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  • Suisseen | Digital Demiplane

    Suisseen Large Elemental, Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): On the Elemental Plane of Water swim the suisseen, creatures that’re little more than thin, transparent membranes filled with water. Because they’re suspended in the element, with water inside and without, it’s unclear as to exactly what is the suisseen and what is not. Sure, the membrane is part of the creature, but apparently, some of the water outside and some or all of the fluid inside contributes to its existence as well. Somehow, this semielemental beast exists both as living water and as a gelatinous substance containing and yet shaped by the liquid within and around it. Its membrane is perforated with flutelike tubes through which water pumps to give the suisseen locomotion. This act of siphoning and expelling water also serves as the creature’s means of consumption, digestion, defecation, and even communication. But a body’s got to keep in mind that the water in question is an actual part of the monster, not just the medium in which it survives. Combat: The membranous portion of the suisseen is slightly caustic, and therefore able to break down things the creature can use as nutrients — like flesh. Any sod who touches the membrane or is struck by it sustains a burning wound that causes 1d4+1 points of damage. But that’s not the beast’s main mode of attack. Like a true water elemental , it uses its watery mass like a powerful wave to crush and batter opponents, inflicting 2d8+2 points of damage. If summoned out of its native environment, a suisseen can also drown creatures that don’t breathe water. This special assault requires an attack roll (and can accompany a normal pummeling attack). If the roll succeeds, the victim must make a Constitution check. A sod who fails the check becomes immobilized. unable to act, and suffers 2d6+2 points or damage as the suisseen forces water down his throat. Each round thereafter, he must make another Constitution check, suffering the same result if he fails. If one of the victim’s checks succeeds, he spends that round freeing himself from the suisseen’s fluid grasp, and he need make no more Constitution checks (unless, of course, the monster makes another successful “drown attack” against him). When attacking a suisseen, a basher’s got to state in advance whether he’s striking at the membrane or the surrounding watery mass. The liquid area around the beast has an Armor Class of 0 and can be harmed only by weapons of +1 or greater enchantment. The membrane has an AC of 3 and is vulnerable to ordinary (nonmagical) weapons. ’Course, a berk who tries to strike the membrane in melee must get close to the suisseen — close enough to be within the creature’s watery exterior. That means he’s subjecting himself to an attack by the beast — fact is, the suisseen gets a chance to strike the sod even if it’s already made its attack for that round. The suisseen suffers no harm from fire-based attacks, but those based on lightning or cold inflict twice their normal damage. Habitat/Society: A cult known as the Mayestri — a group of humans, sahuagin , and mermen — reveres the suisseen as a link to the true water elementals they worship. It might be more accurate to say worshiped , however, since all of the Mayestri’s attention is currently focused on the suisseen, which they call “the door and the way”. Thc evil members of this strange religion believe that water (as an element) can multiply life force, so by sacrificing victims to it, they hope to increase their power and lengthen their lives. Some folks think the cult believes in only one single suisseen, a being they consider their god, but that’s nothing but wash — the group knows that the watery creatures are many. Oddly enough, most suisseen don’t realize that they’re worshiped by the cult, as it operates primarily on the Prime Material Plane (though it has a few adherents in the strange depths of the plane of Water). The Mayestri use a special summoning spell to call a suisseen and then offer it living sacrifices, which it gladly accepts as food. The evil cultists believe that this gives them power, but by most accounts, they’re deluded (or just barmy). Nevertheless, suisseen that’ve been summoned a few times have grown to like the attention — and especially the sacrifices. These beasts gradually change from neutral to neutral evil and begin to hunt humans and other intelligent prey. After being called to the Prime, these evil suisseen often try to make agreements with their summoners so they can remain there and seek food as long as possible. However, unless the cult members use magic, communication’s a problem — no one seems able to understand or speak the creatures’ fluting, gurgling language. Once they return to the Elemental Plane of Water, the neutral evil suisseen attack merpeople, tritons , sahuagin, or whatever else is available. They also try to kill others of their own kind, which they suddenly see as competitors. Normal suisseen — that is. those that haven’t been tainted by the Mayestri’s sacrifices — congregate in small groups on the plane of Water. Their mating and reproductive capabilities remain dark, as does the structure of whatever small society they have. Ecology: Graybeards just don’t know what to make or the suisseen. Are they magical combinations of water elementals and other creatures — perhaps even gelatinous cubes or similar beasts? It’s possible, but unlikely. The suisseen appear more closely related to the varrdig (also known as the water grue), an elemental-like scavenger that roams the plane of Water seeking territories to claim and defend. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Water Stat Block 2nd Edition: - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website Abilities - Caustic inner membrane inflicts acid damage - Water manipulation around body, wave slam attacks - Drowning attack forces water into creature's lungs - Immune to fire Appearance Somehow, this semielemental beast exists both as living water and as a gelatinous substance containing and yet shaped by the liquid within and around it. Its membrane is perforated with flutelike tubes through which water pumps to give the suisseen locomotion. Size Hero Forge: 10' (kitbashed) Lore: Large (10 ft. long) Suggested: Large to Gargantuan Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Goristro

    Goristro Goristro Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 varaint below (inc. single mini) Description (from Planescape Planes of Chaos Monstrous Supplement- 1995) Collectively known as goristroi, these huge tanar’ri can be found on nearly any plane of the Abyss, for they are adaptable and much desired by the rulers of the place to serve as engines of destruction. Abyssal lords and powers are able to command the goristroi and keep them serving as guardians, enforcers, siege engines, and so on. The hulking goristroi are too stupid and bestial to do more than carry out their orders, and thus their status never reaches that or the true tanar’ri. From the third volume of Deception And Strategems, by the pit fiend Mellagorus: "Though the lumbering goristroi are excellent at climbing sheer stone faces and though these assaults can break our fortications, such strategies also present us with an opportunity to destroy the beasts. Their powerful clawed fingers can make handholds in sheer stone, but their enormous size makes them vulnerable to falls, and they suffer twice the damage a smaller creature might from a fall. The goristroi are especially afraid of Bigby’s forceful hand, dig, fly, levitation, and other spells that can push them off the heights to be broken on the rocks below or, even more amusingly, onto the weapons of their fellow tanar’ri. Weak-minded goristroi are also vulnerable to spells such as cause fear, fear, symbol of fear, and repulsion, which drive them off walls. For all these reasons, arcanaloth are the best countermeasures to employ against goristroi assaults on an entrenched position on the height. Fools though they are, tanar’ri commanders rarely order a goristro over the walls unless the situation is desperate or a diversionary attack has drawn off most of the defenders. Take this as a sign of weakness and counterattack." Usually solitary, goristroi are only important among their kin because of their ability to absorb damage and to mete it out. They are stupid and otherwise limited in power, unable even to gate in other tanar’ri. The vast majority of goristroi encountered are in the service of some Abyssal ruler, blindly carrying out the duties assigned to them with complete fanaticism. There is never a question of retreat or morale when dealing with these brutes, though the threat of long falls can induce paralysis on the field of action. In all other respects, they always continue to follow their given commands until completion or death occurs. In the Blood War the goristroi serve as siege engines and rallying points for lesser tanar’ri, much as elephants do among some prime-material worlds. A goristroi citadel is a platform strapped to the creature’s head and shoulders like a helmet. The tanar’ri carries this citadel as a lesser creature might carry a knapsack; it hardly seems aware of it. The fortification usually provides excellent cover (-7 to AC) for two to four riders, depending on the size of the goristroi. Again from Mellagorus’ Deception And Strategems: "Goristroi citadels are dangerous and best kept busy with cannon fodder and inferior troops, but if they can be broken the lesser troops surrounding them are usually routed. The best way to accomplish this is to harry a goristro from two directions. The retarded behemoth will turn from one attack to the other, unconscious of the fact that its rapid movements are shaking and battering the creatures within the citadel to death. At this point flying troops such as abishai can take the citadel and slay the goristro by a surgical strike to the neck with axes, polearms, and cleavers. "Goristroi ruled by an Abyssal lord or power always wear some symbol of servitude, such as a collar, an arm or wrist band, or an implanted symbol. Such devices zypically have the power to conves telepathic commands to the wearer as well as serve as tracking devices should the masters wish to know the whereabouts of their servants. Without direct command or supervision, goristroi tend to wander off on destructive rampages of their own direction and desire. "Goristroi do not breed naturally. They are carefully mated by their owners after extensive negotiations, eventually resulting in a single young. The goristroi are carefully watched throughout the entire process, for fear of foul play by the other side, such as an attempt to slay these valuable beasts. Generally, the terms are that the owner of the male goristroi gains the female young, and the owner of the mother is entitled to the male young produced. The young grow to maturity within five voracious, screaming years. This allows the lucky owner to breed further young on his own, albeit inbred ones. However, abductions, infanticide (if the young is the wrong gender), and even outright purchases of the live young are fairy common. Under no circumstances are the parents allowed to have any influence on the young goristro." Goristroi are predators that make no distinction between various types of prey. They eat anything that moves, even among their own kind, devouring lesser tanar’ri when their dim minds believe no one is watching. They are exclusively carnivorous, unable to eat vegetable matter even if no other food is available. If forced to go without living or recently slain meat, goristroi wither and die within two weeks, so tanar’ri commanders usually sacrifice lesser troops for the sake of keeping their citadels going. Goristroi flesh is itself poisonous if ingested, so not even powerful planar creatures or pack hunters like trolls and armanites attack them. Combat : The attack mode of these monsters consists of two clubbing smashes with their long and very powerful arms for 6d4+6 points or damage each. Each is equal to a crushing blow, so material struck must be saved for. In addition, these brutes can make a stamping attack against any 6 feet tall or shorter opponent within 10 feet of them for 5d8 points of damage. They hurl boulders as cloud giants (240 yard range for 2d12 points of damage). In addition to standard tanar’ri abilities, goristroi have the following spell-like powers, which they can employ one at a time, one per round, at will: detect invisibility, detect magic, fear (as a wand, by gaze), levitation , and spider climb. Even the lowliest of goristroi can be harmed only by +1 or better magical weapons. All of them are immune to cold, fire, poison, and poison gas. They regenerate 1 hit point per turn. They have infravision to 360 feet. As noted in the statistics above, gorislroi gain 6 hit points per hit die in addition to whatever is rolled, giving each hit die a range of from 7-14 instead of the usual 1-8. Goristroi that have 140-160 hit points are only 21 feet tall and can be hit by magical weapons of +1 or better. Those with 161-200 hit points are 22 feet tall, and are also hit only by +1 or better weapons. If a goristro’s hit points fall in the range of 201-240, the beast is 23 feet tall and is hit only by +2 or better weapons. (from Dungeons & Dragons Monster Manual - 2014) The goristro resembles a fiendish minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt. A hulking goristro sometimes bears a palanquin, carrying smaller demons on its broad shoulders, much like an elephant carries riders on its back. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Siege Monster - Goring charge - Labyrinine recall Appearance Gorislroi are vaguely reminiscent of giant bears, although their shoulders are broader, their visages a nightmarish cross beztween bison and human, and their hands and feet disproportionately large, splayed, and humanlike. Their arms are extremely long, like an ape’s. Individual colors vary from dark brown through sickly greenish yellow to a peculiar purplish gray. Size Hero Forge: 7 ft. Lore: Huge (20 ft. or more) Suggested: Huge to Gargantuan Other Monikers Bull demons, minotaur demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website

  • Galeb Duhr | Digital Demiplane

    Galeb Duhr Medium Elemental, Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 1994): The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain. Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn’t return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn’t regard as threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace. (From 3rd Edition Monster Manual II - 2002): Galeb duhrs are among the oddest creatures that an adventurer can encounter, but they are seldom dangerous. They live only in the mountains and seldom, if ever, venture onto other terrain. It is not known whether galeb duhrs can reproduce on the Material Plane, or whether the ones found there have all come from the Elemental Plane of Earth. To all appearances a galeb duhr is a living boulder with two dark, brooding eyes, a mouth, and rough-hewn appendages that serve as hands and feet. The typical galeb duhr stands about 4 feet tall, though advanced versions can reach heights of up to 16 feet. When sitting perfectly still (an activity that occupies much of its time), a galeb duhr is nearly indistinguishable from the surrounding stone—so much so that many travelers walk right past one without realizing it. Galeb duhrs do love to sing, however, and occasionally their deep, resonant, slow, and often palpably sad songs reveal their presence. The frequency of much of their singing falls below the range of human hearing, but the subsonic tones can be felt through the ground for many miles and tend to make horses nervous. As one might imagine, galeb duhrs are slow-moving, slow to anger, slow to action, and always take the long view. They have no known enemies except time. Now and then reckless monsters or adventurers attack them, hoping to acquire either gems or information about where to find rich veins of gold or other precious ore. Such attempts are generally doomed before they even begin. Galeb duhrs do know all there is to know about their mountain homes, both aboveground and below, but forcing them to give up those details is difficult in the extreme. To further complicate matters, galeb duhrs are quite territorial, even to the point of feeling protective about rocks and boulders, in much the same way that a treant feels responsible for the forest in which it lives. Anyone damaging, destroying, or even mining the mountains near a galeb duhr’s home often discovers some very staunch opposition. Combat : Galeb duhrs are usually solitary creatures, though they occasionally live with a few of their own kind. When approached, a galeb duhr can easily make it itself unnoticed. When irritated into combat, however, it attacks with its slams. Spell-Like Abilities: At will—animate objects (stone only), stone shape; 1/day—move earth, passwall, transmute rock to mud, wall of stone. Caster level 20th; save DC 11 + spell level. Elemental Traits (Ex): A galeb duhr is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60- foot range). Freeze (Ex): A galeb duhr can hold itself so still that it appears to be a boulder. An observer must succeed at a Spot check (DC 30) to notice that it is really alive. Tremorsense (Ex): A galeb duhr can automatically sense the location of anything within 300 feet that is in contact with the ground. (From 2nd Edition Monstrous Manual - 1993): The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. These intelligent beings are very large and slow-moving. They live in rocky or mountainous areas where they can feel the earth power and control the rocks around them. A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks like part of the terrain it lives in. Combat: Galeb duhr are fairly solitary creatures, preferring to live with a few of their own kind, and none of any other kind, including earth elementals . When approached, a galeb duhr is liable to avoid the encounter by disappearing into the ground. If chased or otherwise irritated, however, a galeb duhr does not hesitate to fight the intruder. Galeb duhr can cast the following spells as 20th-level mages, once per day: move earth , stone shape , passwall , transmute rock to mud , and wall of stone . They can cast stone shape at will. They can animate 1-2 boulders within 60 yards of them (AC 0; MV 3; HD 9; Dam 4d6) as a treant controls trees. Galeb duhr suffer double damage from cold-based attacks and save with a -4 penalty against these attacks. They are not harmed by lightning or normal fire, but suffer full damage from magical fire (though they save with a +4 bonus against fire attacks). Habitat/Society: Galeb duhr, thought to be native to the elemental plane of Earth, are sometimes encountered in small family groups in mountainous regions of the Prime Material plane. It is not known how (or whether) galeb duhr reproduce, but “young” galeb duhr have occasionally been reported — those specimens encountered being a smaller size than normal. While galeb duhr seem to have no visible culture above ground, they are known to collect gems, which they find through their passwall ability. They sometimes have small magical items in their possession, evidently taken from those who attacked them to take their gems. The “music” of the galeb duhr often provides the first evidence that these creatures are near — and usually the only evidence, as the unsociable galeb duhr are quick to pass into the ground when they feel the vibrations of approaching visitors. Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling produced by these creatures is a form of warning to others in the group, but there is no conclusive evidence either way. Ecology: Galeb duhr have no natural enemies, other than those who crave the gems they collect. Galeb duhr eat rock, preferring granite to other types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every two or three months. Besides the gems that they carry with them, galeb duhr are likely to know where many other gems are, as well as veins of precious metals, such as gold, silver, and platinum, though galeb duhr seem to have no interest in these minerals for themselves. A few powerful mages have been able to bargain with the galeb duhr for this information. This is a difficult agreement to consummate, for the galeb duhr are valiant fighters, and usually have no difficulty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at any attempt to make use of this knowledge in their vicinity. In some strange way, galeb duhr feel responsible for the smaller rocks and boulders around them, in much the same way that a treant feels responsible for trees in its neighborhood. A traveler who disturbs the area near a galeb duhr does so at his own peril. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities -Animate boulders to make duplicates of itself in combat - Rolling charge attack knocks enemies prone - Strong slam attack - Indistinguishable from a normal boulder when motionless - Resistant to nonmagical weapons - Immune to poison, exhaustion, paralyzed, petrified - Tremorsense Appearance The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks like part of the terrain it lives in. Size Hero Forge: 11'2" (5.5')(XL) Lore: Medium to Huge (4' to 16') Suggested: Medium to Huge Other Monikers None Sources - Forgotten Realms Helps - 5th Edition Monster Manual (2014) - 3rd Edition Monster Manual II (2002) - Monstrous Manual (1993) - DndBeyond - mojobob's website

  • Animentals | Digital Demiplane

    Aasimar (pronounced ASS, but I say ACE to avoid snickering), are the playable pretty boys of Dungeons & Dragons. They're the reverse of tieflings, with angelic blood in their veins. This usually makes them super handsome... white hair, halo, gold freckles... and lets them spawn angel wings for a minute a per day. But I love to make Aasimar NPCs the biggest entitled dicks in my own campaign. Lore and examples of Aasimar miniatures available here for your game (made with Hero Forge). Animentals Any Size Elemental, Unaligned Hero Forge Mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): It’s said that the Elemental Planes shape the Prime Material Plane, forming the basis for all things found there. Sometimes, however, it works the other way. See, when an animal dies on the Prime, its spirit usually wends its way to the Outer Plane that most closely matches the alignment or devotion it had while alive (often, the Beastlands). Sometimes, though, a portion of the deader’s life energy is left over, and it passes through to the Inner Planes instead – most likely shunted through a vortex leading to one of the Elemental Planes. The residual force finds its way to a new plane of primal energy and matter, where, like a reflection in a pond, it creates a duplicate or the beast it once animated on the Prime. The new form — known as an animental — is composed of whatever element is at hand. Thus, inner-planar travelers have encountered birds made of fire, snakes made of smoke, wolves made of water, and elk made of ice. But animentals can resemble monsters, too, though it happens a bit more rarely. A planewalker might find a griffon composed of minerals, a basilisk formed from air, or a dragon made of lightning. The combinations are usually surprising, and only rarely make “logical” sense. For example, most folks’d expect an animental fish to be shaped out of water or a bird to be made from air, but such combinations occur no more frequently than any other. For reasons no graybeards yet tumbled to, no one’s ever seen elemental humanoids created in this fashion. The Inner Planes just don’t seem to spawn counterparts for humans, elves, dwarves, or even monsters like orcs, gnolls, and ogres. But that doesn’t stop berks from rattling their bone-boxes. One well-known rumor talks about animental giants, but no proofs been given to date. Still, chant has it that animental humanoids do exist and are, in fact, the true progenitors of geniekind . Others say that the reason no one’s run into animental humanoids is that they’d all rounded up by dao slavers. Both of these rumors seem extraordinarily far-fetched. Combat : In general, an animental fights in the same manner as the actual beast it represents. In almost every way, however, it’s slightly superior to its prime-material counterpart. While the animental’s Hit Dice, THAC0, number of attacks, and Intelligence all remain the same, it usually inflicts greater damage and has a better Armor Class. First of all, the creature’s physical attacks are enhanced by its new composition, whether it’s due to heat from flame, steam, or magma; the choking fumes of smoke or ash; the impact of stony earth or forceful air; and so on. Thus, all damage per attack is increased by an additional 1d4 points for animentals of size S or M, 1d6 points for animentals of size L and 1d8 points for those even larger. The creature’s new composition enhances its natural defenses, too – the animental’s Armor Class improves by two steps (due to the noncorporeal nature of flame or steam, the protection of hardy earth or mineral, and so on). Special attacks involving elements, such as a petrifying gaze (stone) or flaming breath (fire), are retained only if the animental is composed of the appropriate element. If the creature can’t use the special attack, approximately 25% of the time it adopts a new and more appropriate power. For example, a medusa made of fire might turn her victims into pillars of flame via her gaze (or, perhaps, simply into volcanic obsidian or ash). A blue dragon that’s become a beast of ooze might see its lightning breath replaced by a gout of corrosive slime. The animental has about a 50% chance of retaining other special abilities – such as poison, regeneration, disease, and so forth – and a 30% chance of retaining spell-like abilities. All animentals can fly or swim through their respective element without difficulty, but they otherwise move at the normal rate for the prime-material creature they mirror. When slain, animentals revert to their component elements (a stone bat crumbles to pebbles, a smoke dragonn fades away, and so on), leaving no trace that they ever existed. Habitat/Society: Being creatures that exist as imitations of life rather than as true life, these beasts have no real culture. They’re truly natives of their own elements, unable to leave their home planes except in the most special of circumstances (such as when summoned by a rare spell into an area that has large amounts of their respective element). Most other elemental beings ignore animentals as phantoms, though a few employ them as guards or pets. Remember, though, that not all animentals are “dumb” beasts. They keep the same Intelligence they had when they lived as real creatures. That means that if the original, flesh-and-blood being was able to communicate in some manner (speech, telepathy, or the like), the animental can do the same. Ecology : Animentals are aberrations, an exception to all the rules; they fit into the strange ecologies of the Inner Planes as best they can. Because most of those planes have no plant life, even “normally” herbivorous beasts become meat-eaters, preying upon visitors or other inhabitants found there. The point should be made that animentals are no longer the creatures they were, no longer made of flesh and blood, no longer slaves to terrestrial natures. They’ve become beasts of elemental energy and matter — only their appearances still bring to mind the animals or monsters they used to be. Many graybeards theorize that animentals aren’t even living beings in the truest sense, and are, in fact, little more than reflections of life, with no more substance than images in a mirror. This might be overstating the point, but the essence of the statement gives a body something to rattle about in his brain-box. (From 3rd Edition Manual of the Planes - 2001): ELEMENT CREATURES: The different Elemental Planes are home to creatures that are made entirely of the elemental material of their native plane.The templates below present examples from each of the Inner Planes, as well as a couple of alternative planes. Air Element Creatures: Air element creatures dwell in the Elemental Plane of Air. They appear as shifting clouds in the same general form as similar material beings, with darker bits of fog for eyes and mouth. Creating an Air Element Creature: "Air element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's typе changes to "elemental (air)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Speed: An air element creature has a fly speed of 100 feet, unless the base creature has a higher fly speed, with perfect maneuverability. Special Attacks: An air element creature retains all the special attacks of the base creature and also gains the following. Air Mastery (Ex): Airborne creatures suffer a -1 penalty on attack and damage rolls against an air element creature. Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following ones: - Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. - Darkvision with a range of 60 feet. - Damage reduction (see the table below). Hit Dice: Damage Reduction: 1-7 -- 8-11 5/+1 12+ 10/+1 Saves: Same as the base creature. Abilities: Change from the base creature as follows: Dex +6. Skills: Same as the base creature. If the air element creature has an Intelligence of 4 or greater, it speaks Auran. Feats: Same as the base creature, with the added feat of Flyby Attack. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the base creature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Earth Element Creatures: Earth element creatures dwell in the Elemental Plane of Earth. They appear as shambling hulks with the same general form as similar material beings but are made entirely of stone, earth, and soil. Their eyes are multifaceted crystals. Creating an Earth Element Creature: "Earth element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (earth)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Speed: Gains burrow at the base creature's normal speed or 20 feet, whichever is less, in addition to the normal speed for the base creature. AC: Natural armor improves by +3. Special Attacks: An earth element creature retains all the special attacks of the base creature and also gains the following. Earth Mastery (Ex): An earth element creature gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 penalty on attack and damage rolls. Burrow (Ex): An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's. Special Qualities: An earth element creature retains all the special qualities of the base creature and also gains the following ones: - Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. - Darkvision with a range of 60 feet. - Damage reduction (see the table). Hit Dice: Damage Reduction: 1-7 -- 8-11 5/+1 12+ 10/+1 Tremorsense (Ex): The earth element creature can automatically sense the location of anything within 60 feetthat is in contact with the ground. If the base creature already has one or more of these special qualities, use the better value. Saves: Same as the base creature. Abilities: Change from the base creature as follows: Str +2, Dex-2. Skills: Same as the base creature. If the earth elementcreature has an Intelligence of 4 or greater, it speaks Terran. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the basecreature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Fire Element Creatures: Fire element creatures dwell on the Elemental Plane of Fire. They have the same general form as material beings but are bathed in flame, hair and fur replaced with fire, and scaled or armored portions replaced with blackened ash and charcoal. Their eyes glow with blue flames. Creating a Fire Element Creature: reating a Fire Element Creature "Fire element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (fire)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Special Attacks: A fire element creature retains all the special attacks of the base creature and also gains the following. Heat (Ex): In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons (including claw, bite, slam, or tail attack).The amount of damage depends on the HD total of the creature (see the table below). Burn (Ex): Those hit by the natural weapons ofa fire element creature must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the DUNGEON MASTER'S Guide).The save DC is equal to 7+ the fire element creature's HD total. Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though hit by the fire element creature's attack, and also catch fire unless they succeed at a Reflex save. Special Qualities: A fire element creature retains all the special qualities of the base creature and also gains the following ones: Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Darkvision with a range of 60 feet. Damage reduction (see the table below). Hit Dice: Damage Reduction: Additional Fire Damage: 1-3 -- -- 4-7 -- 1d4 8-11 5/+1 1d6 12+ 10/+1 2d6 Fire Subtype (Ex): Fire immunity, double damage from cold except onasuccessful save. If the base creature already has one or more of these special qualities, use the better value. Saves: Same as the base creature. Abilities: Same as the base creature. Skills: Same as the base creature. If the fire element creature has an Intelligence of 4 or greater, it speaks Ignan. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the base creature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Water Element Creatures: Water element creatures dwell in the Elemental Plane of Water. They have viscous, fluid bodies in the same general form as similar material beings. Glowing orbs of green serve as eyes, and a concavity lined with coral as a mouth. Creating a Water Element Creature: "Water element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (water)." It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Change to d8. Speed: Swim 90 feet in addition to the normal speed for the base creature. Special Attacks: A water element creature retains all the special attacks of the base creature and also gains the following. Water Mastery (Ex): A water element creature gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is landbound, the water element creature suffers a-4 penalty on attack and damage rolls. Drench (Ex): The water element creature's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the water element creature's HD total. It gains no benefit or disadvantage against creatures from the Ele- mental Plane of Fire. Special Qualities: A water element creature retains all the special qualities of the base creature and also gains the following ones: - Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. - Darkvision with a range of 60 feet. - Damage reduction (see the table below). Hit Dice: Damage Reduction: 1-7 -- 8-11 5/+1 12+ 10/+1 If the base creature already has one or more of these special qualities, use the better value. Saves: Same as the base creature. Abilities: Same as the base creature. Skills: Same as the base creature. If the air element creature has an Intelligence of 4 or greater, it speaks Aquan. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 3 HD, same as the basecreature. 3 HD to 7 HD, same as the base creature +1. 8+ HD, same as the base creature +2. Treasure: Same as the base creature. Alignment: Usually neutral. Advancement: Same as the base creature. Alternate Versions Size Hero Forge: Varies (XL) Lore: According to creature Suggested: According to creature Abilities - Element type added to damage for normal creature attacks - Special abilities and attacks according to element - Movement adapted to element (swimming for water, flying for air, burrow for earth, etc.) - Immunity to damage types related to creature's element Stat Block 5th Edition: - Animental Fire Wolf (reddit homebrew) - Any stat block of beast/monster with element damage/immunity added 2nd Edition: - Mojobob's website Home Plane Inner Planes Other Monikers Plane-touched, Qaida, Xar'radas, Griffith, Yasha, Reani, Dora Appearance Inner-planar travelers have encountered birds made of fire, snakes made of smoke, wolves made of water, and elk made of ice. But animentals can resemble monsters, too, though it happens a bit more rarely. A planewalker might find a griffon composed of minerals, a basilisk formed from air, or a dragon made of lightning. Sources - Forgotten Realms Wiki - Manual of the Planes (2001) - Planescape Monstrous Compendium Appendix III (1998) - Mojobob's website

  • Fraz-Urb'luu | Digital Demiplane

    Fraz-Urb'luu Large Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): All demons are liars, but Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. Many of the cultists of Fraz-Urb’luu aren’t even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their holy cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb-luu's Lair: Fraz-Urb’luu’s lair lies within the Abyssal lair known as Hollow’s Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city. The challenge rating of Fraz-Urb’luu is 24 (62,000 XP) when he’s encountered in his lair. Lair Actions: On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Fraz-Urb’luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 ((6d10)) psychic damage. Regional Effects: The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects: Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb’luu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Fraz-Urb’luu dies, these effects fade over the course of (1d10) days. Madness of Fraz-Urb-luu: If a creature goes mad in Fraz-Urb’luu’s lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb’luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.” 21-40: “I have intermittent hallucinations and fits of catatonia.” 41-60: “My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.” 61-80: “I convince myself that things are true, even in the face of overwhelming evidence to the contrary.” 81-00: “My perception of reality doesn’t match anyone else’s. It makes me prone to violent delusions that make no sense to anyone else.” (from 3.5e Fiendish Codex I Supplement - 2006): This hulking menace stands just over 18 feet tall, despite his hunched posture. His muscular body is covered with short, coarse pale-blue fur. Two black, leathery wings protrude from his back, and his coiling tail ends in a cruel razor-sharp point. His face is framed by large, ragged ears, and while his eyes are relatively small, his mouth is overly large and fi lled with fangs. Deceptive Fraz-Urb’luu is the patron demon lord of illusionists and tricksters, a wrathful prince who only recently escaped imprisonment on the Material Plane. Servants, Enemies, and Goals: The most signifi cant event in Fraz-Urb’luu’s recent past was his imprisonment on the Material Plane below Castle Greyhawk by the mad archmage Zagig. Fraz-Urb’luu remained imprisoned in those infamous dungeons, trapped in a bas-relief carving on a wall, for over two hundred years before he was accidentally released by a pair of adventurers whom Fraz-Urb’luu promptly repaid by destroying their gear and stranding them in his Abyssal realm. Since his escape, Fraz-Urb’luu has spent the past 25 years rebuilding his Abyssal realm of Hollow’s Heart and searching for his staff, a potent artifact that was stolen at the time of his imprisonment. Fueling these goals is rage—rage focused primarily on all of humanity. Fraz-Urb’luu hopes that when he has fully re-established his power over Hollow’s Heart and has reclaimed his staff, he’ll be able to bring this rage to bear on his enemies. Fraz-Urb’luu counts no other demon lord as an ally, because his ability to deceive them and trick them makes him a particularly hated demon lord. Rumors hold that this hatred might have encouraged some of the other demon princes to aid in Fraz-Urb’luu’s imprisonment. For now, his enemies keep a watchful eye on Hollow’s Heart but dare not move against him. He might be alone, but Fraz-Urb’luu remains one of the more powerful of the Abyssal lords nevertheless. Strategy and Tactics: Fraz-Urb’luu is never encountered without a greater magic fang spell in effect on all of his natural weapons; the statistics above include these bonuses. He opens combat by fi rst summoning monsters and demons, sending these minions to engage the enemy while he hangs back and uses telekinesis and unholy blight to support them. Fraz-Urb’luu’s hatred of humanity tends to trump these tactics, though. Against humans, he prefers to close to melee immediately, focusing his physical attacks on such enemies until they are slain. Whenever Fraz-Urb’luu is brought below 100 hit points, he immediately uses his deception power to try to summon another demon lord, teleporting away the instant before the other demon appears. Constrict (Ex): Fraz-Urb’luu deals 2d8+10 points of damage with a successful grapple check, in addition to damage from his tail attack. Deception (Sp): Fraz-Urb’luu’s most notorious ability is his knack for deceiving other powerful demon lords into believing they have been summoned by some foolish mortal. He can attempt to deceive another demon in this manner once per day as a free action. The demon can resist the summons with a successful DC 32 Will save. Since this ability is a free action, Fraz-Urb’luu often uses greater teleport to retreat elsewhere just before the deceived demon appears. Demons deceived in this manner quickly realize what has happened and usually fly into a fury and attack anything in sight as a result. Although doing so is not beyond his ability, Fraz-Urb’luu generally avoids deceiving demons with a CR higher than his own, since he doesn’t enjoy inviting the wrath of such powerful fiends. Since this ability summons demons rather than calls them, they cannot perform summoning effects of their own. Likewise, they are not actually slain if defeated in combat; rather, they return whence they came in such an event. In any case, a deceived demon vanishes automatically after 2 minutes. This ability is the equivalent of an epic-level spell. An epic spell has no fixed level. For purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, an epic spell is treated as if it were a 10th-level spell. Improved Grab (Ex): To use this ability, Fraz-Urb’luu must hit an opponent of any size with his tail attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. Inscrutable (Su): Fraz-Urb’luu is immune to most divination spells and effects. Attempts to scry on him are automatically foiled by a screen effect (CL 20th). FrazUrb’luu can suppress this defense by concentrating. Summon Tanar’ri (Sp): Once per day, Fraz-Urb’luu can automatically summon 1d4 vrocks or 1 nalfeshnee. These demons gain a +4 enhancement bonus to Strength and Constitution due to Fraz-Urb’luu’s Augment Summoning feat. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (176th layer: Hollow Heart) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Massive bite, tail and fist attacks - Innate Spellcasting - Infectious madness - Master of deception, stealth, perception - Impossible to detect by magic - Legendary Actions to swat away enemies, move, or bite - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Telepathy, Truesight - Telepathy Appearance This hulking menace stands just over 18 feet tall, despite his hunched posture. His muscular body is covered with short, coarse pale-blue fur. Two black, leathery wings protrude from his back, and his coiling tail ends in a cruel razor-sharp point. His face is framed by large, ragged ears, and while his eyes are relatively small, his mouth is overly large and filled with fangs. Size Hero Forge: 17 ft. (XL) Lore: Large to Huge Suggested: Large to Gargantuan Other Monikers Prince of Deception, Fraz-Urb'Luu, Fraz Urblu Sources - Forgotten Realms Wiki - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 3.5e Fiendish Codex I Supplement (2006)

  • Artist

    Artist Genie Artist Genie Medium Elemental, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (from Al-Qadim Monstrous Compendium - 1992): Tasked artist genies include both incredibly skilled craftsmen and aesthetically brilliant artists in fields widely accepted as high art. Both groups are capable of producing masterworks in their chosen speciality in a very short period of time. Reshaped from dao and djinn long ago, they will willingly serve a generous master, though they always undertake work they enjoy before doing work that they must do. Tasked artist genies are poets, composers, musicians, sculptors, painters, and weavers. The craftsmen genies (who bitterly deny that their work is any less artistic than that of the pure artists) are potters, woodworkers, furniture makers, silversmiths, goldsmiths, decorative ironmongers, gemcutters, jade and ivory carvers, calligraphers, illuminators, gardeners, maskmakers, tailors, haberdashers, and seamstresses. Mistreated artist genies will never produce superior work, though they have too much devotion to their craft to deliberately flaw a work (unless they are consistently abused with no hope of escape). Regardless of how hard they try, works produced by enslaved or charmed artist genies are never quite as good as those they make when they are free to pursue their work as they choose. Of all the tasked genies, artist genies vary the most in their appearance, perhaps because the work they do varies so much. Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration. The craftsmen genies all have nimble fingers and a good sense of proportion. Artist genies are adaptable and generally take on the trappings of the group they work for or live among. They are particularly sharp rivals with each other, as few others can match their skills. Artist genies will talk shop with anyone they consider able to understand their achievements; they have only scorn for the unskilled or untalented. In their dress, artist genies either push the boundaries of the latest design and daring or wear the most shabby and dated clothing imaginable. The pure artists are entirely hedonistic, though this is manifested in various ways. Some artist genies require odd foods, such as stewed apples or fermented fish while others must have parks and scenic vistas to stroll along each day for relaxation and contemplation before their work will achieve its highest level. Others still wallow in drink or gluttony, constant hot scented baths, or exotic companionship. Slighting the work of an artist genie demands retribution, but this revenge can take many forms. A skilled critique by a knowledgable patron may earn only some vicious gossip in return. In the case of uninformed criticism by a pretender to knowledge, some artist genies are unstable enough to simply hurl themselves at their detractor, regardless of the consequences. Others are wise enough to enjoy more subtle forms of revenge (for example, creating a work that ridicules the offending party). Sometimes revenge takes the form of a gift that is given to some rival of the tactless speaker, or a mysterious increase in the cost of producing new work for a patron. Some forms of revenge are fatal, such as a potter genie adding enough poison to a clay vessel to slowly kill anyone who eats or drinks from it. Artist genies are dependant on refined patrons and high levels of cultural achievement. Although they may be found anywhere, their skills are only fully appreciated by the knowledgable. Their material needs are often neglected in favor of getting the materials they require, for an artist genie taken away from the tools of its trade and forced into idleness for protracted periods either dies or goes mad. Combat: Although their professional skills vary, all artist genies have a set of spell-like abilities in common. They are able to use each of the following spell-like abilities twice per day: duodimension , mirror image , illusion , polymorph self , and stone shape . The illusions of artist genies create both tactile and visual components which last without concentration until dispelled or touched with cold iron. These are often used to give visible form to mental models and ideas before a final, lasting product is produced. It may also be used by the less scrupulous artist genies to satisfy their patrons without a great deal of effort being expended in actual work. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Plane of Earth, Air, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting (highly varied) - Unique and highly varied special abilities related to their craftw - Telepathy - Flight Appearance Of all the tasked genies, artist genies vary the most in their appearance, perhaps because the work they do varies so much. Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration. The craftsmen genies all have nimble fingers and a good sense of proportion. Size Hero Forge: 9 ft. (XL) Lore: Medium (7 ft.) Suggested: Medium to Large Other Monikers Tasked Artist Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Slayer

    Slayer Genie Slayer Genie Large Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): The tasked slayer genie 's only purpose is to commit murder as often as possible — by stealth as long as possible or through berserker rages when discovered. As this sort of behavior tends to be noticed by sentient creatures nearby, slayer genies are usually very discreet about their activities, controlling the rage which motivates them because of their fear of discovery and punishment. Slayer genies are massive genies with four arms and dark, polished skin and are usually naked to the waist. Two of their hands are human; the other two resemble lion's paws with ivory claws. Their red eyes sparkle with flame. Above and between their two eyes lies a third eye, which is green and resembles that of a panther. The third eye is centered between two horns. Their hair is coarse as horsetails. On their backs are two massive wings. Combat: Slayer genies prefer to kill their targets quietly, and they are extremely well-equipped to do so, either by magical or physical means. They can cast blindness , silence 15’ radius , darkness , improved invisibility , ventriloquism , misdirection , assume gaseous form , polymorph self , and dimension door . If they reveal their true form they can cause fear in creatures of 3 Hit Dice or less. In melee, they attack either with their terrible claws or with a melee weapon in either normal hand (at no penalty). Their enormous Strength gives them a +9 damage bonus when using melee weapons. Slayer genies prefer scimitars, axes, cleaving polearms, morning stars, and maces. Slayer genies will use missile weapons in unusual circumstances. They suffer no penalty for using such weapons instead of their usual melee weapons. Habitat/Society: It is believed that slayer genies were first created with the specific function of terrifying the enemies of the genie lords, but that they later began to serve as efficient assassins in noble genies’ power struggles. Given their nature and their origin, it is not surprising that slayer genies are always servants. Those few slayer genies that become free generally have very short reigns of terror. They serve humans, demihumans, and other genies, but their masters always closely monitor their actions. An unwatched slayer genie is extremely dangerous, and may begin slaughtering its master’s followers. Slayer genies enjoy the company of other warriors, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, tactics, martial trickery, and armor with anyone willing to listen. Their fascination with violence and bloodshed goes far beyond the professional level. They have a disturbing fixation with the process for its own sake, and their descriptions of past battles are full of loving details of exactly how a foe looked as he died, how well each of their weapons performed, the quirks of various fighting styles and their appeal, and so on. The joy they have in battle and death extends to their own demise, which they all look forward to as a glorious occasion. Nothing spoils the mood of a slayer genie quite so much as the thought of dying some way other than in combat. Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role, and boast about it afterward. No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake. Ecology: When tasked genies are driven mad they become tasked slayer genies, genies unable to stay sane after long labor at the same task. They seek release in bloodshed, and they retain only a limited cunning. Slayer genies view all other creatures as merely sets of abilities and attributes to be overcome, creatures whose only purpose is to meet their death at the hands of the slayer. Hearing a slayer genie inform creatures that they are denying their purpose (that is, not dying at its hands), and thus upsetting it, can be very alarming — refusal to admit that one wants to die by the slayer’s hands just upsets it further. Living creatures rarely survive, much less profit, from meeting a slayer genie. The only exception to this general rule are the undead; slayer genies are puzzled at whether or not they should bother to kill things that are already dead. Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone. This often results in undead creatures being blamed and hunted as the perpetrators of slayer genies’ crimes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Inner Planes, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful innate spellcasting - True form causes fear in other creatures - Four clawed arms, often wielding weapons - Enormous strength - Flight - Telepathy Appearance Slayer genies are massive genies with four arms and dark, polished skin and are usually naked to the waist. Two of their hands are human; the other two resemble lion's paws with ivory claws. Their red eyes sparkle with flame. Above and between their two eyes lies a third eye, which is green and resembles that of a panther. The third eye is centered between two horns. Their hair is coarse as horsetails. On their backs are two massive wings. Size Hero Forge: 10 ft. (XL) Lore: Medium (10 ft.) Suggested: Large to Gargantuan Other Monikers Tasked Slayer Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • About | Digital Demiplane

    Hi! Nice to meet you, friend human. My name is Matt-GM, or GM-Matt. I can't remember. About Hi! I'm Matt, and you're looking at my pandemic coping mechanism! I've run a D&D campaign in Planescape since 2017, and it's still going. During quarantine I made a lot of digital art to support it (too much really!) using Hero Forge and Talespire. It's profoundly satisfying t o create in thes e programs. One of the players in my campaign is also contributing a few works (thanks Mog!) Truth be told, I like making stuff a lot more than I like promoting; haven't participated in any community contests or forums, which in comparison are just a big ball of stress. But my players keep telling me the stuff I create is great, and it's swelled my head enough to put it online in time for Planescape's re-release. Outside the hobby, I'm an animator in the videogames industry, but after many years of passion and pandemic, I've slowed down a little, trying to decide what I want to do next in the world. Digital Demiplane is an exploration of this, and a search for insp iration. I started building this site a few months before the OGL fiasco. That was a bummer, but I get such joy out of the hobby that I decided to finish what I bega n. I'm wed to Planescape currently, but who knows, maybe one day I'll transition to another setting or game system captures my inspiration, and bring the art with it. Digital Demiplane, in its current form, is a love letter to Planescape, a gift to those who still hold it dear, and an invitation for folks looking to part the traditional fantasy veil, and try something weird and deep and frequently hilarious . Happy trails, planewalkers. :) - Matt-GM

  • Hollow

    Hollow Dragon Hollow Dragon Huge Undead, Any Alignment Hero Forge Mini Button Double mini, no kitbash, 1 variant below Description (From Fizban's Treasury of Dragons - 2021): Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled. As the name suggests, a hollow dragon is the husk of a metallic dragon’s hide, filled with radiant energy. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors. Hollow dragons don’t suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed. When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond Abilities - Radiant breath weapon - Sapping presence weakens creatures - Ghostly bindings restrain creatures - Booming scales cause thunder damage at close range - Body reconstructs itself after being killed - Immune to poison, radiant, charmed, deafened, paralyzed, exhausted and frightened conditions - Necrotic resistance - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight Appearance As the name suggests, a hollow dragon is the husk of a metallic dragon’s hide, filled with radiant energy. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors. Size Hero Forge: 11 ft. (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Fizban's Treasury of Dragons (2021) - DndBeyond

  • Mount Celestia - Mercuria

    Mount Celestia - Mercuria Author(s) Matt-GM talespire://published-board/TW91bnQgQ2VsZXN0aWEgLSBNZXJjdXJpYQ==/7f40bf2645dd0584af8ce2a9aec00894 Features - 2nd Layer of the Mount, the Golden Heaven, marshalling ground for celestial armies. - Above, an infinitely tall mountain ascends beyond the cosmos, its peak obscured in otherworldly rays of starlight and astral phenomena. Attempting to ascend the summit is the pursuit of enlightenment itself. The few souls, alive or dead, who reach the top are never seen again. - First half of the map is a treacherous mountain pass with deep snow, a rickety bridge, and endless drops. - 2nd half of the map are flying citadels built by celestial archons, with levitating platforms that can align into bridges for those deemed worthy of passage. - Temple of Bahamut in main citadel, with a gold dragon's lair and treasure hoard in its deepest levels. - Great libraries of ancient knowledge float in the other citadels. Visitors granted levitation to reach the staggering height of the upper shelves. - Denizens chiefly the angelic archons and aasimon , as well as countless other celestials from many lawful good pantheons and faiths, including the Buraq , legions of Einheriar , the Hollyphant , Ki-rin , Empyreans , and Lammasu , as well as silver , gold and radiant dragons . Notes - This map is one of my heaviest performance-wise. Beware of low framerates. - Kept most of it empty of NPCs to help performance and let GMs choose who/what to place - Creatures from Gonsplitters, Yasashii Kyojin Studio, ScottCross, MZ4250, and other awesome TS community creature content Board Link Mount Celestia - Mercuria Assets from Tales Tavern None

  • Skeleton | Digital Demiplane

    Skeleton Medium Undead, Lawful Evil Hero Forge Mini Kitbashed, single mini, 8 variants below (inc. no kitbash) Description (from 5th Edition Monster Manual - 2014): Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle. Habitual Behaviors. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. (from 3.5e Monster Manual I - 2003): This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets. Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple, such as “Kill anyone who enters this chamber.” A skeleton attacks until destroyed, for that is what it was created to do. The threat posed by a group of skeletons depends primarily on its size. Creating a Skeleton: “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell. Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton. Armor Class: Natural armor bonus changes to a number based on the skeleton’s size: Tiny or smaller +0 Small +1 Medium or Large +2 Huge +3 Gargantuan +6 Colossal +10 Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh (such as a mind flayer’s tentacle attacks). A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice. Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.) Diminuitive or Fine 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d5 Colossal 2d8 Special Attacks: A skeleton retains none of the base creature’s special attacks. Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities. Immunity to Cold (Ex): Skeletons are not affected by cold. Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs. Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1. Skills: A skeleton has no skills. Feats: A skeleton loses all feats of the base creature and gains Improved Initiative. Environment: Any, usually same as base creature. Organization: Any. Challenge Rating: Depends on Hit Dice, as follows: Hit Dice: Challenge Rating 1/2 1/6 1 1/3 2-3 1 4-5 2 6-7 3 8-9 4 10-11 5 12-14 6 15-7 7 18-20 8 Treasure: None. Alignment: Always neutral evil. Advancement: As base creature (or — if the base creature advances by character class). Level Adjustment: —. (From 2nd Edition Monstrous Manual - 1993): All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an animate dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. Combat: Man-sized humanoid skeletons always fight with weapons, usually a rusty sword or spear. Because of their magical nature, they do not fight as well as living beings and inflict only 1-6 points of damage when they hit. Animal skeletons almost always bite for 1-4 points of damage, unless they would obviously inflict less (i.e., skeletal rats should inflict only 1-2 points, etc.). Monster skeletons, always constructed from humanoid creatures, use giant-sized weapons which inflict the same damage as their living counterparts but without any Strength bonuses. Skeletons are immune to all sleep , charm , and hold spells. Because they are assembled from bones, cold-based attacks also do skeletons no harm. The fact that they are mostly empty means that edged or piercing weapons (like swords, daggers, and spears) inflict only half damage when employed against skeletons. Blunt weapons, with larger heads designed to break and crush bones, cause normal damage against skeletons. Fire also does normal damage against skeletons. Holy water inflicts 2-8 points of damage per vial striking the skeleton. Skeletons are immune to fear spells and need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles. Habitat/Society: Skeletons have no social life or interesting habits. They can be found anywhere there is a wizard or priest powerful enough to make them. Note that some neutral priests of deities of the dead or dying often raise whole armies of animated followers in times of trouble. Good clerics can make skeletons only if the dead being has granted permission (either before or after death) and if the cleric’s deity has given express permission to do so. Otherwise, violating the eternal rest of any being or animal is something most good deities disapprove of highly. Skeletons have almost no minds whatsoever, and can obey only the simplest one- or two-phrase orders from their creators. Skeletons fight in unorganized masses and tend to botch complex orders disastrously. It is not unheard of to find more than one type of skeleton (monsters with animals, animals with humans) working together to protect their master’s dungeon or tower. Ecology: Unless the skeleton’s remains are destroyed or scattered far apart, the skeleton can be created anew with the application of another animate dead spell. Rumors of high-level animate dead spells which create skeletons capable of reforming themselves to continue fighting after being destroyed have not been reliably comfirmed. Giant Skeletons: Giant skeletons are similar to the more common undead skeleton , but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. Giant skeletons stand roughly 12 feet tall and look to be made from the bones of giants. In actuality, they are simply human skeletons that have been magically enlarged. They are normally armed with long spears or scythes that end in keen bone blades. Rare individuals will be found carrying shields (and thus have an Armor Class of 3), but these are far from common. A small, magical fire burns in the chest of each giant skeleton, a by-product of the magics that are used to make them. These flames begin just above the pelvis and reach upward to lick at the collar bones. Mysteriously, no burning or scorching occurs where the flames touch the bone. Giant skeletons do not communicate in any way. They can obey simple, verbal commands given to them by their creator, but will ignore all others. In order for a command to be understood by these animated skeletons, it must contain no more than three distinct concepts. For example, “stay in this room, make sure that nobody comes in, and don’t allow the prince to leave,” would be the type of command these creatures could obey. Combat: In melee combat, giant skeletons most frequently attack with bone-bladed scythes or spears. Each blow that lands inflicts 1d12 points of damage. Once per hour (6 turns), a skeleton may reach into its chest and draw forth a sphere of fire from the flames that burn within its rib cage. This flaming sphere can be hurled as if it were a fireball that delivers 8d6 points of damage. Because these creatures are immune to harm from both magical and normal fires, they will freely use this attack in close quarters. Giant skeletons are immune to sleep , charm , hold , or similar mind-affecting spells. Cold-based spells inflict half damage to them, lightning inflicts full damage, while fire (as has already been mentioned) cannot harm them. They suffer half damage from edged or piercing weapons and but 1 point of damage per die from all manner of arrows, quarrels, or missiles. Blunt melee weapons inflict full damage on them. Being undead, giant skeletons can be turned by priests and paladins. They are more difficult to turn than mundane skeletons, however, being treated as if they were mummies. Holy water that is splashed upon them inflicts 2d4 points of damage per vial. Habitat/Society: The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk. Giant skeletons are employed as guards and sentinels by those with the power to create them. It is said that the Dark Powers can see everything that transpires before the eyes of these foul automatons, but there is no proof supporting this rumor. Ecology: Like lesser animated skeletons, these undead things have no true claim to any place in nature. They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness. The process by which giant skeletons are created is dark and evil. Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spell caster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an animate dead , produce fire , enlarge , and a resist fire spell over the bones. When the last spell is cast, the bones lengthen and thicken and the creatures rises up. The the creator must make a Ravenloft Powers check for his part in this evil undertaking. Skeleton Warriors: ormerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. The sole reason that skeleton warriors remain on the Prime Material plane is to search for and recover the circlets that contain their souls. A skeletal warrior appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life. Combat: Anyone possessing a skeleton warrior’s circlet can control its actions, so long as the controller remains within 240 feet of the warrior. The controller is either in active control of the warrior or in a passive mode. When in active control, the controller can see whatever the skeleton sees, and he can mentally command it to fight, search for treasure, or take any other actions; however, the controller himself is unable to cast spells, move, or take any other actions while in active control. When in the passive mode, the controller can take any normal actions, but he is unable to see through the warrior’s eyes; the skeleton warrior remains inert while the controller is in passive mode. The controller can change between the passive mode and active control at will. The controller must have the warrior’s circlet on his head in order to control the warrior. If the circlet is removed from the controller’s head, he can no longer control the warrior; likewise, if the controller and the warrior are separated by more than 240 feet, the controller can no longer control the warrior. If the circlet remains in the controller’s possession, he can resume control at a later time. But if the controller loses the circlet, either by accident or by a deliberate act, the warrior immediately proceeds toward the controller at twice its normal movement rate (12) to attack and destroy him. The warrior does not rest until it destroys its former controller or until control is re-established. If the warrior holds the circlet to its head, both the warrior and the circlet turn to dust, never to reappear. When a character first comes into possession of a circlet, he is unlikely to be aware that the skeleton warrior is tracking him, unless he recognizes the circlet’s significance. To establish control for the first time, the character not only must hold the circlet to his head, he must be able to see the warrior and concentrate on the establishment of control for one round and then roll a successful Wisdom check; if he fails the Wisdom check, he can try again in subsequent rounds. Meanwhile, the skeleton warrior continues to approach, attempting to destroy the character and gain possession of the circlet. If his concentration is broken before control is established — for instance, if he has to defend himself against an attack — he must concentrate again for three rounds. Once control has been established for the first time, it can only be broken as indicated above. To be effective, the circlet cannot be worn with any other headgear; placing it in a helm, for instance, nullifies its powers, though the skeleton warrior is still aware of the circlet’s presence. Skeleton warriors usually fight with two-handed swords, but they can use other weapons as well. Skeleton warriors make all weapon attacks with a +3 bonus to their attack roll; this is an innate ability, the weapon itself is not magical. Only magical weapons affect skeleton warriors. They have a 90% magical resistance. The mere sight of a skeleton warrior causes any creature with fewer than 5 Hit Dice to flee in panic. Skeleton warriors cannot be turned by priests. Habitat/Society: Skeleton warriors are usually found near the areas where they died in their former lives, or where they were buried. A skeleton warrior usually has a sizeable collection of treasure, the remnants of a lifetime of adventure. Since a skeleton warrior is preoccupied with recovering its circlet, protecting its treasure is not a priority. Ecology: Skeleton warriors are used by their controllers as bodyguards, servants, or workers. Since skeleton warriors are obsessed with their circlets and are therefore undependable, evil creatures and other undead seldom associate with them. Skeleton warriors do not eat, sleep, or perform any other physiological functions. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Any prime material plane, neutral or evil outer plane where magic animates a corpse Stat Block 5th Edition: - angry golem games (normal humanoid) - 5th Edition Monster Manual (2014) - DnDBeyond (normal humanoid) - 5etools (giant) - 5etools (minotaur) 3rd Edition: - 3.5e Monster Manual I (2003) - d20srd.org 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website - Mojobob's Website (giant) - Mojobob's Website (warrior) - CompleteCompendium.com Abilities - Skilled with weapons - Immune to exhaustion and poison - Many skeleton varieties with different abilities and power levels Appearance This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets. Size Hero Forge: 6'6" (Kitbashed) Lore: Medium (6-7 ft. tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - angry golem games (normal humanoid) - 5th Edition Monster Manual (2014) - DnDBeyond (normal humanoid) - 5etools (giant) - 5etools (minotaur) - 3.5e Monster Manual I (2003) - d20srd.org - 2nd Edition Monstrous Manual (1993) - Mojobob's Website - Mojobob's Website (giant) - Mojobob's Website (warrior) - CompleteCompendium.com

  • Grues | Digital Demiplane

    In Dungeons & Dragons, formians are an old, obscure race of insectoid ant-centaurs. In Planescape, they are aggressive expansionists bent on conquering all of their home dimension (which is a spatially infinite dimension, which means their empire's probably really, really big already). Any other intelligent species they encounter get mind-controlled into slave labor, sort of like a more lawful-neutral version of the mind flayers. Lore and Hero Forge miniatures available here for your own game. Grues Made with Hero Forge Chaggrin Chaggrin Harginn Ildriss Vardigg (From Complete Arcane - 2004 - [credits] ): Grues are horrible creatures spawned in dark places within the Elemental Planes, the result of the taint of evil magic. Eager to leave their home planes at any opportunity, these creatures are prized by many wizards, for at the heart of each grue lies a pearllike magic object the size of a fist, each carefully etched with the arcane workings of an elemental spell suitable for copying into a spellbook. This spell object's origins lie in the grue’s own magical beginning, and is the only thing that remains of the creature if it is slain. See the individual elemental grue descriptions for details. All four types of grues can be summoned by means of a summon monster IV spell (the spell acquires the evil descriptor when so used). Note that summoned creatures return to their home planes if killed on the Material Plane, so a summoned elemental grue slain on the Material Plane leaves no spell object behind. Combat : Each type of grue has its own unique combat abilities and tactics, but all share some qualities, An elemental grue's natural attacks, as well as any weapons it wields, are treated as evilaligned for the purpose of overcoming damage reduction. Spell Disruption (Su): The very presence ofan elemental grue interferes with spells that affect the grue's associated element. Any spellcaster within 40 feet of a chaggrin who casts a spell with the same descriptor as the grue’s element (earth, fire, air, or water) must succeed on a DC 15 caster level check or have the spell fail. Within the same area of any such spell currently in effect, a grue has a chance to dispel the effect as a free action, as if casting a targeted dispel magic (caster level 10th). (from Planescape: Monstrous Compendium Appendix I - 1994 - [credits] ) Grues are underling creatures of the Elemental Planes, more important in the ecology than vermin but less intelligent than true elementals. They occupy a niche somewhat equivalent to animals, in other respects more like servants, that has no exact equivalent on the Prime Material Plane. Grues prety on vermin, serve as pets and guards for elementals on their native planes, and can be conjured to other planes by a magical summons. The four known varieties of grue have type names (chaggrin, harginn, ildriss, varrdig), but planars usually refer to them as "earth grues," "air grues," and so on. Chaggrin Chaggrin Harginn Ildriss Vardigg

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