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  • Moonstone

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

  • Avoral | Digital Demiplane

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

  • Template - Sigil Lower Ward

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

  • Fensir | Digital Demiplane

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

  • Magran | Digital Demiplane

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

  • Mortai | Digital Demiplane

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

  • Orcus | Digital Demiplane

    Orcus Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus , which is described in chapter 7 , "Treasure ” of the Dungeon Master’s Guide . Orcus's Lair: Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. Lair Actions: On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill . Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons , zombies , or ghouls . These undead obey his telepathic commands, which can reach anywhere in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects: The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Orcus dies, these effects fade over the course of (1d10) days. Madness of Orcus: If a creature goes mad in Orcus’s lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “I often become withdrawn and moody, dwelling on the insufferable state of life.” 21-40: “I am compelled to make the weak suffer.” 41-60: “I have no compunction against tampering with the dead in my search to better understand death.” 61-80: “I want to achieve the everlasting existence of undeath.” 81-00: “I am awash in the awareness of life’s futility.” (from 3.5e Fiendish Codex I Supplement - 2006): The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. His head is that of a ram with a great maw filled with tusks, and his thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. Of the innumerable demon lords of the Abyss, dread and vile Orcus, Prince of the Undead, might be the one most often worshiped as a god. Servants, Enemies, and Goals: After becoming complacent in his eternal war with Demogorgon and Graz’zt, Orcus was recently murdered and deposed. But then, Orcus rose from the dead—an undead demon—and took the name Tenebrous for a time, hiding in the shadows of the multiverse and waiting to take his revenge. Now he has reinstated himself to his former position and reclaimed his realm Thanatos, and once again fi nds himself in a struggle for dominance with many other demon lords. Orcus is no longer content to grow fat and decadent in his castle. He focuses his anger and hate on the absolute destruction of his enemies and the spread of woe and havoc among mortals. He covets Graz’zt and Demogorgon’s realms above all others, and commands a host of undead and demons that ravage entire layers of the Abyss at his whim. Against Graz’zt, Orcus’s tactics are fairly direct. He constantly sends wave after wave of his limitless undead armies against Graz’zt’s three Abyssal layers, continuing these battles eternally since Orcus can replace fallen undead soldiers as quickly as they are destroyed by Graz’zt’s defenders. This relentless assault is inexorably penetrating deeper and deeper into Graz’zt’s territory, but at nowhere near the pace that Orcus wishes. He realizes that Demogorgon is a more powerful foe, and as a result, Orcus’s actions against the Prince of Demons are more subtle. He sends small bands of nabassu, vampires, and liches into Gaping Maw and other places Demogorgon holds sway to undertake missions of precisely calibrated assassination and sabotage. Yet while Orcus himself might not be as powerful as Demogorgon, and his realm might be dwarfed by the size of Graz’zt’s holdings, Orcus’s cult on the Material Plane is in truth his greatest resource. In particular, orcs, half-orcs, ogres, and giants revere Orcus, as do a large number of corrupt and despicable humans. His temples are usually hidden, and his worshipers form secret societies that commit atrocities and wage wars in his name. He demands living sacrifi ce from his cultists, and blood and skulls are important parts of the imagery used in his worship. Intelligent undead rarely serve him willingly, although many vampires, liches, and other undead creatures are forced into his service by dark pacts or compelling magic. Clerics of Orcus have access to the domains of Chaos, Death, Demonic, and Evil. His symbol is his wand—a skulltopped black mace. Strategy and Tactics: Orcus relies heavily on his wand in combat, much preferring to engage foes in melee. Attacks with his free claw, gore, and poison tail are almost afterthoughts. If faced with numerous powerful foes, Orcus fi ghts more carefully. He summons undead and tanar’ri to engage foes in melee while he provides support with fi nger of death, wail of the banshee, and his other spell-like abilities. Poison (Ex): Sting—Injury, Fortitude DC 36, 1d6 Str/2d6 Str. The save DC is Constitution-based. Summon Tanar’ri (Sp): Once per day, Orcus can automatically summon 1d6 vrocks, 1d4 glabrezu, or 1 marilith. This ability functions as a 9th-level spell (CL 20th). Summon Undead (Sp): Once per day, Orcus can automatically summon 4d10 wights, 1d8 spectres, or 1d3 mohrgs. This ability functions as a 9th-level spell (CL 20th). Wand of Orcus The weapon that Orcus wields functions as a +6 unholy anarchic heavy mace. If the wand touches any nonoutsider, or any outsider with less than 15 HD, the target must succeed on a DC 25 Fortitude save or be instantly slain. This is a necromantic death effect. The wand also confers a +5 deflection bonus to the Armor Class of its wielder. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (333rd layer: Thanatos) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Wand of Orcus inflicts necrotic damage, conjures undead and casts powerful necromantic spells - Master at creation of undead - Powerful Innate Spellcasting - Poison tail attack - Infectious madness - Legendary Actions to make creatures weak to necrotic damage - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Telepathy, Truesight - Telepathy Appearance The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. His head is that of a ram with a great maw filled with tusks, and his thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. Size Hero Forge: 11'7" (XL) Lore: Huge (15-20 ft. tall) Suggested: Huge to Gargantuan Other Monikers Demon Lord of Undeath, Blood Lord, The Shadow That Was, Tenebrous Sources - Forgotten Realms Wiki - Jorphdan (youtube video) - 5etools - DnDBeyond - 3.5e Fiendish Codex I Supplement (2006)

  • Nightwalker | Digital Demiplane

    Nightwalker Huge Undead, Chaotic Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn’t indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things. Undead Nature. A nightwalker doesn’t require air, food, drink, or sleep. (From v3.5 Monster Manual I - 2003): The creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body. Nightwalkers are human-shaped horrors that haunt the darkness. A nightwalker is about 20 feet tall and weighs about 12,000 pounds. Nightwalkers lurk in dark areas where they can almost always surprise the unwary. A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based. Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based. Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released. Skills: *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Shadowfell Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes - DnDBeyond 3rd Edition: - Realmshelps.net Abilities - Annihilating Aura - Anything reduced to 0 hit points by the nightwalker has its soul eaten - Enervating focus attack cannot be magically healed - Finger of doom deals necrotic damage and frightens and paralyzes creatures - Immune to necrotic, poison, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions - Resistance to acid, cold, fire, lightning, thunder, and nonmagical attacks - Flight Appearance The creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body. Size Hero Forge: 11 ft. (no kitbash) Lore: Huge (20 feet tall) Suggested: Huge to Gargantuan Other Monikers Nightshades Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes - DnDBeyond - v3.5 Monster Manual I (2003)

  • Wyvern

    Wyvern Wyvern Large Dragon, Unaligned Hero Forge Mini Button Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014: Cousins to the great dragons , wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern’s stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim’s bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons. Aerial Hunters. A wyvern doesn’t fight on the ground unless it can’t reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn’t an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls. Aggressive and Reckless. A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows. Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes. Tamed Wyverns. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern’s violent temperament has cost the life of many a would-be master. (From 2nd Edition AD&D Monstrous Manual - 1991): A distant cousin to the dragon , the wyvern is a huge flying lizard with a poisonous stinger in its tail. The 35-foot-long dark brown to gray body of the wyvern is half tail. Its leathery bat like wings are over 50 feet from tip to tip. The head alone is 4 feet long and filled with long, sharp teeth. Unlike the dragon, it has only hind legs, using them the same way a hunting bird would. The tip of the tail is a thick knot of cartilage from which a 2- foot-long stinger protrudes, very much like that of a scorpion . The eyes are red or orange. A wyvern does not have a strong odor, although its lair might smell of a recent kill. These beasts can make two sounds: a loud hiss, which sounds like a hot sword plunged into water, and a low, deep-throated growl, much like that of a bull crocodile . Combat: Rather stupid, but aggressive, wyverns will nearly always attack. In combat, the wyvern always prefers to be flying, and will seize any opportunity to take flight and continue combat. If trapped on the ground it will bite (2-16 points of damage) and use its stinger (1-6 points of damage), attacking the most convenient target or targets. The tail is very mobile, easily striking over the back of the wyvern to hit an opponent to its front. The stinger injects poison (type F) into the wound, against which the victim must make a save vs. poison or die. Even if the saving throw is successful, the victim suffers 1-6 points of physical damage from the sting. From the air the wyvern is a far more deadly opponent. It dives upon ground targets, attempting to snatch them up in its two taloned claws (1-6 points of damage each) and fly off. Man-sized victims are snatched if at least one talon hits for damage. Large victims require both talons to hit in order to snatch them up. The wyvern cannot fly while carrying anything bigger. After a dive, it takes the wyvern a full round to circle around. On the next round it can dive again. Once airborne with prey in its talons, the wyvern stings and bites each round, both at +4 to hit, until the victim is motionless. In aerial combat, the wyvern will make a pass during which it will either bite or sting. Then it will land and feast, not hunting again until the next day. As a hunter, the wyvern is cunning. It will avoid letting its shadow fall across its prey as a warning. The final approach of the dive is done in complete silence, imposing a -2 surprise modifier on the target. It trails its prey from downwind whenever possible. A mature wyvern often waits for the right moment to strike, and is willing to let prey go that is too powerful or within easy reach of cover. Such a wyvern understands that men, particularly those armed in bright metal, are stronger than their size would indicate. Given a perfect opportunity, it will attempt to snatch up an unarmored member and fly out of range. Habitat/Society: The wyvern is a solitary creature, nesting only with its mate and young. It tends to lair on mountainsides that overlook forests, jungles, or sometimes plains. A wyvern makes its lair in large caverns that can be found in such places, staking out a territory about 25 miles across. If game is sparse, it will hunt with a small group of its own kind. Only young wyverns attack others of their kind, usually to establish new territory. Older wyverns settle disputes in an unknown manner without actual combat. Some wyverns have been known to work with evil dragons. Usually these dragons completely dominate the weaker and smaller wyverns. Ecology: An adult wyvern consumes the equivalent of a man-sized to large creature once per day. This could translate to a horse, pig, or a handful of sheep. While it eats them whole, the bones are not digested, and neither are metal objects. The wyvern eats carrion only if desperate. The wyvern has no natural enemies, although it would not be a match for certain powerful creatures. It is noted for the foul taste of its flesh. No one has found a way to cure its hide and the bones are light and brittle to aid in flying. Certain body parts are used by spell casters as spell components, for which they will pay a reasonable price. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - D&D Basic Rules - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Deadly poison stinger - Bite and claw attacks - Flight Appearance Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Size Hero Forge: 5'10" (XXL) Lore: Large to Huge (15-35 ft.) Suggested: Large to Huge Other Monikers None Sources - Forgotten Realms Wiki - D&D Basic Rules - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Shedu | Digital Demiplane

    Shedu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount & mini Description (from 3.5e Fiend Folio - 2003): A close cousin to the lammasu , the shedu travel throughout the Material, Ethereal, and Astral Planes extolling the virtues of law and goodness and helping those in need of instruction or protection. From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. If the creatures once held terrestrial kingdoms, those lands have most likely faded into history; the shedim do not speak of their crowns to anyone. Lawful good clerics sometimes call to the shedim, asking for council on matters of planar import or to guard their temples during important events such as the selection of a new leader or the delivery of a messianic child. Shedim have detail-oriented brains of superior construction— their immunity to mind control and their ability to focus on specific tasks without distraction make them excellent advisors and guards. Shedim speak Common, Draconic, and Celestial. They prefer to communicate telepathically. Combat : Despite their ability to trample opponents under powerful hooves, shedim make poor physical combatants against skilled foes. In such cases, they prefer to take to the air, from where they attempt to control enemies using dominate person. Should things get chancy, they jump to the Ethereal Plane or depart to the Astral Plane. Spell-Like Abilities: At will—clairaudience/clairvoyance, see invisibility, telekinesis; 3/day—dominate person. Caster level 9th; save DC 13 + spell level. Trample (Ex): As a standard action during its turn each round, a shedu can run over opponents at least one size category smaller than itself. This attack deals 2d6+4 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 18) for half damage. Depart (Su): Once per week, a shedu may cast astral projection as an 18th-level sorcerer. The ability affects only the shedu. Ethereal Jaunt (Su): A shedu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Magic Circle against Evil (Su): A shedu radiates a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the shedu can create it again as a free action on its next turn. Rational Mind (Ex): A shedu’s superior brain renders it immune to mind-affecting effects. Uncanny Stability (Ex): A shedu’s five legs grant it increased stability, rendering it immune to being pushed back as the result of a bull rush. The ability also prevents pushes from spells such as Bigby’s forceful hand. Skills: Shedim have a +8 racial bonus on Balance, Listen, Knowledge (the planes), and Spot checks. (from 2nd Edition Monstrous Manual - 1993): Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beards and mustaches. Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer’s status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. LESSER SHEDU: Languages: Lesser shedu speak shedu, lamia , lammasu , and most human tongues (although not common). Of course, they can always use empathy (a limited form of telepathy, see below). Lesser shedu always have the five powers listed above (within three disciplines), and they can use them without expending PSPs. In addition to these powers, a lesser shedu knows any three sciences and five devotions desired (from these disciplines, or others). Each creature tends to specialize in a particular discipline to complement the herd (each takes a different discipline). Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 9 4/4/13 All/All =Int 100 Psychometabolism — Sciences : nil; Devotion: ectoplasmatic form. Telepathy — Sciences : nil; Devotions: contact, empathy, mind link. Psychoportation — Sciences : nil; Devotion: astral projection. GREATER SHEDU: Listed are common powers. Powers they always have: ectoplasmic form, mindlink, contact, invisibility, mind bar, probability travel, teleport, dimension walk. Innate abilities that are like the psionic powers, but require no point expenditures: ectoplasmic form, mindlink, invisibility, mind bar, probability travel, teleport, dimension walk Greater shedu radiate protection from evil, 10’ radius . Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. Psionics Summary: Level Dis/Sci/DevAttack/DefenseScorePSPs 14 5/12/15 All/All =Int 200 Clairvoyance — Sciences : aura sight, clairaudience, clairvoyance, object reading, precognition; Devotions: danger sense, sensitivity to psychic impressions. Psychometabolism — Sciences : energy containment, metamorphosis; Devotions: body control, ectoplasmatic form. Psychokinesis — Science : telekinesis; Devotions: molecular agitation, molecular manipulation. Telepathy — Sciences : domination, mass domination, mind link; Devotions: contact, invisibility, mind bar, post-hypnotic suggestion. Psychoportation — Sciences : probability travel, teleport; Devotions: dimensional door, dimension walk. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, Ethereal Plane, Mount Celestia, Prime Material Plane Stat Block 3rd Edition: - 3.5e Fiend Folio (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website Abilities - Powerful psionic Spellcasting - Hoof attacks, trample - Immune to charm and mind-alteration - Flight Appearance From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. Size Hero Forge: Mount (Kitbashed) Lore: Large Suggested: Large to Huge Other Monikers Shedim (plural) Sources - 3.5e Fiend Folio (2003) - Monstrous Manual (1993) - Mojobob's Website

  • Enlightened | Digital Demiplane

    Githzerai Enlightened Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyank i kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts and weapons that deal psychic damage - Karach blade changes shape/color according to the zerth's will and emotional state - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics), including plane shift Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - Planescape: Torment Fandom Wiki - Planescape: Torment (videogame, 1998) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

  • Shoosuva

    Shoosuva Shoosuva Large Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful worshiper (typically a fang of Yeenoghu; see the Monster Manual). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band. Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond Abilities - Rapages after slaying a creature - Venomous tail stinger - Claws, bite - Immune to being frightened or charmed Appearance They resemble emaciated hyenodons, with the key differences being the series of bony ridges that go down their spines and their giant poisonous tail stingers. Their skin is mottled and their fur patchy, a fact made more clear by the yellow, nauseating, phosphorescent light that emits from their bodies, similar in intensity to a light cantrip. The wicked light also highlights their leprous throats, bloated eyes, and the jagged fangs that fill their slavering maws. Size Hero Forge: 11 ft. Lore: Large (6 ft. shoulder) Suggested: Large Other Monikers Demon Hyenas Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - DnDBeyond

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