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- Mortai | Digital Demiplane
Mortai Gargantuan+ Celestial, Neutral Good (chaotic) Hero Forge Mini Kitbashed, single mini Description (from Planescape: Monstrous Compendium Appendix II - 1995): Mortai are a mystery of the Beastlands, enigmatic creatures of immense intelligence and power. They keep their own darks close in the chest, but they’re glad to help a cutter out with just about any problem he might bring before ’em. Mortai specialize in issues of philosophy, but a clever blood can often direct the conversation the way he’d like it to go and get some useful information out of a mortai. Also known as the “faces in the clouds”, mortai are creatures of the air. They appear as great clouds spanning the horizon, covering miles from side to side and towering thousands of feet in the air. In fact, a basher who doesn’tknow what he’s looking for’ll walk right under a mortai wihout even realizing that the creature is just drifting along a half mile or so over his head. Most of the time, mortai are happy to remain unnoticed, and can imitate a natural cloud perfectly. But when they want a basher to know they’re present, the mortai begin to pulsate with a golden glow, crackling with immense power like a lightning storm. When a mortai reveals itself this way, great faces of wisdom and beauty begin to appear on the surface of its clouds. Mortai speak with booming voices of wind and thunder, when they bother to speak at all. They know all languages. Mortai are generally pacifistic creatures, and they’ll usually just leave if a mortal tries to pick a fight with ’em. However, they’re not so generous with creatures of evil alignment and might decide to teach a nasty sod a lesson. Combat: If a mortai is somehow driven to combat, it can attack once per round with a great bolt of lightning 10 feet in diameter and possibly miles in length. Any creature in the path of the bolt suffers 10d6 points of damage (a save versus spell for half damage applies). A creature standing on the ground when struck by a bolt must make an additional successful throw versus spell or be stunned for 2 to 20 rounds. Mortai can throw lightning bolts all day if that’s what it takes to get their point across to their antagonists. For most nonfliers, just getting in position to injure a mortai’s a serious challenge. Mortai can hover a few hundred feet above the ground, or they can float at altitudes of 20,000 feet or more. Their superior speed and maneuverability almost guarantee that they can leave a situation whenever they want. Mortai aare so huge that no physical weapon wielded by a mortal can injure them; a vorpal sword +5 just waves through cloud-stuff even if a blood gets close enough to wield it. Only magical spells, dragon breath, or similar effects can cause actual injury to a mortai. It’s not widely known, but mortai have a secret core — a place where their power’s collected in one spot, a glowing nimbus of light no more than 10 feet across in the heart of the cloud. This nucleus is vulnerable to enchanted weapons, although it is AC -5. ’Course, finding a sphere 10 feet across in a clown encompassing a couple of cubic miles wouldn’t be an easy feat, especially if the mortai were throwing lightning at the bashers trying to find the needle in the haystack. Mortai can command the atmosphere around them with perfect control and precision, duplicating the following spells: control weather (3/day), control wind , dust devil , fog cloud , gust of wind , ice storm , whispering wind , and wind wall . They can also call upon their innnate magical abilities to use the spell-like powers of aerial servant , air walk (cast on another creature), call lightning (given to another), conjure air elemental , rainbow , rainbow pattern , and wind walk . Habitat/Society: Mortai are seemingly godlike in their position, answering to no higher powers. They don’t interfere in the life of mortals and hold themselves apart from affairs on the ground. While a mortai won’t initiate contact with humans or the like, it’s not avers to aiding a mortal by answering questions or providing information if the cutter approaches it with a bit of respect and asks nicely. To this end, a mortai can use a legend lore at will that is always accurate. Nortai occasionally conceal their advice in riddles or provide only part of the answer, but only when revelation of the entire dark’d do the mortal less good than learning some of it himself. Mortai are known to favor practical jokes, especially on creatures that take themselves too seriously. These pranks’re always non-damaging (except to a cutter’s pride). Their favorites’re creating a small raincloud to follow a sid around for a few days, or plaguing a body with a trailing wind that keeps blowing his hat from his head. Ecology: There are three theories about what a mortai really is. The first theory’s simple, if mind-boggling: Mortai are just manifestations or emanations of the Beastlands, a sentient life-force of the entire plane. The second theory states that mortai are demipowers of air, subserviant to sky and storm gods across the Upper Planes. The most likely theory’s that mortai are collections of slightly chaotic good spirits. Some bloods claim that a cutter who talks to a mortai long enough’ll hear laughter and voices within the cloud, as if unseen presences were listening in. Mortai don’t seem to eat or drink anything, nor do they seem to affect the weather of the Beastlands unless they want to. Mortai’ve been seen appearing as several different types of clouds, including dark and foreboding storm clouds. Mortai can rain heavily when they want to, and often do so if they’re bothered by a particular obnoxious groundling. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Beastlands Stat Block 2nd Edition: - Mojobob's website Abilities - Stunning lightning bolts at will - Impossibly fast despite its size (flies at 20,000 feet high or more) - Immune to nonmagical attacks, lightning, thunder, cold - Innate spellcasting Appearance They appear as great clouds spanning the horizon, covering miles from side to side and towering thousands of feet in the air. Most of the time, mortai are happy to remain unnoticed, and can imitate a natural cloud perfectly. But when they want a basher to know they’re present, the mortai begin to pulsate with a golden glow, crackling with immense power like a lightning storm. When a mortai reveals itself this way, great faces of wisdom and beauty begin to appear on the surface of its clouds. Size Hero Forge: 14'1"(7') (XL) Lore: Gargantuan (undetermined dimensions) Suggested: Gargantuan+ (miles in size) Other Monikers Faces in the clouds, eyes of the gods Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's website
- Orcus | Digital Demiplane
Orcus Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus , which is described in chapter 7 , "Treasure ” of the Dungeon Master’s Guide . Orcus's Lair: Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. Lair Actions: On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill . Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons , zombies , or ghouls . These undead obey his telepathic commands, which can reach anywhere in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects: The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Orcus dies, these effects fade over the course of (1d10) days. Madness of Orcus: If a creature goes mad in Orcus’s lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “I often become withdrawn and moody, dwelling on the insufferable state of life.” 21-40: “I am compelled to make the weak suffer.” 41-60: “I have no compunction against tampering with the dead in my search to better understand death.” 61-80: “I want to achieve the everlasting existence of undeath.” 81-00: “I am awash in the awareness of life’s futility.” (from 3.5e Fiendish Codex I Supplement - 2006): The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. His head is that of a ram with a great maw filled with tusks, and his thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. Of the innumerable demon lords of the Abyss, dread and vile Orcus, Prince of the Undead, might be the one most often worshiped as a god. Servants, Enemies, and Goals: After becoming complacent in his eternal war with Demogorgon and Graz’zt, Orcus was recently murdered and deposed. But then, Orcus rose from the dead—an undead demon—and took the name Tenebrous for a time, hiding in the shadows of the multiverse and waiting to take his revenge. Now he has reinstated himself to his former position and reclaimed his realm Thanatos, and once again fi nds himself in a struggle for dominance with many other demon lords. Orcus is no longer content to grow fat and decadent in his castle. He focuses his anger and hate on the absolute destruction of his enemies and the spread of woe and havoc among mortals. He covets Graz’zt and Demogorgon’s realms above all others, and commands a host of undead and demons that ravage entire layers of the Abyss at his whim. Against Graz’zt, Orcus’s tactics are fairly direct. He constantly sends wave after wave of his limitless undead armies against Graz’zt’s three Abyssal layers, continuing these battles eternally since Orcus can replace fallen undead soldiers as quickly as they are destroyed by Graz’zt’s defenders. This relentless assault is inexorably penetrating deeper and deeper into Graz’zt’s territory, but at nowhere near the pace that Orcus wishes. He realizes that Demogorgon is a more powerful foe, and as a result, Orcus’s actions against the Prince of Demons are more subtle. He sends small bands of nabassu, vampires, and liches into Gaping Maw and other places Demogorgon holds sway to undertake missions of precisely calibrated assassination and sabotage. Yet while Orcus himself might not be as powerful as Demogorgon, and his realm might be dwarfed by the size of Graz’zt’s holdings, Orcus’s cult on the Material Plane is in truth his greatest resource. In particular, orcs, half-orcs, ogres, and giants revere Orcus, as do a large number of corrupt and despicable humans. His temples are usually hidden, and his worshipers form secret societies that commit atrocities and wage wars in his name. He demands living sacrifi ce from his cultists, and blood and skulls are important parts of the imagery used in his worship. Intelligent undead rarely serve him willingly, although many vampires, liches, and other undead creatures are forced into his service by dark pacts or compelling magic. Clerics of Orcus have access to the domains of Chaos, Death, Demonic, and Evil. His symbol is his wand—a skulltopped black mace. Strategy and Tactics: Orcus relies heavily on his wand in combat, much preferring to engage foes in melee. Attacks with his free claw, gore, and poison tail are almost afterthoughts. If faced with numerous powerful foes, Orcus fi ghts more carefully. He summons undead and tanar’ri to engage foes in melee while he provides support with fi nger of death, wail of the banshee, and his other spell-like abilities. Poison (Ex): Sting—Injury, Fortitude DC 36, 1d6 Str/2d6 Str. The save DC is Constitution-based. Summon Tanar’ri (Sp): Once per day, Orcus can automatically summon 1d6 vrocks, 1d4 glabrezu, or 1 marilith. This ability functions as a 9th-level spell (CL 20th). Summon Undead (Sp): Once per day, Orcus can automatically summon 4d10 wights, 1d8 spectres, or 1d3 mohrgs. This ability functions as a 9th-level spell (CL 20th). Wand of Orcus The weapon that Orcus wields functions as a +6 unholy anarchic heavy mace. If the wand touches any nonoutsider, or any outsider with less than 15 HD, the target must succeed on a DC 25 Fortitude save or be instantly slain. This is a necromantic death effect. The wand also confers a +5 deflection bonus to the Armor Class of its wielder. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (333rd layer: Thanatos) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Wand of Orcus inflicts necrotic damage, conjures undead and casts powerful necromantic spells - Master at creation of undead - Powerful Innate Spellcasting - Poison tail attack - Infectious madness - Legendary Actions to make creatures weak to necrotic damage - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Telepathy, Truesight - Telepathy Appearance The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. His head is that of a ram with a great maw filled with tusks, and his thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. Size Hero Forge: 11'7" (XL) Lore: Huge (15-20 ft. tall) Suggested: Huge to Gargantuan Other Monikers Demon Lord of Undeath, Blood Lord, The Shadow That Was, Tenebrous Sources - Forgotten Realms Wiki - Jorphdan (youtube video) - 5etools - DnDBeyond - 3.5e Fiendish Codex I Supplement (2006)
- Nightwalker | Digital Demiplane
Nightwalker Huge Undead, Chaotic Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn’t indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things. Undead Nature. A nightwalker doesn’t require air, food, drink, or sleep. (From v3.5 Monster Manual I - 2003): The creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body. Nightwalkers are human-shaped horrors that haunt the darkness. A nightwalker is about 20 feet tall and weighs about 12,000 pounds. Nightwalkers lurk in dark areas where they can almost always surprise the unwary. A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based. Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based. Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released. Skills: *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Shadowfell Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes - DnDBeyond 3rd Edition: - Realmshelps.net Abilities - Annihilating Aura - Anything reduced to 0 hit points by the nightwalker has its soul eaten - Enervating focus attack cannot be magically healed - Finger of doom deals necrotic damage and frightens and paralyzes creatures - Immune to necrotic, poison, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions - Resistance to acid, cold, fire, lightning, thunder, and nonmagical attacks - Flight Appearance The creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body. Size Hero Forge: 11 ft. (no kitbash) Lore: Huge (20 feet tall) Suggested: Huge to Gargantuan Other Monikers Nightshades Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes - DnDBeyond - v3.5 Monster Manual I (2003)
- Wyvern
Wyvern Wyvern Large Dragon, Unaligned Hero Forge Mini Button Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014: Cousins to the great dragons , wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern’s stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim’s bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons. Aerial Hunters. A wyvern doesn’t fight on the ground unless it can’t reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn’t an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls. Aggressive and Reckless. A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows. Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes. Tamed Wyverns. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern’s violent temperament has cost the life of many a would-be master. (From 2nd Edition AD&D Monstrous Manual - 1991): A distant cousin to the dragon , the wyvern is a huge flying lizard with a poisonous stinger in its tail. The 35-foot-long dark brown to gray body of the wyvern is half tail. Its leathery bat like wings are over 50 feet from tip to tip. The head alone is 4 feet long and filled with long, sharp teeth. Unlike the dragon, it has only hind legs, using them the same way a hunting bird would. The tip of the tail is a thick knot of cartilage from which a 2- foot-long stinger protrudes, very much like that of a scorpion . The eyes are red or orange. A wyvern does not have a strong odor, although its lair might smell of a recent kill. These beasts can make two sounds: a loud hiss, which sounds like a hot sword plunged into water, and a low, deep-throated growl, much like that of a bull crocodile . Combat: Rather stupid, but aggressive, wyverns will nearly always attack. In combat, the wyvern always prefers to be flying, and will seize any opportunity to take flight and continue combat. If trapped on the ground it will bite (2-16 points of damage) and use its stinger (1-6 points of damage), attacking the most convenient target or targets. The tail is very mobile, easily striking over the back of the wyvern to hit an opponent to its front. The stinger injects poison (type F) into the wound, against which the victim must make a save vs. poison or die. Even if the saving throw is successful, the victim suffers 1-6 points of physical damage from the sting. From the air the wyvern is a far more deadly opponent. It dives upon ground targets, attempting to snatch them up in its two taloned claws (1-6 points of damage each) and fly off. Man-sized victims are snatched if at least one talon hits for damage. Large victims require both talons to hit in order to snatch them up. The wyvern cannot fly while carrying anything bigger. After a dive, it takes the wyvern a full round to circle around. On the next round it can dive again. Once airborne with prey in its talons, the wyvern stings and bites each round, both at +4 to hit, until the victim is motionless. In aerial combat, the wyvern will make a pass during which it will either bite or sting. Then it will land and feast, not hunting again until the next day. As a hunter, the wyvern is cunning. It will avoid letting its shadow fall across its prey as a warning. The final approach of the dive is done in complete silence, imposing a -2 surprise modifier on the target. It trails its prey from downwind whenever possible. A mature wyvern often waits for the right moment to strike, and is willing to let prey go that is too powerful or within easy reach of cover. Such a wyvern understands that men, particularly those armed in bright metal, are stronger than their size would indicate. Given a perfect opportunity, it will attempt to snatch up an unarmored member and fly out of range. Habitat/Society: The wyvern is a solitary creature, nesting only with its mate and young. It tends to lair on mountainsides that overlook forests, jungles, or sometimes plains. A wyvern makes its lair in large caverns that can be found in such places, staking out a territory about 25 miles across. If game is sparse, it will hunt with a small group of its own kind. Only young wyverns attack others of their kind, usually to establish new territory. Older wyverns settle disputes in an unknown manner without actual combat. Some wyverns have been known to work with evil dragons. Usually these dragons completely dominate the weaker and smaller wyverns. Ecology: An adult wyvern consumes the equivalent of a man-sized to large creature once per day. This could translate to a horse, pig, or a handful of sheep. While it eats them whole, the bones are not digested, and neither are metal objects. The wyvern eats carrion only if desperate. The wyvern has no natural enemies, although it would not be a match for certain powerful creatures. It is noted for the foul taste of its flesh. No one has found a way to cure its hide and the bones are light and brittle to aid in flying. Certain body parts are used by spell casters as spell components, for which they will pay a reasonable price. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - D&D Basic Rules - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Deadly poison stinger - Bite and claw attacks - Flight Appearance Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Size Hero Forge: 5'10" (XXL) Lore: Large to Huge (15-35 ft.) Suggested: Large to Huge Other Monikers None Sources - Forgotten Realms Wiki - D&D Basic Rules - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Shedu | Digital Demiplane
Shedu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount & mini Description (from 3.5e Fiend Folio - 2003): A close cousin to the lammasu , the shedu travel throughout the Material, Ethereal, and Astral Planes extolling the virtues of law and goodness and helping those in need of instruction or protection. From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. If the creatures once held terrestrial kingdoms, those lands have most likely faded into history; the shedim do not speak of their crowns to anyone. Lawful good clerics sometimes call to the shedim, asking for council on matters of planar import or to guard their temples during important events such as the selection of a new leader or the delivery of a messianic child. Shedim have detail-oriented brains of superior construction— their immunity to mind control and their ability to focus on specific tasks without distraction make them excellent advisors and guards. Shedim speak Common, Draconic, and Celestial. They prefer to communicate telepathically. Combat : Despite their ability to trample opponents under powerful hooves, shedim make poor physical combatants against skilled foes. In such cases, they prefer to take to the air, from where they attempt to control enemies using dominate person. Should things get chancy, they jump to the Ethereal Plane or depart to the Astral Plane. Spell-Like Abilities: At will—clairaudience/clairvoyance, see invisibility, telekinesis; 3/day—dominate person. Caster level 9th; save DC 13 + spell level. Trample (Ex): As a standard action during its turn each round, a shedu can run over opponents at least one size category smaller than itself. This attack deals 2d6+4 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 18) for half damage. Depart (Su): Once per week, a shedu may cast astral projection as an 18th-level sorcerer. The ability affects only the shedu. Ethereal Jaunt (Su): A shedu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Magic Circle against Evil (Su): A shedu radiates a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the shedu can create it again as a free action on its next turn. Rational Mind (Ex): A shedu’s superior brain renders it immune to mind-affecting effects. Uncanny Stability (Ex): A shedu’s five legs grant it increased stability, rendering it immune to being pushed back as the result of a bull rush. The ability also prevents pushes from spells such as Bigby’s forceful hand. Skills: Shedim have a +8 racial bonus on Balance, Listen, Knowledge (the planes), and Spot checks. (from 2nd Edition Monstrous Manual - 1993): Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beards and mustaches. Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer’s status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. LESSER SHEDU: Languages: Lesser shedu speak shedu, lamia , lammasu , and most human tongues (although not common). Of course, they can always use empathy (a limited form of telepathy, see below). Lesser shedu always have the five powers listed above (within three disciplines), and they can use them without expending PSPs. In addition to these powers, a lesser shedu knows any three sciences and five devotions desired (from these disciplines, or others). Each creature tends to specialize in a particular discipline to complement the herd (each takes a different discipline). Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 9 4/4/13 All/All =Int 100 Psychometabolism — Sciences : nil; Devotion: ectoplasmatic form. Telepathy — Sciences : nil; Devotions: contact, empathy, mind link. Psychoportation — Sciences : nil; Devotion: astral projection. GREATER SHEDU: Listed are common powers. Powers they always have: ectoplasmic form, mindlink, contact, invisibility, mind bar, probability travel, teleport, dimension walk. Innate abilities that are like the psionic powers, but require no point expenditures: ectoplasmic form, mindlink, invisibility, mind bar, probability travel, teleport, dimension walk Greater shedu radiate protection from evil, 10’ radius . Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. Psionics Summary: Level Dis/Sci/DevAttack/DefenseScorePSPs 14 5/12/15 All/All =Int 200 Clairvoyance — Sciences : aura sight, clairaudience, clairvoyance, object reading, precognition; Devotions: danger sense, sensitivity to psychic impressions. Psychometabolism — Sciences : energy containment, metamorphosis; Devotions: body control, ectoplasmatic form. Psychokinesis — Science : telekinesis; Devotions: molecular agitation, molecular manipulation. Telepathy — Sciences : domination, mass domination, mind link; Devotions: contact, invisibility, mind bar, post-hypnotic suggestion. Psychoportation — Sciences : probability travel, teleport; Devotions: dimensional door, dimension walk. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, Ethereal Plane, Mount Celestia, Prime Material Plane Stat Block 3rd Edition: - 3.5e Fiend Folio (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website Abilities - Powerful psionic Spellcasting - Hoof attacks, trample - Immune to charm and mind-alteration - Flight Appearance From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. Size Hero Forge: Mount (Kitbashed) Lore: Large Suggested: Large to Huge Other Monikers Shedim (plural) Sources - 3.5e Fiend Folio (2003) - Monstrous Manual (1993) - Mojobob's Website
- Enlightened | Digital Demiplane
Githzerai Enlightened Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyank i kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts and weapons that deal psychic damage - Karach blade changes shape/color according to the zerth's will and emotional state - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics), including plane shift Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - Planescape: Torment Fandom Wiki - Planescape: Torment (videogame, 1998) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)
- Shoosuva
Shoosuva Shoosuva Large Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful worshiper (typically a fang of Yeenoghu; see the Monster Manual). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band. Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond Abilities - Rapages after slaying a creature - Venomous tail stinger - Claws, bite - Immune to being frightened or charmed Appearance They resemble emaciated hyenodons, with the key differences being the series of bony ridges that go down their spines and their giant poisonous tail stingers. Their skin is mottled and their fur patchy, a fact made more clear by the yellow, nauseating, phosphorescent light that emits from their bodies, similar in intensity to a light cantrip. The wicked light also highlights their leprous throats, bloated eyes, and the jagged fangs that fill their slavering maws. Size Hero Forge: 11 ft. Lore: Large (6 ft. shoulder) Suggested: Large Other Monikers Demon Hyenas Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - DnDBeyond
- Lamia | Digital Demiplane
Lamia Large Monstrosity, Chaotic Evil Hero Forge Mini Kitbashed, mount mini Description (From 5th Edition Monster Manual - 2014): Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture thralls or steal treasures from caravans, encampments, or villages, concealed by the lamia’s magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh. Tyrants of Pleasure. Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair’s breathtaking gardens, finely decorated apartments, and numerous thralls seem at odds with its remoteness and state of ruin. Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its thralls. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia’s amusement. Vain Predators. Always anxious to gain more wealth and thralls, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies. Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes. As long as they have thralls to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety. Minions of Graz’zt. The demon lord Graz’zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz’zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit. (From 3.5e Monster Manual - 2003): This creature seems to be a cross between a stunningly attractive human and a sleek lion. It looks human from the waist up, with the body of a lion below that. Lamias are evil and cruel creatures that take pleasure in causing suffering. They particularly target those who serve the cause of good. A typical lamia is about 8 feet long and weighs about 700 pounds. Combat : Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lionlike claws. Spell-like Abilities: At will—disguise self, ventrilo uism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based. Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion. Skills: Lamias have a +4 racial bonus on Bluff and Hide checks. (From 2nd Edition Monstrous Manual - 1993): Of all the hazards that the desert presents, few can compare with the cruel race of flesh-eating creatures known as lamias. These half-human, half-quadruped beast hybrids use deceit, speed, and spells to entrap the foolhardy adventurer who dares wander into their ruins. Their upper torsos, arms, and heads resemble those of beautiful human women, while their lower bodies are those of beasts, such as goats, deer, or lions , with the appropriate coloration. This hybrid configuration makes lamias very fast and powerful. They are usually armed with daggers, which they use to carve up their prey for the feast. Lamias sometimes smell like perfume flowers, so as to attract unwary victims. They wear no clothing or jewelry. In communicating, they use the common tongue. Combat: A lamia is able to use the following spells once per day: charm person , mirror image , suggestion , and illusion (as a wand). For purposes of duration, effect, etc. assume that the lamia casts its spells at 9th-level spell ability. These spells are typically used to lure persons to the lamia and then hold them there for the creature to devour at its leisure. The lamia’s touch permanently drains 1 point of Wisdom from a victim, and when his Wisdom drops below 3, he willingly does whatever the lamia tells him do. These orders often involve having the victim attack his compatriots while it continues whittling down their ranks. If it has a chance to drain the Wisdom of more than one victim, it will certainly do so. It may even use its charm spell to supplement its control over party members. Among a lamia’s favorite illusions to cast upon itself are the following: a lovely damsel in distress, a tough but beautiful female ranger, or an elf maiden. At times, it simply may cast an illusion of a lost child in distress or a group of peasants being attacked by a large beast, while hiding itself, awaiting the right moment to attack from the rear. Habitat/Society: Lamias dwell in ruined cities or caves, places situated in desert or wasteland areas. These evil creatures are solitary beasts, sustaining themselves on the flesh of those who walk too close to their territories. During lean times, they supplement their diet by stalking game animals. Lamias hardly ever venture more than 10 miles from their lairs. Ecology: Lamias are legendary monsters that prey upon travelers or guard hidden places or objects of power. They are mysterious creatures that seem devoted to the spreading of chaos and evil in their dwelling places. Lamia Noble These beings rule over the lamias and the wild, lonely areas they inhabit. They differ from the normal lamias in that the lamia nobles’ lower bodies are those of giant serpents and their upper bodies can be either male or female. It is rumored that the normal female lamia is born from the union of two nobles. The males wield short swords and have 1d6 levels of wizard spells, plus the inherent spells charm person , mirror image , suggestion , and illusion . The females are unarmed and only attack with magic; they are more experienced magically and have 2d4 levels of wizard spells plus the usual inherent spells. Like normal lamia, lamia nobles have the Wisdom-draining touch. All lamia nobles are able to assume human form. In this guise they attempt to penetrate human society and wreak evil. They speak all of the languages of humans and demihumans. When in human form, they are recognizable as lamias by humans and demihumans only if the characters are of 7th level or higher, with a 5% cumulative chance per level above 6th. Priests and paladins receive an additional 15% chance (i.e., a 10th-level priest has a 35% chance). Lamia nobles are given to outbursts of senseless violence. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Intoxicating touch - Innate Spellcasting, including disguise self to any humanoid form - Claws and dagger attack Appearance This creature seems to be a cross between a stunningly attractive human and a sleek lion. It looks human from the waist up, with the body of a lion below that. Size Hero Forge: Mount (medium)(kitbashed) Lore: Medium to Large (over 6' tall) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - 5th Edition Monster Manual (2014) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - Dndbeyond - Mojobob's website
- Maurezhi
Maurezhi Maurezhi Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description From Mordenkainen's Tome of Foes (2018): When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of ghouls and ghasts in the material world. Horrid Infiltrators. When a maurezhi consumes the corpse of a humanoid it has slain — a process that takes about 10 minutes — it instantly assumes the creature’s appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon’s original form. A Plague of Ghouls. Maurezhi are contagion incarnate. Their bite attacks can drain a victim’s sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. From Planescape: Monstrous Compendium Appendix II (1995): The maurezhi are a plague in the worlds beyond the Abyss, a scourge of evil that taints any plane it seeps onto. Maurezhi prey on mortals, spreading chaos and evil through their fearsome appetites. Like the nabassu, maurezhi gain strength with each mortal they devour — but instead of absorbing mortal life forces, the maurezhi feed upon corpses, stealing portions of their victims’ memories, skills, and appearance. Maurezhi seek opportunities to slay and devour mortals wherever they can find ’em. Most maurezhi’re doomed to serve as marauders and skirmishers in the Blood War, but a few find ways to escape onto the Outlands or the Prime and begin a career of bloody murders and vile feasts. Maurezhi leap and caper in sudden, unpredictable movements when excited or angered. They can communicate by means of telepathy, but the only sounds their rattling bone-boxes can make’re gibbering howls, grunts, and shrieks. Maurezhi live only to consume the most powerful and intelligent mortals they can find. They’re especially fond of waylaying lone travelers or adventurers, consuming them, and then assuming their appearance and using their acquaintances to seek out another victim while concealing the disappearance of the previous one. Between suitable victims, maurezhi’re fond of haunting graveyards and barrows, sating their taste for the flesh of mortals. Most maurezhi aren’t given much of a chance to begin their growth in this fashion, though. They’re frequently recruited by the babaus or hezrous and sent to fight in the Blood War. In the Abyss, a typical maurezhi’s never had the chance to consume a human. However, a small percentage of maurezhi encountered in the Abyss will be full-grown creatures that’ve completed their expedition and returned to the Abyss at the peak of their power. These tanar’ri function as assassins and spies, roaming the Lower Planes to keep an eye on the baatezu war efforts. The DM can decide what kinds of sods the maurezhi’s already consumed and what they may or may not have known. Whenever possible, maurezhi seek out and consume mortals of exceptional skill and power. Each previous victim can be determined using the chart below: d%: Victim: 01-40: 0-level character (possible proficiencies, identity, or information gained by the maurezhi) 41-65: Warrior of level 1-8 (possible improved THAC0, weapon specialization, tracking, or ranger skills) 66-70: Wizard of level 1-6 71-80: Priest of level 1-8 81-95: Thief of level 1-10 (with appropriate thief abilities) 96-00: Bard of leyel 1-8 (with appropriate thief and non-magical bard abilities) A maurezhi begins with average Intelligence, but each victim it consumes adds 1-2 points to its basic Intelligence rating if the victim was more intelligent than the maurezhi. As noted before, the memories and skills of each of their victims are available to the maurezhi, and it’s possible for the fiend to have very unusual or rare secrets in its head. Although maurezhi devour all kinds of carrion and corpses on a daily basis, this doesn’t increase their power. To consume a corpse, the maurezhi must personally kill the victim and devour him or her within one turn (10 minutes) of the murder. The grisly process requires no less than half an hour, and if the fiends interrupted, it can’t completely consume its prey. A character who’s been thus consumed can’t he raised or resurrected , and can be returned to life only with a very carefully worded wish . Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Assumes the form of any medium humanoid it has eaten - Paralytic claws - Revives killed ghouls and ghasts - Slain victims transform into ghouls Appearance A maurezhi bears a strong resemblance to a common ghoul. Its posture is hunched and feral, its skin gray and leathery, and its hands filthy talons. The maurezhi’s face slopes into a short, fang-filled muzzle, and its ears are catlike. Size Hero Forge: 8' 2" Lore: Medium Suggested: Medium Other Monikers Ghoul Demons Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's website
- Khargra | Digital Demiplane
Khargra Small Monstrosity, Neutral Hero Forge Mini Kitbashed, single mini Description From Mordenkainen's Fiendish Folio Volume III (2019): The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable. Vexing Scavengers. Khargras are native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been summoned into the world. Khargras can eat and digest most metals, though they prefer iron, copper, and tin above others. They find gold bland and mushy, akin to a flavorless gruel. Though khargras digest metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death. Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained khargras as couriers. Making use of these creatures’ odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command. From Planescape: Monstrous Compendium Appendix III (1998): Khargra swim through the earth, riding geological movements like a fish swims through the water by riding the currents. Some berks even call khargra “earth fish”, but the name’s really not any more accurate that calling birds “air fish”. Mature khargra reach a length of about 3-4 feet, their bodies roughly conical in shape and narrower toward the rear. Positioned around the front are two eyes and three tiny sheaths that hold the khargra’s thin arms. These arms can extend up to 3 feet from the pocketlike sleeves. The khargra’s 1-foot-wide mouth is filled with tiny curved metallic teeth that open like an iris. This constantly working maw draws in earth, absorbing required elements and expelling the rest, propelling the creature further ahead. Canny bashers can thus always tell where a khargra’s passed, for threads of softer, churned each wind through the solid rock. Most folks can’t spot such subtleties unless their eye’s been trained to catch them. Combat: As the khargra passes through stone and earth, it maintains a phased state not wholly the same as most matter. Unless a basher can somehow perceive a khargra’s approach through the solid rock, victims attacked by one of the creatures suffer a -5 penalty to their surprise rolls. A khargra attacks only those who possess refined metals or large amounts of valuable ores. Normally, such victims are found in air-tilled bubbles or tunnels that infrequently occur on the plane. In these cases, the khargra leaps out of the stone (up to 10 feet) to attack. All three arms or the khargra strike at a victim, each as a 12-Hit Dice monster. The arms themselves inflict no damage, but at least one must strike the target before the khargra can use its bite attack. Once it grasps an opponent, the creature uses its suprising strength to drag the victim toward its always-gaping maw. The victim may make a bend bars/lift gates roll to attempt to escape the creature’s grip. If the sod fails the roll, he is bitten in the same round in which he is grabbed. The khargra’s horrible irising mouth, designed to crush stone, inflicts appalling damage upon flesh (3d6 points). On an attack roll of 16 or better, the khargra also destroys a metal weapon or piece of equipment in the possession of the poor sod it’s attacking — even if the weapon is being used against it. (Only magical items are granted a saving throw versus this attack.) Some planewalkers have reported seeing a khargra bite a man in full plate armor completely in half by tearing into the sod’s midsection. Due to its speed, stony skin, and semi-intangible nature, the creature is difficult to harm. It’s not a matter of magical protection; unlike many planar beasts, the khargra is an entirely natural creature (well, natural for the plane of Earth, anyway). Thus, a basher doesn’t need enchanted weapons to fight a khargra — fact is, a canny cutter’ll hide his magical metal weapons for fear of having them chewed up in the attack. Heat and cold to any degree don’t bother the khargra. Chant has it that some have even been found swimming through the paraplane of Magma. Travelers to the Inner Planes and those who’ve met khargra on the Prime have discovered a few of the beasts’ weaknesses. A phase door spell cast upon a khargra as it passes from an air-filled environment back into its native stone slays the creature. Likewise, a stone to flesh or transmute metal to wood spell sends the beast directly to the dead-book. Heat metal always inflicts maximum damage despite the creature’s immunity to fire, and move earth stuns it for 1d3 rounds. Lightning inflicts full damage. Khargra eyes can “see” through earth and stone as a normal creature might see through open air. Some think the beast is blind outside of its element, but no one’s ever actually proved this. Habitat/Society: Common throughout the plane of Earth (rare on Mineral, extraordinarily rare anywhere else), khargra pass blissfully through the element, usually ignoring all other creatures. They travel in small schools, although occasionally a particular individual separates from its fellows for a time. The kargra life cycle seems to consist of three steps: hatching from an egg, growing to maturity on the plane of Earth (and spawning there), and finally travelling to the quasiplane of Mineral, which they seem to regard as some sort of final reward (Even in the Inner Planes, the Rule of Threes holds sway.) No one knows what eventually becomes of the khargra that eventually meet this goal, for though khargra are occasionally found on Mineral, there aren’t enough to account for the cast numbers that pass into that plane. Some say that the creatures’ bodies become the minerals found on the plane in a sort or cosmic cycle that’s slowly transferring all high-grade ores from Earth to Mineral. ’Course, some say they become bloated gluttons that quickly die from overeating. A basher might hear a bit of chant claiming that khargra are larval forms of xorn and xaren , transforming into these mature forms on the plane of Mineral and then making their way back to the plane of Earth. While xorn and xaren are similar to khargra in nature and diet, and while they’re all sometimes encountered near one another on either plane, the theory seems to rely on a significant leap in logic that is — at least with the information possessed currently — unwarranted. Ecology: Khargra feed on high-grade ores. If presented with the opportunity, however, they might attack travellers with refined metallic objects in their possession. These, apparently, are delcacies to the beasts. If a group of planewalkers offers such items willingly, the khargra won’t attack — they have no care for flesh. A dead khargra always has 1d6 x 100 gp worth of tiny bits of valuable minerals inside its gullet. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth, Magma Stat Block 5th Edition: - Mordenkainen's Fiendish Folio Volume I (2019) - 5etools - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can phase through solid earth, rock, and metal to "swim" through it - Very hard to detect before it attacks (10-foot leap through solid rock) - Grappling arms secure enemies for its bite attack - Eats through weapons (including magic ones), armor, flesh and stone - Hardened metal scales and intangibility make it hard to injure - Immune to cold and fire (except for Heat Metal magic) - Blindsight - Flight (swim through earth) Appearance Mature khargra reach a length of about 3-4 feet, their bodies roughly conical in shape and narrower toward the rear. Positioned around the front are two eyes and three tiny sheaths that hold the khargra’s thin arms. These arms can extend up to 3 feet from the pocketlike sleeves. The khargra’s 1-foot-wide mouth is filled with tiny curved metallic teeth that open like an iris. Size Hero Forge: 2'8" (XL) Lore: Small (3 1/2 ft. long) Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Fiendish Folio Volume I (2019) - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website
- Slashrath | Digital Demiplane
Slashrath Large Monstrosity, Neutral Hero Forge Mini Kitbashed, single mini Description (From 3.5e Fiend Folio - 2003): The slasrath was originally a nearly mindless wormlike predator until a nameless sorcerer discovered how to transform them into the flying horrors that they are today. Most slasraths are black, but gray and green varieties aren’t uncommon. They have wormlike bodies with large, razor-edged wings that run nearly their entire length, giving them the appearance of a manta ray. The creature’s lampreylike mouth is located on its underside. The slasrath’s tail is long and whiplike with a barb at its tip. Created by magic, most slasraths now serve as mounts for yugoloths. These mounts are magically controlled and are outfitted with special harnesses to allow their masters to ride them with ease. Nevertheless, one sometimes bucks its enchantment and escapes into the wild. Combat : A slasrath has little interest in tactics, apart from using its razor-edged wings to tear through the armor of its prey. The creature usually fights to the death. Poison (Ex): A slasrath delivers its poison (Fort DC 18 negates) with each successful sting attack. Initial damage is 1d4 Str plus 1d4 Dex; secondary damage is 2d6 Con. Wing Slash (Ex): If a slasrath charges, it can end the charge with a wing slash attack. The slasrath makes a +9 melee attack against each creature it threatens at the end of its charge. Each creature hit takes 3d6+10 points of damage. Additionally, if an armor wearing creature takes damage from this attack, the creature must make a Reflex saving throw (DC 19) or the armor is shredded away instantly. (From Planescape: Planes of Conflict Monstrous Supplement - 1995): “The gaze of an ultroloth is not one you want to meet twice. As the creature turned his head toward me, I lowered my eyes. I heard his voice in my head, like always, and I cringed. “His words penetrated my brain. 'What have you made for me?’ It felt like a razor cutting soft flesh. "'As you required, eminent one, I have fashioned a creature upon which our troops can ride. A flying beast.’ “'A most worthy labor.’ I was sure that my brain would begin to bleed from my ears. 'What manner of beast?’ “'I call it a slasrath, master, and it glides through the air like the manta ray — the one we saw in the memories of that prime’s brain that you flayed but last year. It can carry even a nycaloth without slowing its pace, for it plies the air using sorcery.’ I tried to come up with more to say, so that his cutting thoughts wouldn’t slice into my brain again. “'Excellent. Produce a thousand of them and send them to the mustering grounds at Heartscraoed Tower.’ “'It shall be done, my wise and all-powerful lord,’ I said, and then paused, knowing that I would have to tell him the whole truth. Perhaps his pleasure at my success would temper his wrath. 'There is one other thing, august overlord.’ “'What?’ Nailes driven through my eyes and into my mind would have felt better. “'A few of my slasraths... well they're escaped. M’lord.’ His gaze told me I would not be leaving his chambers alive, or at least intact.” — Jehanu the Flayed, ex-yugoloth slave Slasraths were simply horrible, slimy worms native to Gehenna until an enslaved sorcerer got hold of them and transformed them into the flying horrors that they are today. Long and wide, the saucerlike things are extremely flat. Razortipped wings flutter to keep them aloft, becoming rigid when the creature plunges in to attack its foes with slicing, slashing dives. They were meant to be subservient creatures under the yugoloths , which many still are, but a number of the beasts roam freely throughout Gehenna, adding to the danger and terror so frequently found in that hideous realm. Most slasraths are black, but gray and green varieties are not uncommon. A small but dangerous mouth is located an the creature’s underside, and a long, whiplike tail flutters behind it, wielding a nasty barb. Combat: The slasrath moves in the air gracefully with a great deal of maneuverability (on the ground, it slinks along in the manner of a worm, very slowly). When it attacks its prey, it begins by swooping down from above, using the razorsharp edges on its wings. This attack inflicts 3d6 points of damage. If two or even three man-sized (or smaller) targets are within 5 feet of each other, they can all be attacked by this wing slash assault. The attack must be resolved separately for each target, with different attack and damage rolls. Further, the slasrath’s wings are so sharp and powerful that they can slice throgh armor and shields. If a target wears armor or uses a shield to protect itself and the slasrath’s attack roll indicates that the creature’s attack would have hit the target without the protective device, a saving throw for the item should be made versus hard blow. If failed, the item is destroyed and the attack upon the target is resolved without the armor’s protection (thus, it hits the target). After the wing slash attack, the slasrath hovers above its chosen prey and continues the fight by biting with its mouth (filled with hundreds of needlelike teeth, causing 1d6 points of damage per bite) and striking with its barbed tail for 2d4 points of damage. The stinger at the end of this appendage carries a virulent poison. If the victim fails a saving throw versus poison, the venom causes extreme disorientation and confusion. On the round after injection, the victim faces a penalty of -1 on attack and damage rolls, ability checks, and saving throws. The next round, the penalty increases to -2. and to -3 on the third round. This escalating debilitation continues for six rounds, after which the victim dies. Slow poison and neutralize poison are effective as usual. Yugoloths sometimes ride slasraths into battle, either as a wave of flying cavalry or with a single slasrath carrying a leader above its troops. In these situations, a slasrath can be assumed to be completely under the control of its rider, tamed by magic and discipline. With the thin body of the slasrath, it appears that the yugoloth is riding an oddly shaped flying carpet. Often, a special harness enables the rider to stay atop the mount and guide it. A slasrath can still make its normal attacks, even the wing slash, while carrying a rider. It can also hover with a steady grace, enabling a rider to cast spells or perform other delicate actions. Habitat/Society: Slasraths are creatures altered by magic to become something they were never meant to be. THough their bodies are huge and powerful, their brains are still the dim minds of worms. They seek little else besides meaty prey. The only exception to this seems to be when a xugoloth masters one of the beasts to become a mount. Magical charms as well as outright domination are frequently used to control the slasraths, although conditioning through pain and discipline always reinforces the magic. Yugoloth masters use metal whips and spiky spurs to maintain their authority. While not in use, slasraths are kept in pens resembling huge black domes. They are fed prisoners, wounded members of their own species, and lesser yugoloths that havve displeased their masters. On their own, slasraths scout the furnaces of Gehenna in search of food. They land only to rest briefly on the superheated rock of the plane. Slasraths keep no permanent lairs. Though they have no special resistance to elemental attacks, they are not harmed by the conditions of their native plane. Ecology: Slasraths begin their lives (hatched from a large egg) with 5 HD and a 10-foot wingspan. At 6 HD, they are 15 feet across, at 7 HD they are 18 feet in width, and at 8 HD they usually have a wingspan of over 20 feet. Yugoloths do not use them as mounts until the slasraths measure at least 15 feet in width. Wild slasraths feed on everything they can find, including linquas , barghest , nightmares , and even yugoloths. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gehenna Stat Block 3rd Edition: - 3.5e Fiend Folio (2003) - realmshelps.net 2nd Edition: - Planescape: Planes of Conflict Monstrous Supplement (1995) - Mojobob's Website Abilities - Razor-sharp wings cut through shields and armor - Bite attack - Tail stinger with debilitating poison - Flying mount for yugoloth fiends Appearance Most slasraths are black, but gray and green varieties aren’t uncommon. They have wormlike bodies with large, razor-edged wings that run nearly their entire length, giving them the appearance of a manta ray. The creature’s lampreylike mouth is located on its underside. The slasrath’s tail is long and whiplike with a barb at its tip. Size Hero Forge: 10' (Kitbashed) Lore: Large (10-20' wingspan) Suggested: Medium to Huge Other Monikers Manta worms Sources - Forgotten Realms Wiki - 3.5e Fiend Folio (2003) - Planescape: Planes of Conflict Monstrous Supplement (1995) - Mojobob's Website
- Frost Salamander | Digital Demiplane
Frost Salamander Huge Elemental, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From P lanescape: Monstrous Compendium Appendix III - 1998): The following account was taken from the Journals published by Kivbis Nom, a philosopher and scholar. These works were eventually re-edited and issued as Re-examining the Facts: What You Know Can Hurt You. Nom was a wellknown proponent of the idea that old lore is just that - old. He believed scholars should constantly travel and research to make sure their facts are as up-to-date and accurate as possible. "Ah, the life of a planar biologist. Categorizing the strange and varied forms of existence found on the planes is a task far too great for any mortal, but still one must try. Take, for example, the frost salamander. The name, given to it by some graybeard, says volumes. Obviously, some basher thought this creature was related somehow to the salamanders of the Elemental Plane of Fire. Now, how could that possibly be? They don't even look terribly similar. Yet the name stuck. "Even if a body found something in their natures that suggested that the two types of 'salamanders' really could be related, it still staggers the imagination that a learned man could contemplate such a thing. The creatures come from different planes. Sure, a school of thought called parallelism claims that all the Inner Planes have certain aspects in common - including inhabitants. Still, even most proponents of parallelism feel that it only applies to the four basic Elemental Planes. Were we debating the existence of an earth salamander or an air salamander, there might be some validity to the argument. But instead, some planar biologist came up with the bright idea that a creature from the Elemental Plane of Fire had some relatives on the Paraelemental Plane of Ice. Oh well. Maybe it seemed like a good idea at the time. "Enough of what the frost salamander isn't. On to what it is. Its long, icy-blue serpentine body sports six powerful clawed limbs, a long tail, and a reptilian head. These multiple sharp claws allow it to move along even nearly vertical ice-covered surfaces. The creature's mouth is filled with translucent, iciclelike teeth and its eyes sparkle with the icy blue-whiteness of the plane from which it hails. "Frost salamanders have a rudimentary grasp of planar common, and they're smart enough to be angered - and insulted at being called salamanders. They have no other name for themselves, though. It's just not in their nature." Combat : An intense cold encircles a frost salamander, more intense even than that produced by an ice paraelemental. Anyone within 20 feet of the creature suffers 1d8 points of cold damage per round. In battle, a frost salamander takes the direct approach. No plans, no coordination - just rip the prey apart and be done with it. A frost salamander never uses weapons. Instead, it rears up on its back two legs 1+. and uses the front four to rake opponents (its long claws cause 1d6 points of damage each). These attacks accompany its savage bite (which inflicts 2d6 points of damage). The closest thing to tactics employed by the beast is its tendency to lair next to a near-frozen pool so it can push victims into the icy water. This reflects more on the frost salamander's preference for frozen meat than it does on its shrewd planning skills, however. Opponents in the water, it hopes, will die of hypothermia in the freezing liquid before being able to pull themselves up. At the very least, the intense cold of the water weakens potential prey. It takes a magical weapon of +1 or better enchantment to strike a frost salamander. However, the beast suffers 1 additional point of damage per die from fire and heat-based attacks. It also suffers 1 point of damage per turn if in an area where the temperature is significantly above freezing. Habitat/Society: Frost salamanders lair in icy caverns, often with a near-frozen pool within. They keep at least a portion of the pool open to allow themselves entry to the cavern; the pool also serves as their larder. Frost salamanders don't interact with other beings on any level other than that of predator/prey. Although usually solitary, frost salamanders found together will be a mated pair, sometimes with a single young. Chant is, someone once tried to prove a relationship between "ordinary" salamanders and frost salamanders. In order to do so, the berk brought some of both species together. The result was a huge, destructive battle and an everlasting enmity between the two types of creatures. Survivors of the battle who still clung to the idea that the creatures were related weren't disheartened, though, and they claimed that the feverish hatred the beasts showed for each other proved a link of some kind. (Such dedicated philosophers and theorists have a way of "proving" anything.) Most other folks believe that the two species' hatred erupted from the natural conflict between creatures of fire and ice - antithetical to each other, they could not help but detest each other on sight. Ecology : These creatures can eat anything organic, as long as it's frozen. No relationship exists between frost salamanders and ice paraelementals, the most common residents of the paraplane of Ice. Chant around Sigil a few years back said that some intelligent, pacifistic frost salamanders had been encountered deeр within the plane of Ice. This has never been confirmed, however. (From M ordenkainen's Tome of Foers - 2018): Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates. Devourers of Heat. The frost salamanders’ aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor. False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs. A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. On rare occasions, frost giants capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses. (From 3 rd Edition Monster Manual II - 2002): Frost salamanders can be found in many extremely cold places on the Material Plane. Ice caves, glaciers, frozen lakes, and other places where the temperature seldom rises above freezing are their favorite haunts. A frost salamander’s ice-blue, serpentine body has six legs, a long tail, and a reptilian head. Its claws are equipped with talons that resemble icicles. These claws not only make vicious weapons, they allow the creature to climb any ice-covered surface— even a vertical wall. Frost salamanders are omnivorous, but they prefer their food frozen. If prey is plentiful, they may keep particularly delectable items, such as yetis and adventurers, frozen in their lair for years until the right craving strikes them. Combat : In combat, a frost salamander rears up on its two hind legs and slashes with all four front legs while biting with its vicious teeth. It might also try bull rushing an enemy backward into a pool of freezing water. Cold Aura (Ex): A frost salamander emanates such intense cold that each creature within 20 feet takes 1d8 points of cold damage per round (no saving throw). Magical effects that shield against cold work against this aura, but normal measures (such as heavy furs or insulation) do not. Cold Subtype (Ex): A frost salamander is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Paraelemental Plane of Ice Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Freezing breath AOE attack -Damaging cold aura - Claw and bite attacks - Immune to Cold - Vulnerable to fire but recharges freezing breath - Fast, can burrow and climb Appearance This creature looks like a large lizard with white or blue-white scales. Its six legs end in vicious claws that allow it to move along even the slickest ice. Frost salamanders have blue eyes and translucent white teeth that look like icicles. Size Hero Forge: 6 ft. (XL) Lore: Large to Huge Suggested: Large to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond - 3rd Edition Monster Manual II (2002) - Planescape: Monstrous Compendium Appendix III (1998) - 2nd Edition Monstrous Manual (1993) - mojobob's website












