top of page

Search Results

Search this site

592 results found with an empty search

  • Yeenoghu | Digital Demiplane

    Yeenoghu Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Also known as the Beast of Butchery, Yeenoghu inspires his followers to devour any creatures they meet. In his mind, the cosmos is made up only of predators and prey. To sate his blood lust, Yeenoghu often rampages across the Abyss, killing everything in his path. Only those demons that join him in wreaking carnage can avoid his wrath. Yeenoghu's wanderings across the Abyss are like the meanderings of a storm. He and his cultists pass through an area like a monstrous hurricane whose course can never be predicted. Of all the demon lords, Yeenoghu has made the greatest mark on the Material Plane. During his rampage across the world eons ago, the race of gnolls sprang up in his wake. Every gnoll is a miniature embodiment of Yeenoghu's rage and hunger. They mimic their creator, killing any creatures that cross them and respecting only those that can withstand their fury. Cultists . Yeenoghu rarely acquires cultists other than gnolls, leucrottas, and the other creatures spawned by his incursions across the planes. The few humanoids that take up his worship are disaffected loners, many of them outcasts driven away from civilization. A cult of Yeenoghu operates like a pack of gnolls, regardless of what creatures make it up. Yeenoghu infuses them with a cannibalistic hunger, and they know that each victim they claim draws them closer to his presence. The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu’s kills became gnolls , emulating their master’s ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn’t parlay; to meet him is to do battle with him — unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet , the Horned King, and the two demon lords and their followers attack one another on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. Yeenoghu's Lair: Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls , hyenas , and ghouls , and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions: On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 ((6d8)) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. Regional Effects: The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the following effects: Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Yeenoghu dies, these effects fade over the course of (6d8) days. Madness of Yeenoghu: If a creature goes mad in Yeenoghu’s lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu 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 get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.” 21-40: “The flesh of other intelligent creatures is delicious!” 41-60: “I rail against the laws and customs of civilization, attempting to return to a more primitive time.” 61-80: “I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.” 81-00: “I keep trophies from the bodies I have slain, turning them into adornments.” (from 3.5e Fiendish Codex I Supplement - 2006): This gaunt, 12-foot-tall humanoid demon is covered with mangy patches of yellow fur and has pale gray fl esh showing where the fur is absent. His face is that of a leering, amber-eyed hyena, and he wields a massive fl ail with three spiked heads. Savage and ruthless, Yeenoghu is the patron of all gnolls and commands the servitude of ghouls through the subjugation of the demonic King of the Ghouls. Servants, Enemies, and Goals: Yeenoghu is one of the lesser demon lords, yet he still commands a large empire on the 422nd layer of the Abyss, a region known simply as “Yeenoghu’s Realm.” He spends much of his time hunting lesser creatures or captured mortals and idly plotting assaults on the holdings of powerful demonic entities who are not themselves demon lords quite yet. One of Yeenoghu’s greatest and earliest triumphs was the subjugation of Doresain, the King of the Ghouls. Once a vassal of Orcus, the King of the Ghouls controlled his own layer of the Abyss until Yeenoghu’s army invaded and conquered the layer and its undead ruler. The King swore fealty to Yeenoghu and continues to pay him homage to this day. Doresain still rules the White Kingdom today, but as a sworn ally of the more powerful Prince of Gnolls. Orcus’s attention has been elsewhere, and so far, he has not acted against the Prince of Gnolls for the theft of one of his subjects. One of Yeenoghu’s great desires is to see to the prosperity of his people, the gnolls. He envisions a Material Plane dominated by his children, where elves and humans and dwarves and halfl ings are slaves at best and food at worst. Yet he realizes that all the gnolls in the Material Plane could not achieve such a goal—as a result, he actively supports cultists of other races who turn to him for support. The enigmatic leader of the Maure family once represented his most powerful cult among humanity at the time, yet internal strife caused by rival demon lord Malcanthet saw to the ruin of this resource. Today, Yeenoghu counts the Queen of Succubi as one of his greatest enemies and periodically raids her realm. He is always turned back by her defenses, but one day he hopes to gain enough allies to see to her ruin. Only Yeenoghu’s eternal war with Baphomet nears the level of his hatred for Malcanthet. The source of the confl ict between the Prince of Gnolls and the Prince of Beasts is unclear, likely forgotten even by the two demon lords themselves, yet they show no signs of ceasing their eternal hostilities. Yeenoghu demands living sacrifi ces in remote wilderness regions on altars of crude stone. His faithful wear dark brown robes accented by mangy yellow furs. They are not allowed to clean these robes, and in time they grow horrific with clotted blood and foul odors. Clerics of Yeenoghu have access to the domains of Chaos, Demonic, Evil, and Fury. His symbol is his tripleheaded flail. Strategy and Tactics: Bestial and straightforward, Yeenoghu is more likely to charge into melee growling and screaming epithets before doing anything more subtle, although his fi rst action in combat is almost always to cast bull’s strength on himself (the statistics above take this into account). If faced with large numbers of foes, he’ll summon gnolls, ghouls, and demons for support. Triple Flail: Yeenoghu wields a unique triple-headed +3 adamantine heavy flail. Each time he scores a hit with this item, roll 1d3 to see how many of the heads hit the target. A hit with the flail deals the same amount of damage no matter how many heads strike. If more than one head hits the same target, the victim must succeed on a DC 32 Will save or be confused for 2d4 rounds. If all three hit, the target must also make a successful DC 32 Fortitude save or be paralyzed for 1d4 rounds. Only Yeenoghu can use the weapon to confuse and paralyze targets. The save DCs are Strength-based. Summon Ghouls (Sp) Once per day, Yeenoghu can automatically summon 1d6+6 enhanced ghouls. These ghouls have maximum hit points and a +5 profane bonus on turn resistance, Armor Class, and attack and damage rolls. This ability is the equivalent of a 7th-level spell (CL 20th). Summon Gnolls (Sp) Once per day, Yeenoghu can automatically summon 11d6 gnolls or 2d6 5th-level gnoll fighters. This ability is the equivalent of a 9th-level spell (CL 20th). Summon Tanar’ri (Sp) Once per day, Yeenoghu can automatically summon 1d2+1 vrocks or 1d4 bulezaus. This ability is the equivalent of a 9th-level spell (CL 20th). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (422nd layer: Death Dells) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 3.5e Fiendish Codex I Supplement (2006) Abilities - Three-headed flail causes random confusion, paralysis, or bludgeoning effects - Bite attack - Innate Spellcasting - Infectious madness - Legendary Actions to swat away enemies, move, or bite - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Truesight - Telepathy Appearance This gaunt, 12-foot-tall humanoid demon is covered with mangy patches of yellow fur and has pale gray fl esh showing where the fur is absent. His face is that of a leering, amber-eyed hyena, and he wields a massive fl ail with three spiked heads. Size Hero Forge: 14'8" (XL) Lore: Huge (12-14 ft. tall) Suggested: Huge to Gargantuan Other Monikers Ruler of Ruin, Prince of Gnolls, God of Gnolls Sources - Forgotten Realms Wiki - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 3.5e Fiendish Codex I Supplement (2006)

  • Cervidal | Digital Demiplane

    Cervidal Medium Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash, 2 variants below Description (from 3rd Edition Monster Manual II - 2001): The most common of the guardinals of Elysium are the satyrlike cervidals. Their home, Amoria, is the uppermost layer of that plane. Cervidals take their guardianship of Amoria serioiusly and are rarely found elsewhere except in times of great need. A cervidal’s body is slim, muscular, and covered with short, dark red fur. Aside from its regal bearing, the creature’s most striking feature is the pair of long, curved horns atop its head. A cervidal has hooves instead of feet, but its hands are like a human’s, except that the backs are protected by hard plates of horn. This allows it to use its hands as punching weapons to deliver effective slam attacks. Cervidals are peaceful and slow to anger, but in times of need they form the bulk of any guardinal army. One on one, a cervidal is a match for any comparable baatezu or tanar’ri, but cervidals seldom have the luxury of fighting an equal number of opponents. Combat : A cervidal’s horns are its favored weapon. It usually begins a fight by charging. Thereafter, it uses its slam and butt attacks to advantage in melee. Charge (Ex): A cervidal can lower its head and charge an opponent, striking with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the cervidal to make a single butt attack that deals 1d8+6 points of damage. Spell-Like Abilities: At will—bless, command, detect poison, light; 1/day—hold person, magic missile, suggestion. Caster level 9th; save DC 13 + spell level. Horn Powers (Su): A cervidal can deliver any of several effects by a touch of its horns. The horns can negate any poison or disease (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissalspell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as the corresponding spells. Caster level 20th; save DC 13 + spell level. Skills: Because of its powerful legs, a cervidal gains a +8 racial bonus on Jump checks. (From Planescape: Monstrous Compendium Appdenix II - 1995): Cervidals are the most common of the guardinals . They’re the people of Amoria, the uppermost layer of Elysium. In times of war, cervidals and equinals form the backbone of any guardinal army; one-on-one, they’re more than a match for the typical rank-and-file of a baatezu or tanar’ri force, even if they can’t rival the numbers of a fiendish horde. Cervidals are the most peaceful of the guardinals and the last to join a fight, seeking physical violence only when no other solutions present themselves. However, once they’re committed, cervidals won’t be the first to walk away. Cervidals bear a passing resemblance to a faun or satyr , but are more regal in appearance. They’re slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns or antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludgeons when closed in a fist, but their preferred weapons’re their antlers. Combat: Cervidals attack with two punches or kicks and a head-butt. Their effective Strength is an 18 (no percentage score), and they inflict 1d6+2 points of damage with their hard hooflike fists. The cervidals’ remarkable antlers are the equivalent of a +3 weapon for both hit probability and damage. A cervidal’ll usually begin a fight by launching a determined charge, head lowered, that inflicts double antler damage (2d12+3) if it hits, although it can’t attack with its hooves in the same round. Unlike the other guardinals, cervidals don’t have a special magical attack such as a whinny or roar. However, they do have three unusual abilities. First of all, the touch of a cervidal’s antlers instantly negates the ill effects of anry kind of poison or harmful substance such as acid or contamlnated food or water. By touching an affected creature with its antlers, the cervidal gives it a chance to immediately attempt one additional saving throw with a +6 bonus. Illusions of any type’re dispelled automatically by contact with the cervidal�s antlers. Lastly, any summoned , conjured , or extraplanar creature wounded by a cervidal’s antlers must survive an immediate saving throw versus spell or be returned to wherever it came from. (Of course, if the creature’s native to the plane the cervidal’s currently on, it’s not extraplanar!) In addition to the power of its antlers, cervidals can use the following spell-like abilities at will: bless , command , detect poison , and light . Once per day they can hold person (one target only), cast a magic missile (two missiles), or use suggestion . Cervidals can be damaged by any weapon. Habitat/Society: Cervidals gather in small family bands in the forests and woodlands of Elysium. They typically select one area as their home and remain there, rarely moving or wandering away. Most cervidals remain with the same family group for their entire lives, leaving only to find a mate or to enlist in a leonal ’s cause. Along with equinals, cervidals are the commoners of Elysium, but they’re much shyer and more reclusive than their boisterous kin. They pefer to keep their own company and don’t welcome strangers. In times of war, cervidals are light infantry, skirmishers, and auxiliaries. They’d rather fight a war of maneuver and skill than participate in a bloody slugfest. From Book of Exalted Deeds (2003): MANATH, THE HORNED DUKE: A 6-foot-tall figure stands before you, his head crowned with a magnificent set of curved ram’s horns. His shaggy fur varies in color from red to gold to autumn yellow on his bare chest, and his large cloven feet are ash-black in color. A wry yet endearing smile plays across his wise face. Manath (man-ATH) is the newest member of the Five Companions, only recently replacing the curmudgeonly Duke Rhanok. The new duke of the cervidals feels he has much to learn from Talisid and the other Companions, but if he has any doubts about his ability to stand in Rhanok’s hoofprints, he isn’t showing them. Manath has brought a keen wit and sense of fun to the Companions, charming the others with his colloquial manner and prancing tongue. Combat: Although fearless in combat, Manath prefers to resolve disputes peacefully, using friendly jokes instead of weapons to disarm opponents. When charm and diplomacy fail, he brings his horns and hooves to bear. Manath’s natural weapons and any weapons he wields are treated as goodaligned for the purpose of overcoming damage reduction. Powerful Charge (Ex): Manath can lower his head and charge an opponent, striking with his deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows him to make a single gore attack that deals 2d6+16 points of damage. Spell-Like Abilities: At will— bless, command (DC 20), detect poison, light; 1/day—hold person (DC 21), magic missile, suggestion (DC 22). Caster level 20th. The save DCs are Charisma-based. Horn Powers (Su): Manath can deliver any of several effects by a touch of his horns. He can negate any disease or poison (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissal spell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as their corresponding levels. Caster level 20th; save DC 19 + spell level. CERVIDAL GUARDINAL (5e homebrew) Armor Class 17 (Natural Armor) Hit Points 78 (12d8 + 24) Speed 40 ft. STR 18 (+4), DEX 20 (+5), CON 16 (+3), INT 12 (+1), WIS 15 (+2), CHA 16 (+3) Saving Throws: DEX +9, CON +8, STR +5, WIS +5 Skills: Athletics +8, Acrobatics +9, Perception +5, Persuasion +6 Resistances: Acid, Cold, Force, Poison Immunities: Lightning, Petrified Senses: Darkvision 60 ft., Passive Perception 15 Languages: Celestial, Common, Cervidal Challenge 7 (2,900 XP) Banishing Antlers. When the cervidal hits a creature with its ram attack, if the creature is not native to the plane of existence the cervidal is on, it must immediately make a DC 17 charisma saving throw or be banished to its home plane, as per the spell. If the cervidal maintains concentration for the spell's duration (1 minute), the banished target does not return. Blessed Antlers. As an action, the cervidal can touch one creature or object with its celestial antlers to cure all poisons affecting that creature, or purify food or drink (as per the spell). While a non-cervidal creature is touching the cervidal's antlers, the cervidal can grant advantage to all the creature's saving throws, as long as the cervidal doesn't move or attack on its turn. Lay on Hands. The cervidal has a pool of 25 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the cervidal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The cervidal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs. Celestial Weapons. The cervidal's weapons and natural attacks are considered magic weapons. Ramming Charge . If the cervidal moves at least 20 feet straight towards a creature and hits it with a ram attack on the same turn, the attack is an automatic critical hit, and that target must succeed on a DC 17 strength saving throw or be knocked prone. Innate Spellcasting. The cervidal's spellcasting ability is Charisma (spell save DC 16). The cervidal can innately cast the following spells, requiring only verbal components: At will: bless, command, detect evil and good, detect poison, dimension door, dispel magic, light, protection from evil and good, see invisibility, speak with animals. 1/day each: hold person, magic missile (3 missiles), suggestion. Magic Resistance. The cervidal has advantage on saving throws against spells and other magical effects. Actions Multiattack . The cervidal makes two attacks: one with its rapier, and one with its ram. If unarmed, the cervidal attacks with its hooves instead. Hooves . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Ram . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Homebrew stat block in description 3rd Edition: - Monster Manual II 2nd Edition: - mojobob's website Abilities - Damaging charge attack with magic horns - Touching horns/antlers can heal, cure poisons and disease, give bonus to saving throw, and banish extraplanar creatures - Speak with animals - Innate spellcasting Appearance Cervidals bear a passing resemblance to a faun or satyr, but are more regal in appearance. They’re slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns or antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludgeons when closed in a fist, but their preferred weapons're their antlers. Size Hero Forge: 8'6"-8'11" (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Stag guardinals, deer guardinals, ram guardinals, goat guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 3rd Edition Monster Manual II (2001) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Lillend | Digital Demiplane

    Lillend Large Celestial, Chaotic Good Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Planescape: Planes of Chaos Monstrous Supplement - 1995): Lillendi are natives of Ysgard, though they can travel astrally to the Prime and may also be found on the planes of Arborea and Limbo . On the Prime Material Plane, they prefer to dwell in temperate or tropical woodlands. They are peaceful and delight in song and conversation — and far from harmless. Those who offend lillendi may recieve harsh treatment at their hands, and even blameless individuals are subject to their pranks. Lillendi are particularly hostile toward those who seek to impose civilized order on the wilderness. A lillend has the torso, arms, and head of a comely man or woman, but also has broad, powerful, feathered wings and a stout serpentine body from the waist downwards. Though the humanlike portions of a lillend are of unremarkable hue, the feathered and scaled parts of its anatomy are brightly colored and strikingly patterned. Each individual has its own unique color combination and is quite proud of it. A lillend wears no clothing but sometimes wears jewelry. It always carries weapons and musical instruments. Lillendi do not mate or marry. They reproduce parthenogenically, giving birth to offspring that resemble the mother in most respects. Lillendi with male human torsos are biologically female, though they follow male human patterns of dress and customs. A lillend can understand any intelligent communication, including writing or sign language. All lillendi have infravision to 120 feet. Lillendi speak their own language and the languages of giants, bariaur , and githzerai . Combat: Lillendi can cast spells, charm with music, affect morale, determine the history of legendary magical items as 7th-level bards, and they can use any magical items that bards can use. In addition to their bardic abilities, they can cast darkness , hallucinatory terrain , knock , and light each 3 times per day. Once per day they can cast fire charm , Otto’s irresistible dance , pass plant , polymorph self (into humanlike form only), speak with animals , speak with plants , and transport via plants . Lillendi can breathe water and can move swiftly on or under the surface, wings folded tightly against the body when they snake their way across the surface. When they dive underwater their wings beat slowly to propel them forward, like enormous diving birds. They are immune to poisons, noxious gases, normal fire, the effects of the Positive and Negative Energy Planes (including level draining and enervation), and to any musically based magical effect, such as harpy song or satyr piping. They are unaffected by all enchantment/charm spells, and only +1 or better weapons can strike them. Lillendi have 17 Strength and 16 Dexterity for their human torsos, with attendant bonuses in combat. Their weapons, sometimes magical, are usually long swords, great spears, or powerful long bows with war arrows. A lillend catching an opponent in her serpentine coils inflicts 2d6 points of damage that round and constricts each round thereafter for 2d6 points of damage as she crushes the life out of her prey. Any creature held in a lillend’s coils suffers a -3 penalty to attack, damage, and saving throw rolls. When a lillend attacks prey caught in her coils she does so at +1 to attack and damage rolls. Lillendi carry particularly unpleasant enemies in flight for up to 10 rounds, then drop them for a maximum of 20d6 points of falling damage. Falls that inflict more than 50 points of damage require a saving throw vs. death magic to avoid instant death from massive damage, regardless of the character's remaining hit point total. Lillendi cannot constrict while flying, and they cannot carry more than 250 pounds aloft. Those who go into battle to meet death fight more fiercely to make the best possible impression on the power they serve. Lillendi entering the Silent Hour (see below) strike in a calm, focused fury, always winning initiative and attacking at +4 for doubled damage, but they always perish at the end of the alotted span. Habitat/Society: Lillendi serve the gods of the moon in the realm called Gates of the Moon, which lies on the plane of Ysgard. They only travel to the Prime when ordered to do so by their Powers. Of all the proxies of Ysgard, the lillendi are the least involved in the affairs of others. Lillendi are said to be able to choose the hour of their death, the Silent Hour, when they grow weary of life and service to the moon. This knowledge is either a gift from the gods of the moon, or a curse from the powers of Law, whom the lillendi are said to have served long ago and then abandoned. Shortly before her death, a lillend makes her farewells. As she dies she is absorbed into her power’s realm, disappearing in a misty fog that acts as a combination moonbeam and chaos spell. Lillendi who haven’t yet chosen the Silent Hour can still die through accident or violence, but in death their faces are always wracked with despair, for the legends say that those who do not pass through the Silent Hour are never joined with the power they serve. Lillendi social status depends on a simple system of initiations into mysteries and fhe ownership of certain totem masks. The mysteries are akin to secret societies, and each mystery is a specific kernel of wisdom passed on from one generation to the next. The more societies a lillend is a member of, the greater her status. Each society is devoted to particular musical forms, songs, instruments, and weapons, so a group of lillendi usually uses the same instruments, weaponry, and spells. The masks are tangentially related to the societies, since each mask design belongs to a specific family, and long ago each family lived in a single lodge and wore a single type of mask. Things have gotten a little more complicated since then, but the masks still roughly indicate status and family affiliations. Ecology: Lillendi devour both material food and magic essences. They can sustain themselves on moonbeams and the elemental essence of the wilderness (mountain breezes, gentle rains, raging rivers, and forest fires), though they prefer more substantial fare. If they gorge themselves on meat, they often remain in a torpid digestive state for hours or even days. This torpor doubles their spellcasting times, halves their constriction damage, and causes a -2 penalty to initiative. The lillendi enjoy this sluggishness, though they are wise enough not to go into such torpor alone and unguarded. Lillendi are known for broad tastes: They eat meat, vegetables, hay, grains, or spell components with equal abandon. Their digestion is complete and efficient; they excrete nothing though some say that the lillendi merely transmute matter into magical energy. Hunters and rangers have never found scat or markings in lillendi territory. It may be that anything indigestible is transformed into the fog that lillendi sometimes breathe out. Who knows? Lillendi feud with the petitioners of Ysgard from time to time, but more often keep to themselves. They are rivals of tht asuras , devas , and valkyries. They usually avoid the clumsy fensir (ysgardian trolls) easily. They are deadly enemies of the baatezu and modrons . (from 3.5e Monster Manual - 2003): The creature looks like a female human or elf with the lower torso of a multicolored serpent and huge, strikingly patterned wings like a bird’s. Lillends are mysterious visitors from the plane of Ysgard. Many are skilled in one or more forms of artistic expression. Lillends are lovers of music and art. Gold, even food, means little to them, while a song, story, or piece of artwork holds great value. The destruction of art and the ill treatment of artists enrages them. They are infamous for holding grudges, and they are often encountered seeking violent retribution against enemies of their favorite arts. Lillends also have a great love of unspoiled wilderness. The wilds remind them of the natural beauty of their home plane, and they occasionally visit and enjoy similar regions. A lillend is as protective of its chosen wilderness as it is of the arts. These beings sometimes form temporary alliances with rangers, druids, and bards to defend their favorite retreats against the encroachment of civilization. Sometimes a covey of lillends adopts a tract of wilderness, using any means necessary to drive off despoilers. A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos. Lillends speak Celestial, Infernal, Abyssal, and Common. Combat : Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle. A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword. Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spells: A lillend casts arcane spells as a 6th-level bard. Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 0— dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st— charm person, cure light wounds, identify, sleep; 2nd—hold person, invisibility, sound burst. Spell-Like Abilities: 3/day—darkness, hallucinatory terrain (DC 18), knock, light; 1/day—charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charismabased. A lillend also has the bardic music ability as a 6th-level bard. Skills: Lillends have a +4 racial bonus on Survival checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard, Arborea, Limbo Stat Block 5th Edition: - dandwiki.com (homebrew) - 5esrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Bardic spellcasting - Innate spellcasting - Often wields magic weapons - Constricting tail attack - Can drop grappled enemies from great height - Can choose the hour of their death for huge combat bonuses, but always dies afterwards in an AOE damaging fog - Breathes water or air - Immune to charm, poison, fire, radiant, and necrotic damage - Fast swimming - Flight Appearance A lillend has the torso, arms, and head of a comely man or woman, but also has broad, powerful, feathered wings and a stout serpentine body from the waist downwards. Though the humanlike portions of a lillend are of unremarkable hue, the feathered and scaled parts of its anatomy are brightly colored and strikingly patterned. Each individual has its own unique color combination and is quite proud of it. A lillend wears no clothing but sometimes wears jewelry. It always carries weapons and musical instruments. Size Hero Forge: 12'10" (XL) Lore: Large (20 ft. long) Suggested: Large Other Monikers Lillendi Sources - Forgotten Realms Wiki - Monster Manual v3.5 (2003) - Mojobob's website

  • Demogorgon | Digital Demiplane

    Demogorgon Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Double mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them. Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later. Demogorgon's Lair: Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions: On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears. Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Regional Effects: The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects: The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. 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 Demogorgon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Demogorgon dies, these effects fade over the course of (1d100) days. Madness of Demogorgon: If a creature goes mad in Demogorgon’s lair or within line of sight of the demon lord, roll on the Madness of Demogorgon 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: “Someone is plotting to kill me. I need to strike first to stop them!” 21-40: “There is only one solution to my problems: kill them all!” 41-60: “There is more than one mind inside my head.” 61-80: “If you don’t agree with me, I’ll beat you into submission to get my way.” 81-00: “I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!” (from 3.5e Fiendish Codex I Supplement - 2006): The demon towers a full 18 feet tall, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, attached to which are two long, writhing tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. Savage and ruthless, Yeenoghu is the patron of all gnolls and commands the servitude of ghouls through the subjugation of the demonic King of the Ghouls. Servants, Enemies, and Goals: Inside the Prince of Demons rages a secret war for control of himself. Demogorgon has two heads and therefore two minds, and each one seeks domination of the other. Aameul is the persona in control of Demogorgon’s left head, while Hethradiah controls the right. Each is unable to control the other, nor could one slay the other without also perishing. By most defi nitions, this internal confl ict would be described as insanity, but that would be applying inappropriate mortal standards to one whom such standards can never apply. Demogorgon’s war with Orcus and Graz’zt has been epic in scope. Their armies have clashed throughout the Abyss since the dawn of the tanar’ri race. For a time, Orcus vanished (apparently slain), as did Graz’zt (who was imprisoned on the Material Plane by the archmage Iggwilv), yet never has the Abyss known complete peace from this eternal war. Demogorgon is served by all manner of demons, some of which (such as the retriever) were actually created by him. Many powerful and unique demons serve him as well, and he commands armies of evil lizardfolk, scheming yuan-ti, sadistic troglodytes, vampiric ixitxachitl, and countless shoals of Abyssal aquatic predators. His close alliance with the ancient demon lord Dagon has provided him with access to Abyssal secrets that the other demon lords could only guess about. The methods of creating the powerful undead warlords known as death knights represent the least of these secrets, yet they are horrific and potent nevertheless. Worshipers of Demogorgon are more likely to be scaly things that hide from the light than humans or members of other civilized races. Despite his statue in the Abyss, the vast majority of the Material Plane is blissfully ignorant of his existence, yet they know his works, if only indirectly. The troglodytes worship him as Ahmon-Ibor, the Sibilant Beast, and use his teachings to bring vile intelligence and fanaticism to the beasts of the wild. Yuan-ti know him as Siosivash and raise great temples to him in sunken caverns. The unknowable ixitxachitl are his chosen minions on the Material Plane, and even they dare not speak his name aloud. The rare human cults that venerate the Prince of Demons welcome piracy and cannibalism with open arms. While humanoid cults dedicated to Demogorgon might be rare, individual humanoid worshipers of the Prince of Demons are more likely menaces. These followers often control the societies they live in or have much influence over those who do. They keep their faith secret from society, and use their power to spread evil and misery in his unspoken name. Clerics of Demogorgon have access to the domains of Chaos, Corruption, Demonic, and Evil. His symbol is a forked tail. Strategy and Tactics: Demogorgon is a powerful foe, yet he disdains direct confrontations. He would rather send his minions (of which he has many) into battle to settle his disputes. If Demogorgon must fi ght, he uses project image fi rst from a secure location protected by demonic minions and symbols of death. He uses his spell-like abilities (leading with dominate person and feeblemind), using two per round until he is confronted in combat. In melee, Demogorgon typically takes a full attack action, a move action, and a standard action to use a spell-like ability. He prefers to use his beguiling gaze and insanity gaze passively, rather than sacrifi cing opportunities to make physical attacks or use spell-like abilities. He saves his hypnosis gaze for when he fi ghts a single foe. Dual Actions (Ex): Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds’ worth of actions in any given round, as if he were two creatures. For instance, he could take two standard actions and two move actions, or he could take two full-round actions. Energy Drain (Su): Any living creature hit by Demogorgon’s tail slap gains 1d4 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. If a negative level has not been removed before 24 hours have passed, the afflicted opponent must succeed on a DC 37 Fortitude save to remove it. Failure means that the opponent’s level (or Hit Dice) is reduced by 1. The save DC is Constitution-based. Gaze (Su): Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 32 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold (MM 309). Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both. Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell (DC 32) with a range of 30 feet. Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of an insanity spell (DC 32) with a range of 30 feet. Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based. Rot (Su): Any living creature touched by Demogorgon’s tentacles must succeed on a DC 37 Fortitude save, or its flesh and bones begin to rot. The creature takes 1d6 points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies or a remove disease spell is cast. The spell stops further damage, but lost Constitution points return only with natural healing and cannot be restored with magic. The save DC is Constitution-based. Summon Tanar’ri (Sp): Once per day, Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshnees, 1 marilith, or 1 balor. This ability is a equivalent of a 9th-level spell (CL 20th). Amphibious (Ex): Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land. (from 4th Edition Demonomicon - 2010): The Prince of Demons: Drawn by whispers promising power and dominion over the unfolding realms of creation. the first primordials entered the Abyss. The shattered realm they observed within the vortex was thoroughly corrupted, but these creatures were unconcerned with morality as they pressed on, beckoned by the whispering ofthe Abyss's evil heart. As they explored farther into the desolation. they came upon a great. blood-red ocean, and they knew they had reached that heart at last. Floating there in the shallows ofthe nascent Blood Sea. the shard of evil called out for one strong enough to step forward and claim it. The first to set forth was a petulant primordial of unbridled fury named Demogorgon. As Demogorgon waded into the turbulent surf, however, another being rose up from the darkened depths beneath the sea. The interloper Dagon challenged Demogorgon for the right to claim the shard, the mighty primordials clashing in a battle that turned the sea to a bloody storm. But as they fought, a third being crawled up from a hitherto unseen pit to claim the shard as his own. Obox-ob, a loathsome obyrith of putrescence and filth, had become the first Prince of Demons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (88th layer: Gaping Maw) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Gaze can beguile, confuse, hypnotize - 4 tentacles inflict force damage that cannot be healed until a long rest - Necrotic tail attack - Spellcasting - Infectious madness - Twin heads gives resistance to stunned, blinded, deafened, and unconscious conditions - Legendary Actions - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Truesight - Telepathy Appearance The demon towers a full 18 feet tall, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, attached to which are two long, writhing tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. Size Hero Forge: 14'8" (XL) Lore: Huge (18 ft. tall) Suggested: Huge to Gargantuan Other Monikers Prince of Demons, Imprisoned One, Siosivash (by yuan-ti), Leemooggoogoon the Deep Father (by kuo-toa), Ahmon-Ibor the Sibilant Beast (by troglodytes) Sources - Forgotten Realms Wiki - Jorphdan (youtube video) - AJ Pickett (youtube video) - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 4th Edition Demonomicon (2010) - 3.5e Fiendish Codex I Supplement (2006)

  • Administrator

    Administrator Genie Administrator Genie Medium Elemental, Lawful Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Monstrous Compendium: City of Delights -1993): Tasked administrator genies serve in bureaucracies, both for other genies and for humans, acting as advisors, negotiators, and all-around bureaucrats, and they often act for their masters in day-to-day decision making. Administrators are tall, noble, and pleasing to the eye. They prefer to dress in flowing silks that highlight their fine musculature, but they wear appropriate clothing for their duties. Their skin color is dark tan with a slight bluish cast. These genies retain limited telepathy and can communicate with creatures of at least low intelligence. They can either fly or swim, depending on whether they were once djinn or marids. Administrators seldom use their special movement for transportation, preferring to save it for times of emergency. Administrator genies are very proud of their work, considering bureaucracy an honorable profession with many benefits. They serve in many capacities, from clerk to city manager, but they are almost always ambitious and try to rise to positions of power. They prefer behind-the-scenes power however, and try to stay out of the public eye. A tasked administrator is often part of a family of like genies who sometimes serve together in especially large bureaucracies. Those administrator genies who work alone can always call on their other family members for favors, and there seems to be an extensive under-the-table trade between them. Rumors state that there are only two families of tasked administrators, one formerly djinn, the other formerly marids. Since they seem to know many other tasked administrators (and constantly refer to their cousin or brother or uncle who can help in a given situation), the rumor may be true. There seems to be a rivalry between the djinni and marid families. Since most tasked administrators consider their duties a normal job, they expect to be well paid, and they make efforts to gather riches to pass on to their family. When they reach a level at which they feel they can retire, they often try to pass their job on to offspring, or at least other family members. Administrators are quite skilled at their duties. As with any job, however, there is a period of training, and young tasked administrators may be inefficient or appear habitually frazzled. If given a chance, though, they almost always settle into a routine. Those who remain inefficient act as assistants to other tasked administrators or are assigned by the family to rulers who have somehow offended the family. If tasked administrator genies are bound into servitude, they often become surly and obstinate. Though they follow their orders, they are slow to process paperwork, rude to outsiders and lackadaisical in giving orders to lesser bureaucrats. When a tasked administrator has attained an important position, it often demands fine quarters. Former djinn prefer open, airy quarters, while former marids like many fountains and pools. Administrators will also try to incorporate these elements into their place of work. Administrator genies can be great hindrances or great helps to any bureaucracy. If treated well by the local ruler, they can make the bureaucracy a shining example of efficiency. If not, they can turn a city into a shamble of errors and problems. Combat: An administrator genie can cast friends , tongues , and ESP , each three times per day. It can use suggestion once per day, and it has a permanent unseen servant . Spellcasting is performed as a 10th-level wizard. Though administrators prefer not to enter combat themselves, they are adept at handling logistics, determining where supplies come from and how to get them where they’re needed. If forced into melee, a tasked administrator is sure to have the one normal or magical item that will help the most, provided that item is one owned by the genie or may be found normally in its place of residence. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Plane of Water, Air, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting - Assortment of magic items - Immune to either air- or water-based attacks and magic (depending on heritage) - Resistant to lightning and either thunder or cold/acid (depending on heritage) - Telepathy - Flight Appearance These genies are tall compared to humans and walk with a noble bearing. Most are very attractive. They wear clothing appropriate for their position, but prefer silks that showcased their physiques. Administrator genies have tan skin with a slight bluish tint. Size Hero Forge: 9 ft. (XL) Lore: Medium (7 ft.) Suggested: Medium to Gargantuan Other Monikers Tasked Administrator Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Kocrachon

    Kocrachon Kocrachon Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Faces of Evil: the Fiends - 1997): Kocrachons, the elite torturers of Baator , are creatures of horror and nightmare. Where the barbazu are noted for their ferocity in the field of battle, the kocrochons are known for their skill and subtety with the instruments of cruelty - the very antithesis of the dull and brutal warriors. They extract battle plans and information about spies from tanar'ri and celestial prisoners of war, and from mortals unwise enough to fall into fiendish hands. Masters of their trades, kocrachons are respected by every other kind of baatezu for their ability to wring a confession from even the most unwilling throat. (Interestingly, the most skilled kocrachons earn the respect of their victims as well, who learn to equate exquisite pain with love; the mortals and celestials among them are especially dangerous when - or if - released.) But no matter how successful their methods, kocrachons can be promoted only to the station of erinyes. The lesson of the kocrachon: Take pains to induce in others respect for a being of obvious skill. (From the Book of Vile Darkness - 2002): Kocrachons are diabolic torturers. When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible durties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater baatezu. Dispater alone employs more than a thousand kocrachons in Dis. They have a dark bluish-purple carapace like an insect's, with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture. Kochrachons speak infernal, Celestial, Common, and draconic. Combat: Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as often as they can. Disease (Ex): Any creature hit by the kochracon's bite attack must succeed on a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of strength damage. The victim must make three successful Fortitude saving throws in a row to recover. Spell-Like Abilities: At will - animate dead, cure moderate wounds, desecrate, detect good, detect magic, dispel magic, magic circle against good, liquid pain, major image, sorry, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack ; 1/day - blasphemy . Caster level 12th; save DC 13 + spell level. Baatezu traits: A kocrachon can communicate telepathically with any creature within 100 feet that has a language. In addition, it can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A kocrachon is immune to fire and poison, and it has acid resistance 20 and cold resistance 20. Sadism: For every 10 points of damage a kochrachon deals in a round, it gains a +1 luck bonus on attakc rolls, saving throws, and skill checks during the next round. Summon Baatezu (Sp): Twice per day a kocrachon can attempt to summon 1 kocrachon, with a 40% chance of success. (From Planescape: Planes of Law Monstrous Supplement - 1995): The kocrachon is a loathsome, beetlelike fiend, with beady eyes staring out from beneath its enameled carapace. Its three antennae wave above its head, discerning subtle changes of atmosphere, sound, and smell in its environment. It has four arms and two legs; the arm end in opposable pincer-claws. A proboscis juts out from the creature’s forehead, located just above its eyes. The kocrachon’s wings are located underneath its shell, which parts when the fiend is ready to fly away to safety or to a new victim. The kocrachon is a baatezu designed primarily to inflict pain. Upon creation, however, it isn’t immediately aware of this mission. Whether it is promoted or demoted to kocrachon status, the baatezu must study at the School of Pain, which is hidden underneath the Knoll of Blades in Dis, the second layer of Baator. Here, the kocrachons study the physiology of known mortal and immortal creatures — as well as the psychology of those minds. Thus, kocrachons learn how to inflict tortures both mental and physical on those unfortunate enough to fall into their clutches. Only rarely do they actually kill their victims, prefereng instead to inflict pain and still more pain. Kocrachons that capture archons, devas, or other aasimons are accorded respect and high honors; these creatures withstand incredible amounts of ahuse, which reflects well upon their torturers. The baatezu experiment on these and other good creatures until there’s nothing left but a shivering, screaming wreck of a celestial being. Naturally, the fiends love to sink their claws and knives into goodness. Sometimes, however, they also work on tanar’ri, but their performance isn’t as highly lauded as those who learn their work on the insufferable good. Kocrachons are almost never sent to the forefront of the Blood War, for their services are too valuable behind the lines. Some sages speculate that kocrachons torture petitioners and prisoners as preparation for molding them into various types of baatezu. The petitioners of Baator learn that only the powerful and strong can inflict pain, and this goads them into striving for higher status among the baatezu. Strangely, some prisoners develop a sort of kinship for thosc who give them such exquisite pain. Hatred for their captors may still burn in their breasts, but that emotion recedes before the craving for more pain. Some even experience a twisted devotion to their torturers and may willingly do as the kocrachons suggest. A kocrachon can freely pass from layer to layer in Baator, though it prefers to remain in one place to concentrate on a particular set of victims. Still, it goes where it’s told — and usually without question. When it has served its time (around 223 years) faithfully and well, it can be promoted to the status of erinyes. From there, only its own imagination and ability limit it. Becoming an erinyes is a vital steppingstone for an ambitious baatezu; thus, other baatezu often seek to become kocrachon, viewing the position as a key step toward climbing the hierarchical ladder. Kocrachons themselves are eager to serve and torture, anticipating what lies ahead for them in the service of the Dark Eight. Combat: The kocrachon would far rather flee than fight, for its job is to cause pain and extract information rather than to serve as militia. However, when backed into a corner, this baatezu is just as deadly as any of its brethren. The kocrachon is able to attack with only two of its four arms; this pair of claws causes 1d6 points of damage each. The other two claws, being considerably smaller, aren’t strong enough to clamp on an enemy and cause damage. However, these claws are highly manipulative, and the attached arms are strong enough for the kocrachon to wield small weapons such as scalpels and knives. The baatezu never uses these arms in combat if it is weaponless, but if it has some cutting instrument it causes 1d8 points of damage for each blade because of skill. Half of that damage is automatically healed in 4 hours. Kocrachons typically make three attacks per round: their two primary claws and a bite, which causes 2d6 points of damage. If they choose to forgo this routine, they can attempt to cause pain with a special attack using their scalpels. By making only one attack in the round, they can lay an opponent open to the bone or find the sensitive point in the exoskeleton, depending on the race of the creature. Any being hit when a kocrachon uses this attack must save versus spell at -6 or suffer a penalty of -4 to all attack and damage rolls. In addition, the victim’s AC value is reduced by 2 places, and movement by 3. These effects last for 2d6 rounds. Note that the kocrachon can only use this attack after it has studied its opponent for 3 rounds to determine where the incision would he most effective. The kocrachon is also able to cause disease as per the spell. If it can bite a victim and hold on to it (a successful bend bars/lift gates roll detaches the creature) for 3 rounds, it transmits a disease to its victim; it cannot attack while infecting its victim. This disease is fatal within 1-3 weeks after transmission. Oddly, the kocrachon can instead opt to transmit a healing fluid through its bite, healing 1d12 points of damage. This baatezu can use both bites three times per day. Kocrachons have all the standard abilities of baatezu of their rank; that is, they have the spell-like abilities advanced illusion , animate dead , charm person , infravision , know alignment (always active), suggestion , and teleport without error . They also have the standard baatezu immunities. However, they delight in pretending to suffer from an attack that causes no damage in order to lure their enemies closer. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th edition: - ENworld Homebrw Conversions from 2e 2nd edition: - Mojobob's Website Abilities - Causes crippling pain with claw, bite, or weapon attacks - Bite saliva can cause disease or heal victims - Innate spellcasting - Teleport - Devil sight pierces magical darkness - Magic resistance - Flight Appearance The kocrachon is a loathsome, beetlelike fiend, with beady eyes staring out from beneath its enameled carapace. Its three antennae wave above its head, discerning subtle changes of atmosphere, sound, and smell in its environment. It has four arms and two legs; the arm end in opposable pincer-claws. A proboscis juts out from the creature’s forehead, located just above its eyes. The kocrachon’s wings are located underneath its shell, which parts when the fiend is ready to fly away to safety or to a new victim. Size Hero Forge: 11 ft/ (XXL) Lore: Medium (5 ft.) Suggested: Medium to Large Other Monikers Kochracons, cockroach devils, beetle devils, torture devils Sources - Forgotten Realms Wiki - Planescape: Planes of Law Monstrous Supplement - Mojobob's Website

  • Fhorge | Digital Demiplane

    Fhorge Large Beast, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, mount mini Description (From Planescape: Monstrous Compendium Appdendix II - 1995): The fhorge (FOUR-jay), a particularly large and vicious cousin of the boar , lives in the wilder areas of the outlands and some of the outer planes. It’s noted for its foul temper and single-minded tenacity: once a fhorge gets mad at something, it won’t stop until it drops dead or the target of its rage’s been shredded on its tusks. No sod in his right mind annoys a fhorge — the trouble is, fhorges are cursedly easy creatures to annoy. There’s a saying in Ribcage: “A fhorge’s got two sides to its personality — bad and tanar’ri -bad”. A full-grown fhorge’s about 6 feet long, but can stand 5 feet tall at the shoulder. It’s as strong as a bull and about the same size. The creature’s covered in short, tough bristles, and its head features an exceptionally thick skull with two long, outward-curving tusks. The fhorge’s tail is long and strong, and a tuft of spinelike bristles grows in a clump at the end. Its eyes are small, red, and baleful. Combat: A fhorge isn’t supernatural in the least, but a cutter wouldn’t know that by watching it go after some poor sod. The creature displays a fiendish bloodlust in a fight, and embarks on murderous rampages at the slightest provocation. It likes to open battle with a surprisingly fast, determined charge — usually from dense cover where its enemies can’t see it waiting. If the fhorge is encountered in its favored terrain of scrub, thickets, or woodlands, its enemies suffer a -1 penalty on their surprise checks. When a fhorge charges, it gains a +2 bonus to its attack roll and inflicts +1 damage on each die, for a total of 3d6+3 points of damage. If its attack roll result exceeds the required number by 4 or more, its opponent must successfully save vs. paralyzation or be knocked prone. For example, if the fhorge charges a cutter in plate mail (AC 3) it needs a 12 to hit. A roll of 16 or better may knock the sod down. The fhorge tends to trample and slash savagely at anything it knocks down, gaining a +4 bonus to its attack rolls until the sod stands up or the fhorge is driven away by the victim’s friends. The fhorge’s armor-plated head protects the rest of its body in a charge, and it’s AC 3 to any frontal attacks. Any time it can, the fhorge attacks victims on the ground. After that, it prefers to charge opponents; it needs at least 20 feet of room to build up speed. Its least favorite tactic is slashing at and scrapping with a standing opponent it can’t charge. If an enemy gets behind the fhorge, the beast can lash out with its quill-covered tail, but it suffers a -4 penalty to any attacks against opponents behind it. One last thing a body should know about fhorges: They’re harder to finish off than a Mercykiller on the trail of a fugitive. Their natural fighting rage gives them a +2 bonus to mind-affecting or emotion-based spells. They can also fight until reduced to -10 hit points. Fhorges’re just too mean to know when they’ve been killed. Habitat/Society: Fhorges typically travel in packs based around 1 dominant male, 2 to 4 sows, and young fhorges equal to twice the number of sows. The sows are monsters of 3+3 Hit Dice that inflict only 2d6 points of damage with their smaller tusks; other than that, everything noted above in “Combat” is true for them, too. The young have 1+1 to 2+2 Hit Dice and tusks that inflict 2d4 points of damage but they generally avoid anything man-size or larger. Fhorges gather only in the evening and morning hours; for most of the day, they split up to forage. The young stay with the sows, but it’s unusual to run across an old bristleback anywhere near his family during daylight hours. Sows ferociously attack anything that might even think about threatening their young, and are every bit as aggriessive as the bristleback males. Ecology: If a basher’s got “the appetite of a fhorge”, it means he’ll eat anything and like it. Fhorges mostly eat roots, tubers, and insects, but on occasion they’ll eat carrion. One of the more interesting things about a fhorge’s diet is the fact that it heartily enjoys razorvine . It’s about the only thing in nature that can eat the stuff. The fhorge’s thick bristle-coat and bone-plated face easily protect it from the razorvine’s thorns. Fhorges are hunted for their meat and their hides which can be tanned into tough, supple leather. Most people find fhorge meat somewhat gamy, but there are those who enjoy the taste. In many areas of the Outlands and the Lower Planes, fhorge-hunting is a social activity, providing an excuse for folk of privilege to gather and gossip. However, it’s a good idea not to forget about the fhorge itself — many would-be hunters have died beneath its tusks. Roast Fhorgling with Garlic and Pepper Take one young fhorge, cleaned and dressed, and season liberally with crushed black pepper. Stuff body cavity with onions, garlic bulbs, and hot peppers. Skewer and set over a medium fire for 4 to 6 hours. Turn every half hour, brushing with melted butter or herb-infused oil. Brush powdered garlic and black pepper into the meat each time it’s turned — use a good stiff brush. The fhorgling’s done when the juices run clear when the thickest part of the meat (usually the haunch) is pricked with a dagger, and the skin is cracked and browned. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Outlands, Acheron, Baator Stat Block 5th Edition: - Angry Golem Games (Giant Boar, make AC 16) - DndBeyond (Giant Boar, make AC 16) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Charge, trample, gore attacks with tusks - Grapples with bite and shakes for special "worry" attack - Armored head - Ferocity lets it fight without penalty even if disabled or dying Appearance A full-grown fhorge’s about 6 feet long, but can stand 5 feet tall at the shoulder. It’s as strong as a bull and about the same size. The creature’s covered in short, tough bristles, and its head features an exceptionally thick skull with two long, outward-curving tusks. The fhorge’s tail is long and strong, and a tuft of spinelike bristles grows in a clump at the end. Its eyes are small, red, and baleful. Size Hero Forge: Mount (5'9")(XL) Lore: Large (6' long, 5' shoulder) Suggested: Large to Huge Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Shocker | Digital Demiplane

    Shocker Medium Elemental, Chaotic Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Planescape: Monstrous Compendium Appendix III - 1998): Shockers are energy creatures of the Quasielemental Plane of Lightning. They’re composed entirely of electricity and thus quite alien to most other life forms. On their own quasiplane, all shockers look like amorphous masses of energy-ball lightning. But through unknown means (perhaps a method similar to the astral spell, but with marked differences), some shockers can extend a portion of themselves onto other planes. That’s how they’ve become known — and feared — throughout the multiverse. Shockers come in two distinct varieties. Those that seek to leave the quasiplane of Lightning and explore are known simply as sojourners (in their own language). They extend themselves onto the Prime, the Ethereal, or any other Inner Plane, adopting a form that resembles a suit of humanoid armor imbued with great energy that crackles and sparks when they move. The rest of the shockers are called contented ones, apparently because they’re happy to stay on their home plane. ’Course, they can still extend themselves to other planes if they choose to do so. When this happens, they appear as indistinct humanoids made of bluish electricity, and they constantly give off sparks. Combat: Both types of shockers attack simply by touching their foes; the contented ones inflict 2d4 points of electrical damage, and the sojourners cause 3d4 points. Any sod who fights a shocker while wearing metal armor or carrying a metal shield is treated as if he had Armor Class 10 (though Dexterity and magical bonuses still apply). Shockers gain a +2 attack bonus against foes in plate mail, +3 versus those in field plate, and +4 against victims in full plate. Further, if struck by a hand-held, metallic weapon, a shocker automatically discharges its electrical attack. Against such blows the shocker is treated as AC 10. Against nonmetallic or missile weapons, the creature has an AC of 0. In any case, however, the weapon must be of +1 or greater enchantment in order to harm the shocker. If a contented one discharges its attack (either by striking or being struck) while on a plane other than Lightning, its essence on that plane dissipates, leaving nothing but a minor bit of gray, metallic dust. Sojourners don’t face that limitation, nor do contented ones while on their home quasiplane. What’s more, sojourner shockers can unleash chain lightning attacks similar to those of the wizard spell. When the lightning bolt strikes its first target, it causes 1d8 points of damage for each or the shocker’s Hit Dice. Then it arcs to another victim within 40 yards, this time causing 1d8 fewer points of damage. The bolt keeps striking new sods, inflicting 1d8 fewer points of damage each time, until its charge is exhausted (or until there are no more targets). Each victim can make a saving throw versus spell, with success indicating that he suffers only half damage from the bolt. Note that each time a shocker looses a bolt of chain lightning, it loses one of its Hit Dice, including the accompanying hit points. Both kinds of shockers are immune to poison, paralysis, and mind-affecting spells such as charm , hold , and sleep .Both kinds sustain half damage from fire- and cold-based attacks (and can make the appropriate saving throws to negate the damage entirely). And both are immune to electricity — the sojourners especially so. Fact is, each successful electrical attack gives a sojourner one extra Hit Die (including the additional hit points), to a maximum of 10 HD. In this manner, a sojourner can regain any Hit Dice it lost by using its chain lightning power. Sometimes, in dire situations, a group of sojourners will blast one or two of their number with chain lightning bolts, sacrificing some of their own strength in order to create a few super-defenders. Because shockers extend only a portion of themselves when traveling, they can be slain only while on the quasiplane of Lightning. If “killed” on any other plane, they don’t die — their extended portion just turns to gray, metallic dust. Habitat/Society: Because of the shockers’ exploratory nature, a basher’s more likely to encounter one on the streets of Sigil than almost any other creature from the Inner Planes. Shocker’ve been reported on nearly every known plane — they’ve even found their way to the Outer Planes by extending themselves onto the Prime and then through the Astral or a portal. Such expeditions are extraordinarily rare, though, due to the difficulties involved. On any plane other than their own, shockers are inquisitive and curious, observing living organisms, the environment, and energy patterns invisible to most other creatures. On Lightning, though, it’s harder to tumble to a shocker’s motivations. They live in communities within the quasiplane’s stormy atmosphere, communicating in their buzzing, frantic language. These creatures sometimes learn the tongues of other races, but they still never call themselves “shockers”. Instead, they always use their name from their own language: vrrxlzk (or some approximation thereof). Contented ones are either the very oldest or youngest or the race. However, shockers apparently observe time in a manner different from most mortals, for they see it as a variable — something that literally speeds up and slows down. Therefore, shockers that converse with other races have difficulty talking in terms of age or the passage of time in a way that anyone else can understand. Inner-planar scholars theorize that all shockers spend a great deal of their existence as lightning bolts arcing through the infinite expanse of their home quasiplane at the speed of light. Such would explain, perhaps, their unusual view of time. Ecology: On the Quasielemental Plane of Lightning, vrrxlzk are relatively peaceful creatures that attack only in self-defense. While traveling elsewhere, though, shockers probe and explore and often test other species by attacking or acting in strange, unpredictable manners. Because they can’t truly be killed, these planewalking shockers rarely worry about danger. (When the creatures “die” off their home plane, the resultant dust occasionally contains a few rare minerals or gemstones.) A handful of wizards know the dark of spells to summon shockers. Unfortunately, these poorly researched summonings have an equal chance of conjuring either a contented one or a sojourner. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Lightning Stat Block 3rd Edition: - realmshelps.net 2nd Edition: - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website Abilities - Touch inflicts lightning damage - Chain lightning attack - Creatures attacking with metal weapons or wearing metal armor take extra damage - Shapechanges into suit of humanoid metallic armor or bluish electricity - Cannot permanently die outside the plane of lightning - Immune to poison, paralysis, charm, enchantment, thunder, lightning, radiant, and force damage - Lightning-based attacks on shocker increase their hit dice Appearance Shockers come in two distinct varieties. Those that seek to leave the quasiplane of Lightning and explore are known simply as sojourners (in their own language). They extend themselves onto the Prime, the Ethereal, or any other Inner Plane, adopting a form that resembles a suit of humanoid armor imbued with great energy that crackles and sparks when they move. The rest of the shockers are called contented ones, apparently because they’re happy to stay on their home plane. ’Course, they can still extend themselves to other planes if they choose to do so. When this happens, they appear as indistinct humanoids made of bluish electricity, and they constantly give off sparks. Size Hero Forge: 7'2" (No Kitbash) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers Vrrxlzk, Contended Ones, Sojourners Sources - Return to the Temple of Elemental Evil (2001) - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Bronze

    Bronze Dragon Bronze Dragon Gargantuan Dragon, Lawful Good Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs. Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item. War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally. Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection. A Bronze Dragon’s Lair A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs. 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 though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 ((1d10)) thunder damage and be deafened until the end of its next turn. Regional Effects The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic. 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. Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. 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 Bronze Dragon Use the Bronze Dragon Personality Traits and Bronze Dragon Ideals tables to inspire your portrayal of distinctive bronze dragon characters, and use the Bronze Dragon Spellcasting table to help select spells for a spellcasting dragon. Bronze Dragon Personality Traits d8 - Trait: 1 - The weakest creatures sometimes display the greatest courage. I respect all beings who risk their lives in defense of something greater than themselves. 2 - My payment is a matter of principle. Requiring even a small fee for my service allows those I help to preserve their dignity. It’s really for your benefit. 3 - I have no time for chitchat or insinuation. I get to the point and expect others to do the same. 4 - I respect law and order, but it’s no excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders. 5 - I strive to treat foes honorably, but not at the expense of strategy. A quick death in combat is its own kind of courtesy. 6 - I trust my gut. I’d rather act on incomplete information than be hamstrung by indecision. 7 - I’m fascinated by other species’ military technology, especially magic armaments and siege engines—the bigger, the better! 8 - Conflict drives evolution. By sparking wars between nations, I contribute to the advancement of their civilizations. (And they pay me for it, too!) Bronze Dragon Ideals d6 - Ideal: 1 - Action. Passivity is shameful. We owe it to the world and ourselves to try to improve things, even if we can’t guarantee success. (Any) 2 - Analysis. When possible, dig into the root of a conflict before committing to end it, to ensure you aren’t fighting for the wrong side. (Any) 3 - Honor. I never lie outright, though I choose my words carefully. I will fight to the death rather than break my word or abandon a comrade. (Lawful) 4 - Discipline. Disorganization breeds defeat. I demand self-control from both myself and those who fight beside me. (Lawful) 5 - Guardianship. It’s the duty of the strong to protect the weak. (Good) 6 - Dominance. Anyone who opposes my will is either an underling to be punished or an enemy to be vanquished. (Evil) Bronze Dragon Spellcasting Age Spell Save DC Spells Known Ancient 20 beast sense , control water , detect thoughts , heroes’ feast ,* speak with animals (From 2nd Edition AD&D Monstrous Manual - 1991): Bronze dragons are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good. At birth, a bronze dragon’s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approached adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the dragon ages. Dragons from the very old stage on develop a blue-black tint to the edges of their scales, similar to a patina on ancient bronze armor or statues. Bronze dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling bronze 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: Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with repulsion. When confronted with intelligent opponents bronze dragons use their ESP ability to learn their opponents’ intentions. When attacking they blind their opponents with wall of fog , then charge. Or, if they are flying they will snatch opponents. When fighting under water, they use airy water to maintain the effectiveness of their breath weapons, and to keep away purely aquatic opponents. Against boats or ship they summon a storm or use their tail slap to smash the vessels’ hulls. If the dragon is inclined to be lenient, seafaring opponents might merely find themselves becalmed, fog bound, or with broken masts. Breath Weapon/Special Abilities: A bronze dragon has two breath weapons: a stroke of lightning 100’ long and 5’ side or a cloud of repulsion gas 20’ long, 30’ wide, and 30’ high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half. A bronze dragon casts its spells and uses its magical abilities at 8th level, plus its combat modifier. At birth, bronze dragons have a water breathing ability, can speak with animals at will, and are immune to electricity. As they age, they gain the following additional powers: Young: create food and water and polymorph self three times a day. (Each change in form lasts until the dragon chooses a different form. Reverting to the dragon’s normal form does not count as a change.) Juvenile: wall of fog once a day. Adult: ESP three times a day. Mature adult: airy water three times a day in a 10’ radius per age category of the dragon. Old: weather summoning once a day. Habitat/Society: Bronze dragons like to be near deep fresh or salt water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are accessible only from the water, but their lairs are always dry — they do not lay eggs, sleep, or store treasure under water. Bronze dragons are fond of sea mammals, especially dolphins and whales . These animals provide the dragons with a wealth of information on shipwrecks, which the dragons love to plunder, and detail the haunts of large sharks . Bronze dragons detest pirates, disabling or destroying their ships. Ecology: Bronze dragons eat aquatic plants and some varieties of seafood. They especially prize of shark meat. They also dine on an occasional pearl, and, like other dragons, can eat almost anything in a pinch. Evil, amphibious sea creatures (particularly sahuagin ), who can invade their air filled lairs, are their greatest enemies. 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 - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Breath weapons: lightning, repulsion - Lightning immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Blindsight - Spellcasting Appearance A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs. Size Hero Forge: 8'10"-9'6" (XXL) Lore: Medium to Gargantuan (85 ft. long) Suggested: Medium to Gargantuan Other Monikers Sea dragons, aquatic dragons Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - Basic Rules - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

  • Illithids (Mind Flayers) | Digital Demiplane

    The five main types of hag for 5th edition are represented here. Lots of information and miniatures (made in Hero Forge) available for download and use in your own game. Illithids (Mind Flayers ) Made with Hero Forge Mind Flayer Alhoon Clairvoyant Ulitharid Intellect Devourer Eater of Knowledge Elder Brain Elder Brain Dragon Mindwitness Neothilid (from Volo's Guide to Monsters - 2016 - [credits] ) Mind flayers, also known as illithids, are horrific, alien humanoids that lurk deep within the Underdark. Masters of psionic energy, they use their mental powers to dominate other creatures. The fortunate among their victims are slain, their brains devoured. The unlucky ones have their psyches warped, leaving them as mindless slaves with little hope of being rescued. A Culture of Fugitives: Despite all their unique and overwhelming abilities, the mind flayers are a race on the edge of extinction. Thousands of years ago, the illithids were the dominant power of the Inner Planes. From their astral domains, they launched flying vessels called nautiloids, able to cross between planes, so that they could harvest intelligent humanoids from hundreds of worlds. The mind flayers relied on a slave race, the gith , to provide physical labor and sustenance when other sources of food grew thin. Eventually, the gith revolted. Whether the mind flayers became decadent or the gith discovered a weakness, none can say. What is known is that after centuries of domination, the mind flayer empire collapsed in less than a year. The gith rose up, slaughtered their masters, and destroyed almost all traces of the illithids’ astral domains. Only the mind flayers that had infiltrated the worlds of the Material Plane survived, and their safety was short-lived. Both the githzerai and the githyanki , two factions that arose from the victorious gith, sent hunting parties to root out and slaughter the remaining mind flayers. To this day, isolated clutches of mind flayers remain in hiding, seeking ways to recapture their former glory but hampered by their paranoia of being discovered and destroyed by their enemies. Lost Colonies. Speculation persists concerning mind flayer realms yet adrift in the Astral Plane. Though no one has discovered such a place, it is beyond dispute that an empire as vast as the illithids’ built great cities and other edifices. Most sages, however, believe that the gith tore apart every last bit of mind flayer artifice, ensuring that no evidence remained of the mind flayers’ reign. A few skeptics suggest that the entire narrative of the gith victory rings false. How could a slave race overpower the mind flayers? Where are the signs of this great struggle? Perhaps the gith didn’t actually win. Perhaps, instead, the mind flayers moved themselves and their works into the future to avoid being overrun. That theory would explain the mind flayers’ disappearance and the absence of any ruins from their empire. Few folk take such talk seriously, yet no one can be sure exactly what the illithids are and are not capable of. The Importance of Brains Because of their dietary needs and their otherworldly biology, mind flayers must remain within hunting distance of intelligent humanoids, even if doing so makes them vulnerable to attack from their enemies. They use the brains of such creatures as food, of course, but they also need sentient humanoids to propagate. Food for thought. When a mind flayer devours a brain, it acquires stray memories from its victim and shares them with the other members of its colony. Mind flayers also receive a degree of sustenance from the physical substance of a brain, but subsist primarily on the psionic energy that they extract from it in its final moments of activity. Through some quirk of the illithids’ parasitic nature, the cultural sophistication of a mind flayer depends upon what sorts of brains are in its diet. For example, members of a colony that feed on grimlocks are no less intelligent than a colony that feeds on elves, but the former will pay almost no attention to crafting clothes to wear, and the latter will dress in elaborate robes. This phenomenon extends to all displays of culture, from modes of architecture to the decorations that adorn illithid funerary brain jars. Ceramorphosis . Mind flayers don’t reproduce in the traditional sense. Instead, they lay eggs from which hatch tadpole-like creatures that are used to make more of their kind through a process called ceremorphosis. First, a captured humanoid is rendered docile by a blast of psionic power. A newly hatched tadpole is inserted into the victim’s cranium, usually through a nostril or ear canal. The tadpole grows as it devours the humanoid’s brain, attaching to the victim’s brain stem and becoming its new brain. Over the course of a week, the humanoid body changes form, and a new mind flayer comes into being. The emergent mind flayer often retains a few dim memories from its previous form, but these vague recollections seldom have any bearing on its new life as a brain-eating monster. The Elder Brain Mind flayers use telepathy to communicate with each other and with other creatures. Among their own kind, they form a network of minds. Each mind flayer is an individual node of the network, taking on specific tasks, sharing information, and so on. At the center of this network is the elder brain . The elder brain is the most powerful member of a mind flayer colony. Just as mind flayers treat thralls made from captured humanoids, an elder brain expects perfect obedience from the illithids that dwell in its colony. If a single mind flayer in a colony sees or hears something, the elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members and stored within the elder brain. In some ways, a mind flayer colony is like a great library of lore stored within its members’ minds, with the elder brain as its librarian. Each individual illithid represents a category or subsection within the library. One mind flayer might specialize in biology, while another is an expert in defending the colony. Given that an individual mind flayer has a near-genius intellect, the extent of its knowledge is equivalent to the highest levels of scholarship attainable by humans. There are limits to a colony’s reach. An illithid can be part of its colony’s network of minds only while it is within five miles of the elder brain. Beyond that distance, it is on its own. Mind flayers that venture away from the colony do so only under strict orders from the elder brain. Although such missions risk attracting unwanted attention, they can yield a treasure trove of knowledge and insights to be shared throughout the entire colony when a roaming mind flayer returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the individual mind flayers. Perhaps at one time each mind flayer was independent, but now the elder brain is the only true power. The illithids know that their continued survival and their eventual return to power are possible only though perfect coordination and absolute obedience to the elder brain. An elder brain is arrogant, scheming, and power hungry, yet quick to flee or beg for mercy in the face of a powerful foe. It has no conception of joy, sympathy, or charity, but is well acquainted with fear, anger, and curiosity. It is an intellect utterly incapable of empathy or concern for creatures other than itself. An elder brain has a perfect recollection of its race’s history. Consequently, it views itself as both a refugee and a victim, forced into hiding by barbaric monsters. An elder brain also sees itself as a savior of the mind flayer race and a living memorial that preserves the memories of the mind flayers’ prey. By its twisted logic, humanoids whose brains are devoured by the colony are rendered immortal, their memories preserved forever in the elder brain’s labyrinthine mind. When a mind flayer grows old, becomes infirm, or is grievously injured, the elder brain absorbs it — another form of immortality, as the mind flayer’s mind dwells within the hive mind forever after. Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of obedience were broken, or perhaps the colony was destroyed while it was away. In such a case, the mind flayer becomes free-willed for as long as it avoids contact with an elder brain. A renegade illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its territory a top priority. Unlike colonial mind flayers, rogue illithids develop a healthy respect for those not of their kind. They treat especially powerful creatures and individuals as equals, not adversaries, and seek to cooperate with them. A renegade mind flayer might become a trusted advisor or a powerful ally, so long as it is kept well fed. Any alliance it makes, however, collapses if the mind flayer falls under the sway of an elder brain once more. Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two kinds of events can disrupt the tranquility of a colony: an invasion and the appearance of an ulitharid. The Gith Never Rest Githzerai and githyanki remember the mind flayers’ enslavement of their ancestors. They dispatch hunting parties to the Material Plane to root out and slaughter illithids wherever they can find them. After centuries of hunting, they have grown very skilled at it. Every mind flayer colony is constantly on the alert for an incursion of gith, even if it has never had to fight them off before. Underdark predators, adventurers, and other kinds of formidable creatures are just as much of a threat to a colony. Although the mind flayers and their elder brain are incredibly powerful, they aren’t invincible: highly accomplished heroes, drow raiding parties, rampant demons , and other hazards of the Underdark can decimate a colony even if they don’t succeed in destroying the elder brain. Rise of a Ulitharid. Rarely, the process of ceremorphosis yields an ulitharid , a more powerful mind flayer that isn’t beholden to the elder brain’s whims. The appearance of an ulitharid causes a surge in the colony’s collective intelligence, creativity, and strength. As the ulitharid gains power by devouring brains and honing its psionic abilities, the colony becomes more aggressive, seeking to gather more and more thralls. Eventually, if the colony grows to sufficient size, the ulitharid strikes out on its own. Half the mind flayers and thralls in the colony undertake a great migration, seeking a new lair at least 100 miles away from the old one. Once the ulitharid finds a suitable spot, its followers construct a new lair while it transforms into an elder brain. Although a creature as arrogant and ambitious as an elder brain might resent an ulitharid’s rise, it understands that the mind flayers can’t rebuild their shattered empire without expanding their reach. It might resent its new rival, but it can take comfort that soon enough the ulitharid will strike out on its own and the colony will return to normal. The Grand Design The first priority of any mind flayer colony is to survive. The elder brain and its servants seek to remain hidden, typically deep within the earth, while harvesting enough intelligent humanoids to nourish themselves and allow for slow but steady growth. Once a colony is secure, it focuses on the Grand Design — the mind flayers’ plan to rebuild their lost empire. The illithids know that reclaiming their rightful place in the world is possible only after the githzerai and githyanki have been eliminated and the remaining humanoids have been turned into docile slaves. To that end, each colony conducts research into the nature of the world and the creatures that inhabit it. The mind flayers examine all facets of reality, seeking any knowledge that could give them the edge they need to confront, defeat, and subjugate their enemies. Every colony investigates a wide variety of topics and phenomena. A few members might focus on straightforward projects such as developing new uses for psionic power or how to breed savage creatures to serve as foot soldiers. Others pursue more theoretical subjects. A mind flayer might study musical tones, for example, in hopes of finding a way to manipulate the emotions of humanoids. Another might research the food humanoids eat to see if their diet or agricultural practices can be exploited. No line of inquiry is too esoteric if it might provide the next step in enacting the Grand Design. Strategic Principles Since mind flayers need to settle near a source of food, they must determine how best to interact with the humanoids they intend to conquer. A colony usually adopts one of three approaches to dealing with its neighbors. Control . A colony that desperately needs to increase its population concentrates on capturing humanoids to turn them into thralls and illithids. Operating individually or in small groups, its members use stealth and deception to infiltrate the humanoid community while keeping their presence secret. Lacking the numbers or the ability to overwhelm and dominate the entire population, a colony turns its research toward more effective ways to exert control, such as finding a way to amplify an elder brain’s power to enable it to exert influence over a greater distance. Destruction . Because mind flayers are physically weak, they can’t rely on simple combat to stand up against their enemies. If a colony finds itself in circumstances where it can be outwardly aggressive, its members likely focus their research on ways to cause mass casualties with minimal risk to themselves, such as plagues or methods to bring about famine and other natural disasters. A mind flayer colony using this strategy collects and feeds on humanoids mainly to use the knowledge they gain to understand their victims’ strengths and weaknesses, with the ultimate goal of finding a way to dispense with all of them at once. Subversion . As a compromise between control and destruction, a colony might attempt to seize control of a few key elements of a humanoid community, and then mix in a few, calculated destructive acts to send the humanoids into an inexorable decline. If the illithids can engineer the collapse of a society’s central authority, such as by inciting years of famine while driving the local nobility to bouts of madness through psionic assaults, they can create widespread unrest that the colony can use to its advantage. The mind flayers can become more expansion-minded, confident that any response from the humanoids will be too scattered to threaten them. Special Goals Many of the esoteric research topics pursued by a colony reflect the ambitions and priorities of the elder brain that controls it. Each one has particular ideas about how best to contribute to the ultimate success of the Grand Design, including these possibilities: The discovery and destruction of all githyanki crèches Collecting creatures and instigating insanity in them to create new flavors of thought Fostering a school of wizardry to attract intelligent minds for the colony to feed upon Rediscovering the secrets of nautiloid manufacture to take to the sky Drawing a surface city into the Underdark so as to have a population of ready victims Mind Flayer Names Among mind flayers, thoughts aren’t communicated in language per se, but are instead transmitted telepathically as concepts and associations, which other humanoids interpret in their own language. Telepathic communication with a mind flayer is frequently accompanied by a mental static that “sounds” to the receiver like an underlying sussuration peppered with guttural clicks. The intensity of this static increases when a mind flayer refers to itself, because with the saying of its name, the illithid is communicating far more information about itself than other humanoids can comprehend. The syllables that make up mind flayer names as expressed in other languages are thus weak approximations of the sound that others hear in their minds when illithids refer to themselves. An illithid might adopt a name that is easier for minions and allies to speak or that makes it seem more fearsome to enemies, but each begins its life with a thought-name such as the examples in the Mind Flayer Names table, which are suitable for any campaign. Speech The physiology of mind flayers doesn’t leave them well equipped for typical humanoid speech, and most use telepathy exclusively. At times, however, they find it necessary to speak, such as when casting a divine spell, voicing the command word of a magic item, or communicating with multiple creatures at once. A mind flayer accomplishes such vocal feats by forcing one of its tentacles down its own throat and curling the tip to act as a tongue. The process is uncomfortable to the mind flayer, can be disquieting for other creatures to witness, and results in a sound that is often harrowing to the ear. Despite the difficulty, some mind flayers make a study of spoken communication and manage consistently intelligible (if not melodious) speech. Qualith The “writing” of mind flayers, known as Qualith, isn’t as simple as a set of symbols representing sounds or ideas. An inscription in Qualith captures the thoughts of its creator and psionically transmits the thoughts to a mind flayer who later reads the inscription by touching it with its tentacles. Mind flayers write in Qualith by psionically imprinting their messages on nonmagical, nonliving material they grasp or caress with their tentacles. The imprinting causes imperceptible surface changes to the object, and abrasion or degradation of the material can cause the inscription to fade and fail. An expression in Qualith is made up of four-line stanzas packed into interlocking blocks, creating complex patterns that are indecipherable by other creatures. Someone that touches a Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make an Intelligence check (DC based on the complexity of the contained thoughts) to try to derive some of the inscription’s meaning. Multiple successful attempts might uncover different aspects about the illithid author, its intended meaning, and its intended audience. A failed attempt results in a crushing headache and, in extreme cases, madness. A comprehend languages spell provides understanding of the inscription roughly equivalent to what a mind flayer would get from it. Mind Flayer Thralls Mind flayers never truly ally with any creatures. They either attempt to seize control of a population by subverting its leaders, or they use psionics to dominate a humanoid and turn it into a thrall. Illithids sometimes infiltrate an Underdark tribe of humanoids and use their superstitions and traditions as tools to make them useful followers. A mind flayer might use its psionic ability to send visions to a humanoid shaman, causing it to proclaim the mind flayers as emissaries of the gods. With that ruse in place, the “gods” then dictate strict rules that cause some members of the tribe to be branded as heretics, to provide the pretense for occasionally seizing a humanoid and devouring its brain. After the colony depletes and demoralizes the population sufficiently, the illithids might move in en masse and attempt to turn the remaining followers into thralls. The process of transforming a creature into a thrall requires the entire colony’s energy and attention, making it no small matter. Although it takes only one mind flayer to perform the process, any illithid not directly involved in the process is required to donate its psionic power to the effort while otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that washes through its synapses like acid, clearing away its former personality and leaving it a partially empty shell. This step takes 24 hours. Over the next 48 hours, the illithids rebuild the victim’s memories and personality, and the victim gains the skills and talents it needs to perform its intended function. The process that creates a thrall changes almost everything about the victim. The creature retains its Hit Dice, hit points, racial traits (but not proficiencies granted by race), and all of its ability scores except for Intelligence. After the first stage of the process, the creature’s Intelligence is halved; when the second stage is over, its Intelligence score increases by 1d6. To complete the process, the thrall receives a new set of proficiencies, a new alignment, and a new personality. Some colonies have learned how to salvage a victim’s psionic abilities during the process or how to implant psionic powers into their thralls. Also, some colonies know how to leave a victim’s persona intact while infusing it with a fanatical loyalty to the colony’s elder brain as well as telepathic power that allows the victim to communicate with its new masters as if it were a mind flayer. This sort of thrall makes a perfect spy, since most would never suspect its true nature. A thrall can be restored to its former self through a combination of spells and ministration. The thrall must have regenerate, heal, and greater restoration cast on it once per day for three consecutive days. The victim is restored to normal when the final round of spells is cast. Mind flayers vastly prefer to use humanoids as thralls, since they have a good balance of physical attributes and proper anatomy. Animals, in contrast, require a lot of direct oversight and lack the ability to use tools to help maintain the colony. Among the variety of humanoids available to the illithids, they have some preferences and tendencies. Duergar. Mind flayers have hated duergar ever since the gray dwarves revolted against them, but consider their brains a delicacy. Duergar serve as a constant reminder to the illithids that any creatures that serve them must be kept dimwitted and easily controlled. The clever duergar threw off the long-ago attempt by the mind flayers to rule them and have been enemies of the illithids ever since. Grimlocks . The first grimlocks were descended from humans corrupted by mind flayers in ancient times, and today these sightless humanoids are among the illithids’ preferred servants. Grimlocks are easily cowed by mind flayers, because their culture still centers on worship of and subservience to the illithids. Strong but dimwitted, they lack the initiative and the cunning to rebel as long as they are provided with food, shelter, and the opportunity to pillage and slay. Also, the grimlocks’ inability to see gives their brains an exotic flavor that mind flayers love. Kuo-toa. Illithids once used kuo-toa as slaves extensively, since they proved quite easy to control. In time, though, repeated exposure to the mind flayers’ psionic intrusions drove the kuo-toa mad. Nowadays, kuo-toa don’t make for good thralls because their insanity makes them difficult to control. Mind flayers consider kuo-toa brains a great treat, but they prefer to eat them raw, unsullied by psionic alteration. Thus, they tend to eat kuo-toa soon after capturing them, rather than attempting to keep them penned up or docile. Quaggoths . Mind flayers find that the quaggoths’ innate, though rarely manifested, talent for psionics makes them excellent thralls. When possible, they manipulate a tribe’s thonot (a psionic shaman) into pledging allegiance to a colony. Quaggoths are naturally strong and quick, making them ideal shock troops without any additional modifications. The quaggoths’ chaotic tendencies eventually motivate most colonies to convert them into thralls or food, rather than relying on the quaggoth thonot to keep them under control. Humanoids . Only the most desperate colonies bother using goblins, kobolds, gnomes, and other small humanoids for anything except food. Small humanoids do make a good food source because they tend to gather in large groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control. Small humanoids are only rarely transformed into thralls or otherwise kept under firm control. Almost any humanoid creature can end up as a thrall, and mind flayers sometimes work with whatever victims fall into their grasp. Aside from the exceptions discussed above, they tend to see orcs, bugbears, humans, and other similar humanoids as largely interchangeable. Their brains all have a similar taste, and their utility as thralls is roughly equal. Mind Flayer Alhoon Clairvoyant Ulitharid Intellect Devourer Eater of Knowledge Elder Brain Elder Brain Dragon Mindwitness Neothilid Mind Flayer Monsters Mind flayers hardly ever use non-humanoid creatures as thralls or develop other relationships with them. Most of them are either too big and strong to keep penned up for long or too limited in intellect to complete anything but the simplest tasks. In general, non-humanoids found in the company of mind flayers are those that the illithids have created or bred for specific purposes. A few types of these creatures warrant special mention. Intellect Devourers. Almost every mind flayer colony creates intellect devourers and seeds the areas around its lair with a few to keep watch, slay intruders, and lure fresh victims to their doom. Mindwitnesses . A mindwitness represents an exception to the typical mind flayer pattern of reproduction. If a colony succeeds in capturing and subduing a beholder, it can use a tadpole to convert the creature into a bizarre hybrid known as a mindwitness. A mindwitness is a sort of psychic hub, able to collect and amplify the illithids’ psionic power. Neothelids. These horrors, hated by mind flayers, sometimes come into being when those ignorant of mind flayer lore destroy a colony. A neothelid arises when a tadpole pool is left untended. The tadpoles turn against each other, and the survivor grows to immense size. Comparable to purple worms, these behemoths devour everything in their path. Mind Flayer Lairs In the lair of a mind flayer colony, the safety and security of its residents is all-important. As a result, illithid lairs are always well hidden and well defended, almost always underground, and within easy reach of humanoids and their succulent brains. No two lairs are the same, as the resident elder brain drives the form and function of each one. The lair shown in the accompanying map is typical and includes many elements found in every colony’s stronghold. The illithids, with their ability to levitate, design major portions of their lairs so as to make movement as difficult as possible for ordinary two-legged creatures. In such locations, thralls must climb or use ropes to move from place to place. Nautiloids Mind flayers employ bizarre flying ships called nautiloids. Able to move through the Astral Plane, nautiloids can also transport mind flayers between the various worlds of the Material Plane. A nautiloid looks like an enormous conch shell fitted with an exterior deck and a large mass of rubbery tentacles. Ages ago, when the mind flayers could fly through the worlds of the Material Plane without resistance, they used the nautiloid’s tentacles to scour the surface for interesting creatures to take back home for study or a feasting. The most notable feature of a nautiloid is its ability to move directly from one world to another in the Material Plane. Normally, travelers must venture to Sigil, a city in the Outer Planes, and find a doorway leading to the specific world they seek. But mind flayers can use nautiloids to move between worlds without going through Sigil. By this means, they have been able to spread themselves out into almost every corner of the multiverse. Nowadays, a nautiloid is an incredibly rare sight. A colony in possession of one takes great care to keep it hidden, taking to the sky only out of necessity. Word of a nautiloid seen soaring through the air travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even an elder brain. The illithids have lost the secret of manufacturing nautiloids, meaning that the loss of any vessel brings them one step closer to remaining trapped on the Material Plane. Offensive and Defensive Uses. A colony that has access to a nautiloid uses it as a weapon only in rare circumstances, perhaps as part of the final phase of a plan to subvert, destroy, or control an enemy. Nautiloids move quietly and are almost impossible to detect in the darkness. A sudden strike, with the ship disgorging mind flayers and thralls to finish the assault after it lands, can reduce an enemy settlement to ruins in a single night. Most colonies that possess a nautiloid save it for use as an emergency escape vehicle. If pressed by attackers, the surviving illithids and the elder brain move into the vessel and immediately shift to another world, leaving the attackers in their wake. Mobile Lairs. A few nautiloids are large enough to hold an entire colony, serving as a mobile lair. A colony that uses a nautiloid in this way is much more aggressive than other colonies, since it can effectively carry out hit-and-run attacks and can vacate an area that has been depleted of victims. These immense vessels invariably have protections that enable them to survive in extreme environments. As such, the illithids typically locate their lair on a mountaintop, beneath the surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible. Mind Flayer Magic: From their perspective as masters of psionic energy, mind flayers view magic as a wild, unpredictable, and primitive source of power. After all, anything that simple humanoids can learn to use must be ineffectual compared to what illithids are capable of. Arcane Magic. Mind flayers consider arcane magic to be an abomination, a twisted cousin of psionic power that will be erased from the multiverse when the illithids’ empire rises again. Some sages speculate that this attitude arose among the mind flayers because magic played an important role in the rebellion of the gith. In any case, a few renegade mind flayers do pursue arcane magic. Using some of the items or spells they discover, they can shield their minds as they aspire to break free of the elder brain’s control. Eventually, a mind flayer thus separated from the hive turns to the path of lichdom . Just as the elder brain offers immortality to its faithful illithids, so does becoming a lich ensure life everlasting. The feeling of freedom that comes from this change is liberating, but the specter of death forever after colors the mind flayer’s actions. An undead mind flayer is hated and hunted by other illithids, but many are powerful enough to stand on their own against attackers. Divine Magic. Illithids acknowledge the existence of divine entities, but it is unusual for any but a deviant mind flayer to actively worship such a power. Since they are capable of planar travel, illithids don’t view the afterlife and the Outer Planes in the mythic way that most other races do. Illithids don’t believe they possess souls whose eternal fate is governed by the gods. Instead, when a mind flayer’s brain is returned to the elder brain to be consumed, the creature’s intelligence lives on. Only if an illithid’s brain isn’t retrieved after death would its consciousness be cast into oblivion. Two divine entities have long been associated with mind flayers by the scholars of other races. These aren’t deities, but rather manifestations of ideal psionic and philosophical mental states that mind flayers revere. Illithids occasionally meditate on these ideals while performing physical movements meant to help them achieve the proper attitude — actions that have often been misinterpreted by observers as worship. Maanzecorian . The entity/concept called Maanzecorian embodies a complete comprehension of knowledge. It is a state wherein memories, thoughts, and aptitudes are dredged up from one’s mind not one at a time as needed, but are all laid bare and brought to the fore at once. The perfect memories exhibited by aboleths have long fascinated mind flayers that emulate Maanzecorian, leading to frequent conflict between the two races. Ilsensine . Ilsensine is a broader philosophical ideal than Maanzecorian, leading many sages to assume it must be the more important or more powerful of the two “gods.” Ilsensine represents not just mastery of one’s own mind but a psionic union between oneself and the realm of universal knowledge. Different elder brains have different interpretations of what this state consists of and how to achieve it. Elder brains and illithids that devote themselves to Ilsensine sometimes pursue ways to dominate gods of knowledge or even aspire to supplant those gods on the way to attaining the state of full incorporation into the universal consciousness. Funerary Brain Jars When a mind flayer dies, other mind flayers try to salvage the dead illithid’s brain and bring it to the colony’s brine pool for the elder brain to consume. For this purpose, mind flayers craft funerary brain jars made of stone. Every jar is made for an individual, inscribed with Qualith and artwork that relate the mind flayer’s accomplishments. Often a mind flayer’s funerary brain jar is created long before the illithid’s death and updated as the years pass, with the jar serving as a diary of sorts for the one whose brain will eventually fill it. After it is filled with brine, a funerary brain jar can preserve a brain without spoiling for 1d4 + 10 days. Treasure Mind flayers don’t hoard coins, gemstones, jewelry, and other sorts of treasure. However, a colony obsessed with the study of biology would consider a new, alien specimen a great prize, especially a living creature. One concerned with improving its war machinery might seek out new gear, weapons, and armor it can use. A colony that collects gold coins or gemstones might do so not to become rich but to contaminate them with a psychic effect it wants to spread through the surface world. Adventurers who are motivated by the prospect of vast wealth are best off avoiding mind flayer colonies. Although illithids are evil, and defeating them makes the world a safer place, they don’t accumulate material wealth the way many other powerful creatures do. Because of their disdain for arcane and divine power, they discount most magic items as trivial baubles, unless they are useful to the colony for a particular reason. A mind flayer might ignore a bag of diamonds it is offered as a bribe, but might listen to a proposal if a bargaining creature offers it news of a new construction technique developed by the dwarves of a faraway kingdom. Mind flayers know that humans, orcs, and other primitive creatures love shiny baubles and mysterious devices. They might use such objects they come across the way a rat catcher uses a lump of cheese — a lure to draw quarry into a trap. Mind Flayer Alhoon Clairvoyant Ulitharid Intellect Devourer Eater of Knowledge Elder Brain Elder Brain Dragon Mindwitness Neothilid

  • Firre Eladrin

    Firre Eladrin Firre Eladrin Medium Fey (Elf), Chaotic Good Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 5 variants below (inc. single mini) Description (From Planescape Monstrous Compendium Appendix II - 1995): It shouldn’t be any surprise that there are eladrins who devote themselves to art, music, and magic. The firres (pronounced feers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight. The firre eladrins live as wandering minstrels and bards in Arborea, attending the courts of more powerful eladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the Outlands or visiting the palaces of neutral-aligned powers just as easily as he’d find one in Arborea. Firres have a deep love and appreciation of mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence. In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. Firres can also transform themselves into man-size pillars or balls of fire; in this form they can fly at the listed rate. Firre rarely gather together. Instead, they prefer to travel alone. In the court of a tulani eladrin, it's unusual to find more than one or two firres. The firres may be the most accessible eladrins apart from the noviere; firres routinely seek out mortals of skill and beauty, and travel freely among all ranks of eladrins. Like the ghaeles, the firres often embrace causes among the mortals of the Prime Material Plane, doing what they can to help serve those who revere art. Firres are greatly valued throughout the Upper Planes and in most of the chaotic ones for their remarkable vocal skill. Nothing can match the eldritch beauty of a firre's song. Combat : Like the bralani or coures, firres often use weapons in ihuman form. They’re far stronger than they look and possess an 18/00 Strength. Firres favor long, wavy-bladed swords equal to two-handed swords +3. They also may use slender javelins that become blazing bolts of fire when thrown, inflicting damage as a javelin +5. (The javelin’s consumed in the throw, but many firre carry up to four.) A creature that meets the fiery glance of an angry firre must successfully save versus paralyzation or be blinded for 2d10 rounds, suffering 1d10 points of damage. In her fiery form, a firre can strike twice per round for 3d6 points of damage per attack. Any creature within 10 feet of the burning firre must make a successful save versus spell or suffer ld6 points of damage from the heat. Any weapon that strikes a fiery firre must survive an item saving throw versus magical fire or be destroyed, although the firre still takes damage from a successful hit. In any shape, the firre eladrin radiates protection from evil in a 10-foot radius. The firre can also use the following spell-like powers once per round at will: advanced illusion, affect normal pres, continual light, detect invisibility, ESP, improved invisibility, polymorph self, wall of fire, or cast a 10d6 fireball . Once per day the firre can create a prismatic spray . In addition to these spell-like powers, the firre has the spell abilityty of a 9th-level priest. In demihuman form, the firre can choose to sing instead of attack. Her unearthly voice functions as a charm, hold, sleep , or suggestion spell on any creature within 50 feet. (The firre chooses the exact effect.) Any listeners must successfully save versus spell or be affected, The firre’s sleep song can affect creatures normally unaffected by sleep spells. Firres can be hit only by weapons of +2 or greater enchantment, or cold-wrought iron weapons. They suffer normal-not doubled-damage from such weapons. (From The Book of Exalted Deeds - 2003): The creature resembles a red-haired elf with brightly glowing eyes that hold flickering, dancing flames. The firre (pronounced FEER) eladrins love nothing more than an evening spent dancing and singing around the campfire, but such frivolity masks their serious purpose as guardians of artistry and beauty. Devotees of all things precious and lovely, firres take up arms to protect works of art and the artists that create them. They’re the mostly widely traveled of the eladrins, going far and wide to hear a noted bard, gaze at a particular dazzling sunset, or witness a finely acting drama. Firres can also transform themselves at will into crackling, 8- foot-tall pillars of fire. A firre stands about 6 feet tall and weighs 150 pounds. Firres speak Celestial, Common, Draconic, and Infernal. 5th Edition Homebrew Stat Block: Firre Eladrin Medium Fey (Elf), Chaotic Good Armor Class 19 (natural armor) Hit Points 165 (22d8+66) Speed 30 ft. STR 20 (+5), DEX 16 (+3), CON 16 (+3), INT 16 (+3), WIS 15 (+2), CHA 20 (+5) Skills Deception +8, Persuasion +8 Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical weapons Damage Immunities Fire Senses Darkvision 60 ft., Passive Perception 10 Languages Common, Celestial, Draconic, Elvish, Infernal, Sylvan Challenge 14 (11,500 XP) Proficiency Bonus +4 Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: comprehend languages, continual flame, control flames, cure wounds, detect evil & good, detect thoughts, phantasmal force, pyrotechnics, see invisibility 3/day each: greater invisibility, major Image, polymorph (self), wall of fire, fireball 1/day each: delayed blast fireball, prismatic spray Warded from Evil. At all times, the eladrin is under magical protection equivalent to the spell Protection from Evil & Good , without the need of components or concentration. ACTIONS Multiattack. In its true form, the eladrin makes two Greatsword or Javelin attacks. In its form of fire, it can make two Touch attacks. In either form, it can replace one attack with a Song of the Firre. Fiery Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) slashing damage, plus 22 (5d8) fire damage. Flashing Javelin . Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6+5) piercing damage, plus 22 (5d8) fire damage, and the target must make a DC 17 constitution saving throw or become blinded. The creature can repeat the saving throw at the end of each of its turns to end the effect. Fiery Touch (fire form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 42 (5d12+3) fire damage. Song of the Firre (Recharge 6). The eladrin sings a captivating melody, casting one of the following spells (save DC 17): charm monster, hold monster, sleep, mass suggestion. Form of Fire. The eladrin transforms into an incorporeal fiery inferno shaped like a 5-foot diameter sphere or 8-foot high column, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. In its fire form, the eladrin can fly at a speed of 50 feet, and move through a space as narrow as 1 inch wide without squeezing. Being incorporeal, the fire form cannot hold objects, including weapons. A creature that starts its turn within 10 feet of the eladrin’s fire form, touches the fire form, or hits it with a melee attack takes 5 (1d10) fire damage. Any nonmagical weapon that damages the eladrin’s fire form is destroyed. In addition, the eladrin’s fire form can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. For every 5 feet the eladrin moves in water while in fire form, or for every gallon of water splashed on it, it takes 1 cold damage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea Stat Block - 5e: Try homebrew in description above - 3.5e: dndtools.net - 2e: Planescape Monstrous Compendium Appendix II Abilities - Transforms into blazing inferno - Flaming enchanted weapons - Angry glare inflicts fire damage and blindness on enemies - Song casts charm, hold, sleep, or suggestion magic - Innate Spellcasting Appearance In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a firre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre’s inner flame. Size Hero Forge: 8'11" Lore: Medium (6 feet) Suggested: Medium Other Monikers Áillen, Burning Eladrins, the burners, the feers / firres Sources - Forgotten Realms Wiki - Book of Exalted Deeds (2003) - Planescape Monstrous Compendium Appendix II (1995)

  • Menglis | Digital Demiplane

    Menglis Large Elemental, Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): The Outer Planes and the Inner Planes differ in many, many ways. One of the most striking differences is that on the Inner Planes, it’s possible for a body to walk (or swim, or whatever) from one plane to another. While each plane is infinite, it also borders many of the other planes. Some theorize that all of the Inner Planes border all of the others, and that not all the borders have been discovered. Most graybeards think, however, that only certain planes border others. (See the diagram/map in the Planescape Campaign Setting boxed set.) The places where one plane fades into another are strange indeed. The conditions of one environment begin to subtly change until, before a body has tumbled to it, he’s crossed over into the neighboring plane. Well, these strange areas have spawned a strange inhabitant. This creature, found only in places where two Inner Planes meet, is the menglis. An elemental spirit unlike any other, the menglis is born of opposition. In those places where fundamental concepts and conditions clash, the menglis thrives. It is essentially invisible, but if a body’s able to see those things that others can’t, he’ll see the menglis as a 10-foot-tall humanoid spirit, colorless and somewhat amorphous. While the menglis is not overly hostile, it’s dangerous nonetheless. Solitary beings, the menglis do not have their own language but can communicate with other creatures through telepathy. Combat: Menglis are not aggressive or predatory creatures. Nonetheless, a canny planewalker takes steps to avoid the spirits, because their mere presence can cause a body great harm. The menglis has the ability to separate an object into its component elements. Fact is, anything within 30 feet of the creature is rendered into its most basic compounds. Beings must make a saving throw versus petrification to resist the deadly power. If a sod fails the saving throw, his body turns into elemental substances in 2d6 rounds. As each round of this transformation passes, the victim surfers 2d8 points of damage. This process can be halted only by one of the following spells: cure disease , heal , the various hold spells, or a remove curse appropriate to the creature. Damage inflicted by the partial transformation must then be healed normally. All objects, including any equipment a character might have, must also make a saving throw (versus disintegration) to avoid being broken down into their basic elements. A spear’s metal head, for example, would change into bits of stone and minerals, while the wooden shaft would melt into water after giving off a brief burst of positive energy. Objects break down more quickly than living beings; the process takes only 1d4 rounds. An item , mend , or remove curse spell halts and even reverses the process, but only if cast before the object has completely disintegrated. The disintegration can also be stopped by leaving the menglis’ area of effect. Once a creature or object has made a successful saving throw versus this effect, no further saving throws versus that particular menglis’ power are required for the rest of that day. ’Course, the death of the menglis also halts the transformation process. Because of this, it has learned to defend itself against attackers. It can lash out with a savage corporeal blow, inflicting 2d4+4 points of damage. For the most part, however, it is a noncorporeal spirit, difficult to harm. It is immune to nonmagical weapons (+1 or better to hit), and no elemental-based magic or attack can affect it. The menglis can “turn off” the disintegration effect if it so wishes (to talk with other creatures, for example). However, this requires great concentration and the mengis can’t repress the effect for long. In any case, it rarely has reason to do so. Habitat/Society: Aside from the borders between two planes, menglis can also be found (albeit rarely) in places where one element is incongruously found within another, such as the rare pockets of air within the plane of Earth or the odd clouds of steam a body might find on the plane of Fire. No one has ever seen two or more of these creatures together. They have no society or association. Each menglis lives alone within an elemental border zone, somehow sustained by the transition of one element to another. Yet they are also prisoners of their own environments, for they cannot leave the in-between areas of the planes. If a menglis is somehow forced out of the area it inhabits, or if the area is somehow altered or destroyed so that there is no transition, the creature ceases to be. Ecology: Menglis do not feed, breed, or willingly interact with other beings in any way. However, the new threat of the entropes to the menglis’ essential environment may drive them to contact other beings to stop the entropes’ ravages. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Inner Planes (between) Stat Block 2nd Edition: - mojobob's website Abilities - Aura disintegrates objects, creatures and equipment within 30 feet - Invisible - Unarmed slam attack - Immune to nonmagical weapons, fire, lightning, acid, thunder, and cold damage - Flight (or swimming) within inner planes Appearance It is essentially invisible, but if a body’s able to see those things that others can’t, he’ll see the menglis as a 10-foot-tall humanoid spirit, colorless and somewhat amorphous. Size Hero Forge: 20'5" (XL) Lore: Large (10 ft. tall) Suggested: Large to Huge Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website

bottom of page