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  • Harim Servant

    Harim Servant Harim Servant Medium Elemental, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Harim servant genies serve many purposes. They guard the women of a harim, but also entertain them and perform minor tasks around the harim area. Most harim servants are males, tall and muscular, but not especially handsome. They dress in well-made clothing of fine fabric, yet of simple design. Tasked harim servants are desired by many harim owners, including other genies. When they work for other genies, they tend to be less protectors and guardians, and more menial servants, so most enjoy working for “lesser beings”, because it builds their own importance. Combat: Tasked harim servants can cast each of the following spells three times per day: cantrip , control temperature 10’ radius , mending , minor creation , and major creation . They can cast alarm and create food and water once per day. They cast as if they are 9th-lcvel wizards or priests, and they use their spells to protect, entertain, and serve the women of the harim. Tasked harim servants are also versed in melee combat. They normally carry two weapons, often a pair of great scimitars — due to their size, strength, and skill, they have no problem wielding both weapons at the same time. Without weapons, tasked harim servants attack with their fists. Habitat/Society: Harim servants act almost in a fatherly manner toward their charges, seeking to guide, protect, and help. Female harim servants are strong matrons who seek to bring order to the harim. Both genders demand respect and do not hesitate to punish unruliness, though they generally try to combat problems by offering caring and a sense of family. The genies take care of all the needs of the women, from mending and cooking to guarding and footbathing. They use cantrip liberally for cleaning and entertainment, using other spells as necessary to increase the comfort of the harim. They have nonweapon proficiencies in healing, sewing, cooking, and local and ancient history. The genies also serve as storytellers, entertaining with legends, tales of genies, and amusing jokes. Some tasked harim servants have other skills, such as singing or dancing, which they can teach to the harim women. Harim servants demand little pay, receiving gratification from doing a good job and the adoration of their “daughters”. Though they answer to the harim’s master, the genies tend to develop an emotional attachment to the members of the harim. If any of their requirements aren’t met, or if they’re bound to service, they twist their duties toward other purposes. They become less servants to the harim masters and more servants to the harim members. While the genies follow the letter of the masters’ orders, they seek to avoid the spirit. In some rare instances, a genie might aid a woman to escape or to pursue an affair, or it might even become a paramour itself, but the offense to the genie or his charges must be great before actions like these are taken. Other genies do not approach the women of a harim protected by a tasked genie unless the harim servant genie chooses to allow them access (for example, if the harim master is cruel, and the tasked genie knows another genie who will help and protect one of the harim women). There are a few tasked genies devoted to looking after the men of a selama. They have similar attitudes to harim servants, wishing the best for their charges and for the whole selama. Tasked harim servants get along well with most “lesser races”, particularly women. Since they are so attuned to the needs of the harim, they can often empathize with women they encounter outside the harim. If asked for advice, however, they tend to suggest clothing and actions more suited to a harim girl than to an adventurer or merchant, and they often try to pamper and guide women they meet. A tasked harim servant goes insane if its harim is taken away or severely harmed. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities -Innate Spellcasting - Dual-wields enormous scimitars - Telepathy - Flight Appearance Most harim servants are males, tall and muscular, but not especially handsome. They dress in well-made clothing of fine fabric, yet of simple design. Size Hero Forge: 9 ft. (XL) Lore: Medium Suggested: Medium to Huge Other Monikers Harem Djinn, Tasked Harim Servant Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Displacer Beast | Digital Demiplane

    Displacer Beast Large Monstrosity, Lawful Evil Hero Forge Mini Kitbashed, mount mini (From 5th Edition Monster Manual - 2014): This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast’s eyes glow with an awful malevolence that persists even in death. Unseelie Origins. Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn’t take long for the displacer beasts to use their malevolent intelligence to escape their masters. Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight. Love of the Kill. Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction. Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its packmates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans. Prized Guards and Pets. Intelligent evil creatures favor displacer beasts as pets, but a displacer beast enters such an alliance only if it appears beneficial. A displacer beast might guard a vault or act as a bodyguard for a prominent individual. (From 3.5e Monster Manual - 2003): This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads. The displacer beast is a savage and stealthy carnivore that resembles a puma in some respects. Displacer beasts favor small game but will eat anything they can catch. They regard all other creatures as prey and tend to attack anything they meet. They have a deep-seated hatred of blink dogs, and the two attack each other ruthlessly when their paths cross. A displacer beast is the size of a Bengal tiger, about 9 feet long and weighing about 500 pounds. Displacer beasts speak Common. Combat : Displacer beasts tear at opponents with their tentacles and bite foes that get close. Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect. Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks). Skills: A displacer beast has a +8 racial bonus on Hide checks, thanks to its displacement ability. Displacer Beast Pack Lord: Due to the bizarre nature of their anatomy, displacer beasts are unusually likely to produce mutant offspring. These whelps can grow to tremendous size, reaching a length of 20 feet and standing almost 10 feet high at the shoulder. Pack lords, as these gigantic displacer beasts are known, frequently lead bands of their smaller fellows. Except for their freakish size and strength. (From Monstrous Manual - 1993): The displacer beast is a magical creature that resembles a puma with two powerful black tentacles growing from its shoulders. Very rare, they stay far from human habitations. The displacer beast has the blue-black coloring of a dark panther,and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 Lbs. They have 6 legs. Tentacles are tipped with rough horny edges that can inflict terrible wounds. Their eyes glow bright green, even after death. Combat: The displacer beast is a fierce, savage creature that hates all forms of life. Highly aggressive, the displacer beast will attack on sight, using its tentacles to inflict 2-8 (2d4) points of damage to its victims. Their main advantage in combat is their magical power of displacement, which allows them to appear to be some 3 feet from their actual location. Anyone attacking a displacer beast does so at -2 on his attack roll. In addition, the beasts save as 12th-level fighters; adding +2 to their die rolls. To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature’s left, 8-9, to the right. On 10, the illusion is behind the beasts actual position. Although this ability is magical, the beast�s location can not be determined by dispel or detect magic . Only true seeing will reveal its position. Displacer beasts will not use their claws or teeth unless near death, or when in combat with a very large opponent. If they do employ them, each claw does 1-3 points of damage, and each bite does 1-8 points of damage. Habitat/Society: Displacer beasts are carnivores. Unless they are raising young, they usually run in packs, carving a savage swath of destruction as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never fight among themselves. The pack is a well-run and highly efficient killing machine. When encountered in packs, displacer beasts are more than a match for many large creatures and have been known to make a meal of orcs , goblins , and bands of men. Any creature entering their territory is viewed as potential prey. Displacer beasts mate in the autumn, and the young are born in spring. A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats , are born without tentacles and reach maturity, though not full size, within 4 months. They remain in the cave until their displacement abilities are fully developed. This is followed by a two month period during which the cubs are taught how to hunt. When this is completed, the family group disbands and the monsters wander off to join separate packs. While raising young, the monsters are fiercely protective of their lairs. One adult always remains with the cubs, usually the female, while the other goes off to hunt. Dead prey is dragged back to the lair to be eaten by the family. Lairs are littered with the bones, equipment, and the treasures of its victims. Naturally vicious and almost evil at times, displacer beasts harbor an undying hatred of blink dogs . Many theories attempt to account for this enmity. Some sages believe it springs from antipathy in temperaments — the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. Others argue that it is the displacement and blink abilities which cause this antipathy — the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions. Encounters between the two breeds are rare however, since they do not share the same territory. Ecology: Displacer beasts have little to fear from other large predators, save perhaps trolls or giants. Some wizards and alchemists value their hides for use in certain magical preparations, and will offer generous rewards for them. The eyes of a displacer beast are a highly prized, if uncommon, good luck charms among thieves who believe that they will protect the bearer from detection. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Barbed tentacle attacks - Displacement illusion makes beast appear where it's not - Supernatural avoidance - 6 clawed feet for extra threat (but no attack in 5e?!) Appearance This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads. Size Hero Forge: Mount (XL) Lore: Large (9-12 ft.) Suggested: Large to Huge (pack lord) Other Monikers Dirlagraun, omlarcat Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - Mojobob's Website

  • Guardian

    Guardian Genie Guardian Genie Large Elemental, Any Lawful Hero Forge Mini Double mini, no kitbash Description (from Al-Qadim Monstrous Compendium - 1992): Guardian genies are powerful spirits sworn to defend specific items and locations tirelessly and without fail. They were once efreet, but have been reshaped to be both sleepless and loyal to the exact wording of their oath. Guardian tasked genies have one face which watches forward and another which watches backward. They have dark red skin as thick as rhinoceros hide and are completely bald. They have four powerfully muscled arms, which make them formidable in combat. A typical guardian genie stands 10’ tall and weighs 2,700 pounds. Guardian genies do not wear armor, as their thick hide and magical nature make them very difficult to hit, and armor would merely slow them down. Some of their masters, however, occasionally give them protective magical items, which they are expected to use. Combat: Guardian tasked genies move with inhuman speed despite their bulk, gaining a -4 initiative modifier in all forms of combat (although their initiative result never drops below 0). They target spell-casters before all others. Guardian genies are able to wield weapons in all four hands simultaneously without penalty. They can engage and attack up to four opponents at once, though they usually concentrate their attention on just one or two. Their preferred weapons are scimitars, cutlasses, great scimitars, and throwing axes and daggers. When using weapons they gain all the benefits of a Strength ability of 20. The hearing of guardian genies is acute enough to pick up a feather falling onto a stone at a hundred paces; this, combined with their 360-degree vision, makes them impossible to surprise. Guardian genies never sleep. Due to their innate magical ability, guardian genies can use each of the following spell-like powers twice per day: shout , alarm , silence (15’ radius) , detect invisibility , guards and wards , wyvern watch , and sepia snake sigil . They can employ blade barrier once per day. Guardian tasked genies are unaffected by all illusion/phantasm and enchantment/charm spells. All other magic affects them normally if it overcomes their magic resistance. Guardian genies can breathe a cloud of green fire 30’ in diameter directly in front of themselves once per day. The cloud of fire causes 14d6 points of damage to those caught in its area of effect, with a save allowed versus breath weapon for half damage. The cloud resembles the fiery breath of the fire eaters sometimes seen in the suqs and bazaars of Zakhara. Guardian genies have a 20% chance to possess powers in addition to the ones listed above and a 30% chance to have powers that simply replace 1-4 of the above powers. Examples might include flight , detect lie , the ability to shape glyphs of warding or explosive runes , hold portal , dimension door , and other abilities that might be expected to help a guardian. Habitat/Society: Guardian tasked genies are solitary creatures and dislike social interaction. They speak in very clipped sentences if required to, but they do not encourage questioning. In fact, they are completely humorless about their tasks, following out their routines and procedures with methodical precision. They are perfectly willing to describe what they are guarding and who commanded them to guard it, though they will not tell anyone about what they can do to prevent its theft. (One of the conditions of their service is that they be told everything about the items left in their care.) Guardian genies will not guard living creatures. Guardian genies cannot be bribed and will attack any creature that attempts to do so. Guardian tasked genies have no love of death and violence, although they are more than competent at dealing out both. If possible, they will use threats and warnings rather than immediately resorting to magical or physical combat. Guardian tasked genies serve for limited periods of time; when their tour of duty at a given site is up, their services must be renegotiated. Since their contracts are typically for 101 or 1001 years, their former masters are often not around to renew their arrangements. Ecology: In some ways, guardian tasked genies are frustrated creatures, for they can never finish a task and go on to do something else as craftsmen genies of various kinds can. They are required by their nature to be constantly vigilant. No genie will touch a treasure guarded by the tasked guardian genies, though they may advise others how a guarded treasure might be taken. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Breath weapon: green flame - Incredible strength, speed, constitution - 4 arms wielding 4 weapons at once - Incredible hearing, never sleeps, impossible to surprise, eyes literally on the back of its head - Powerful Innate Spellcasting - Immune to illusion and charm spells - Magic resistance - Immune to fire - Flight - Telepathy Appearance Guardian tasked genies have one face which watches forward and another which watches backward. They have dark red skin as thick as rhinoceros hide and are completely bald. They have four powerfully muscled arms, which make them formidable in combat. A typical guardian genie stands 10’ tall and weighs 2,700 pounds. Guardian genies do not wear armor, as their thick hide and magical nature make them very difficult to hit, and armor would merely slow them down. Size Hero Forge: 9'8" (XXL) Lore: Large (10 ft.) Suggested: Large to Gargantuan Other Monikers Sentinel Djinn, Tasked Guardian Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None

  • Hell Hound | Digital Demiplane

    Hell Hound Medium Fiend, Lawful Evil Hero Forge Mini Hero Forge Mini Kitbashed, mount mini Description (From 5th Edition Monster Manual - 2014): Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions. Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils , fire giants , and other evil creatures that use them as guard animals and companions. Burning Hunger . Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound’s evil disposition means that the creature can’t be trained to be anything other than a ruthless killer. If a hell hound isn’t allowed to indulge its malevolent hunger, it quickly abandons or turns against its master. (From Monster Manual v3.5 - 2003): The creature resembles a big, powerfully built dog with short, rust-red fur; its markings, teeth, and tongue are sooty black. It has red, glowing eyes. Hell hounds are aggressive, fire-breathing canines from the plane of Acheron. Specimens are frequently brought to the Material Plane to serve evil beings, and many have established indigenous breeding populations. A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds. Hell hounds do not speak but understand Infernal. Combat : Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing prey relentlessly. A hell hound’s natural weapons, as well as any weapons it wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitutionbased. Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. NESSIAN WARHOUND: The Lords of the Nine, the great devil princes who rule over the Nine Hells, keep vast kennels of hell hounds. From the fiery pits beneath the palace of Asmodeus in Nessus, the lowest of the Nine Hells, come the Nessian warhounds, a terrifying breed of hell hound. Nessian warhounds are coal-black mastiffs the size of draft horses, often fitted with shirts of infernal chainmail. Nessian warhounds resemble hell hounds, except as otherwise noted. Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution-based. Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it bites an opponent, as if its bite were a flaming weapon. (From Monstrous Manual - 1993): Hell hounds are fire-breathing canines from another plane of existence brought here in the service of evil beings. A hell hound resembles a large hound with rust-red or red-brown fur and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder, and has a distinct odor of smoke and sulfur. The baying sounds it makes have an eerie, hollow tone that send a shiver through any who hear them. Combat: Hell hounds are clever hunters that operate in packs. They do not bay like normal dogs while hunting. They move with great stealth, imposing a -5 penalty to opponents’ surprise rolls. One or two of the pack sneak up on a quarry while the others form a ring around it. The first hell hound then springs from ambush, attacks the nearest victim, and attempts to drive the others toward the rest of the pack. If the prey does not run away, the rest of the pack closes in within 1d4+2 rounds. If hell hounds are pursuing fleeing prey, they might bay. Hell hounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of damage for each of the hell hound�s Hit Dice. A successful saving throw vs. breath weapon cuts the damage in half. The hell hound then attacks with its teeth. The hell hound can continue to exhale flame while biting. If the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim. Hell hounds have a variety of defenses. They are immune to fire. Their keen hearing means they are surprised only on a 1 or 2 on 1d10. They can also see hidden or invisible creatures 50% of the time. Habitat/Society: Hell hounds are native to those extradimensional planes notable for their hot, fiery landscapes. There they roam in packs of 2d20 beasts. The hell hounds on the Prime Material plane are summoned there to serve the needs of evil creatures. Most of them later escape to the wild. Hell hounds may have 4 to 7 (1d4+3) Hit Dice. The more Hit Dice a hell hound has, the larger it is and the more damage it causes. Each pack is led by a 7-Hit Die hell hound. The leader drives off other 7 HD rivals, who form their own packs. The diet of hell hounds is similar to that of normal canines. They roam a wide area of 1d10+4 square miles centered on their den. Pack territories may overlap. They do not easily reproduce on the Prime Material plane. Only 5% of encounters include puppies. Such puppies are born in litters of 2d4. They burp flame uncontrollably at least once a day. The flames are harmless aside from the tendency to set fire to anything flammable in the area. Newborn puppies are at 10% of the adult growth; they quickly grow an additional 5% each month and reach full adult growth (4 HD) in 1� years. While growing they can attack with their incendiary bite. Hell hound puppies up to two months old inflict 1 point of damage. Older ones add an additional 1 point for each additional six months of growth. Prey is usually eaten where it is slain, though hell hounds occasionally haul a carcass back to their den for later meals. Hell hounds are also similar to normal canines in that they may act as retrievers. Some objects are specifically sought; this is especially the case in trained hell hounds. Other hell hounds are simply playful and use the retrieved items as toys. They especially like noisy bags and pouches filled with their late victims’ treasures. Flammable containers eventually burn and spill their contents in or around the den. Parchments are rarely found here unless protected by nonflammable containers. Ecology: Hell hounds have little place in the ecology of the normal world. They are dangerous annoyances prone to cause fires wherever they hunt. Hell hounds cause more forest fires than any other creature except for humanoids. Hell hounds have their uses, though. Because of their ability to easily detect hidden or invisible creatures, hell hounds make excellent watch dogs, especially for intelligent monsters such as fire giants . Hell hounds can be domesticated if raised from puppies, but there is a 10% chance each year that domesticated hell hounds go wild. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Lower Planes (Acheron, Baator) Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - AOE fire breath - Bite inflicts piercing and fire damage - Keen hearing and smell - Pack tactics - Immune to fire - Fast movement Appearance A hell hound resembles a large hound with rust-red or red-brown fur and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder, and has a distinct odor of smoke and sulfur. The baying sounds it makes have an eerie, hollow tone that send a shiver through any who hear them. Size Hero Forge: Mount (5'8")(XL) Lore: Medium (4.5 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Helps - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - mojobob's website

  • Herdsman

    Herdsman Herdsman Medium Elemental, Neutral Hero Forge Mini No kitbash, mount mini Description (from Al-Qadim Monstrous Compendium - 1992): Capable of running all day with their herds, herdsman tasked genies are dedicated and sociable creatures. They live to provide for their animals, and they take their nourishment from them as well, often in the form of blood drained from small puncture wounds or from their milk. Herdsman genies are short and wiry, with very quick hands and heavy brows. Their skin is dark and wrinkled from years of exposure to the sun and wind. Their hair is dark as jet and falls in loose curls (though the sun soon bleaches it to a reddishbrown in those who do not wear head coverings). Herdsman genies smell like their animals and often also have a vaguely rancid smell from the overripe milk products they eat. Combat: Herdsman genies only fight in self-defense or in defense of their herds. A group of them will use short composite bows (30%), spears (40%), and short swords (30%). Some tribes use lassoes when they wish to capture prisoners. In addition, herdsman genies can use each of the following spell-like abilities once per day: phantom steed , dust devil , remove fear , and flame brand . They are excellent riders and can fire missile weapons from horseback at full gallop with no penalty. Their tactics revolve around keeping their opponents away from their herds and the slower members of their groups. If that is unsuccessful they may, in desperation, attempt to stampede the herd into their opponents. (If a group saving throw versus spell fails for the herd, the entire herd stampedes as directed). Habitat/Society: Herdsman tasked genies are more commonly solitary, though they gather in groups when the size of their herds requires it. Their lives are completely centered around the welfare of their herds, and they are entirely willing to disobey their masters if they are ordered to take a herd into danger or into unfavorable land where the animals are likely to perish. Herdsman genies take blood from their charges, which must be carefully drained so as not to weaken the animal and must be drunk immediately. They also take the milk and make it into various fermented drinks, cheeses, curds, and yogurts. Herdsman tasked genies are very fond of races of all kinds, and contests are often held within and among groups of herdsman tasked genies to determine the fastest runner. Some of these races are made more difficult by following the pack of runners with a stampeding herd of bulls, camels, or goats. Camel and horse races are also common, and sports played mounted are often tumultuous all-day affairs with complex rules and scoring systems. Wagering and haggling are also favored activities of the male herdsman tasked genies. Young female herdsman genies take part in foot races, but they prefer roping, branding, shearing, and trick riding contests to mounted team sports. All groups of herdsman genies are extremely mobile. If they feel threatened, they may stealthily force march their animals an entire night’s travel across the plains with no ill effect on either themselves or their animals. They may do this once a week. This ability requires a cooperating group of genies and cannot be attempted by a lone herdsman. Some groups of herdsman tasked genies have adopted the religions of Zakhara, and, like all new converts, they are zealous in their faith. These groups will try to convert others they meet, and they don’t mind if they must force the convert to make up his mind. Ecology: Herdsman tasked genies tend to push out both competing nongenie herdsmen and predators which might threaten their herds. They know when a given area has been grazed to the point of temporary exhaustion and will move on, but they have little regard for the artificial boundaries of sultanates, sheikdoms, and even the fences of farmers. This unwillingness to acknowledge the authority of settled groups often leads them into conflict, although they moderate this tendency if their master specifically admonishes them about it. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Innate Spellcasting - Uses ranged weapons while mounted with no penalties - Controls herd to stampede, trample enemies - Immune to desert heat & environmental effects - Telepathy Appearance Herdsman genies are short and wiry, with very quick hands and heavy brows. Their skin is dark and wrinkled from years of exposure to the sun and wind. Their hair is dark as jet and falls in loose curls (though the sun soon bleaches it to a reddish brown in those who do not wear head coverings). Herdsman genies smell like their animals and often also have a vaguely rancid smell from the overripe milk products they eat. Size Hero Forge: 7" (XL) Lore: Medium (6 ft.) Suggested: Medium to Huge Other Monikers Shepherd Djinn, Tasked Herdsman Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Equinal | Digital Demiplane

    Equinal Large Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash, 2 variants below Description (from Planescape: Monstrous Compendium Appendix II - 1995): Equinals are one of the two most common types of guardinals . They resemble huge humans with some of the qualities of a draft horse . Their chests and shoulders’re of truly heroic proportions, and their long arms end in thick, iron-hard fingers that make a creditable hoof when curled in a fist. The equinal’s legs’re even more horselike, with a reversed knee and true horse’s hooves for feet. Its lower limbs are covered with short, bristly horsehair, and its face is long and narrow. A long, wild mane runs from the crest of their head down to the center of their backs. Equinals enjoy each other’s company and are more likely to be found together than other kinds of guardinals. Their home is the open fields and farmlands of Amoria, and they like to gather in small bands. (Call a group of equinals a “herd”, and a body’s likely to wake up with hoofprints where his nose used to be.) Equiinals enthusiastically embrace any cause that allows stand hoof-to-toe with evil and beat it senseless. Combat: Equinals are strong - very strong. The typical equinal’s got the Strength of a stone giant (20), but an exceptional individual might be a shade stronger (21 or 22). In a fight, they disdain the use of weapons and wade in with a boxerlike routine of devastating jabs and uppercuts. A blow from an equinal’s fist can splinter stone or crumple plate armor like paper. In addition to attacking with its powerful fists, an equinal can whinny once per turn. This piercing shriek can stun creatures of 4 HD or fewer, or deafen creatures of more than 4 HD, if they fail their saving throw versus spell. The effects last 1d6 rounds, and the whinny affects any nonequinal within 20 feet. Deafened creatures suffer a -1 penalty to surprise checks and have a 20% chance to miscast any spell with a verbal component. An equinal also has the following spell-like powers, usable once per round: bless , command , fog cloud , light , and magic missile (3 missiles). Once per day equinals can create a wall of stone or use slow . Equinals can be damaged by any magical weapon, regardless of its degree of enchantment, or any silver weapon. Habitat/Society: Equinals often settle down in a favorite meadow or glen, living there for months at a time before moving on. They’re fond of athletic contests and games of skill, and while away many hours in such pasttimes. They’re good-natured creatures who welcome travelles, but they’re often a little too boisterous and a basher ought to be careful about joining in equinal games. Equinals love a good brawl, and never back down from a fight — not even when any addlecove can see the equinal’s outmatched. In times of war, equinals are the heavy foot troops of Elysium. They’re tough, tenacious, and courageous; once a number of equinals have it in their heads to do something, they’ll make herculean efforts to achieve their objective. This can be a fault when equinals disregard new commands to doggedly pursue old ones to their conclusion. (from Book of Exalted Deeds - 2003): This creature resembles a human with some of the qualities of a draft horse. Its chest and shoulders are of heroic proportion, and its long arms end in thick, iron-hard fingers that make a creditable hoof when curled into a fist. Its legs are even more horselike, with a long foot ending in a true hoof. Its lower limbs are covered with short, bristly hair, and its face is long and narrow, with a long, wild mane running from the crest of its head down to the center of its back. Along with cervidals , equinals are the most common guardinals. They are strong, boisterous, and generally good-natured champions of good. Equinals stand just shy of 8 feet tall, but their chests are like barrels and they weigh 600 pounds or more. They speak Celestial and Common. Combat : In combat, equinals disdain the use of weapons and wade into melee with their iron-hard fists. They embrace any reasonable opportunity to stand hoof-totoe with evil creatures and beat them senseless. They never back down from a fight, even when obviously outmatched. An equinal’s natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—aid (DC 14), command (DC 13), detect evil, detect magic, dimension door (DC 16), dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day—slow (DC 15) and wall of stone (DC 17). Caster level 6th. The save DCs are Charisma-based. Whinny (Su): Once per hour, as a free action, an equinal can emit a piercing shriek that affects all nonguardinals in a 20-foot spread. Creatures with 4 HD or fewer are stunned for 1d6 rounds, while creatures with more than 4 HD are deafened for 1d6 rounds. A successful DC 16 Fortitude save negates either effect. This is a sonic effect. The save DC is Constitution-based. Speak with Animals (Sp): An equinal can mentally communicate with animals as a free action. This works exactly like speak with animalsas cast by an 8th-level druid but does not require sound. Lay on Hands (Su): This works just like the paladin’s ability, but the equinal can heal as much damage per day as its own undamaged hit point total. VHARA, DUCHESS OF THE FIENDS: Standing 15 feet tall, this statuesque woman has a horselike head, shoulders of heroic proportion, and long arms ending in thick, ironhard fingers that make creditable hooves when curled into fists. Her legs are even more horselike, with a long foot ending in a true hoof. Her face is long and narrow. A long, neatly groomed mane runs from the crest of her head down to the center of her back. She is both lovely and poised. Behind an aloof and somewhat domineering façade, Vhara (VAHrah), the duchess of the equinals, hides a profoundly generous and emotional spirit. Her fellow Companions know that she takes her commitment to equinals and Elysium with absolute seriousness and that she privately weeps when confronted by suffering that she cannot herself allay. Vhara adores flowers of all sorts and enjoys receiving bouquets as gifts. When not traveling with the other Companions on one of Talisid’s adventures, she dwells in a spacious manse on Amoria. Her manse, Sienna Rise, stands atop a hill surrounded by fields of flowers, and Vhara is seldom seen without a small troupe of doting servants, including a male half-elf bard with a small golden harp and a female elf sorcerer with a predilection for speaking in rhymes and riddles. Combat : In battle, Vhara relentlessly smashes foes with her great hooves. Armor and weapons are beneath her. She tries to surround herself with as many enemies as possible before using her whinny ability and Whirlwind Attack feat. Vhara’s natural weapons and any weapons she wields are treated as good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—aid, command (DC 20), detect evil, detect magic, dimension door (DC 23), dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, see invisibility; 1/day—slow (DC 22), wall of stone (DC 24). Caster level 20th. The save DCs are Charisma based. Whinny (Su): Once per hour, as a free action, Vhara can emit a piercing shriek that affects all nonguardinals in a 20-foot-radius spread. Creatures with 30 HD or fewer are stunned for 1d6 rounds, while creatures with more than 30 HD are deafened for 1d6 rounds. A successful DC 34 Fortitude save negates either effect. This is a sonic effect. The save DC is Charisma-based. (from Planescape: Morte's Planar Parade - 2023): The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also bellow a mighty shout that stops their foes in their tracks. EQUINAL GUARDINAL (5e) Large Celestial, Typically Neutral Good Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 50 ft. STR 23 (+6) DEX 16 (+3) CON 17 (+3) INT 15 (+2) WIS 14 (+2) CHA 12 (+1) Saving Throws: Str +9, Con +6 Skills: Athletics +9, Perception +5, Religion +5 Damage Resistances: radiant Condition Immunities: charmed, frightened Senses: passive Perception 15 Languages: Celestial, Common Challenge 6 (2,300 XP) Proficiency Bonus +3 Headfirst Charge. If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and have the prone condition. Actions: Multiattack . The equinal makes two Fist attacks. Fist . Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) radiant damage. Rock . Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition. Shout (Recharge 6) . The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution saving throw or have the stunned condition until the end of the equinal’s next turn. 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 3.5e: - realmshelps.net - Book of Exalted Deeds (2003) 2nd Edition: - mojobob's website Abilities - Brutal hoof-like kicks and punches - Whinnying that stuns enemies - Fast movement - Lay on hands - Speak with animals - Innate spellcasting Appearance They resemble huge humans with some of the qualities of a draft horse. Their chests and shoulders’re of truly heroic proportions, and their long arms end in thick, iron-hard fingers that make a creditable hoof when curled in a fist. The equinal’s legs’re even more horselike, with a reversed knee and true horse’s hooves for feet. Its lower limbs are covered with short, bristly horsehair, and its face is long and narrow. A long, wild mane runs from the crest of their head down to the center of their backs. Size Hero Forge: 11 ft. (XL) Lore: Large (7'6") Suggested: Large to Huge Other Monikers Horse guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Planescape: Morte's Planar Parade (2023) - DnDBeyond - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Anarch | Digital Demiplane

    Githzerai Anarch 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): The most powerful of the githzerai , anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law. An Anarch's Lair: In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community. Lair Actions. An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. Regional Effects: The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects: • In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. • The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). If the anarch dies, these effects end after ld6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates ld6 rounds later. Anarchs: A githzerai community works constantly to maintain a stable base of operations protected from the wilds of Limbo. The mental energy of the collective that keeps the plane's forces of chaos at bay is funneled through the exceptional githzerai known as anarchs. One or more anarchs maintain each community by serving as both the receptacle for the psychic power of other githzerai and the means by which that power is employed. Anarchs have a special gift for stabilizing and controlling the chaos-stuff of Limbo. In their communities on Limbo, they can create matter and energy out of nothingness with a thought. They can control the direction of gravity. The environment around them can be whatever they want it to be. Anarchs are exceedingly rare among githzerai. When a githzerai in an existing community demonstrates the ability to become an anarch, that individual might leave the community to found a new colony or might remain where it is and ascend to a leadership position. Fortress Cities: The monasteries of the githzerai are massive outposts of stability that sail through the chaos of Limbo. Githzerai anarchs keep the fortresses stable and control their interior design, opening portals to the outside only as needed. Most fortresses drift through Limbo at random, but none of them are ever isolated. When Menyar-Ag sends out a call to them, the anarchs of the other communities can instantly communicate with him. Aside from its inhabitants, the most well-defended element of a githzerai fortress is its food supply. Because Limbo provides no sustenance, the githzerai rely on crops and livestock they appropriate from elsewhere. Plants are grown in hydroponic chambers, and livestock are raised in pens where light, temperature, and other conditions are tailored to their needs. A community's activity is overseen by monks who assign duties to each occupant. Everyone participates in mock combats and ongoing academic instruction, and each fortress allocates personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shrak'kt'lor: Shra'kt'lor is a fortress city that houses the largest concentration of githzerai. It serves as both the capital of the civilization and the headquarters of the githzerai military forces. The greatest generals, spellcasters, and zerths of the race meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra'kt'lor is the most well defended of the githzerai outposts- no force in Limbo could readily threaten the city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the city's outermost defenses. Those who use plane-shifting magic to arrive at these sites or who approach through the chaos of Limbo aren't admitted to the city without the approval of an anarch. Beyond the entrance to the city wait six layers of nested defenses. Each one is dominated by a fortress maintained by a powerful anarch chosen by Zaerith Menyar-Ag-Gith, who dwells at the heart of it all. Adamantine Citadels: When githzerai travel, they sometimes bring a sliver of Limbo along. Before they set out, a cadre of powerful anarchs craft a citadel of adamantine out of the chaos-stuff around them. Inside the structure is more of Limbo's essence, left in raw form until it's needed. Then, in an eruption of psionic and arcane power that only Menyar-Ag can produce, the citadel and its accompanying githzerai are transported to another plane. After the transfer is complete, at least one anarch must always attend the citadel to maintain its form and shape as well as to utilize the chaos-stuff within. When a citadel is ensconced on another plane, the githzerai create a teleportation circle inside it to facilitate travel between that plane and Limbo. The appearance of an adamantine citadel on another plane creates a blot on the natural world. Life, the one thing that can't be spontaneously created from the stuff of Limbo, is driven away from the location in a wave of dread. Depending on the size of the citadel, the affected area can have a radius of between several hundred feet and several miles. Birds avoid flying over or near it, other animals flee the area, and plants in the vicinity wither and die. Intelligent creatures can act normally, but being in the affected area is unnerving to them, and if they investigate, they soon identify the citadel as the cause. The githyanki, however, find it in their best interest to keep their citadels safe from discovery. Menyar-Ag prefers to plant them in desolate and rarely frequented places such as barren deserts or remote locations in the Underdark. The primary purpose of an adamantine citadel is to watch over the activity of some foe of the githzerai, such as an illithid colony, and to provide a base of operations for a possible attack. Citadels are also used to collect foodstuffs and other material goods for transport to Limbo. When the githzerai are finished with a citadel, they vacate it and return to Limbo. Immediately after the last anarch teleports away, the citadel vanishes, leaving only a scarred landscape to indicate where it once stood. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond Abilities - Martial arts that deal psychic damage - Legendary Actions including Reverse Gravity, Teleport - Legendary Resistance - Lair Actions - Psychic defense that boosts Armor Class - Powerful Innate Spellcasting (psionics) 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"-8'7" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

  • Fundamentals | Digital Demiplane

    Fundamentals Tiny Elemental, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 15 variants below Description (From Planescape: Monstrous Compendium Appdendix III - 1998): Fundamentals are the weakest of the true elemental creatures (as opposed to other creatures native to the Elemental Planes). Still, no one knows the real dark of their nature, purpose, or how they fit into the mysterious scheme of the Inner Planes. One of the most difficult-to-dispel myths regarding the fundamentals is the idea that they all appear as a pair of bodiless, headless bat -wings made of the appropriate element, flying eternally through the air. Although it’s easy to see how a body might confuse their appearance, fundamentals are much more accurately described as narrow, nearly two-dimensional beings of elemental matter or energy. These little strips flutter and flap in the manner of a bat or certain birds. Fundamentals “fly” only in the sense that they pass through their own element unhindered and unhampered by forces like gravity. Sometimes fundamentals briefly “leap” from their element into another; earth or water fundamentals leaping into a nearby area of air might look as though they were flying low to the ground. Fundamentals that accidentally “leap” into their antithetical elements — say, fire fundamentals into a water pocket — don’t immediately die, but they can’t stay there long. They can resist the opposite element for 1d4 rounds before fizzling out, dissolving, or otherwise dissipating. The bat-wing idea probably originated when some fire fundamentals were confused with fire bats , who do indeed have batlike wings. Combat: All fundamentals defend themselves by simply ramming their bodies into an opponent, causing 1d6 points of damage. This is a relatively ineffective way to fight, but since they don’t really “fly”, such an attack doesn’t actually hinder or throw off their movement. The fundamentals aren’t harmed by this ramming attack in any way. The stats above give a range of Armor Classes and movement rates. These depend on the relative composition (energy or solid), weight, and speed of the fundamentals. Fundamental Element AC MV Air, Ash, Dust, Smoke, Steam, Vacuum 24 6 Fire, Lightning, Radiance 18 5 Magma, Ooze, Water 12 4 Earth, Ice, Mineral, Salt 9 3 Within their own element, fundamentals are hard to detect. In fact, they are 90% invisible when not moving. (Contrary to some reports, fundamentals do sometimes stop flying and simply drift.) When fundamentals attack creatures within their own elements, opponents suffer a -2 penalty to surprise rolls due to the creatures’ natural coloration. These advantages lead wizards on the Prime or other terrestrial settings to summon air fundamentals to attack their enemies more often than say, ooze fundamentals (which’d be spotted easily). Fundamentals are entirely immune to the element that they represent. They are unaffected by spells involving sleep or cham. In addition, a body needs a +1 or better weapon to strike them. Habitat/Society: Fundamentals don’t fit into the standard “society” of the Inner Planes very well. They’re not intelligent enough to work with (or against, for that matter) any of the organized forces there, and they’re not powerful enough for anyone to really take notice of them. For example, the archomentals — the Elemental Princes of Good and Evil — don’t make any attempts to win over the fundamentals for their respective elements. The fundamentals just simply are . Ecology: Fundamentals consume very little. They produce next to nothing and don’t seem to product at all. They may not actually be living creatures at all, but rather some mysterious animate (but not sentient) extension of the element that they represent. A few cutters have suggested that fundamentals are to the Elemental, Paraelemental, and Quasielemental Planes what plant life is to more terrestrial settings. Such an idea is just strange enough to be true, but it’s certainly difficult to prove. Others still believe the theories of the explorer Revorus that fundamentals are just that — the fundamental expression of their element. Sure, they’re not as powerful as actual elementals , but they’re still more basic, intrinsic, and … well, fundamental to the element and to the plane. Again, though, that’s just conjecture. At one time some graybeards thought that fundamentals might be young elementals, perhaps in a larval stage. This theory has definitely been discounted, simply because few (if any) of the elementals on any of the Inner Planes reproduce in that way. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Inner Planes Stat Block 2nd Edition: - mojobob's website Abilities - Slam attack does damage according to fundamental element type - Unaffected by gravity in their native element (flight-like) - 90% invisible when not moving in home element - Immune to element type they are composed of, sleep, charm, nonmagical weapons Appearance Nearly two-dimensional beings of elemental matter or energy. These little strips flutter and flap in the manner of a bat or certain birds. Size Hero Forge: 5'8" (0') (XL) Lore: Tiny Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - P lanescape: Monstrous Compendium Appendix III (1998) - mojobob's website

  • Messenger

    Messenger Genie Messenger Genie Small Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Messenger genies were once djinn, but now serve all genies equally, flitting from plane to plane bearing messages, gifts, treaties, letters, documents, and love letters between noble genies of the various realms. Messenger genies are slim, fluid creatures that never stop moving. They wear close fitting clothes and keep their hair croppd short under their tight turbans. They never wear jewelry and are always lightly armed. They often ride magical mounts, though they can also travel quickly on foot. Combat: Messenger genies would rather flee than fight, and would rather die than surrender their documents. They always try to slip through crowds, duck behind trees, or hide under tables rather than standing and confronting their foes. When forced into combat, messenger genies move quickly, with a -1 bonus to initiative rolls. They attack with thrown weapons like darts and use an enchanted poison unique to the messenger genies, called bardan ruqad (cold sleep). Bardan ruqad is used to deliver messages to dangerous or unpredictable recipients, and it can be used as either an injected or ingested poison. A creature that fails a saving throw vs. poison at a -4 penalty is paralyzed instantly but remains unnaturally alert for 1d6+4 rounds, giving the genie time to deliver his message. After this time, the creature falls into a deep sleep. This slumber lasts for 1d6 hours, allowing the messenger genie time to escape. The recipient’s skin is cold to the touch throughout this time, and some are mistakenly pronounced dead. Bardan ruqad even affects undead, though they save against its effects with just a -2 penalty. Messenger genies can use each of the following spell-like abilities, once per day, as a 9th-level spellcaster: aura of comfort* , clear path* , lighten load* , dimensional folding* , invisibility , haste , distance distortion , and shadow door . (Spells marked with an asterisk are from the Tome of Magic and can be replaced by dimension door , Leomund’s tiny hut , pass without trace , and strength .) Dying messenger genies can send their spirits out on the wind, reaching the nearest intelligent creature and asking to be avenged. Genies within range will always respond. Habitat/Society: Messenger genies are always moving. They cannot stand to be kept waiting and are prone to pacing, fingertapping, and other nervous habits. Being tied up or held still is a form of torture that can sometimes (10%) force a messenger genie to undertake a mission for creatures to which a messenger genie owes no service. Only magical compulsion can force a messenger genie to reveal its messages; it would rather die than reveal documents held in trust. Messenger genies are loquacious and enjoy helping people they meet on the road. If they are treated rudely, they may cripple mounts or ruin footwear. Messenger genies think that motion in itself represents progress and goodwill; slow or immobile creatures must be either evil, lazy, or corrupt. Messengers are always up first in the morning and are the last to rest in the evening. They are not childishly energetic, but they are fiercely determined to do and see as much as possible, for they live only 10 to 15 years. Ecology: Tasked messengers are respected by all genies. Though they are individually weak and rarely found in numbers, they are sheltered and protected by noble genies. Anyone assaulting a messenger genie can be sentenced to 100 years of servitude to the genies. Anyone stealing from one is put to death. Messenger genies need very little food and water, and can work for 40 days without rest. After 40 days, they seek out a cloud castle or mountaintop and collapse into a week-long coma in a den of cloudstuff. When they awaken, they are fully restored, ready to run for another 40 busy days. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Innate spellcasting - Extremely fast flight - Ranged weapons with poison that paralyzes targets, then puts them to sleep - Telepathy - Murdered genie spirits can reach out and ask a creature to avenge them Appearance Messenger genies are slim, fluid creatures that never stop moving. They wear close fitting clothes and keep their hair croppd short under their tight turbans. Size Hero Forge: 5'7" (XL) Lore: Small (4 ft.) Suggested: Small to Medium Other Monikers Tasked Messenger Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Fabere | Digital Demiplane

    Fabere Small Beast, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, familiar mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): The klyndesi are the only known predators on the plane of Steam. They feed mainly upon creatures called fabere, the docile, gas-filled balloonlike beasts that feed upon the steam itself. ’Course, when the klyndesi find different prey — like visitors to the plane — they’re likely to jump at the chance to consume a more exotic meal. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Quasielemental Plane of Steam Stat Block 5th Edition: - None (try a Mastiff stat block, add 30-ft. fly speed, fire immunity, ambhibious breathing, and either a 15-foot Steam breath attack (DC 10 dex save or 1d6 fire damage, half damage on success), or innate spellcast: Fog Cloud once per day. Abilities - Gas-filled (likely means of propulsion) - Feeds upon steam - Flight Appearance Docile, gas-filled balloonlike beasts that feed upon the steam itself. Size Hero Forge: Familiar (XL) Lore: Unknown Suggested: Small to Medium Other Monikers Balloon beast Sources - Planescape: Monstrous Compendium Appendix III (1998)

  • Silver

    Silver Dragon Silver Dragon Gargantuan Dragon, Lawful Good Hero Forge Mini Button Double mini, no kitbash, 7variants below Description (From 5th Edition Monster Manual - 2014): The friendliest and most social of the metallic dragons , silver dragons cheerfully assist good creatures in need. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent. Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships. Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result. Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating. Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A Silver Dragon's Lair Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 ((1d10)) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Regional Effects The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in (1d10) days. (From Fizban's Treasury of Dragons - 2021): Creating a Silver Dragon Creating a Silver Dragon Use the Silver Dragon Personality Traits and Silver Dragon Ideals tables to inspire your portrayal of distinctive silver dragon characters, and use the Silver Dragon Spellcasting table to help select spells for a spellcasting dragon. Silver Dragon Personality Traits d8 - Trait: 1 - People are so wonderfully varied, and I do so love experiencing life with them. 2 - I’m an epicurean, and I live to eat all the delightful foods people concoct. 3 - It’s my duty as a member of an elder species to protect and guide other peoples. 4 - I like coming up with new disguises to use among small folk. It makes me feel clever! 5 - Violence is the provenance of uncouth beings, and I will do my best to avoid its use. 6 - I don’t understand why anyone would fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions. 7 - I owe the short-lived mortals I become friends with the responsibility of watching over their progeny. 8 - People must earn my respect—and they’re failing badly. Silver Dragon Ideals d6 - Ideal 1 - Sensualism. I savor the world and consume its myriad delights with appropriate gratitude. (Any) 2 - Altruism. We are surrounded by a malignant and unfeeling cosmos. Ultimately, all we have is each other. (Good) 3 - Camaraderie. The true treasure is the friends we make along the way. (Good) 4 - Leadership. These younger species will do great things—but need some subtle support. (Good) 5 - Guile. All the world is a stage, and it is both my purpose and my pleasure to give an excellent performance. (Any) 6 - Ownership. This town, these families, this world—I’ve spent centuries watching over them, and they belong to me. (Evil) Silver Dragon Spellcasting Age Spell Save DC Spells Known Ancient 21 beacon of hope , calm emotions , hold person , polymorph , teleport , zone of truth (from 2nd Edition Monstrous Manual - 1993): Silver dragons are kind and helpful. They will cheerfully assist good creatures if their need is genuine. They often take the forms of kindly old men or fair damsels when associating with people. At birth, a silver dragon’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so fine that the individual scales are scarcely visible. From a distance, these dragons look as if they have been sculpted from pure metal. Silver dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling silver dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use feather fall to stop any missiles fired at them. They use wall of fog or control weather to blind or confuse opponents before making melee attacks. If angry, they will use reverse gravity to fling enemies helplessly into the air, where they can be snatched. When faced with flying opponents, a silver dragon will hide in clouds (often creating some with control weather on clear days), remain there using cloud walking , then jump to the attack when they have the advantage. Breath Weapon/Special Abilities: A silver dragon has two breath weapons: a cone of cold 80’ long, 5’ wide at the dragon’s mouth, and 30’ wide at the end or a cloud of paralyzation gas 50’ long, 40’ wide, and 20’ high. Creatures caught in the cold are allowed a save versus breath weapon for half damage. A silver dragon casts its spells and uses its magical abilities at 6th level, plus its combat modifier. At birth, silver dragons are immune to cold and can polymorph self three times a day. Each change in form lasts until the dragon chooses a different form and reverting to their normal form does not count as a change. They also can cloud walk . This allows the dragon to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will. As they age, they gain the following additional powers: Young: feather fall twice a day. Juvenile: wall of fog once a day. Adult: control winds three times a day. Mature adult: control weather once a day. Old: reverse gravity once a day. Habitat/Society: Silver dragons prefer aerial lairs on secluded mountain peaks, or amid the clouds themselves. When they lair in clouds there always will be an enchanted area with a sold floor for laying eggs and storing treasure. Silver dragons seem to prefer human form to their own, and often have mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon’s life for a time. Ecology: Silver dragons prefer human food, and can live on such fare indefinitely. Because they lair in similar territories, silver dragons come into conflict with red dragons . Duels between the two species are furious and deadly, but silver dragons generally get the upper hand since they are more capable of working together against their foes and often have human allies. 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): - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Breath weapons: cold, paralysis - Cold immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Change Shape - Flight - Blindsight - Spellcasting Appearance A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Size Hero Forge: 8'4"-10'6" (XXL) Lore: Medium to Gargantuan (120 ft. long) Suggested: Medium to Gargantuan Other Monikers Shield dragons Sources - Forgotten Realms Wiki - MrRhexx (youtube) - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

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