduce on the Material Plane, or whether the ones found there have all come from the Elemental Plane of Earth. To all appearances a galeb duhr is a living boulder with two dark, brooding eyes, a mouth, and rough-hewn appendages that serve as hands and feet. The typical galeb duhr stands about 4 feet tall, though advanced versions can reach heights of up to 16 feet. When sitting perfectly still (an activity that occupies much of its time), a galeb duhr is nearly indistinguishable from the surrounding stone—so much so that many travelers walk right past one without realizing it. Galeb duhrs do love to sing, however, and occasionally their deep, resonant, slow, and often palpably sad songs reveal their presence. The frequency of much of their singing falls below the range of human hearing, but the subsonic tones can be felt through the ground for many miles and tend to make horses nervous. As one might imagine, galeb duhrs are slow-moving, slow to anger, slow to action, and always take the long view. They have no known enemies except time. Now and then reckless monsters or adventurers attack them, hoping to acquire either gems or information about where to find rich veins of gold or other precious ore. Such attempts are generally doomed before they even begin. Galeb duhrs do know all there is to know about their mountain homes, both aboveground and below, but forcing them to give up those details is difficult in the extreme. To further complicate matters, galeb duhrs are quite territorial, even to the point of feeling protective about rocks and boulders, in much the same way that a treant feels responsible for the forest in which it lives. Anyone damaging, destroying, or even mining the mountains near a galeb duhr’s home often discovers some very staunch opposition. Combat : Galeb duhrs are usually solitary creatures, though they occasionally live with a few of their own kind. When approached, a galeb duhr can easily make it itself unnoticed. When irritated into combat, however, it attacks with its slams. Spell-Like Abilities: At will—animate objects (stone only), stone shape; 1/day—move earth, passwall, transmute rock to mud, wall of stone. Caster level 20th; save DC 11 + spell level. Elemental Traits (Ex): A galeb duhr is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60- foot range). Freeze (Ex): A galeb duhr can hold itself so still that it appears to be a boulder. An observer must succeed at a Spot check (DC 30) to notice that it is really alive. Tremorsense (Ex): A galeb duhr can automatically sense the location of anything within 300 feet that is in contact with the ground. (From 2nd Edition Monstrous Manual - 1993): The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. These intelligent beings are very large and slow-moving. They live in rocky or mountainous areas where they can feel the earth power and control the rocks around them. A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks like part of the terrain it lives in. Combat: Galeb duhr are fairly solitary creatures, preferring to live with a few of their own kind, and none of any other kind, including earth elementals . When approached, a galeb duhr is liable to avoid the encounter by disappearing into the ground. If chased or otherwise irritated, however, a galeb duhr does not hesitate to fight the intruder. Galeb duhr can cast the following spells as 20th-level mages, once per day: move earth , stone shape , passwall , transmute rock to mud , and wall of stone . They can cast stone shape at will. They can animate 1-2 boulders within 60 yards of them (AC 0; MV 3; HD 9; Dam 4d6) as a treant controls trees. Galeb duhr suffer double damage from cold-based attacks and save with a -4 penalty against these attacks. They are not harmed by lightning or normal fire, but suffer full damage from magical fire (though they save with a +4 bonus against fire attacks). Habitat/Society: Galeb duhr, thought to be native to the elemental plane of Earth, are sometimes encountered in small family groups in mountainous regions of the Prime Material plane. It is not known how (or whether) galeb duhr reproduce, but “young” galeb duhr have occasionally been reported — those specimens encountered being a smaller size than normal. While galeb duhr seem to have no visible culture above ground, they are known to collect gems, which they find through their passwall ability. They sometimes have small magical items in their possession, evidently taken from those who attacked them to take their gems. The “music” of the galeb duhr often provides the first evidence that these creatures are near — and usually the only evidence, as the unsociable galeb duhr are quick to pass into the ground when they feel the vibrations of approaching visitors. Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling produced by these creatures is a form of warning to others in the group, but there is no conclusive evidence either way. Ecology: Galeb duhr have no natural enemies, other than those who crave the gems they collect. Galeb duhr eat rock, preferring granite to other types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every two or three months. Besides the gems that they carry with them, galeb duhr are likely to know where many other gems are, as well as veins of precious metals, such as gold, silver, and platinum, though galeb duhr seem to have no interest in these minerals for themselves. A few powerful mages have been able to bargain with the galeb duhr for this information. This is a difficult agreement to consummate, for the galeb duhr are valiant fighters, and usually have no difficulty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at any attempt to make use of this knowledge in their vicinity. In some strange way, galeb duhr feel responsible for the smaller rocks and boulders around them, in much the same way that a treant feels responsible for trees in its neighborhood. A traveler who disturbs the area near a galeb duhr does so at his own peril. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities -Animate boulders to make duplicates of itself in combat - Rolling charge attack knocks enemies prone - Strong slam attack - Indistinguishable from a normal boulder when motionless - Resistant to nonmagical weapons - Immune to poison, exhaustion, paralyzed, petrified - Tremorsense Appearance The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks like part of the terrain it lives in. Size Hero Forge: 11'2" (5.5')(XL) Lore: Medium to Huge (4' to 16') Suggested: Medium to Huge Other Monikers None Sources - Forgotten Realms Helps - 5th Edition Monster Manual (2014) - 3rd Edition Monster Manual II (2002) - Monstrous Manual (1993) - DndBeyond - mojobob's website
- Animentals | Digital Demiplane
Aasimar (pronounced ASS, but I say ACE to avoid snickering), are the playable pretty boys of Dungeons & Dragons. They're the reverse of tieflings, with angelic blood in their veins. This usually makes them super handsome... white hair, halo, gold freckles... and lets them spawn angel wings for a minute a per day. But I love to make Aasimar NPCs the biggest entitled dicks in my own campaign. Lore and examples of Aasimar miniatures available here for your game (made with Hero Forge). Animentals Any Size Elemental, Unaligned Hero Forge Mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): It’s said that the Elemental Planes shape the Prime Material Plane, forming the basis for all things found there. Sometimes, however, it works the other way. See, when an animal dies on the Prime, its spirit usually wends its way to the Outer Plane that most closely matches the alignment or devotion it had while alive (often, the Beastlands). Sometimes, though, a portion of the deader’s life energy is left over, and it passes through to the Inner Planes instead – most likely shunted through a vortex leading to one of the Elemental Planes. The residual force finds its way to a new plane of primal energy and matter, where, like a reflection in a pond, it creates a duplicate or the beast it once animated on the Prime. The new form — known as an animental — is composed of whatever element is at hand. Thus, inner-planar travelers have encountered birds made of fire, snakes made of smoke, wolves made of water, and elk made of ice. But animentals can resemble monsters, too, though it happens a bit more rarely. A planewalker might find a griffon composed of minerals, a basilisk formed from air, or a dragon made of lightning. The combinations are usually surprising, and only rarely make “logical” sense. For example, most folks’d expect an animental fish to be shaped out of water or a bird to be made from air, but such combinations occur no more frequently than any other. For reasons no graybeards yet tumbled to, no one’s ever seen elemental humanoids created in this fashion. The Inner Planes just don’t seem to spawn counterparts for humans, elves, dwarves, or even monsters like orcs, gnolls, and ogres. But that doesn’t stop berks from rattling their bone-boxes. One well-known rumor talks about animental giants, but no proofs been given to date. Still, chant has it that animental humanoids do exist and are, in fact, the true progenitors of geniekind . Others say that the reason no one’s run into animental humanoids is that they’d all rounded up by dao slavers. Both of these rumors seem extraordinarily far-fetched. Combat : In general, an animental fights in the same manner as the actual beast it represents. In almost every way, however, it’s slightly superior to its prime-material counterpart. While the animental’s Hit Dice, THAC0, number of attacks, and Intelligence all remain the same, it usually inflicts greater damage and has a better Armor Class. First of all, the creature’s physical attacks are enhanced by its new composition, whether it’s due to heat from flame, steam, or magma; the choking fumes of smoke or ash; the impact of stony earth or forceful air; and so on. Thus, all damage per attack is increased by an additional 1d4 points for animentals of size S or M, 1d6 points for animentals of size L and 1d8 points for those even larger. The creature’s new composition enhances its natural defenses, too – the animental’s Armor Class improves by two steps (due to the noncorporeal nature of flame or steam, the protection of hardy earth or mineral, and so on). Special attacks involving elements, such as a petrifying gaze (stone) or flaming breath (fire), are retained only if the animental is composed of the appropriate element. If the creature can’t use the special attack, approximately 25% of the time it adopts a new and more appropriate power. For example, a medusa made of fire might turn her victims into pillars of flame via her gaze (or, perhaps, simply into volcanic obsidian or ash). A blue dragon that’s become a beast of ooze might see its lightning breath replaced by a gout of corrosive slime. The animental has about a 50% chance of retaining other special abilities – such as poison, regeneration, disease, and so forth – and a 30% chance of retaining spell-like abilities. All animentals can fly or swim through their respective element without difficulty, but they otherwise move at the normal rate for the prime-material creature they mirror. When slain, animentals revert to their component elements (a stone bat crumbles to pebbles, a smoke dragonn fades away, and so on), leaving no trace that they ever existed. Habitat/Society: Being creatures that exist as imitations of life rather than as true life, these beasts have no real culture. They’re truly natives of their own elements, unable to leave their home planes except in the most special of circumstances (such as when summoned by a rare spell into an area that has large amounts of their respective element). Most other elemental beings ignore animentals as phantoms, though a few employ them as guards or pets. Remember, though, that not all animentals are “dumb” beasts. They keep the same Intelligence they had when they lived as real creatures. That means that if the original, flesh-and-blood being was able to communicate in some manner (speech, telepathy, or the like), the animental can do the same. Ecology : Animentals are aberrations, an exception to all the rules; they fit into the strange ecologies of the Inner Planes as best they can. Because most of those planes have no plant life, even “normally” herbivorous beasts become meat-eaters, preying upon visitors or other inhabitants found there. The point should be made that animentals are no longer the creatures they were, no longer made of flesh and blood, no longer slaves to terrestrial natures. They’ve become beasts of elemental energy and matter — only their appearances still bring to mind the animals or monsters they used to be. Many graybeards theorize that animentals aren’t even living beings in the truest sense, and are, in fact, little more than reflections of life, with no more substance than images in a mirror. This might be overstating the point, but the essence of the statement gives a body something to rattle about in his brain-box. (From 3rd Edition Manual of the Planes - 2001): ELEMENT CREATURES: The different Elemental Planes are home to creatures that are made entirely of the elemental material of their native plane.The templates below present examples from each of the Inner Planes, as well as a couple of alternative planes. Air Element Creatures: Air element creatures dwell in the Elemental Plane of Air. They appear as shifting clouds in the same general form as similar material beings, with darker bits of fog for eyes and mouth. Creating an Air Element Creature: "Air element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's typе changes to "elemental (air)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Speed: An air element creature has a fly speed of 100 feet, unless the base creature has a higher fly speed, with perfect maneuverability. Special Attacks: An air element creature retains all the special attacks of the base creature and also gains the following. Air Mastery (Ex): Airborne creatures suffer a -1 penalty on attack and damage rolls against an air element creature. Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following ones: - Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. - Darkvision with a range of 60 feet. - Damage reduction (see the table below). Hit Dice: Damage Reduction: 1-7 -- 8-11 5/+1 12+ 10/+1 Saves: Same as the base creature. Abilities: Change from the base creature as follows: Dex +6. Skills: Same as the base creature. If the air element creature has an Intelligence of 4 or greater, it speaks Auran. Feats: Same as the base creature, with the added feat of Flyby Attack. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the base creature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Earth Element Creatures: Earth element creatures dwell in the Elemental Plane of Earth. They appear as shambling hulks with the same general form as similar material beings but are made entirely of stone, earth, and soil. Their eyes are multifaceted crystals. Creating an Earth Element Creature: "Earth element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (earth)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Speed: Gains burrow at the base creature's normal speed or 20 feet, whichever is less, in addition to the normal speed for the base creature. AC: Natural armor improves by +3. Special Attacks: An earth element creature retains all the special attacks of the base creature and also gains the following. Earth Mastery (Ex): An earth element creature gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 penalty on attack and damage rolls. Burrow (Ex): An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's. Special Qualities: An earth element creature retains all the special qualities of the base creature and also gains the following ones: - Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. - Darkvision with a range of 60 feet. - Damage reduction (see the table). Hit Dice: Damage Reduction: 1-7 -- 8-11 5/+1 12+ 10/+1 Tremorsense (Ex): The earth element creature can automatically sense the location of anything within 60 feetthat is in contact with the ground. If the base creature already has one or more of these special qualities, use the better value. Saves: Same as the base creature. Abilities: Change from the base creature as follows: Str +2, Dex-2. Skills: Same as the base creature. If the earth elementcreature has an Intelligence of 4 or greater, it speaks Terran. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the basecreature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Fire Element Creatures: Fire element creatures dwell on the Elemental Plane of Fire. They have the same general form as material beings but are bathed in flame, hair and fur replaced with fire, and scaled or armored portions replaced with blackened ash and charcoal. Their eyes glow with blue flames. Creating a Fire Element Creature: reating a Fire Element Creature "Fire element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (fire)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Special Attacks: A fire element creature retains all the special attacks of the base creature and also gains the following. Heat (Ex): In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons (including claw, bite, slam, or tail attack).The amount of damage depends on the HD total of the creature (see the table below). Burn (Ex): Those hit by the natural weapons ofa fire element creature must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the DUNGEON MASTER'S Guide).The save DC is equal to 7+ the fire element creature's HD total. Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though hit by the fire element creature's attack, and also catch fire unless they succeed at a Reflex save. Special Qualities: A fire element creature retains all the special qualities of the base creature and also gains the following ones: Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Darkvision with a range of 60 feet. Damage reduction (see the table below). Hit Dice: Damage Reduction: Additional Fire Damage: 1-3 -- -- 4-7 -- 1d4 8-11 5/+1 1d6 12+ 10/+1 2d6 Fire Subtype (Ex): Fire immunity, double damage from cold except onasuccessful save. If the base creature already has one or more of these special qualities, use the better value. Saves: Same as the base creature. Abilities: Same as the base creature. Skills: Same as the base creature. If the fire element creature has an Intelligence of 4 or greater, it speaks Ignan. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the base creature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Water Element Creatures: Water element creatures dwell in the Elemental Plane of Water. They have viscous, fluid bodies in the same general form as similar material beings. Glowing orbs of green serve as eyes, and a concavity lined with coral as a mouth. Creating a Water Element Creature: "Water element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (water)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Speed: Swim 90 feet in addition to the normal speed for the base creature. Special Attacks: A water element creature retains all the special attacks of the base creature and also gains the following. Water Mastery (Ex): A water element creature gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is landbound, the water element creature suffers a-4 penalty on attack and damage rolls. Drench (Ex): The water element creature's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the water element creature's HD total. It gains no benefit or disadvantage against creatures from the Ele- mental Plane of Fire. Special Qualities: A water element creature retains all the special qualities of the base creature and also gains the following ones: - Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. - Darkvision with a range of 60 feet. - Damage reduction (see the table below). Hit Dice: Damage Reduction: 1-7 -- 8-11 5/+1 12+ 10/+1 If the base creature already has one or more of these special qualities, use the better value. Saves: Same as the base creature. Abilities: Same as the base creature. Skills: Same as the base creature. If the air element creature has an Intelligence of 4 or greater, it speaks Aquan. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the basecreature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Alternate Versions Size Hero Forge: Varies (XL) Lore: According to creature Suggested: According to creature Abilities - Element type added to damage for normal creature attacks - Special abilities and attacks according to element - Movement adapted to element (swimming for water, flying for air, burrow for earth, etc.) - Immunity to damage types related to creature's element Stat Block 5th Edition: - Animental Fire Wolf (reddit homebrew) - Any stat block of beast/monster with element damage/immunity added 2nd Edition: - Mojobob's website Home Plane Inner Planes Other Monikers Plane-touched, Qaida, Xar'radas, Griffith, Yasha, Reani, Dora Appearance Inner-planar travelers have encountered birds made of fire, snakes made of smoke, wolves made of water, and elk made of ice. But animentals can resemble monsters, too, though it happens a bit more rarely. A planewalker might find a griffon composed of minerals, a basilisk formed from air, or a dragon made of lightning. Sources - Forgotten Realms Wiki - Manual of the Planes (2001) - Planescape Monstrous Compendium Appendix III (1998) - Mojobob's website
- Fraz-Urb'luu | Digital Demiplane
Fraz-Urb'luu Large Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): All demons are liars, but Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. Many of the cultists of Fraz-Urb’luu aren’t even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their holy cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb-luu's Lair: Fraz-Urb’luu’s lair lies within the Abyssal lair known as Hollow’s Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city. The challenge rating of Fraz-Urb’luu is 24 (62,000 XP) when he’s encountered in his lair. Lair Actions: On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Fraz-Urb’luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 ((6d10)) psychic damage. Regional Effects: The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects: Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. 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 Fraz-Urb’luu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Fraz-Urb’luu dies, these effects fade over the course of (1d10) days. Madness of Fraz-Urb-luu: If a creature goes mad in Fraz-Urb’luu’s lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb’luu 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 never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.” 21-40: “I have intermittent hallucinations and fits of catatonia.” 41-60: “My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.” 61-80: “I convince myself that things are true, even in the face of overwhelming evidence to the contrary.” 81-00: “My perception of reality doesn’t match anyone else’s. It makes me prone to violent delusions that make no sense to anyone else.” (from 3.5e Fiendish Codex I Supplement - 2006): This hulking menace stands just over 18 feet tall, despite his hunched posture. His muscular body is covered with short, coarse pale-blue fur. Two black, leathery wings protrude from his back, and his coiling tail ends in a cruel razor-sharp point. His face is framed by large, ragged ears, and while his eyes are relatively small, his mouth is overly large and fi lled with fangs. Deceptive Fraz-Urb’luu is the patron demon lord of illusionists and tricksters, a wrathful prince who only recently escaped imprisonment on the Material Plane. Servants, Enemies, and Goals: The most signifi cant event in Fraz-Urb’luu’s recent past was his imprisonment on the Material Plane below Castle Greyhawk by the mad archmage Zagig. Fraz-Urb’luu remained imprisoned in those infamous dungeons, trapped in a bas-relief carving on a wall, for over two hundred years before he was accidentally released by a pair of adventurers whom Fraz-Urb’luu promptly repaid by destroying their gear and stranding them in his Abyssal realm. Since his escape, Fraz-Urb’luu has spent the past 25 years rebuilding his Abyssal realm of Hollow’s Heart and searching for his staff, a potent artifact that was stolen at the time of his imprisonment. Fueling these goals is rage—rage focused primarily on all of humanity. Fraz-Urb’luu hopes that when he has fully re-established his power over Hollow’s Heart and has reclaimed his staff, he’ll be able to bring this rage to bear on his enemies. Fraz-Urb’luu counts no other demon lord as an ally, because his ability to deceive them and trick them makes him a particularly hated demon lord. Rumors hold that this hatred might have encouraged some of the other demon princes to aid in Fraz-Urb’luu’s imprisonment. For now, his enemies keep a watchful eye on Hollow’s Heart but dare not move against him. He might be alone, but Fraz-Urb’luu remains one of the more powerful of the Abyssal lords nevertheless. Strategy and Tactics: Fraz-Urb’luu is never encountered without a greater magic fang spell in effect on all of his natural weapons; the statistics above include these bonuses. He opens combat by fi rst summoning monsters and demons, sending these minions to engage the enemy while he hangs back and uses telekinesis and unholy blight to support them. Fraz-Urb’luu’s hatred of humanity tends to trump these tactics, though. Against humans, he prefers to close to melee immediately, focusing his physical attacks on such enemies until they are slain. Whenever Fraz-Urb’luu is brought below 100 hit points, he immediately uses his deception power to try to summon another demon lord, teleporting away the instant before the other demon appears. Constrict (Ex): Fraz-Urb’luu deals 2d8+10 points of damage with a successful grapple check, in addition to damage from his tail attack. Deception (Sp): Fraz-Urb’luu’s most notorious ability is his knack for deceiving other powerful demon lords into believing they have been summoned by some foolish mortal. He can attempt to deceive another demon in this manner once per day as a free action. The demon can resist the summons with a successful DC 32 Will save. Since this ability is a free action, Fraz-Urb’luu often uses greater teleport to retreat elsewhere just before the deceived demon appears. Demons deceived in this manner quickly realize what has happened and usually fly into a fury and attack anything in sight as a result. Although doing so is not beyond his ability, Fraz-Urb’luu generally avoids deceiving demons with a CR higher than his own, since he doesn’t enjoy inviting the wrath of such powerful fiends. Since this ability summons demons rather than calls them, they cannot perform summoning effects of their own. Likewise, they are not actually slain if defeated in combat; rather, they return whence they came in such an event. In any case, a deceived demon vanishes automatically after 2 minutes. This ability is the equivalent of an epic-level spell. An epic spell has no fixed level. For purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, an epic spell is treated as if it were a 10th-level spell. Improved Grab (Ex): To use this ability, Fraz-Urb’luu must hit an opponent of any size with his tail attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. Inscrutable (Su): Fraz-Urb’luu is immune to most divination spells and effects. Attempts to scry on him are automatically foiled by a screen effect (CL 20th). FrazUrb’luu can suppress this defense by concentrating. Summon Tanar’ri (Sp): Once per day, Fraz-Urb’luu can automatically summon 1d4 vrocks or 1 nalfeshnee. These demons gain a +4 enhancement bonus to Strength and Constitution due to Fraz-Urb’luu’s Augment Summoning feat. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (176th layer: Hollow Heart) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Massive bite, tail and fist attacks - Innate Spellcasting - Infectious madness - Master of deception, stealth, perception - Impossible to detect by magic - Legendary Actions to swat away enemies, move, or bite - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Telepathy, Truesight - Telepathy Appearance This hulking menace stands just over 18 feet tall, despite his hunched posture. His muscular body is covered with short, coarse pale-blue fur. Two black, leathery wings protrude from his back, and his coiling tail ends in a cruel razor-sharp point. His face is framed by large, ragged ears, and while his eyes are relatively small, his mouth is overly large and filled with fangs. Size Hero Forge: 17 ft. (XL) Lore: Large to Huge Suggested: Large to Gargantuan Other Monikers Prince of Deception, Fraz-Urb'Luu, Fraz Urblu Sources - Forgotten Realms Wiki - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 3.5e Fiendish Codex I Supplement (2006)
- Artist
Artist Genie Artist Genie Medium Elemental, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (from Al-Qadim Monstrous Compendium - 1992): Tasked artist genies include both incredibly skilled craftsmen and aesthetically brilliant artists in fields widely accepted as high art. Both groups are capable of producing masterworks in their chosen speciality in a very short period of time. Reshaped from dao and djinn long ago, they will willingly serve a generous master, though they always undertake work they enjoy before doing work that they must do. Tasked artist genies are poets, composers, musicians, sculptors, painters, and weavers. The craftsmen genies (who bitterly deny that their work is any less artistic than that of the pure artists) are potters, woodworkers, furniture makers, silversmiths, goldsmiths, decorative ironmongers, gemcutters, jade and ivory carvers, calligraphers, illuminators, gardeners, maskmakers, tailors, haberdashers, and seamstresses. Mistreated artist genies will never produce superior work, though they have too much devotion to their craft to deliberately flaw a work (unless they are consistently abused with no hope of escape). Regardless of how hard they try, works produced by enslaved or charmed artist genies are never quite as good as those they make when they are free to pursue their work as they choose. Of all the tasked genies, artist genies vary the most in their appearance, perhaps because the work they do varies so much. Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration. The craftsmen genies all have nimble fingers and a good sense of proportion. Artist genies are adaptable and generally take on the trappings of the group they work for or live among. They are particularly sharp rivals with each other, as few others can match their skills. Artist genies will talk shop with anyone they consider able to understand their achievements; they have only scorn for the unskilled or untalented. In their dress, artist genies either push the boundaries of the latest design and daring or wear the most shabby and dated clothing imaginable. The pure artists are entirely hedonistic, though this is manifested in various ways. Some artist genies require odd foods, such as stewed apples or fermented fish while others must have parks and scenic vistas to stroll along each day for relaxation and contemplation before their work will achieve its highest level. Others still wallow in drink or gluttony, constant hot scented baths, or exotic companionship. Slighting the work of an artist genie demands retribution, but this revenge can take many forms. A skilled critique by a knowledgable patron may earn only some vicious gossip in return. In the case of uninformed criticism by a pretender to knowledge, some artist genies are unstable enough to simply hurl themselves at their detractor, regardless of the consequences. Others are wise enough to enjoy more subtle forms of revenge (for example, creating a work that ridicules the offending party). Sometimes revenge takes the form of a gift that is given to some rival of the tactless speaker, or a mysterious increase in the cost of producing new work for a patron. Some forms of revenge are fatal, such as a potter genie adding enough poison to a clay vessel to slowly kill anyone who eats or drinks from it. Artist genies are dependant on refined patrons and high levels of cultural achievement. Although they may be found anywhere, their skills are only fully appreciated by the knowledgable. Their material needs are often neglected in favor of getting the materials they require, for an artist genie taken away from the tools of its trade and forced into idleness for protracted periods either dies or goes mad. Combat: Although their professional skills vary, all artist genies have a set of spell-like abilities in common. They are able to use each of the following spell-like abilities twice per day: duodimension , mirror image , illusion , polymorph self , and stone shape . The illusions of artist genies create both tactile and visual components which last without concentration until dispelled or touched with cold iron. These are often used to give visible form to mental models and ideas before a final, lasting product is produced. It may also be used by the less scrupulous artist genies to satisfy their patrons without a great deal of effort being expended in actual work. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Plane of Earth, Air, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting (highly varied) - Unique and highly varied special abilities related to their craftw - Telepathy - Flight Appearance Of all the tasked genies, artist genies vary the most in their appearance, perhaps because the work they do varies so much. Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration. The craftsmen genies all have nimble fingers and a good sense of proportion. Size Hero Forge: 9 ft. (XL) Lore: Medium (7 ft.) Suggested: Medium to Large Other Monikers Tasked Artist Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- Slayer
Slayer Genie Slayer Genie Large Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): The tasked slayer genie 's only purpose is to commit murder as often as possible — by stealth as long as possible or through berserker rages when discovered. As this sort of behavior tends to be noticed by sentient creatures nearby, slayer genies are usually very discreet about their activities, controlling the rage which motivates them because of their fear of discovery and punishment. Slayer genies are massive genies with four arms and dark, polished skin and are usually naked to the waist. Two of their hands are human; the other two resemble lion's paws with ivory claws. Their red eyes sparkle with flame. Above and between their two eyes lies a third eye, which is green and resembles that of a panther. The third eye is centered between two horns. Their hair is coarse as horsetails. On their backs are two massive wings. Combat: Slayer genies prefer to kill their targets quietly, and they are extremely well-equipped to do so, either by magical or physical means. They can cast blindness , silence 15’ radius , darkness , improved invisibility , ventriloquism , misdirection , assume gaseous form , polymorph self , and dimension door . If they reveal their true form they can cause fear in creatures of 3 Hit Dice or less. In melee, they attack either with their terrible claws or with a melee weapon in either normal hand (at no penalty). Their enormous Strength gives them a +9 damage bonus when using melee weapons. Slayer genies prefer scimitars, axes, cleaving polearms, morning stars, and maces. Slayer genies will use missile weapons in unusual circumstances. They suffer no penalty for using such weapons instead of their usual melee weapons. Habitat/Society: It is believed that slayer genies were first created with the specific function of terrifying the enemies of the genie lords, but that they later began to serve as efficient assassins in noble genies’ power struggles. Given their nature and their origin, it is not surprising that slayer genies are always servants. Those few slayer genies that become free generally have very short reigns of terror. They serve humans, demihumans, and other genies, but their masters always closely monitor their actions. An unwatched slayer genie is extremely dangerous, and may begin slaughtering its master’s followers. Slayer genies enjoy the company of other warriors, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, tactics, martial trickery, and armor with anyone willing to listen. Their fascination with violence and bloodshed goes far beyond the professional level. They have a disturbing fixation with the process for its own sake, and their descriptions of past battles are full of loving details of exactly how a foe looked as he died, how well each of their weapons performed, the quirks of various fighting styles and their appeal, and so on. The joy they have in battle and death extends to their own demise, which they all look forward to as a glorious occasion. Nothing spoils the mood of a slayer genie quite so much as the thought of dying some way other than in combat. Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role, and boast about it afterward. No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake. Ecology: When tasked genies are driven mad they become tasked slayer genies, genies unable to stay sane after long labor at the same task. They seek release in bloodshed, and they retain only a limited cunning. Slayer genies view all other creatures as merely sets of abilities and attributes to be overcome, creatures whose only purpose is to meet their death at the hands of the slayer. Hearing a slayer genie inform creatures that they are denying their purpose (that is, not dying at its hands), and thus upsetting it, can be very alarming — refusal to admit that one wants to die by the slayer’s hands just upsets it further. Living creatures rarely survive, much less profit, from meeting a slayer genie. The only exception to this general rule are the undead; slayer genies are puzzled at whether or not they should bother to kill things that are already dead. Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone. This often results in undead creatures being blamed and hunted as the perpetrators of slayer genies’ crimes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Inner Planes, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful innate spellcasting - True form causes fear in other creatures - Four clawed arms, often wielding weapons - Enormous strength - Flight - Telepathy Appearance Slayer genies are massive genies with four arms and dark, polished skin and are usually naked to the waist. Two of their hands are human; the other two resemble lion's paws with ivory claws. Their red eyes sparkle with flame. Above and between their two eyes lies a third eye, which is green and resembles that of a panther. The third eye is centered between two horns. Their hair is coarse as horsetails. On their backs are two massive wings. Size Hero Forge: 10 ft. (XL) Lore: Medium (10 ft.) Suggested: Large to Gargantuan Other Monikers Tasked Slayer Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- About | Digital Demiplane
Hi! Nice to meet you, friend human. My name is Matt-GM, or GM-Matt. I can't remember. About Hi! I'm Matt, and you're looking at my pandemic coping mechanism! I've run a D&D campaign in Planescape since 2017, and it's still going. During quarantine I made a lot of digital art to support it (too much really!) using Hero Forge and Talespire. It's profoundly satisfying t o create in thes e programs. One of the players in my campaign is also contributing a few works (thanks Mog!) Truth be told, I like making stuff a lot more than I like promoting; haven't participated in any community contests or forums, which in comparison are just a big ball of stress. But my players keep telling me the stuff I create is great, and it's swelled my head enough to put it online in time for Planescape's re-release. Outside the hobby, I'm an animator in the videogames industry, but after many years of passion and pandemic, I've slowed down a little, trying to decide what I want to do next in the world. Digital Demiplane is an exploration of this, and a search for insp iration. I started building this site a few months before the OGL fiasco. That was a bummer, but I get such joy out of the hobby that I decided to finish what I bega n. I'm wed to Planescape currently, but who knows, maybe one day I'll transition to another setting or game system captures my inspiration, and bring the art with it. Digital Demiplane, in its current form, is a love letter to Planescape, a gift to those who still hold it dear, and an invitation for folks looking to part the traditional fantasy veil, and try something weird and deep and frequently hilarious . Happy trails, planewalkers. :) - Matt-GM
- Hollow
Hollow Dragon Hollow Dragon Huge Undead, Any Alignment Hero Forge Mini Button Double mini, no kitbash, 1 variant below Description (From Fizban's Treasury of Dragons - 2021): Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled. As the name suggests, a hollow dragon is the husk of a metallic dragon’s hide, filled with radiant energy. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors. Hollow dragons don’t suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed. When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit. 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): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond Abilities - Radiant breath weapon - Sapping presence weakens creatures - Ghostly bindings restrain creatures - Booming scales cause thunder damage at close range - Body reconstructs itself after being killed - Immune to poison, radiant, charmed, deafened, paralyzed, exhausted and frightened conditions - Necrotic resistance - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight Appearance As the name suggests, a hollow dragon is the husk of a metallic dragon’s hide, filled with radiant energy. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors. Size Hero Forge: 11 ft. (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Fizban's Treasury of Dragons (2021) - DndBeyond











