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  • Githyanki Xenomancer

    Githyanki Xenomancer Githyanki Xenomancer Medium Humanoid (Druid, Gith), Any Alignment Button Button Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (From Spelljammer: Adventures in Space - 2022): A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers prefer to do this work in their laboratories on the Astral Plane. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond Abilities - Staff deals psychic damage - Telekinetic Bolt - Innate spellcasting (psionics) - Astral Step teleport Appearance -- Size Hero Forge: 8'10" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond

  • Firenewt | Digital Demiplane

    Firenewt Medium Elemental, Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From Mordenkainen's Monsters of the Multiverse - 2022): Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area. A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders . They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts. (From Volo's Guide to Monsters - 2016): In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage. Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are forced to labor for a while before meeting the same fate. When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders , these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. (From Monstrous Compendium Volume Three Forgotten Realms Appendix - 1989): Firenewts, also known as salamen , are distant relatives of lizard men . They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5�’ tall) and a duller brown. The young are lighter but darken as they mature. They speak their own language and a dialect of lizard man. Priests, elite warriors, and overlords may speak the common tongue. Combat: Firenewt warriors (the most common variety) are typically armored in chain mail and carry one or two weapons — pike and sword (45%), sword only (25%), pike and lend axe (20%), or battle axe (10%). For every ten warriors encountered, there is one elite warrior with 3+3 Hit Dice and Armor Class 3 (chain mail plus Dexterity bonus). Elite warriors carry battle axes. For every 30 warriors encountered, there is a priest with 3+3 HD, AC 5, and the following spells, usable once each day: animal friendship , faerie fire , predict weather , produce flame , heat metal , and pyrotechnics . Priests carry maces. All firenewts have a limited breath weapon. Once a turn they can breathe fire on a foe directly in front of them. This flame has a 5-foot range and inflicts 1d6 points of damage; a successful saving throw vs. breath weapon reduces the damage by half. A firenewt is highly resistant to fire-based attacks and saves with a +3 bonus against them. In addition, all fire-based attacks that do affect it are reduced by 1 point of damage per die of the attack (minimum: 1 point/die). Conversely, a firenewt saves with a -3 penalty against cold-based attacks; such damage is increased by 1 hit point per die of the attack. Fully 33% of firenewts encountered on the surface, 90% of elite warriors, and all priests are mounted on giant striders . These beasts are highly trained for melee combat and fight even if the rider dismounts. Habitat/Society: Firenewts live in a cruel, martial society dominated by priests. Firenewts encountered outside their lair are members of a hunting or war party. They delight in torturing captives and roasting them alive. Intertribal relations tend toward genocidal warfare. Warriors earn great honor by destroying the hatching ground of an enemy tribe. Firenewts are carnivorous. They eat anything they can hunt down, even indulging in cannibalism when disposing of captives and eggs from rival firenewt tribes. They find humanoids a delicacy. The lair is ruled by a fiirenewt overlord (4+4 HD, AC 3) and his retinue of four elite warriors. The overlord controls the firenewts’ treasure. Wealth gathered from vanquished foes is brought back to the lair and added to the communal hoard. Individuals are rewarded with a few silver or gold coins, though they have little use for them. A firenewt lair contains, in addition to the males, females equal to 70% of the number of males, young (at 150%), and eggs (at 200%). The eggs are hidden in a secret, well-guarded hatching ground. The hatching ground is under the control of the priests and guarded by 1d3 young fire lizards . Firenewt females lay two to six eggs twice each year. All eggs are collected by the priests and taken to the hatching ground. The hatching ground is the heart of both the firenewt colony’s life and the priests’ power. Although eggs and hatchlings are supposedly raused communally without record or regard for bloodline, in thruth the priests maintain secret records for each egg. The priests discreetly eliminate the eggs of their enemies or of those who possess “undesirable” traits. Eggs hatch in six months. The young are divided by sex and assigned to groups of ten that are each raised and taught by two females. Each young firenewt is assigned to an adult who serves as mentor. The priests reward their allies by secretly assigning them their actual offspring. Ecology: The firenewts are vicious marauders that rule the inhospitable regions of volcanoes and unendurable heat. They are hostile toward all outsiders, including firenewts from other tribes. They rarely ally themselves with any but the most powerful of evil beings. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire, Prime Material Plane (volcanoes. hot springs, etc.) Stat Block 5th Edition: - Angry Golem Games (warrior) - Angry Golem Games (warlock of Imix) - DndBeyond (warrior) - DndBeyond (warlock of Imix) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Spits fire - Some have fire magic (warlocks) - Fire immunity - Amphibious Appearance The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5�’ tall) and a duller brown. The young are lighter but darken as they mature. Size Hero Forge: 5' (XL) Lore: Medium (5'6"-6' tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - Angry Golem Games (warrior) - Angry Golem Games (warlock of Imix) - DndBeyond (warrior) - DndBeyond (warlock of Imix) - Monstrous Compendium Volume Three Forgotten Realms Appendix (1989) - mojobob's website

  • Sislan | Digital Demiplane

    Sislan Large Elemental, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): From the journal of Rel Emandhun, titled A Long Way Down : “Everpresent but invisible, the air around us sustains, but when angered, it can destroy. The air is unpredictable and everchanging, never wholly friend nor foe. In my years on the plane of Air, the Breeze Realm, I encountered a thing — a beast — which embodied this dichotomy in full. “At the time, I was living in a floating city named Ur Mar Nidas, ruled by the Blameless Court, also known as…” [three pages later] “…there, finding myself in the presence of a creature that towered over me. At the time, however, I was not sure that a creature it truly was, for it appeared to be nothing but a shimmering in the air — a queer whirlwind, perhaps. Only when I saw that it approached me, and even altered its course to get at me, did I realize it to be a thinking being. “I knew it was no common air elemental because Huvaard’s ward was effective in keeping them at bay, yet I had no idea what this apparition could possibly be. Once it stopped within twenty paces I could see it more clearly. A whirlwind it truly was, though it extended three appendages of solid, wispy air from its otherwise churning form. At its cloudy center, a single eye looked out at me, conveying no expression that I could understand. “I attempted to communicate with the mysterious creature, but to no avail, or so I believe. If it did understand me, it refused to reply. Instead, it attacked me with whipping, spinning tendrils that buffeted me and swept me of the platform upon which I stood. “So I fell and fell. The creature — and indeed, the city — was soon out of sight. You see, falling on the plane of Air is an experience which…” Combat: A sislan spins rapidly enough to be a real terror in combat. It makes three attacks per round as its rotating limbs buffet and pummel the victim, each inflicting 1d6 points of damage. If all three attacks strike the sislan’s opponent, the sod must make a saving throw versus paralyzation or be stunned for 1d3 rounds, unable to act. The creature can also forego its pummeling attacks and instead attempt to grasp a foe. If successful, the sislan inflicts no damage on the victim, but pulls him into its swirling body, where he can take no action. The trapped berk is held until the sislan is slain or an outside force acts to help him. Unfortunately, there ain’t much an onlooker can do. A control winds , gust of wind or control weather spell — or the intervention or another creature of elemental air — gives the captive a chance to leap out of the sislan’s clutches. Bigby’s grasping hand , telekinesis , or similar magic could probably pull him out. But no direct physical action’ll do the trick, and anyone who makes such an attempt is subject to three automatic strikes from the sislan. Because of its whirling nature, the sislan also gains a +3 bonus to its attack roll when pummeling or grasping a stationary (non-flying) foe. Sislan can be struck only by weapons of +1 or greater enchantment. They’re immune to non-gaseous poison, petrification, paralization, heat, and cold. They suffer only half damage from electrical attacks, but any kind of gas other than pure air (including a stinking cloud , death fog , or even a great deal of smoke) inflicts 3d6 points of damage to a sislan and forces it to make a morale check at -4. If it fails the roll, the creature flees to avoid the impure gas. Habitat/Society: If the latest chant is correct, sislan congregate in groups of three, each having authority over the other two in specific areas. Thus, the creatures form a complicated triumvirate. In these groups they wander the Elemental Plane of Air, never straying near portals or vortices. It’s difficult, at best, to discern the motivations of the sislan. One theory holds that they dislike alien intruders and act — subtly or overtly — to rid Air of planewalkers and would-be settlers. If that’s true, the elitist sislan have a great deal of work ahead of them, for of all the Inner Planes, Air’s the one most overrun with outsiders. Despite their apparent hatred for non-natives, the sislan also seem to despise ildriss , the air elemental grues. They attack these evil wind terrors on sight. Ecology: The mysterious sislan roam the Elemental Plane of Air, never leaving it. Chant is they couldn’t exist anywhere else. Some graybeards suggest that sislan are really the spirits of slain air elementals, while others think that they’re an even more fundamental embodiment of the plane than elementals. The real dark? No one knows for sure. Unlike the elementals of its home plane, a sislan isn’t composed entirely of air. Its thick mass also contains tiny particles of viscous liquid, though a casual observer wouldn’t easily notice them. Nevertheless, a thin, waxy coating usually appears on objects that a sislan has passed by or over, and when one of the creatures dies, it leaves behind a dollop of clear, syrupy muck. This ichor dries quickly, hardening with great strength: some cutters gather and treat the stuff so it can be stored and then used as a powerful adhesive. One blood even discovered that skilled alchemists can use the substance to create longlasting potions of flight or levitation . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 2nd Edition: - Mojobob's Website Abilities - Pummeling limbs stun creatures - Can envelop creatures - Immune to nonmagical attacks, poison, petrification, paralysis, fire and cold - Resistant to lightning damage - Flight Appearance A whirlwind it truly is, though it extends three appendages of solid, wispy air from its otherwise churning form. At its cloudy center, a single eye looks out at you, conveying no expression that you can understand. Size Hero Forge: 12 ft. (Kitbashed) Lore: Large (12 ft. tall) Suggested: Large to Gargantuan Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Kelubar

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

  • Rakshasa

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

  • Rutterkin

    Rutterkin Rutterkin Hero Forge Mini Double mini, no kithash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons (see the Monster Manual) that follow in the wake of the rutterkin mob that laid them low. From The Book of Vile Darkness (2002): Rough, crude, and bestial, rutterkins understand nothing but brute force. These bullying demons are mean and cruel, trapped in a life of never-ending pain, unhappy unless they are inflicting violence. They roam the Abyss in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up on it). These demons are outcasts eveni nthe Abyss. Of all other demons, only the chasmes treat them as allies, and that is only because they find rutterkins easy to master and dominate. Rutterkin are the misshapen results of the foul and chaotic energies that course through the Abyss, formed in a process not unlike the disease known as warp touch. As such, they are always in pain and frequently howl and grimace, writhing and contorting as their corrupted bodies mutate with no rhyme or reason. The forms the rutterkins are cursed with are not always the most efficient, and about 10% of the time, a rutterkin encountered is so malformed that one of its arms does not work, or its limp actually slows its speed by 10 feet. From Planescape: Monstrous Compendium Appendix I (1994): Rutterkin are tanar’ri mutated by energies unknown. They are complete outcasts, not even cannon fodder in the Blood War. However, rutterkin do unwittingly serve the tanar’ri. Rutterkin so hate their position that they wander the Abyss in solitude. There, they never attack any tanar’ri save for least tanar’ri. However, they savagely attack non-tanar’ri they see. Although the rutterkin are usually far too weak to stop intruders, these pathetic creatures try to gate in reinforcements, thereby spreading the alarm. The nalfeshnee might create the rutterkin directly from the life forces of evil but incompetent beings who come before them for judgment. Rutterkin more truly represent chaos than their kin, for they are bound to no cause, have no society, and serve no master. Even the chasme ignore them. Ancient stories of the origin of the rutterkin say that many millennia ago, a race of humans in a distant corner of the Prime Material Plane experimented with plane and probability travel. These cerebral beings explored the Prime Material Plane and eventually expanded into the Inner and Outer Planes. When they discovered the Abyss, they were enslaved by the tanar’ri, who had never before encountered beings other than themselves. Originally, tanar’ri abuse changed the rutterkin into what they are, but now other types of creatures can become rutterkin as well. Combat: Rutterkin are known for the strange weapons they carry. Some of their favorites include: a snap-tong device that inflicts 2d4 points upon hitting and then continues to inflict like damage each round until the opponent breaks free by scoring a hit on the weapon (AC 5); a polearm with a double crescent head; a saw-toothed flatchet (broad-headed sword that is +1 damage versus unarmored opponents); and a 3-armed blade thrown from a sling-like device. A rutterkin can also attack with two claws (1d6+1 damage each). They dislike this attack because their malformed bodies feel pain if they strike (as one with a sprained wrist would feel pain from punching). Rutterkin groan and yelp when they attack with their claws. In addition to those available to all tanar’ri, rutterkin have the following spell-like abilities: fear (by touch), fly, and telekinesis (3 times per day). Rutterkin can gate in 1-8 least tanar’ri once per day with a 50% chance of success. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's Website Abilities - Causes immobilizing fear - Warping plague bite that transforms victims into manes or abyssal wretches Appearance These twisted, malformed creatures usually are hunched over, walking with a stagger of limp. Their skulls are pointed, their eyes small and vicious, and their features assymetrical and deformed. Their mottled green and blue-violet skin is nearly hairless. No two look exactly alike. Size Hero Forge: 7 ft. Lore: Medium (5-7 ft.) Suggested: Medium Other Monikers None Sources - Mordenkainen Presents: Monsters of the Mulriverse (2022) - Mordenkainen's Tome of Foes (2018) - Book of Vile Darkness (2002) - Planescape Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Shadow Fiend

    Shadow Fiend Shadow Fiend Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Dungeons & Dragons Monster Manual (2014): When a demon’s body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion. Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind. Shadowy Nature. A shadow demon doesn’t require air, food, drink, or sleep. From Planescape: Monstrous Compendium Appendix II (1995): Shadow fiends have no known language, although it is said that they can communicate with other creatures from the Lower Planes. No mortal has ever confirmed this. however. Shadow fiends live in small villages throughout the Lower Planes. They have a high sense of the aesthetic. and their villages are noted for the sculptures of pure darkness. (Shadow fiends cannot use the ability to sculpt darkness outside of the Lower Planes, and the time and concentration required to do so prevents its use in combat.) Many villages are built around a gate to some other plane. These gates are tiny (only a few feet tall) and well hidden. if trapped on a foreign plane, shadow fiends seek and dwell with ancient black dragons. Some speculate that the shadow fiends have some biological tie, or perhaps even social ties, with these evil dragons. Certain researchers of magic would find confirmation of this rumor valuable Shadow fiends are a race of traders in the Lower Planes. They deal in minds that they have captured in dark gems. An imprisoned intellect of great power and lore, such as a wizard with a high reputation, can interest many buyers and provoke intense bidding wars. The shadow fiends trade the captured intellects for raw evil magic, which they shape by unknown processes into more shadow fiends. Shadow fiends seek powerful minds to imprison and sell, but sometimes they inadvertently steal the intellects of braggarts and know-alls. These little minds, prone to brag of their status, thereby attract a shadow fiend’s notice. Soon the victims find themselves on a trading block in the Lower Planes. Some say the powers of the Lower Planes have close ties to the shadow fiends, and that the powers can command the fiends to do their bidding Some say the powers of the at any time. Combat: Like shadows, which many believe (wrongly) are related creatures, shadow fiends are 90% undetectable in 5 dim light or shadows. When they attack those who have not spotted them, they always gain surprise. Each round the monster can strike with two claws (ld6 damage Whenever the shadow fiend gains surprise, it springs onto its victim. Because of the small wings on its back, it can leap up to 30’ and strike with four claws (each doing ld6 damage). When it leaps, it cannot use its bite attack. In combat, the power of the creature depends on the lighting in the area. bright lighting In brightly lit areas (open sunlight or a continual light spell), the shadow fiend is greatly weakened; its Armor Class is 9 and all attacks that strike it inflict double damage. Because of this, shadow fiends flee from each) and bite (ld8 damage.) Whenever the shadow fiend gains surprise, it springs onto its victim. Because of the small wings on its back, it can leap up to 30’ and strike with four claws (each doing ld6 damage). When it leaps, it cannot use its bite attack. In combat, the power of the creature depends on the lighting in the area. Bright lighting: In brightly lit areas (open sunlight or a continual light spell), the shadow fiend is greatly weakened; its Armor Class is 9 and all attacks that strike it inflict double damage. Because of this, shadow fiends flee from opponents in bright light. Dimmer lighting (torch, lantern, or a light spell): The shadow fiend is somewhere better off. Here, it has Armor Class 5 takes normal damage from attacks, and gains +1 on its attack rolls. Darkness (anything up to candlelight or moonlight): The creature is at its deadliest. It gains +2 on all attack rolls, it has Armor Class 1, and all damage done to it is halved. Regardless of lighting, the shadow fiend is immune to damage from fire, cold, and electricity. A light spell cast directly upon the creature inflicts ld6 points per level of the caster, although this dam Once per day the shadow fiend can cast a darkness , 15’ radius spell or subject all persons within a 30’ area to a fear spell. Once per week, it can cast a magic jar spell at a single target, provided that it has a suitable receptacle for the victim at hand. If the victim of the magic jar attack saves vs. spells, the shadow fiend is stunned and cannot act for ld3 rounds. Shadow fiends can he turned by clerics as “special” creatures on the undead turning chart. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DnDBeyond Abilities 5e: - Shadow stealth - Incorporeal movement - Claws 2e: - Cast Magic Jar, trapping a victim's soul - Cast darkness Appearance The shadow fiend looks like a tall, slender humanoid with small batlike wings and a body composed of darkness. Both the long fingers and slender toes of the creature end in terrible claws that inflict gaping wounds on enemies. Size Hero Forge: 11 ft. Lore: Medium (6 ft.) Suggested: Medium to Large Other Monikers Shadow Demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond

  • Lammasu | Digital Demiplane

    Lammasu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount mini, 3 variants below Description (from 2nd Edition Monstrous Manual - 1993): The lammasu, a winged leonine figure with a human head, aids and protects lawful good persons. They are generally kind and friendly to all good creatures. Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards. Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. They communicate in their own tongue, in common, and through a limited form of telepathy. Combat: Since lammasu are concerned for the welfare and safety of good beings, they almost always enter combat if they see good creatures being threatened, in the way least likely to cause harm to the good beings. Lammasu are able to become invisible or dimension door at will. They radiate a protection from evil, 10’ radius (-2 penalty to all evil attacks, +2 bonus to saving throws against evil attacks). Additionally, they are able to use priest spells up to 4th level, at 7th-level proficiency. Lammasu can employ four 1st-level spells, three 2nd-level spells, two 3rd-level spells, and one 4th-level spell. They have cure serious wounds (4d8+2) and cure critical wounds (6d8+6), and 10% of lammasu can speak a holy word as well. If all else fails, lammasu can attack with their two razor-sharp front claws, inflicting 1d6 points of damage each. If they choose to swoop down from the sky on a target, this damage is doubled. Habitat/Society: The lammasu have a very structured and lawful society, reflecting their alignment. They are organized in prides, just like lions. They dwell in old, abandoned temples situated in warm regions. These temples have not lost their consecration, and in some way, the lammasu are the self-appointed resident guardians of these high and holy places. As a rule, only one pride of lammasu is ever found in a 25-mile area; they spread themselves out so they can respond quickly to any evil outburst. Lammasu females fight as effectively as the males; for every four lammasu encountered, one is a female. When found in their lair, there are young equal to 25% of the adult population. Female lammasu have the heads of women, with long, hair. Once a month, the pride leaders gather together to consort about how the war on evil goes. This grouping is called the Whitemoon, since it takes place on the first night of the full moon. There are usually 6d6 lammasu and 2d4 greater lammasu, with the latter presiding over the meeting. Such a gathering of lawful good causes the entire temple where they meet to glow in a pure light, until it breaks up at dawn. There is perhaps no safer place in all the world that night. Though they dwell in warm areas, they occasionally visit every clime. They speak their own tongue as well as common. At times they use a limited form of telepathy. Good-aligned strangers are always well received. Neutrals are watched carefully, but are treated politely unless the outsiders begin causing trouble. Evil beings are firmly asked to leave, and if they fail to do so, they are attacked by the pride. In case of trouble, there is a cumulative 10% chance per turn that a neighboring pride picks up a telepathic summons and come to help out the original pride. Lammasu harbor an especially strong dislike for lamias and manticores . Some foolish people confuse lammasu for manticores, which does little to improve the lammasu disposition toward them. Ecology: Lammasu keep the wastelands from being completely overrun by evil creatures. Their aid to frontier settlements is beyond measurable value. Greater Lammasu: These creatures are slightly larger than a lesser lammasu and one or two may be found dwelling with a pride of six or more lesser lammasu. Greater lammasu can travel the Astral and Ethereal Planes, become invisible , teleport without error and dimension door , all at will. They radiate protection from evil in a 20’ radius (-4 penalty to evil attacks and +4 bonus to saving throws) and have the curative powers of their lesser cousins. Their priest spells consist of five 1st-level, four 2nd-level, three 3rd-level, two 4th-level, and one 5th-level spell. Fifty percent of greater lammasu can speak a holy word as well. They cast spells as 12th-level priests. Greater lammasu have empathy, telepathic communication, and speak their racial speech and the common tongue. Despite their greater stature, these lammasu are just as gentle and humble as their lesser brethren. (from 2nd Edition Monstrous Compendium - Outer Planes Appendix - 1991): CELESTIAL LAMMASU: Celestial lammasu are close relatives of the lammasu native to the Prime Material plane. These, however, make their homes among the wilderlands of Olympus. Celestial lammasu are sometimes also known as the “lions of the Mount”, referring to Mount Olympus, in whose shadow they so often are found. As might be expected, a celestial Lammasu has the body of a large, powerful lion . Extending from its back are great wings with long, beautiful feathers. Its head has the face of a human with keen, intelligent eyes and a long, flowing mane. Each individual has a very majestic appearance, projecting its power and belief in ultimate goodness. Celestial lammasu pride themselves on the number of languages they speak — they will use their tongues ability if necessary. Combat: Celestial lammasu are creatures of tremendous power and prowess in battle. They will readily enter any combat where creatures of good alignment are being threatened by evil. At times, the Lions of the Mount will even come to the aid of nonevil neutrals warring against evil, The celestial lammasu’s physical attack consists of two huge, raking paws that inflict 2-12 points of damage per hit. Due to the nature of the celestial lammasu, their claw attacks can damage creatures normally only hit by magical weapons. A celestial lammasu can also — when flying — dive down on its opponent with two claw attacks gaining +2 on its attack roll and inflicting double damage (4-24 per claw). These outer planer denizens also have considerable spell power. They may cast priest spells as if they were 15th-level priests with major access to all spheres. In addition, they have the spell casting ability of a 12th-level wizard. They need not maintain spell lists as does a mortal wizard. Instead, they request their wizard spells daily from any school except necromantic. In addition to their spell casting abilities, celestial lammasu have the following spell-like powers that can be used once per melee round, one at a time, at 20th level effect: cure light wounds cure serious wounds dispel evil dispel magic , 7 times per day holy word , 3 times per day plane shift protection from evil , triple normal strength, extends around all good creatures within sight of the celestial lammasu teleport without error tongues , always active wish, 1 time per day, only in times of dire need Celestial lammasu are immune to damage from nonmagical weapons and magical weapons of +3 or lesser enchantment. They naturally regenerate 4 hit points per melee round. Celestial lammasu dwell in the layers of Olympus from which they wage constant war on evil throughout the outer and inner planes. They take special interest in lammasu on the Prime Material plane — the celestial lammasu provide guidance and occasional support to their mortal cousins. There are 36 celestial lammasu known to exist, each with its own true name. Once every 10 years, one of the celestial lammasus will attend a special meeting, called a Whitemoon, with certain lammasu of the Prime Material plane. In attendance are the leaders of all the lammasu prides for hundreds of miles around. The leaders discuss their efforts against evil with each other and with the celestial lammasu. During the night of this Whitemoon, the lammasu temple glows a brilliant white that can be seen for many miles — it becomes a scintillating focus of goodness. Any evil creature that comes within one mile of the temple is destroyed outright and any nonevil neutral that approaches within one mile of the temple is put magically to sleep for the duration of the night. One important note is that celestial lammasu do not directly serve a deity or power like the aasimons do. Although their actions serve the interests of the powers of good alignment, they are concerned only with their own personal wars on evil. Ecology: Celestial lammasu are above and outside the normal ecological cycle. They have absolutely no natural predatorial enemies. Too, they never feed on other life forms for sustenance; rather they draw nutrients directly from the goodness of the upper planes. (from Monster Manual v3.5 - 2003): This creature has the golden-brown body of a lion, the wings of a giant eagle,and the face of a human. Lammasus are noble creatures that are concerned with the welfare and safety of all good beings. These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight. The demeanor of a lammasu is noble and stern, but these creatures can be quite compassionate. A typícal lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial. Combat : A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil. Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law. Typical Cleric Spells Prepared (6/6/5/4/2,save DC 13+ spell level) 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detectevil, divine favor, entropic shield, protectionfrom evil; 2ndaid", bear's endurance, bull's strength, lesser restoration, resist energУ 3rd-daylight, dispel magic, magiccircle against evil, remove curse; 4th-holy smite",neutralize poison. Domain spell. Domains: Good and Healing, Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius. Spell-Like Abilities: 2/day-greater invisibility (self only): 1/day-dimension door. Caster level 7th. Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +12 melee, damage 1d6+3. Skills: Lammasus have a +2 racial bonus on Spot checks. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half GOLDEN PROTECTOR (Celestial Half-Dragon Lammasu): Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil. Combat: The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half. Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent. Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor (2),entropic shield, protection from evil; 2nd-aid, bear's endurance, bull's strength, lesser restoration, resist energy: 3rd-daylight, dispel magic, magic circle against evil", remove curse; 4th-dismissal, holy smite",neutralize poison. Domain spell. Domains: Good and Healing. Rake (Ex): Attack bonus +19 melee, damage 1d6+4. Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.) Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea (Olympus), Mount Celestia (Lunia), Prime Material Plane Stat Block 5th Edition: - 5esrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website (Lammasu) - Mojobob's website (Celestial Lammasu) Abilities - At will: Invisibility, Dimension Door - Permanent Protection from Evil - Cleric spellcasting - Claw and bite attacks, diving swoop for extra damage - Flight Appearance Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards. Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. Size Hero Forge: Mount (XL) Lore: Large (5' high shoulder) Suggested: Large to Huge Other Monikers Lesser Lammasus, Greater Lammasus, Celestial Lammasu Sources - 5esrd.com (homebrew) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - 2nd Edition Monstrous Compendium: Outer Planes Appendix (1991) - Mojobob's website (Lammasu) - Mojobob's website (Celestial Lammasu)

  • Deceiver

    Deceiver Genie Deceiver Genie Medium Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Deceiver genies are servants of noble djinn and sometimes the most powerful of jann. They themselves are djinn perverted to a life of deception, sworn to mask the face of the world. Their true form is difficult to judge, but they are said to be tall and gaunt, with thin arms and legs, and large heads, hands, and feet. They have long fingers, blond hair, and striking eyes — one blue, one brown. Their skin is a mottled gray. Combat: Deceiver genies are cowards shrouded in a perpetual displacement effect, so the first attack on a deceiver genie always misses. However, creatures able to see through this illusion can attack them at their natural Armor Class of 4. These genies can use each of the following spell-like abilities at will: change self , delude , false vision , tongues , misdirection , undetectable lie , and whispering wind . Twice per day they can create distance distortion , massmorph , spectral force , and shadow masic . Once per day they can invoke disbelief , projected image , solipsism , and sundazzle . Once per week they can use a mass suggestion (up to 24 levels or HD of creatures) or create a permanent illusion , programmed illusion , or veil . Their illusions are equivalent to those cast by a 24th-level caster for purposes of dispel magic, duration, area of effect, and so on. However, their life of trickery renders them susceptible to their own game; deceiver genies save against illusion/phantasm magic at -1. Favorite tricks of deceiver genies include sending hapless victims over illusory bridges, chasing illusory oases, or even making them argue with one another over trivial matters. They also enjoy sending unnerving messages to sentries, caravan guards, and other watchmen. They have the minds of immature pranksters, and no trick is to low or too difficult. Deceiver genies will gladly give up food, sleep, and treasure in pursuit of a truly cruel scheme. The only trick they dislike is taking the place of others; although they can alter their outward appearance, they are uncomfortable being near others for more than a few minutes. They pretend to be someone else only when a larger plot requires it. If forced into melee, deceiver genies fight with a hysterical, terrified strength. On a natural roll of 20, their steel nails tear out an opponent’s eye. If the roll of 20 is 1 more than the genie needs to hit its target, both eyes are torn out. In either case, an immediate system shock roll is required to avoid passing out for 1d6 turns from the pain. Partially blinded foes strike at -2, and fully blinded opponents suffer a -4 penalty to all attack rolls, and all rules for blind-fighting apply. In most cases, deceiver genies call up spectral minions to serve them in battle. These are often reinforced by real minions of the same type; deceiver genies think the resulting chaos is hilarious. Habitat/Society: Though most deceiver genies serve other genies, they sometimes cooperate with others of their kind to build themselves a village and hide it in remote regions. They rarely speak the truth, even under magical duress — a deceiver genie under the influence of a charm monster spell or similar magic still lies constantly and shamelessly to its friends. These genies are dangerous to their masters when not constantly set to a task; when idle, they spin webs of lies, generally to provoke their masters into some disastrous action. Deceiver genies see the entire world as a fiction, a game, or a toy created for their manipulation and amusement. Deceiver genies aren’t very interested in wealth, but they’re great fans of the arts, which they consider a formal but fascinating form of lying. They will never harm a storyteller or tasked artist genie, though they may still confuse them. Anyone wishing to bind such a genie must always be on guard for its effects on and promises to one’s servants, cohorts, and loved ones as loyalty to a master does not include loyalty to a master’s retainers in the code of a deceiver genie. Ecology: Tasked deceivers eat, drink, and sleep as humans do. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting (illusion, enchantment) - Displacement effect causes enemy attacks to miss - Steel nails permanently blind opponents - Telepathy - Flight Appearance Their true form is difficult to judge, but they are said to be tall and gaunt, with thin arms and legs, and large heads, hands, and feet. They have long fingers, blond hair, and striking eyes — one blue, one brown. Their skin is a mottled gray. Size Hero Forge: 9 ft. (XXL) Lore: Medium (7 ft.) Suggested: Medium to Huge Other Monikers Tasked Deceiver Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Flumph | Digital Demiplane

    Flumph Small Aberration, Lawful Good Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby creatures. If a creature’s thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. Psionic Siphons. Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way. (From 2nd Edition Monstrous Compendium Annal Volume 2 - 1995): Flumph resemble aerial jellyfish. These odd creatures are round and almost flat, perhaps the or four inches thick in the center, tapering to one or two inches near the edge. The body is mostly hollow, much like a large cushion. A round orifice si+s in the center of the upper surface, flanked by two eyestalks, each about six inches long. Several short tentacles hang from the creature’s underside, concealing a mass of small spikes. The tentacles closest to the flumph�s rim can be used for fine manipulation of small objects. A common flumph is pure white in color; a monastic flumph is generally a pale yellow or green, with darker tentacles. A flumph flies by taking in air through the hole on its upper surface, and expelling it through several small holes on its underside. The creature also has several small apertures along its equator, for use in maneuvering. It usually hovers about four to six inches above the ground. Keeping its body aloft does not require great amounts of air. It creates a gentle breeze, and a slight whistling sound can be heard in a quiet area. Common flumphs cannot communicate vocally, but have a unique sign language that makes use of their tentacles and eyestalks. Some monastic flumphs, perhaps 10%, can speak and understand common or another language. Combat: The flumph survives by hunting small creatures, such as rats, lizards, frogs, and the like. The flumph hovers along just above the ground, or hangs motionless in reeds or similar concealment. When it finds a small creature, it rises a foot or two, then drops onto its prey, its spikes inflicting 1d8 points of damage on a successful attack. In addition, the flumphs tentacles secrete digestive acids into the wounds; the acid causes an additional 1d4 points of damage each round for the next 2d4 rounds. Once the prey is dead, the flumph settles on it and absorbs nutrients through its tentacles. Flumphs often need to pursue their healthier prey for a short distance before the victim dies. The acid can be washed away by complete immersion in a fast-moving stream, or by actively washing with 2d4 gallons of water (simple immersion or rinsing will not work). If threatened by a larger creature, the flumph usually attempts to drive it away by squirting a foul-smelling liquid from an orifice on its equator, in the front. This can strike anyone in a 60 degree arc before the flumph, within a range of 20 feet. Any creature struck by the noxious liquid must make a successful saving throw vs. poison or become nauseated, reeling and unable to attack for 2-5 rounds. The odor lingers for 1d4 hours, and can be detected up to 100 feet away. If this method of repulsion fails, the flumph can rise to a height of 10 feet and drop onto an opponent, as if hunting. A flumph is helpless if turned over. Habitat/Society: The common flumph is a nomadic hunter, intelligent, good-aligned, and peaceful. A flumph reproduces about every two years by budding, producing 1d8 tiny flumphs on its underside. These become independent after about three months when they reach two inches in diameter. They grow to adult size within a month, and live for 20 years. Ecology: Flumphs are predators low on the food chain, feeding on smaller creatures and clearing their area of vermin. Flumph flesh has a foul taste, and they are generally considered unpalatable, though ogres and some goblinoids will eat them. Monastic Flumph The seldom-seen monastic flumphs are more advanced creatures that can cast spells as if they were clerics of levels equal to their Hit Dice. They gather in cloisters to share knowledge and to worship deities unknown to humanoids. A cloister is usually in a large cavern or (in swamps and grasslands) a large, nest-like bower constructed of grass and mud. The inside of a cloister is decorated with fine, colorful paintings, made by flumphs dabbing natural pigments with their tentacles. The paintings are usually abstract, showing spirals and other curved lines, though some are vaguely representational of flumphs engaged in hunting. Each cloister is led by an “abbot”, a flumph with 5 HD. The abbot is aided by one “prior” per six flumphs in the cloister; a prior has 3 or 4 HD. The remainder of the flumphs are “monks,” each with 2 HD. On occasion, a small group of common flumphs can be found near a cloister, bringing food as an offering in return for healing or guidance. (From Dragon Magazine #246 - 1998): ECOLOGY OF THE FLUMPH - By Jonathan M. Richards: “Well then, if there is no further business,” said Dreelix, his gavel raised in the air to strike the table, “I hereby declare this meeting of the Monster Hunters Associa—” He was cut off in mid-sentence by a commotion in the doorway. Buntleby bustled into the meeting hall, out of breath and with a large, squirming sack tucked under one arm. Ozzie, his osquip familiar, trotted obediently at his feet. “I’m sorry I’m late,” he said, “but I was unavoidably detained.” “Late?” squeaked Dreelix. “I was just about to adjourn! You must learn to be a bit more punctual if you wish to continue in this prestigious . . . guh! By the gods! What is that smell?” Dreelix wasn’t the only one to notice. All around the room, the collected wizards and sages that made up the Monster Hunters Association were getting a good whiff of the stench that Buntleby seemed to have brought into the meeting hall with him. Throughout the room, nostrils flared and noses wrinkled in disgust. Lady Ablasta raised a perfumed handkerchief to her nose and pretended not to notice as others administered table napkins or bits of their own cloaks or robes in an attempt to ward off the vile odor. “Oh, that. Sorry. I sort of had a little encounter on the way here...” Buntleby reached into his bag and pulled out its contents—a whitish, disk-shaped creature with writhing tentacles on top. “I don’t want to hear about it! Get out of here with that thing!” “Wait!” said Spontayne, a taciturn scholar who seldom spoke up. “Is that what I think it is?” “Beats me,” said Buntleby. “I haven’t the foggiest idea what the thing is. I was hoping maybe Willowquisp could tell us.” Willowquisp the Zoophile, an elderly sage with a fondness for all of nature’s creatures—even the silly ones—squinted over at his friend. “Why, bless my soul!” he said. “That looks like a flumph!” Spontayne nodded his head in agreement. “It attacked one of my osquips,” Buntleby said. “I managed to capture it, but not before it squirted some foul smelling gunk all over me. It seems harmless enough now, but it has some unusual properties, and I thought maybe the Association might want to study it.” “Fine, fine,” agreed Dreelix, barely understandable as he spoke with his left hand over his nose and mouth. “I hereby appoint Willowquisp, Spontayne, and Buntleby as a subcommittee to study the creature. Zantoullios, maybe you’d better join them. Any questions? Good. Meeting adjourned!” And without another word, he jumped up from the head table and rushed out the door into the fresh night air. Zantoullios wasn’t the most powerful wizard among the Monster Hunters, but he did have the best-equipped lab, filled with the most modern equipment. He prided himself on being on the cutting edge of magical experimentation technology. Perhaps more truthfully, the reason his paraphernalia was so new was it was constantly being replaced after Zantoullios’ experiments blew up in his face. He still hadn't lived down his recent attempt to use a summoned fire elemental to test the flameresisting properties of a new magical oil. The battered sword he had coated in the oil survived just fine; the lab, converted from an old wooden barn, didn’t fare quite as well. Buntleby arrived at Zantoullios’ recently-restored laboratory to find the other three members of the newly-created subcommittee already there. Willowquisp was seated at a table, poring over a large book he had brought with him, with Spontayne the Studious looking over his shoulder and nodding occasionally to himself. Zantoullios was pouring brandy into four beakers. “Hope you don’t mind the glassware, Buntleby; I brought the bottle but left the glasses back at the house.” “That’s fine. Why’d you build the lab so far away from the house, though? Seems a bit inconvenient.” “It’s, uh, safer that way,” Zantoullios admitted. “I’ve had to rebuild the lab three times now after things . . . kind of got out of hand, but the house has managed to avoid any damage so far. Willowquisp? Spontayne? Some brandy? No? Suit yourselves. So, is that the beast?” Buntleby took the beaker and placed his sack on the worktable. It shifted and wiggled around as the flumph inside it tried vainly to escape. “Thanks,” he said to his host. “So, where should we start?” Willowquisp cleared his throat. “Spontayne and I have been reading up on it, and you’re right: there are some rather interesting features about the creature. Why don’t you start by telling us how you came across it?” Buntleby sipped his brandy and began his tale. “Well, I had just walked out the door and was on my way to the meeting hall when I heard a squeal from the direction of the osquip pen around back. I dashed to the back and found the flumph perched atop one of my osquips-Squinty—with its tentacles wrapped around his body to hold it in place. I ran forward to pull the thing off, when it spotted me with its eyestalks.[1] It immediately let go of Squinty and rose up into the air. I saw its base swivel slightly,[2] and before I knew it, I was being sprayed with this liquid that—well, you all got a whiff of it, and that was after it had worn off a bit.[3]” “It stunk even worse than Grindle’s patented garlic and onion stew!” suggested Zantoullios. “Anyway,” continued Buntleby, “there was a butterfly net at the side of the house, so I grabbed it up thinking to capture the creature for study. Meanwhile, Squinty was running around in a panic at my feet, and in all of the confusion, I sort of...” He winced in memory of the event, and stopped talking. “Tripped over him?” guessed Willowquisp. “Stepped on him, actually,” admitted Buntleby. “On his head.” “Oof!” said Willowquisp. “Is he okay?” Buntleby grimaced. “He bit his tongue.” “That’s not so bad,” pointed out Spontayne. “Off,” added Buntleby. “You know what their teeth are like?” “Poor thing.” “Getting back to the flumph...” suggested Willowquisp. “Oh, right. Well, stepping on Squinty put my swing a little off. I twisted my ankle and went plummeting to the ground, but on the way down I gave the net a wild swing at the flumph. I hit him on one side, but as it turned out this was a lucky break, because instead of catching him in the net I flipped the creature over in mid-air, and it crashed to the ground on its back. It seems to be helpless when its upside-down.”[4] “Yes, that’s mentioned in my book,” noted Willowquisp. “So then what?” “Well, I fixed Squinty up as best as I could—poured a potion of healing down his throat, you know, the cherryflavored kind he likes. His back was scarred from the flumph’s attack,[5] but the potion healed him up okay. So I threw the flumph into an old potato sack and raced to make it to the meeting in time. I guess that’s about it.” “So what prompted you to bring the creature to the Association for study?” asked Willowquisp. “Well, I figured there’s got to be something we can make out of it. Zantoullios?” “Well, you’ve got our procedures backward: usually, we come across a formula for a new spell or a magical Item, find out what strange body parts we need, and then plan a Hunt accordingly. But still, we’ll see what we can come up with. Hmm, hovering: potions of levitation, perhaps, or spell components for levitate, or possibly reverse gravity spells...” he muttered to himself, his mind already examining the possibilities. “Acid secretions: tentacles might be useful in oil of acid resistance, possibly tie it in somehow with a Melf's acid arrow spell? Maybe. Smelly squirting liquid: stinking cloud spell components, perhaps . . . I’ll have to check my formulae.”[6] He busied himself in the back of the lab, digging through a pile of disorganized notes and books filled with his tiny scrawlings. Buntleby pulled the flumph out of the sack and looked at it in the light of the laboratory, careful to keep it upside-down. It was entirely white, from the eyestalks to the tentacles. Even its short little spikes were a whitish-gray, although there were specks of dried blood staining a good number of them. Its eyes were a dark blue, almost black, and it looked at Buntleby with an unfathomable expression. Was it angry at its captivity? Curious? Frightened? Buntleby had no way to know. “Look how long the eyestalks are,” said Buntleby, holding up the flumph for his companions to see. “I wonder why they’re so long?” “By necessity, no doubt,” suggested Willowquisp, looking up from his tome. “If it spends its life in the air and drops down on its prey, it would have to be able to see past its own body.” “Makes sense,” admitted Buntleby. On a whim, he placed the inverted flumph on his own head, and held its eyestalks together under his chin. “Here we go,” he said, “A new hat for Lady Ablasta.” Tilting his head back so he could look down his nose at his companions, he scrunched his face into a lemon-sucking configuration and did his best Lady Ablasta imitation. “I’m sure you young men cannot possibly appreciate just how proper and fashionable my new headgear is. But of course, such is to be expected of the uncouth members of todays society.” Willowquisp chuckled and held out his hand, and Buntleby passed the flumph over to him, careful to keep it upside-down. Willowquisp tested the sharpness of the creature’s spikes with his finger, and offered, “There are times I’d be sorely tempted to place this little fellow, as is, on Dreelix’s chair.” “That would be a sight!” agreed Buntleby, placing the flumph down on a chair and waggling his butt over it as if about to sit. Even Spontayne, normally slow to join in any jocularity, allowed a grin to cross his face as he pictured Dreelix sitting on a flumph. Buntleby picked the creature back up, then examined its shell. “Hey, feel how hard the top is, compared to the bottom,"[7] he said. Spontayne gave a rap on the creature’s top, then poked a finger into its squishy, pliant underside. The flumph responded with a squeaky “wheel” of exhaled air, as if ticklish. “Almost like a turtle’s shell,” he said. “Odd that they can fly with so much weight on top.” “No, really, its not that heavy at all. Here, feel for yourself.” Buntleby passed the creature over to his mentor. “Amazingly light,” agreed Spontayne. “Perhaps the shell could be used in the construction of lightweight armor of some type.” “Possibly. Or maybe a buckler, or something.” He took the creature back from Spontayne and carried it over to Zantoullios, who was buried in a pile of arcane formulae and research notes, many of which had spilled out onto the floor. “Hey, take a peek at this texture. Think we could fashion some sort of armor from this?” Zantoullios spun around at the sound of Buntleby’s voice. His oversized book of notes bumped the flumph out of Buntleby’s hands, and the creature spilled onto the floor. At the same time Buntleby's foot slid on a loose scrap of paper, one of Zantoullios’ escaped notes that now littered the floor of his lab. He went crashing to the floor, jarring his funny bone in the process. The flumph landed on its edge and began spinning across the floor like a runaway wheel. Zantoullios made a grab for it but slipped himself and landed hard on his face, shooting a stack of notes detailing the marvelous new uses he’d found for troglodyte bladders flying out behind him. “Stop it!” Buntleby yelled, crawling to his feet. “Don’t let it get away!” Willowquisp and Spontayne looked up from the thick zoological tome Willowquisp had brought, to see the flumph barreling across the floor at them in a bee-line, tentacles splayed out on one side and eyestalks splayed out on the other. It hit Spontayne’s foot and tipped over, wobbling in a small circle along its circumference like a dropped coin between the two men. “Look out!” yelled Zantoullios. “It’s flipped up! Grab it, quick!” Willowquisp bent over to grab the flumph. Spontayne did the same, and the sound of their heads colliding could be heard clear across the lab. Both staggered backward, and the flumph shot up into the air between them. In an instant, the flumph reached a height of ten feet, well out of the range of the four humans below, where it teetered drunkenly and attempted to regain its balance. Spontayne staggered over and slammed the shutters closed on the lab window, preventing its escape. “Now what?” he asked. “Got that butterfly net with you?” asked Zantoullios. Buntleby shook his head. “What about spells?” Buntleby took a quick mental survey. “Nothing of use,” he admitted. “You?” “Sadly, no. Wait a minute, though, I’ve got an idea.” He disappeared into a back room. The flumph circled around the room slowly, eyestalks waving back and forth as it looked for a way out. It had apparently regained its equilibrium and scooted about along a horizontal plane well out of reach of the humans below. The three Monster Hunters could hear a low whistling as air passed through its maneuvering jets.[8] It glided aerially along one wall, did a quick pirouette, and floated along the , next wall, eyestalks in constant motion. Suddenly, its eyes did a double-take, and in a burst of speed it maneuvered over to the far corner of the lab. A sudden thought struck Buntleby. “Where’s Ozzie?” he cried. The flumph positioned itself over the osquip, making final adjustments as it aligned itself above its unwitting prey. “No!” screamed Buntleby as he leapt across the room toward his familiar?[9] The two reached Ozzie at about the same moment. Buntleby curled protec¬ tively over his familiar, and the flumph ended up landing on Buntleby's shoul¬ der. He felt a brief prick of pain as several of the creature’s spikes penetrated the layers of his robe, but then the flumph, surprised by the loss of its prey, zoomed back up into the air. It didn’t get far. Zantoullios, brandishing a staff of striking he’d been meaning to recharge, gave a blood-curdling scream as he charged across the room and smacked the creature between the eyestalks. The flumph teetered and tottered in the air, wobbling crazily as it tried to regain its balance. Not surprisingly, it let loose with its defensive spray, catching Buntleby, Zantoullios, and Ozzie in their faces. Zantoullios dropped his staff, recoiling in disgust. Spontayne made a grab for a wand on the worktable and tossed it over to Zantoullios. The gangly wizard caught it, spoke a command word, and the air became more breathable at once. The slim black wand had an inflatable bag at one end. As the bag filled with air, the stench became less and less noticeable. “Troglodyte bladder. Good thinking Spontayne.” Spontayne merely grunted his agreement and went over to check on Buntleby. Zantoullios picked up his staff and looked up at the flumph, hovering just out of reach. “So now what do we do?” asked Willowquisp. There was a loud bang at the shuttered window. All eyes turned toward it, including those of the flumph.[10] The shutters buckled once, twice, and then crashed open. To the Monster Hunters’ amazement, a hammer-shaped field of energy floated into the room, followed by a pair of flumphs. These flumphs were different-greenish-yellow, with tentacles shaded dark green. There seemed to be a considerably greater number of tentacles present on the green flumphs, and they waved about constantly.[11] The white flumph hovered up to the newcomers and performed an intricate series of movements with its tentacles and eyestalks, one tentacle pointed accusingly in Buntleby’s direction. The green ones positioned them¬ selves between the white flumph and the startled humans below. Spontayne was bent over Buntleby, both caught staring up at the strange creatures hovering above them. Willowquisp the Zoophile held his large tome up like a shield as if to ward off any evil spells the things might hurl at him. Zantoullios stood with an enlarged troglodyte bladder on a stick in one hand and a staff in the other, ready to strike. Under the creatures’ gaze, he lowered the staff to the floor and gave a sickly chuckle, his oversized Adam’s-apple following his nervous gulps down his throat. Buntleby felt a gathering of magical energy about him, and found that he was unable to move. From the corner of his eye he saw the others were immobile as well, and from the look of puzzlement on Willowquisp’s face he figured the sage had never been in the grip of a hold person spell before.[12] One of the green flumphs sucked In a large breath of air from its dorsal mouth-organ and forced a few words out of one of its rim holes.[13] “Not evil,” it squeaked, evidently revealing the results of a quick detect evil spell. The spiritual hammer winked out of existence behind it. “Explain behavior.” Suddenly, Buntleby could move againapparently, he had been released from the spell. He looked at his companions, but they remained immobilized. It seemed that he was to be their spokesman. “Why fight?” asked the green flumph in its high-pitched voice. “We were, uh, defending ourselves,” he began. The green flumph that had spoken pointed at the white flumph with a thin tentacle. “Why attack?” it demanded in its squeaky voice. “Well, he started it! He attacked one of my osquips!” The flumph swung its eyestalks to stare down at Ozzie. “Kill vermin.” “Ozzie’s not vermin! He's my familiar and my friend!” As if understanding the flumphs' motives, Ozzie prudently scooted behind Buntleby’s feet and hid from the hovering creatures. The flumph swung its eyes back to Buntleby. “Not vermin?” it asked, surprised. “Definitely not!” “Not vermin?” it asked again. The green flumph pointed his two eyeballs at each other in confusion, then seemed to give a mental shrug. It pointed a tentacle at its white-skinned cousin, and said, “Not hat.” Buntleby felt his cheeks burn crimson as embarrassment crept over his face. “Yes, well, I’m sorry about that,” he mumbled. “Not cushion. No sit.” Buntleby’s face grew even redder. “Look, I think there’s been a terrible misunderstanding on both our parts. I apologize for the way we’ve treated your friend here, and I see now that no harm was meant on your part toward my osquips, too. How about we just admit to our misunderstandings and each go our own separate ways?” The flumphs stared at the Monster Hunters for a few seconds, then turned and waggled tentacles at each other. “Agreed,” said the flumph spokesman. With a puff of air, it swiveled around on its central axis and jetted out the window, the other two creatures following behind it. Movement returned to the other Monster Hunters. “Well I’ll be,” remarked Zantoullios. “I think we were just scolded. What were those things, his parents?” “Unlikely,” Wiliowquisp replied , flipping through his book once again. “Flumphs have but a single parentthey reproduce asexually by budding, once every two years or so. No, I believe they were a different type of flumph altogether. My tome here hints at a race of spellcasting flumphs, and I think that’s what we just saw.” “So the little white guy just got rescued by two of his more powerful cousins,” remarked Buntleby, bending down to his familiar and stroking him behind the ears. “And I’d say we were lucky at that,” said Wiliowquisp, flipping quickly through his book in search of a particular page. “We got off easy in only having to deal with a spell-using flumph; we could have been facing one of these, instead!” Finding the page he was after, he flipped the book around so his friends could see. The picture showed a creature that looked like nothing so much as a giant brain, from which grew a parrot¬ like beak and ten long tentacles. From the way it was drawn on the page, it was obvious that the creature was hovering in mid-air. “A grell?” asked Buntleby. “I’ve never heard of them.”[14] “You’re lucky never to have met one,” said Zantoullios. “I don’t think we’d have got off so easy if it was a couple of grell that burst in here.” There was silence for awhile, as each Monster Hunter reflected on what had just occurred. Finally, Zantoullios broke the silence. “Actually, I’d prefer explaining to the Association that we lost our flumph to a daring raid by a couple of nasty grell, rather than admit that the four of us were bested by a little green. flumph,” he said with a squeaky voice. “Good point,” admitted Buntleby, rubbing his sore shoulder. “I think,” suggested Wiliowquisp, “that after much investigation, we decided that flumphs are unsuitable for magical experimentation, and we let him go free.” “I like it,” said Spontayne. “Me too,” agreed Buntleby. “Good plan,” said Zantoullios. Johnathan M. Richards says he is very familiar with the concept of the nausea-inducing smell, since he grew up living across from a mushroom farm that brought in compost daily by the truckload, and currently lives downwind from a meat-rending facility. FOOTNOTES: 1. A flumph’s eyestalks can move independently of one another, giving it a wide field of vision. As the creatures are nocturnal, flumphs have infravision to a range of 60 feet. They have no eyelids and so cannot close their eyes, even during sleep. For this reason, they are seldom surprised in visually-oriented situations. (For example, it would be difficult to walk up to one without it being aware of the approach.) On the other hand, they tend to take more damage from light-based assaults (for example, they save at -2 against light spells cast on them to temporarily bnnd them). If an eyestalk or tentacle is severed, it takes about a week to grow back. One-eyed flumphs strike at -2 to hit due to a lack of depth perception; those missing a tentacle or two are not impeded and cause full damage with their acid attacks. 2. The flumph hovers by an innate form of anti-gravity, but it maneuvers by means of several smafl holes along the rim of its disk-shaped body. A mouth-like organ on its top takes in air, which can be expelled by any of the holes along the rim. Air being jetted out the back of the flumph’s body propels it forward; air jetted from the creature s left sends it to the right, and so on. The air jets propel the creature horizontally, while it moves vertically at will by means of its antigravity ability. Its tentacles are used like rudders, enabling the creature to spin clockwise or counter-clockwise, depending on tne placement of the tentacles as it forces air out one of its rim holes. This is important in lining up its defensive spray, as the liquid can be expelled from only one of tne eight rim holes. This one rim hole is usually referred to as the creature’s “front” (a somewhat arbitrary position on a radially-symmetrical creature). 3. A flumph’s defensive spray squirts out in a 60° arc from its “front,” with a range of 20 feet. The liquid is extremely foul-smelling, something of a unappealing melange of skunk musk, rotting cabbages, and the unwashed armpits of a sweaty, overweight ore. The stench causes those struck to save vs. poison or be unable to attack for 2-5 rounds due to extreme nausea and dizziness. The odor from this attack lasts for up to 4 hours and is detectable from 100 feet away. (This scent could easily attract wandering monsters.) The flumph’s spray attack also propels it in the opposite direction, since the attack emanates from one of its rim holes. A flumph can use its spray only once every ten rounds. 4. A flumph is virtually helpless when placed on its back, even more so than a turtle. The creature’s innate anti-gravity is aimed downward from the creature’s lower side, making it useless if the flumph is flipped over. Its many tentacles are capable of delicate maneuvering but do not possess much strength, so the flumph is unable to flip itself over by grasping at nearby handholds. Furthermore, its “maneuvering jets” cannot be employed unless it is levitating, and this includes tne one responsible for its defensive spray. To add insult to injury, its long eyestalks are pinned by its body when overturned, so the creature cannot even get a good look at what is going on around it. 5 . Although the flumph’s “mouth” is on its upper surface, it is used for air intake only. The creature actually feeds by means of several small spikes located centrally on its underside, surrounded by its tentacles. The flumph drops down on its prey (mostly frogs, lizards, and small rodents), piercing the victim’s body with the spikes for id8 hp damage. It then introduces acid into the wounds by means of its tentacles. Each tentacle is hollow, much like an elephants trunk, and is highly flexible. While some tentacles entwine around the prey in an effort to hold it still, others secrete acid, causing an additional 1d4 hp damage for the next 2a4 rounds. The acid is produced in the flumph’s lower body cavity; anyone piercing a flumph’s underside (AC 8) from below is hit with a shower of acid causing damage as noted above. The acid is highly potent, requiring active washing with 2-8 gallons of water or immersion in a swiftly-moving stream in order to remove it completely; simple immersion is not enough. Once the prey is dead and the acid has had enough time to liquefy the creature partially, the flumph sucks up nutrients through its tentacles. In this respect it is similar to most spiders, whose venom liquefies the insides of its captured prey, allowing tne spider to “drink” its victims. 6. The brain of a flumph—a small organ located just under the creature’s upper shell, midway between its mouth and its rear rim holewhen pulverized, produces a liquid useful in the roduction of potions of levitation. One flumph rain provides enough liquid for three such potions. The inner layer of hollow flumph tentacles can be removed and used as one of the ingredients for oil of acid resistance. It takes about 20 tentacles for one application of this magical oil. The gland that stores the flumph’s defensive spray can be used as an alternate material com¬ ponent for the stinking cloud spell. If used for this purpose, any flumphs within one mile of the spells effect have a 50% chance of investigating the stinking cloud. 7. A flumph’s upper surface is AC 0. During the daylight hours, the creature often flies up into a tree and settles on a sturdy branch, wrapping its tentacles around the branch for support. This leaves its hard upper shell exposed while pro¬ tecting its softer underside while it sleeps. The eyestalks are retractable and can be whipped into the creature’s body quickly if necessary, but the flumph usually keeps them out and facing opposite directions while sleeping, flumph sleep is very light, and the creature remains somewhat aware of its surroundings at all times. If danger is present, It can snap awake in an instant, although it does suffer a -2 penalty to its surprise roll if attacked while sleeping. 8. This noise is just incidental to the flumph’s movement through the air and does not constitute a language. There is a flumph language, but it is a sign language based on tentacle and eyestalk movements, difficult for non-flumphs to learn and impossible for them to reproduce (short of using polymorph magic to take on the shape of a flumph themselves, or creating the illusion of a flumph and using it to do the “talking”). 9. Flumphs have no regular feeding schedule. They almost always attack rodents on sight, regardless of how recently they have fed, leading some to believe that flumphs prefer a rodent diet, or that they were specifically bred as a farming aid to cut down on the rodent population. They will also eat small creatures such as lizards, frogs, and snakes, but given a choice will always go after rodents first. A flumph sees killing rats and mice as a sacred duty to be performed whenever possible. 10. Although flumphs have no external ears, they do have a sense of hearing on a par with that of a human. They do, in fact, have four inner ears spaced equidistant around their bodies just below their maneuvering jets. They have an excellent sense of touch in tne tips of their tentacles but a weak sense of smell (based on the mouth-like organ on their upper surface) and no sense of taste. Their sense of smell is somewhat unique in its extreme sensitivity to one particular scent—the odor of their own defensive spray. A flumph is able to pick up that one scent from over a mile away. Tnis means when a flumph uses its spray, it is also alerting all other flumphs in the immediate vicinity that a dangerous situation has arisen. Being lawful good creatures, any flumph picking up the defensive odor heads toward tne scent to assist if it can. 11. Monastic flumphs are a higher order of flumph, able to cast priest spells as if they were clerics of equal level to their hit dice. At 2-5 HD, this gives them access to priest spells of first to third level. These spells are modified versions of the spells known to PCs, requiring only somatic gestures, which they perform with consummate skill with their numerous tentacles. Monastic flumphs have a larger number of tentacles than do common flumphs; while this enables them to cast spells, it also leaves less room on their undersides for spikes, and as a result monastic flumphs cause only 1d6 hp damage instead of the common flumpn’s 1d8. Little is known about the mysterious monastic flumphs. They gather together in large cav¬ erns to worship unknown, lawful good deities. Each monastic flumph society is called a “clois¬ ter,” led by a 5-HD “abbot,” 3-or 4-HD “priors” (one per six flumphs in the cloister), and a handful of 2-HD “monks.” Cloisters commonly hold up to 32 individual monastic flumphs, who act as guardians for the common flumphs and pursue their own mysterious interests. Most of what little is known of the monastic flumphs was documented by one Cartificant the Learned, a curious sage with a penchant for unusual field-work. It was he who gave the monastic flumphs their religious-based titles, and since so little has been written about the creatures, the terms “cloister,” “abbot,” “prior,” and “monk” have become common usage in describing monastic flumph society. Had Cartificant finished his field-work with the monastic flumphs (tragically, he was killed in a rare butter-churning accident), he might have learned the true relationship between ordinary flumphs and the monastic variety. Monastic flumphs are not a higher order of flumph so much as normal” flumphs are a lower order of monastic flumph-specifically, their idiot mutant children. About 10% of monastic flumph buds grow into albino flumphs. While these creatures are lower in intelligence and cannot cast spells, they are nonetheless cherished and looked after by the lawful good monastic flumphs. The albinos always breed true, so over time, the “normal” flumphs came to far outnumber the monastic ones. 12. Since monastic flumphs cast their spells using only somatic gestures with their many ten¬ tacles and also move their tentacles when com¬ municating with others of their species, there is usually no warning for an outside observer that a monastic flumph is casting a spell. 13. A very few monastic flumphs (about 10%) have mastered the Common tongue or another verbal language. They do not speak often, and when they do it is in short bursts of words as they force air out of their rim holes. A speaking monastic flumph sounds like it just took in a lungful of helium and is trying to do a Mickey Mouse impression. 14. No grell would ever come to a flumph’s rescue, although it is very possible that the flumph and the grell are genetically related. Sages point out tne many similarities between the two creatures: both hover in the air by means of an innate ability; both have numerous tentacles; both drop down on prey from above; both are nomadic, seldom staying in one area for long. In addition, each has a solitary type (the common flumph and the rogue grell) as well as a “colony” type (the monastic flumph and the colonial grell). Further Information on grell is available in the Monstrous Manual® tome (under “Grell”), MC5 Greyhawk® Adventures Appendix (under “Grell”), and MC9: Spelljammer® Appendix (under “Grell, Colonial”). Another creature believed to be related to the flumph is the belabra, or “tangler.” Somewhat more primitive than either the flumph or the grell, the jellyfish-shaped creature cannot levitate or fly, but instead glides after a springing leap that can take it 60 yards at a time. The creature has 12 rubbery tentacles, a hard, bony upper shell, and four dorsal eyestalks. Further evidence of flumph ancestry is the fact that when a tentacle is severed, the creature sprays Its blood at enemies, which has a debilitating effect on them. Belabra also reproduce through budding, as do flumphs. Many sages believe tne belabra to be a precursor to both the flumph and grell species. Further information on belabra can be found in MC3: Forgotten Realms® Appendix, under “Belabra (Tangier).” The best guess regarding the flumph’s origins, taking into account its probable genetic ties to the grell, is that flumphs originate from a different world. They may have traveled on grell spelljamming vessels (perhaps by design, but more likely without the grells’ knowledge) and disembarked onto their new planet. Or, for that matter, it might have only been a single (monastic) flumph-since they reproduce asexually, it would only take a single flumph to found an entire race on a new world. If this theory is true, it might also explain the “normal” flumph’s existence-perhaps the albino mutation came about as a result of some subtle difference between this world and the monastic flumph’s original home world. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Unknown (Prime Material Plane, Underdark) Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Poisonous AOE stench spray - Barbed, acidic tendrils apply damage over time - Advanced telepathy - Telepathic shroud - Flight Appearance Flumph resemble aerial jellyfish. These odd creatures are round and almost flat, perhaps the or four inches thick in the center, tapering to one or two inches near the edge. The body is mostly hollow, much like a large cushion. A round orifice is in the center of the upper surface, flanked by two eyestalks, each about six inches long. Several short tentacles hang from the creature’s underside, concealing a mass of small spikes. The tentacles closest to the flumph's rim can be used for fine manipulation of small objects. A common flumph is pure white in color; a monastic flumph is generally a pale yellow or green, with darker tentacles. Size Hero Forge: 1'4" (XL) Lore: Small (2 ft. diameter Suggested: Small Other Monikers None Sources - Forgotten Realms Wiki - Monster Manual (2014) - Archive.org (Dragon Magazine #246 - 1998) - Archive.org (Monstrous Compendium Annal Volume 3 - 1995) - DndBeyond - mojobob's website

  • Lady's Maze - Timlin

    Lady's Maze - Timlin Lady's Maze - Timlin Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBUaW1saW4=/9420017042942ed4e3dabe96eba76271 Board Link Features - Walls built of ruined tenements from Sigil’s hive ward - Statue of the Lady of Pain at the maze Center - Maze endlessly loops on itself, secret portal exit (not part of current maze, instead I had an item puzzle get the players out) Notes - Maze from 2nd edition Planescape Adventure Book: A Well of Worlds (see module for info) to imprison Timlin, an ex-factol of Sigil Assets from Tales Tavern None

  • Mediator | Digital Demiplane

    Mediator Medium Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix I - 1994): Mediators are proxies of the powers of neutrality. Mechanus Mediator: Mechanus mediators, the balancing forces found in the Clockwork Universe, ensure that all things, light and darkness, liquid and solid, maintain perfect balance and harmony. They look like clusters of geometric shapes made of strange green crystal. They are roughly spherical in shape, prickling with protuberances: squares, triangles, trapezoids, and spheres of all sizes stick out in all directions. Unlike their lesser kin, the translators, Mechanus mediators communicate through empathy. They cannot communicate with undead. Combat: Mediators rarely enter combat except to balance an ongoing battle. They attack with a piercing green ray of light that inflicts 2d12 damage and ignites combustibles. The ray has no range modifiers; the mediator can attack anything it can see. Mechanus mediators can create or do anything as long as it directly relates to maintaining balance in Mechanus. For game purposes, this means that they have unlimited wish spells, but only for the purpose of balance. For example, if the amount of liquid in Mechanus begins to exceed the amount of solid matter, a mediator can transform liquid to solid until balance is restored. If two groups battle, the mediators can destroy combatants until the sides are equal or even telekinetically stop the battle. Given their omnipotent power, it is perhaps fortunate that only three mediators exist in Mecbanus. Because their own destruction is the greatest possible threat to balance, Mechanus mediators use their wish ability to save themselves from danger. Without conscious effort mediators can affect any attacker, no matter where or in what manner the attack is launched. The attacker immediately undergoes an alignment shift to absolute neutral and, therefore, ceases its attack. Simply put, a mediator cannot be killed, so they have no experience point value. Habitat/Society: The sole purpose of the mediators is to maintain balance. It is irrelevant whether the balancing is of good and evil, light and darkness, liquid and solid, etc. The mediators are heedless of anything except this symmetry of existence, even of sapient life. This causes some to view them as evil and uncaring, but mediators are certainly not evil in this respect. Rather, they are amoral in their drive for perfect equilibrium. Mediators have gained an almost godlike reputation in Mechanus. They are rarely seen, and when they appear it is generally to effect tremendous change in the name of equilibrium. Even those beings of true neutral alignment are not beyond slight error or deviation. Neutrality tends to be inhibited, in some cases, by emotion. The mediators, however, are neutrality unfettered by emotion. They are objective judges, free of bias. Ecology: A legend of the mediators, its origin and truth lost in the mists of time, claims that eons ago when the Outer Planes were first forming, the powers of creation divided space among them. They created planes of certain alignments as homes for the corresponding powers. Intense arguments between powers of the same alignment but slightly differing viewpoints led to the creation of 17 individual planes for the nine alignments. When the Outlands were created, they were to be the home of the neutral powers. From there they could send out their influences to maintain balance and order. But the neutral powers bickered because they disagreed how to organize and construct the inner areas of the plane. Each tried to exert individual influence, causing the plane to become unbalanced. When the powers of creation saw what had happened, they cast the powers of neutrality out of the Outlands, thus closing it off to all beings. They created Mechanus with its perfect harmony and giant clockwork, and sent the powers of neutrality there to live. In order that the neutrals not corrupt Mechanus as they had done with the Outlands, the powers of creation made the mediators and gave them great power and influence over balance. Three mediators were made, one for each of the Lights of Balance that shine now at the center of the Outlands. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 2nd Edition: - Planescape: Monstrous Compendium Appendix I (1994) - Monstrous Compendium: Outer Planes Appendix (1991) - mojobob's website Abilities - Can cast unlimited Wish spells as long as the casting furthers the cause of balance - Alters the alignment of any attacking creature to absolute neutral to cease their attack - Cannot be targeted with any attack or harmful magic, and thus cannot be killed - Flight Appearance They look like clusters of geometric shapes made of strange green crystal. They are roughly spherical in shape, prickling with protuberances: squares, triangles, trapezoids, and spheres of all sizes stick out in all directions. Size Hero Forge: 2'7"(5')(XL) Lore: Medium (5' diam) Suggested: Medium to Large Other Monikers None Sources - adnd2e.random.com - Planescape: Monstrous Compendium Appendix I (1994) - Monstrous Compendium: Outer Planes Appendix (1991) - mojobob's website

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