Search Results
592 results found with an empty search
- Nightwalker | Digital Demiplane
Nightwalker Huge Undead, Chaotic Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn’t indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things. Undead Nature. A nightwalker doesn’t require air, food, drink, or sleep. (From v3.5 Monster Manual I - 2003): The creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body. Nightwalkers are human-shaped horrors that haunt the darkness. A nightwalker is about 20 feet tall and weighs about 12,000 pounds. Nightwalkers lurk in dark areas where they can almost always surprise the unwary. A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based. Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based. Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released. Skills: *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Shadowfell Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes - DnDBeyond 3rd Edition: - Realmshelps.net Abilities - Annihilating Aura - Anything reduced to 0 hit points by the nightwalker has its soul eaten - Enervating focus attack cannot be magically healed - Finger of doom deals necrotic damage and frightens and paralyzes creatures - Immune to necrotic, poison, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions - Resistance to acid, cold, fire, lightning, thunder, and nonmagical attacks - Flight Appearance The creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body. Size Hero Forge: 11 ft. (no kitbash) Lore: Huge (20 feet tall) Suggested: Huge to Gargantuan Other Monikers Nightshades Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes - DnDBeyond - v3.5 Monster Manual I (2003)
- Wyvern
Wyvern Wyvern Large Dragon, Unaligned Hero Forge Mini Button Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014: Cousins to the great dragons , wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern’s stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim’s bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons. Aerial Hunters. A wyvern doesn’t fight on the ground unless it can’t reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn’t an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls. Aggressive and Reckless. A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows. Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes. Tamed Wyverns. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern’s violent temperament has cost the life of many a would-be master. (From 2nd Edition AD&D Monstrous Manual - 1991): A distant cousin to the dragon , the wyvern is a huge flying lizard with a poisonous stinger in its tail. The 35-foot-long dark brown to gray body of the wyvern is half tail. Its leathery bat like wings are over 50 feet from tip to tip. The head alone is 4 feet long and filled with long, sharp teeth. Unlike the dragon, it has only hind legs, using them the same way a hunting bird would. The tip of the tail is a thick knot of cartilage from which a 2- foot-long stinger protrudes, very much like that of a scorpion . The eyes are red or orange. A wyvern does not have a strong odor, although its lair might smell of a recent kill. These beasts can make two sounds: a loud hiss, which sounds like a hot sword plunged into water, and a low, deep-throated growl, much like that of a bull crocodile . Combat: Rather stupid, but aggressive, wyverns will nearly always attack. In combat, the wyvern always prefers to be flying, and will seize any opportunity to take flight and continue combat. If trapped on the ground it will bite (2-16 points of damage) and use its stinger (1-6 points of damage), attacking the most convenient target or targets. The tail is very mobile, easily striking over the back of the wyvern to hit an opponent to its front. The stinger injects poison (type F) into the wound, against which the victim must make a save vs. poison or die. Even if the saving throw is successful, the victim suffers 1-6 points of physical damage from the sting. From the air the wyvern is a far more deadly opponent. It dives upon ground targets, attempting to snatch them up in its two taloned claws (1-6 points of damage each) and fly off. Man-sized victims are snatched if at least one talon hits for damage. Large victims require both talons to hit in order to snatch them up. The wyvern cannot fly while carrying anything bigger. After a dive, it takes the wyvern a full round to circle around. On the next round it can dive again. Once airborne with prey in its talons, the wyvern stings and bites each round, both at +4 to hit, until the victim is motionless. In aerial combat, the wyvern will make a pass during which it will either bite or sting. Then it will land and feast, not hunting again until the next day. As a hunter, the wyvern is cunning. It will avoid letting its shadow fall across its prey as a warning. The final approach of the dive is done in complete silence, imposing a -2 surprise modifier on the target. It trails its prey from downwind whenever possible. A mature wyvern often waits for the right moment to strike, and is willing to let prey go that is too powerful or within easy reach of cover. Such a wyvern understands that men, particularly those armed in bright metal, are stronger than their size would indicate. Given a perfect opportunity, it will attempt to snatch up an unarmored member and fly out of range. Habitat/Society: The wyvern is a solitary creature, nesting only with its mate and young. It tends to lair on mountainsides that overlook forests, jungles, or sometimes plains. A wyvern makes its lair in large caverns that can be found in such places, staking out a territory about 25 miles across. If game is sparse, it will hunt with a small group of its own kind. Only young wyverns attack others of their kind, usually to establish new territory. Older wyverns settle disputes in an unknown manner without actual combat. Some wyverns have been known to work with evil dragons. Usually these dragons completely dominate the weaker and smaller wyverns. Ecology: An adult wyvern consumes the equivalent of a man-sized to large creature once per day. This could translate to a horse, pig, or a handful of sheep. While it eats them whole, the bones are not digested, and neither are metal objects. The wyvern eats carrion only if desperate. The wyvern has no natural enemies, although it would not be a match for certain powerful creatures. It is noted for the foul taste of its flesh. No one has found a way to cure its hide and the bones are light and brittle to aid in flying. Certain body parts are used by spell casters as spell components, for which they will pay a reasonable price. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - D&D Basic Rules - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Deadly poison stinger - Bite and claw attacks - Flight Appearance Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. Size Hero Forge: 5'10" (XXL) Lore: Large to Huge (15-35 ft.) Suggested: Large to Huge Other Monikers None Sources - Forgotten Realms Wiki - D&D Basic Rules - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Shedu | Digital Demiplane
Shedu Large Celestial, Lawful Good Hero Forge Mini Kitbashed, mount & mini Description (from 3.5e Fiend Folio - 2003): A close cousin to the lammasu , the shedu travel throughout the Material, Ethereal, and Astral Planes extolling the virtues of law and goodness and helping those in need of instruction or protection. From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. If the creatures once held terrestrial kingdoms, those lands have most likely faded into history; the shedim do not speak of their crowns to anyone. Lawful good clerics sometimes call to the shedim, asking for council on matters of planar import or to guard their temples during important events such as the selection of a new leader or the delivery of a messianic child. Shedim have detail-oriented brains of superior construction— their immunity to mind control and their ability to focus on specific tasks without distraction make them excellent advisors and guards. Shedim speak Common, Draconic, and Celestial. They prefer to communicate telepathically. Combat : Despite their ability to trample opponents under powerful hooves, shedim make poor physical combatants against skilled foes. In such cases, they prefer to take to the air, from where they attempt to control enemies using dominate person. Should things get chancy, they jump to the Ethereal Plane or depart to the Astral Plane. Spell-Like Abilities: At will—clairaudience/clairvoyance, see invisibility, telekinesis; 3/day—dominate person. Caster level 9th; save DC 13 + spell level. Trample (Ex): As a standard action during its turn each round, a shedu can run over opponents at least one size category smaller than itself. This attack deals 2d6+4 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 18) for half damage. Depart (Su): Once per week, a shedu may cast astral projection as an 18th-level sorcerer. The ability affects only the shedu. Ethereal Jaunt (Su): A shedu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Magic Circle against Evil (Su): A shedu radiates a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the shedu can create it again as a free action on its next turn. Rational Mind (Ex): A shedu’s superior brain renders it immune to mind-affecting effects. Uncanny Stability (Ex): A shedu’s five legs grant it increased stability, rendering it immune to being pushed back as the result of a bull rush. The ability also prevents pushes from spells such as Bigby’s forceful hand. Skills: Shedim have a +8 racial bonus on Balance, Listen, Knowledge (the planes), and Spot checks. (from 2nd Edition Monstrous Manual - 1993): Shedu are native to hot, arid climates. They have powerful, stocky equine bodies with short, powerful feathered wings. Their heads are large and humanoid, and rather dwarven in appearance. They always have beards and mustaches. Shedu hair is very bristly, and curls into tight waves or bands. All shedu wear a simple headband made of braided cloth or rope, with a single button for adornment. The button is centered on the forehead, and its material represents the bearer’s status. From the lowest rank to the highest, a button may be made of silver, gold, platinum, sapphire, ruby, or diamond. Lesser shedu almost never have a button above the platinum level, greater shedu almost never wear one below sapphire status. Shedu wander the Prime material, astral, and ethereal planes. They further the cause of law and goodness, help allied creatures in need, and combat evil. Greater shedu typically lead herds of six or more lesser shedu. Combat: All shedu attack with powerful front hooves. However, both forms of shedu prefer to use their psionic powers whenever possible. LESSER SHEDU: Languages: Lesser shedu speak shedu, lamia , lammasu , and most human tongues (although not common). Of course, they can always use empathy (a limited form of telepathy, see below). Lesser shedu always have the five powers listed above (within three disciplines), and they can use them without expending PSPs. In addition to these powers, a lesser shedu knows any three sciences and five devotions desired (from these disciplines, or others). Each creature tends to specialize in a particular discipline to complement the herd (each takes a different discipline). Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 9 4/4/13 All/All =Int 100 Psychometabolism — Sciences : nil; Devotion: ectoplasmatic form. Telepathy — Sciences : nil; Devotions: contact, empathy, mind link. Psychoportation — Sciences : nil; Devotion: astral projection. GREATER SHEDU: Listed are common powers. Powers they always have: ectoplasmic form, mindlink, contact, invisibility, mind bar, probability travel, teleport, dimension walk. Innate abilities that are like the psionic powers, but require no point expenditures: ectoplasmic form, mindlink, invisibility, mind bar, probability travel, teleport, dimension walk Greater shedu radiate protection from evil, 10’ radius . Languages: Greater shedu speak shedu, lamia, lammasu, common, and root languages (i.e. most human tongues). However, they can always rely upon telepathy, which they have mastered so well that they can even make rudimentary contact can be made even with plants. Psionics Summary: Level Dis/Sci/DevAttack/DefenseScorePSPs 14 5/12/15 All/All =Int 200 Clairvoyance — Sciences : aura sight, clairaudience, clairvoyance, object reading, precognition; Devotions: danger sense, sensitivity to psychic impressions. Psychometabolism — Sciences : energy containment, metamorphosis; Devotions: body control, ectoplasmatic form. Psychokinesis — Science : telekinesis; Devotions: molecular agitation, molecular manipulation. Telepathy — Sciences : domination, mass domination, mind link; Devotions: contact, invisibility, mind bar, post-hypnotic suggestion. Psychoportation — Sciences : probability travel, teleport; Devotions: dimensional door, dimension walk. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, Ethereal Plane, Mount Celestia, Prime Material Plane Stat Block 3rd Edition: - 3.5e Fiend Folio (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website Abilities - Powerful psionic Spellcasting - Hoof attacks, trample - Immune to charm and mind-alteration - Flight Appearance From the neck down, shedim (the plural form) resemble immense winged bulls with well-developed muscles and a fifth leg between and behind the two forelegs. The stoic creatures have human heads with elaborately braided beards and long, bristly black hair worn in tight curls. Shedim bear a regal, somewhat detached mien, as if the gilded crown each wears marks them as kings. Size Hero Forge: Mount (Kitbashed) Lore: Large Suggested: Large to Huge Other Monikers Shedim (plural) Sources - 3.5e Fiend Folio (2003) - Monstrous Manual (1993) - Mojobob's Website
- Enlightened | Digital Demiplane
Githzerai Enlightened Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyank i kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts and weapons that deal psychic damage - Karach blade changes shape/color according to the zerth's will and emotional state - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics), including plane shift Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - Planescape: Torment Fandom Wiki - Planescape: Torment (videogame, 1998) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)
- Shoosuva
Shoosuva Shoosuva Large Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Mordenkainen Presents: Monsters of the Mulriverse (2022): A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful worshiper (typically a fang of Yeenoghu; see the Monster Manual). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band. Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - Dnd Wiki - DnDBeyond Abilities - Rapages after slaying a creature - Venomous tail stinger - Claws, bite - Immune to being frightened or charmed Appearance They resemble emaciated hyenodons, with the key differences being the series of bony ridges that go down their spines and their giant poisonous tail stingers. Their skin is mottled and their fur patchy, a fact made more clear by the yellow, nauseating, phosphorescent light that emits from their bodies, similar in intensity to a light cantrip. The wicked light also highlights their leprous throats, bloated eyes, and the jagged fangs that fill their slavering maws. Size Hero Forge: 11 ft. Lore: Large (6 ft. shoulder) Suggested: Large Other Monikers Demon Hyenas Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - DnDBeyond
- Lamia | Digital Demiplane
Lamia Large Monstrosity, Chaotic Evil Hero Forge Mini Kitbashed, mount mini Description (From 5th Edition Monster Manual - 2014): Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture thralls or steal treasures from caravans, encampments, or villages, concealed by the lamia’s magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh. Tyrants of Pleasure. Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair’s breathtaking gardens, finely decorated apartments, and numerous thralls seem at odds with its remoteness and state of ruin. Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its thralls. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia’s amusement. Vain Predators. Always anxious to gain more wealth and thralls, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies. Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes. As long as they have thralls to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety. Minions of Graz’zt. The demon lord Graz’zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz’zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit. (From 3.5e Monster Manual - 2003): This creature seems to be a cross between a stunningly attractive human and a sleek lion. It looks human from the waist up, with the body of a lion below that. Lamias are evil and cruel creatures that take pleasure in causing suffering. They particularly target those who serve the cause of good. A typical lamia is about 8 feet long and weighs about 700 pounds. Combat : Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lionlike claws. Spell-like Abilities: At will—disguise self, ventrilo uism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based. Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion. Skills: Lamias have a +4 racial bonus on Bluff and Hide checks. (From 2nd Edition Monstrous Manual - 1993): Of all the hazards that the desert presents, few can compare with the cruel race of flesh-eating creatures known as lamias. These half-human, half-quadruped beast hybrids use deceit, speed, and spells to entrap the foolhardy adventurer who dares wander into their ruins. Their upper torsos, arms, and heads resemble those of beautiful human women, while their lower bodies are those of beasts, such as goats, deer, or lions , with the appropriate coloration. This hybrid configuration makes lamias very fast and powerful. They are usually armed with daggers, which they use to carve up their prey for the feast. Lamias sometimes smell like perfume flowers, so as to attract unwary victims. They wear no clothing or jewelry. In communicating, they use the common tongue. Combat: A lamia is able to use the following spells once per day: charm person , mirror image , suggestion , and illusion (as a wand). For purposes of duration, effect, etc. assume that the lamia casts its spells at 9th-level spell ability. These spells are typically used to lure persons to the lamia and then hold them there for the creature to devour at its leisure. The lamia’s touch permanently drains 1 point of Wisdom from a victim, and when his Wisdom drops below 3, he willingly does whatever the lamia tells him do. These orders often involve having the victim attack his compatriots while it continues whittling down their ranks. If it has a chance to drain the Wisdom of more than one victim, it will certainly do so. It may even use its charm spell to supplement its control over party members. Among a lamia’s favorite illusions to cast upon itself are the following: a lovely damsel in distress, a tough but beautiful female ranger, or an elf maiden. At times, it simply may cast an illusion of a lost child in distress or a group of peasants being attacked by a large beast, while hiding itself, awaiting the right moment to attack from the rear. Habitat/Society: Lamias dwell in ruined cities or caves, places situated in desert or wasteland areas. These evil creatures are solitary beasts, sustaining themselves on the flesh of those who walk too close to their territories. During lean times, they supplement their diet by stalking game animals. Lamias hardly ever venture more than 10 miles from their lairs. Ecology: Lamias are legendary monsters that prey upon travelers or guard hidden places or objects of power. They are mysterious creatures that seem devoted to the spreading of chaos and evil in their dwelling places. Lamia Noble These beings rule over the lamias and the wild, lonely areas they inhabit. They differ from the normal lamias in that the lamia nobles’ lower bodies are those of giant serpents and their upper bodies can be either male or female. It is rumored that the normal female lamia is born from the union of two nobles. The males wield short swords and have 1d6 levels of wizard spells, plus the inherent spells charm person , mirror image , suggestion , and illusion . The females are unarmed and only attack with magic; they are more experienced magically and have 2d4 levels of wizard spells plus the usual inherent spells. Like normal lamia, lamia nobles have the Wisdom-draining touch. All lamia nobles are able to assume human form. In this guise they attempt to penetrate human society and wreak evil. They speak all of the languages of humans and demihumans. When in human form, they are recognizable as lamias by humans and demihumans only if the characters are of 7th level or higher, with a 5% cumulative chance per level above 6th. Priests and paladins receive an additional 15% chance (i.e., a 10th-level priest has a 35% chance). Lamia nobles are given to outbursts of senseless violence. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Intoxicating touch - Innate Spellcasting, including disguise self to any humanoid form - Claws and dagger attack Appearance This creature seems to be a cross between a stunningly attractive human and a sleek lion. It looks human from the waist up, with the body of a lion below that. Size Hero Forge: Mount (medium)(kitbashed) Lore: Medium to Large (over 6' tall) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - 5th Edition Monster Manual (2014) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - Dndbeyond - Mojobob's website
- Sigil - Lower Ward
Sigil - Lower Ward Sigil - Lower Ward Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBMb3dlciBXYXJkIEdlbmVyaWM=/5f67daec4dfb4b4d6454ae84ccfc5b24 Board Link Features - Assembly lines, smelting facilities and smoke stacks everywhere - Looming stone walkways overhead, where the law and the rich oversee the streets below - Nearly every house has its own blast furnace - Rooftop roads for chimney sweeps - Street vendors hollar on market stages made of junk - Smaller businesses, bars and other watering holes abound Notes - Extensive use of Sigil Lower Ward templates Assets from Tales Tavern None
- Molydeus
Molydeus Molydeus Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Double mini, no kitbash Description From Mordenkainen's Tome of Foes (2018): The most ruthless and dangerous of demons — more feared than the dreaded balor — the molydeus speaks with the authority of the demon lord it serves as it enforces its master’s will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads — one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. Molydei might guard their masters’ possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies. Branded and Bound. When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus. Voice of the Master. A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master’s will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus. Special Weapon. As part of a demon lord’s trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend’s essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It’s possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it. The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb’luu, a battleaxe; Graz’zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon’s form doesn’t affect its capabilities. Dark Guardians. One of the chief tasks of any molydeus is to help protect its master’s amulet — the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities — because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed. From Planescape: Monstrous Compendium Appendix I (1994): The only guardian tanar’ri , the molydeus enforces the war effort as a sort of political officer. Molydei have a form of ESP that lets them communicate with intelligent creatures and read the thoughts of others. The molydei are the greatest enigma in the Abyss. These powerful police wander the layers of the Abyss and search for true tanar’ri that stray from the cause of the Blood War. They report directly to the balors, but even balors are not above reproach, and the molydei would turn against one that strays. By enforcing the loyalty of the true tanar’ri, the molydei play an important role in the Blood War. These creatures exist only to serve the cause. They have no loyalty towards any tanar’ri and will try to destroy any of them at the slightest sign of infidelity. They do not enforce their doctrine on nontrue tanar’ri, for they assume that these are all disloyal by nature, and that only constant threats and punishments keep them in line. Combat : A molydeus is never surprised. It attacks fearlessly and seldom retreats. Its enchanted axe inflicts 2d10 damage per hit and is +5 to both attack and damage rolls. The axe has the powers of a vorpal weapon and a dancing sword . Molydei also attack with both heads. The dog head inflicts 2d6 damage; the snake head does ld6 damage and injects a powerful venom (save vs. poison or transform into a manes in 1d6 turns). A neutralize poison spell followed by remove curse eliminates the poison. Once transformed, the victim is beyond restoration, short of divine intervention or a very carefully worded wish. In addition to those available to all tanar’ri, a molydeus has the following spell-like abilities: affect normal fires, animate object, blindness, charm person or mammal, command, Evard’s black tentacles, fear, improved invisibility, know alignment, lightning bolt (7 times per day), polymorph other, sleep, suggestion, true seeing (always active), and vampiric touch. Molydei can also gate in 1 molydeus, 1-2 chasme, or 1-4 babau once per hour with a 35% chance of success. Molydei are immune to damage by most normal or magical weapons. Only cold-wrought iron weapons and magical spells can affect these creatures. When a molydeus dies, its axe disappears. The only way to get this powerful weapon is to take it from a living molydeus. A molydeus does not rest until it recovers its weapon, stalking the thief day and night without end until the axe is recovered and the thief horribly killed. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Necrotic wolf bite - Life-draining snakebite - Demonic Weapons - Legendary Actions - Legendary Resistance - Innate Spellcasting - Summon Demons Appearance 5e: This demon is 12 feet tall, and its bipedal body has a slavering wolf’s head and a fanged serpent’s head. 2e: Molydei are powerful, muscular humanoids with dark red skin. They could be mistaken for giant red men, except for their two grotesque heads. One is a snarling dog’s head that misses nothing in front of it. The other, a long prehensile snake head, observes everything that happens behind it. These creatures carry ornate twin-bladed battleaxes. Size Hero Forge: 11 ft. Lore: Huge (12 ft. tall) Suggested: Huge to Gargantuan Other Monikers Molydei (plural) Sources - Mordenkainen's Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's website
Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None
- Klyndes | Digital Demiplane
Klyndes Medium Elemental, Neutral Hero Forge Mini Kitbashed, single mini Description From Planescape: Monstrous Compendium Appendix III (1998): When light filters through the constant haze of the quasiplane of Steam, it creates strange shadows cast upon nothingness. Lacking surfaces on which to form, the shadows nevertheless rise and fall again upon nothing but more steam and other shadows. These impossible steam shadows occasionally coalesce into a creature called a klyndes. Klyndesi are composed of wispy darkness, existing only in between the water and the air that make up the vaporous atmosphere of the plane of Steam. They are intelligent beings, but they exist in complete isolation — they don’t interact with others of their kind in any way whatsoever. In fact, it would seem that they do not even exist in each other’s mind. Each klyndes believes itself to be the only such creature, a completely unique being, and there’s no convincing it otherwise. The voice of a klyndes is the hissing of steam. It has no reason to learn the languages of other beings, so all communication with a klyndes must be through spells or magical items. Combat: The klyndes is a dangerous creature, for it preys upon flesh for its sustenance. To find prey, it can slip in and out of a shadowy, nebulous state of being between the bits of vapor on the plane of Steam. While in this misty state, the clyndes can move and watch its surroundings, but it cannot interact with objects and creatures of a more physical nature. It can neither touch nor be touched, harm nor be harmed. Adopting this shadowy nature, a klyndes can pass through even the most secure constructions by slipping through the spaces between the tiniest bits of matter composing all things. Only magical barriers such as a wall of force can keep a klyndes in shadow form at bay. The klyndes almost always attacks with surprise, inflicting a -2 penalty to opponents’ surprise rolls as it abruptly leaps out of its shadowy state and the impossibly small spaces among the steam. The klyndes requieres a full round of inactivity to alter its state from shadow to solid (or vice versa). Taking on a physical form, the klyndes lashes its prey with four long, whiplike limbs ending in razor-sharp blades (inducting 1d6 points of damage each). In this more “real” state, the creature is vulnerable to attack, and so it lashes out only when it feels confident of attaining a good meal. Even in this vulnerable form, the klyndes is immune to attacks based on heat — magical or otherwise — and requires no air to breathe. Magic that affects water (such as part water , water to dust , and other similar spells) inflicts 1d4 points of damage upon the creature for every three levels or the spellcaster by removing the water vapor from around the klyndes. This weakness is evident no matter what form the klyndes currently takes, for as both shadow and solid it relies upon the spaces between the minuscule portions of water vapor in the air to support itself. Habitat/Society: As previously mentioned, each klyndes believes itself to be the only one of its kind. There is no society of klyndesi, and there never can be. Each klyndes sequesters itself deep within the steam — dark, wet places far from any other creature. It has no “lair” per se, but it always moves its resting place away from the presence of other beings. A klyndes spends at least half of its time at rest in a trancelike state, dreaming its alien dreams. The rest of the time it prowls the plane, seeking prey. Ecology: The klyndesi are the only known predators on the plane of Steam. They feed mainly upon creatures called fabere, the docile, gas-filled balloonlike beasts that feed upon the steam itself. ’Course, when the klyndesi find different prey — like visitors to the plane — they’re likely to jump at the chance to consume a more exotic meal. It’s not common, but occasionally those of other races develop a working relationship with the klyndesi after convincing them not to attack. The steam creatures are very intelligent, after all, and aren’t immune to reasonable arguments.) Such klyndesi might become well-paid assassins or spies, since they’re able to use their special powers even away from the plane of Steam. However, klyndesi cannot abide an atmosphere devoid of water vapor, so desert climates are extremely unpleasant to them and voids like the plane of Vacuum instantly slay the creatures. Cold-blooded alchemists will tell a body that the brain of a klyndes contains certain liquids and unguents important in the making of a potion of breathing steam — a mixture similar to a potion of water breathing , but one that allows a basher to breathe fire, steam, or water. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasielemental Plane of Steam Stat Block 2nd Edition: - Mojobob's website Abilities - Assumes gaseous form at will to pass through any solid object and become invulnerable to most attacks - Adept at stealth and surprise attacks - 4 long, whip-like blade attacks - Immune to fire - Requires no air to breathe - Flight Appearance When light filters through the constant haze of the quasiplane of Steam, it creates strange shadows cast upon nothingness. Lacking surfaces on which to form, the shadows nevertheless rise and fall again upon nothing but more steam and other shadows. These impossible steam shadows occasionally coalesce into a creature called a klyndes. Klyndesi are composed of wispy darkness, existing only in between the water and the air that make up the vaporous atmosphere of the plane of Steam. Size Hero Forge: 6'2" (XL) Lore: Medium (6 ft. tall) Suggested: Medium Other Monikers Steam folk Sources - adnd2e.fandom.com - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's website
- Noctral | Digital Demiplane
Noctral Medium Celestial, Lawful Good Hero Forge Mini Single mini, no kitbash Description (From Planescape: Monstrous Compendium Appdendix II - 1995): Noctrals are creatures of Mount Celestia who act as advisers and sages to the other residents of the plane. They’re an avian race, resembling great owls with golden eyes. Noctrals delight in showing off their remarkable intelligence, and they can be invaluable sources of information if a cutter doesn’t mind being talked down to a little bit. Noctrals’ plumage ranges from dove gray to deep black. In twilight, their feathers cloak them in soft, silent shadow. A noctral stands about as tall as a full-grown man, and its wings span a distance of 20 feet or more. ’Course, a noctral’s much lighter than a human of the same height — like all birds, their bones are hollow. Noctrals’ faces are heart-shaped, like a barn owl’s, and their large eyes have protective inner eyelids. Noctrals can be found near places of knowledge or power in Mount Celestia. They often befriend archons , aasimon , or exceptional petitioners and spend much of their time providing their companions with the benefit of their advice. This’d grow annoying quickly if it weren’t for the fact that noctrals are extremely intelligent — and right more often than not. Combat: Noctrals avoid combat where possible, since they’re peaceful and kindly creatures by nature. Although they’re physically a match for a minor fiend or a two, noctrals are intelligent enough to realize that powerful fiends or groups of skilled adventurers are far too dangerous to engage directly. When a noctral’s confronted by a powerful enemy, it’ll almost always retreat to muster help from nearby archons or aasimon and return leading its allies to the fight. If a noctral does become involved in a physical fight, they’re well-equipped to handle it. Like owls, noctrals are powerful and stealthy predators. They fight from the air, using their talons and hooked beak to deal with most foes. If the noctral has 50 feet of room, it can make a swooping attack once every 2 melee rounds (devoting every other round to maneuvering). When a noctral swoops, it forfeits its beak attack, but gains a +2 attack bonus with its talons and inflicts double damage with a hit. In addition, a swooping noctral is more difficult to strike, and its effective AC drops to -1. Noctrals have the following special spell-like powers: invisibility , legend lore 3 times per day (at 15th level of ability), speak with animals , and tongues . They have a natural telepathy ability that they use to communicate with most mortal creatures, with a 1-mile range. The noctral’s intelligence allows it to effectively detect lie when telepathically conversing with a human or demihuman. Noctrals are well adapted for night hunting. In total darkness, they see as well as a human does by daylight, and their hearing is about 4 times better than an elf’s . Noctrals cannot be surprised in normal nighttime conditions, and are surprised only on a 1 or 2 in full daylight, even when sleeping. Noctrals, like the prime owls they so closely resemble, fly in total silence; their enemies suffer a -6 penalty to their surprise checks if the noctral is aloft and it’s dusk or night. Habitat/Society: Here’s the chant about noctrals: They’re likely to know anything. Knowledge is power, after all, and noctrals know the dark of a lot of things. In Mount Celestia, they’re the keepers of lore and the knowers of history. Any decent basher in Mount Celestia can go ask a noctral for help with almost any question. Noctrals are 80% likely to know any historical fact pertaining to Mount Celestia, and 20% likely to be well versed in the history of another plane. In addition to their knowledge of history, noctrals also have areas of expertise, such as mathematics, astrology, magic, and so on, just like a sage. (In fact, most noctrals’ve got two or three areas of expertise — their hunger for knowledge is insatiable.) They’re 80% likely to know any particular fact in their areas of expertise. As noted above, noctrals love to “help” mortals by sharing their extensive knowledge, so as long as a basher’s reasonably polite and patient he’s likely to find out what he needs to know. On the other hand, noctrals never share their information when it’s clear that it might be turned to evil purposes. Many noctrals act as advisers to the various powers or celestial stewards of Mount Celestia. Even a power might need a little insight on some esoteric matter every now and then, and noctrals are more than happy to oblige. As a result, some noctrals are under the protection of one of the good powers. A sod as harms one of these noctrals is 50% likely to provoke the direct retribution of the noctral’s patron. If the noctral’s patron intercedes, it’s 95% likely that he or she sends a powerful good servant such as a deva or planetar to the noctral’s aid. Ecology: Don’t be fooled by the noctrals’ manners and sophistication — they’re still predators and need to hunt for their food. Naturally, they hunt only nonintelligent prey, and only when hunger demands it; noctrals don’t kill for sport or pleasure. It’s not uncommon for a stately noctral to excuse himself from a discourse on some arcane matter and swoop down upon a nearby rabbit, resuming his lesson while he dines. (From Book of Exalted Deeds - 2003): This large owl stands slightly over 9 feet tall and has a mixture of snow-white and charcoal-gray feathers. Its wicked talons, sharp beak, and wide eyes all possess a silvery gleam. Owl archons patrol the skies of Celestia and other good-aligned planes. They primarily serve as airborne scouts, messengers, and spies for the throne archons. They can also serve as airborne infantry when needed. Beyond their duties to their superiors, owl archons also protect lesser celestial creatures— animals in particular. Harming a celestial creature on the Upper Planes is one quick way to earn an owl archon’s wrath. Owl archons rarely announce their presence. When they spot a potential threat, they alert their superiors before confronting the threat directly, although they are quite capable of dealing with most problems on their own. They do not require sleep and spend most of their time in flight. They periodically leave the skies to consort with allies on land or visit the courts of the celestial paragons. They are expected to give daily reports to their superiors, apprising them of possible threats on whatever plane they happen to reside. Owl archons stand 8 feet tall and weigh 300 pounds. They speak Celestial, Draconic, Infernal, and Sylvan. Combat : Battle is not the first choice for an owl archon. However, when negotiations fail, an owl archon takes to the air and uses its eye rays and spell-like abilities against opponents. In numbers, owl archons are quite bold and often strafe their enemies with swoop attacks. An owl archon’s natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction. Its claws and beak are also treated as silvered weapons for purposes of overcoming damage reduction. Eye Rays (Su): Six times per day, an owl archon can shoot twin beams of silvery light from its eyes, striking an opponent within 120 feet. The owl archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a DC 20 Fortitude save or be turned to stone. This ability’s save DC is Constitution-based. Spell-like Abilities: At will—calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, freedom of movement (self only; always active), speak with animals; 3/day—dismissal (DC 16), find the path (DC 18), greater dispel magic, neutralize poison (DC 16); 1/day—divine power, reincarnate. Caster level 12th. The save DCs are Charisma-based. Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d8+8 points) instead. Aura of Menace (Su): Will save DC 17. Stone to Flesh (Sp): An owl archon can use stone to flesh at will, as the spell (Fortitude DC 18 negates). When cast on a creature turned to stone by the archon’s own eye rays (see above), the spell does not require the target to make a Fortitude save to survive the transformation. Caster level 12th. Skills: An owl archon’s keen vision gives it a +4 racial bonus on Spot checks. *In areas of shadowy illumination, the bonus increases to +8. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 3rd Edition: - Realmshelps.net (Owl Archon) 2nd Edition: - mojobob's website (Noctral) Abilities - Swooping attack from above - Innate Spellcasting - Aura of Menace - Unaffected by low light conditions, cannot be surprised in darkness - Eye rays can petrify creatures or reverse the effect - Resistant to poison, charmed condition - Skilled at stealth - Huge wealth of knowledge - Telepathy and lie detection - Flight Appearance They’re an avian race, resembling great owls with golden eyes. Size Hero Forge: 5'9"(XL) Lore: Medium (5') to gargantuan Suggested: Medium to Gargantuan Other Monikers Owl Archons Sources - Planescape: Monstrous Compendium Appendix II (1995) - Book of Exalted Deeds (2003) - mojobob's website (Noctral)
- Hags | 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. Hags Made with Hero Forge Annis Hag Bheur Hag Green Hag Night Hag Sea Hag (from 5th Edition Monster Manual - 2014 - [credits] ) Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfa ll, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dearespecially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, s uppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in .a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags- as long as the oath is n't given with the fingers crossed. Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. HAG COVENS: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting . While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye bite Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. (from Volo's Guide to Monsters - 2016 - [credits] ) Hags are crones who represent corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by evil. Shapechangers and blasphemers, they ally with other hags to form magical covens with extra powers. They collect and remember secret knowledge that is better lost and forgotten. Desperate mortals come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones. Ugly, Unpredictable, and Old: Hags are mysterious, unfathomable, and dangerous, especially from the viewpoint of mortals. One day a hag might be stealing and eating children that wander into the woods, on another day she might be making lewd jokes to adventurers asking her for advice, and the next she might be uprooting saplings to make a fence around her home for impaling intruders. It is nearly impossible to predict how a hag will act from day to day, sometimes moment to moment, which is why folk with any wisdom at all give hags a wide berth. Hags perceive ugliness as beauty, and vice versa. They revel in having a hideous appearance and sometimes go out of their way "improve" upon it by picking at sores, wearing skins and bones as decoration, and rubbing refuse and dirt into their hair and clothing. Because both the Seelie Court and the Unseelie Court appreciate and revere true beauty among the fey, hags are almost never found in either place. The Summer Queen and the Queen of Air and Darkness recognize that hags have valuable knowledge and impressive magic, but they can't abide the stain on the beauty of their surroundings, so most hags are excluded from both courts. The rare few accepted as courtiers are either so influential that their entry can't be refused, or young and humble enough to be willing to use magic to put on a prettier appearance. Other hags aren't upset by their exclusion; they like to be left alone to their own schemes, not constrained by a fey queen's whims, and to be able to talk out of both sides of their mouths. Hags are virtually immortal, with a life span greater than that of even dragons and elves. The oldest, wisest, and most powerful hags are called "grandmothers" by other hags. Some grandmothers are nearly as powerful as some of the archfey. Hags of lower but still respectable status are called "aunties." An auntie gains her status from being very old, a member of a powerful coven, directly serving a grandmother, or having many offspring (whether adopted or birthed). Master Manipulators. Hags delight in corrupting others. They do so not by imposing their will or being outwardly violent, but by making sinister bargains with those who seek their aid. This desire to orchestrate the downfall of others is why so many hags make their homes near humanoid settlements, which gives them a ready supply of creatures to tantalize and torment. Folk with nowhere else to turn are some of a hag's best customers. A farmer with a philandering spouse might seek out the local hag for a potion to make the spouse faithful again. The mayor with a demented father might ask the hag for something that makes him lucid again. A merchant whose child is deathly ill might go to the hag for a cure. The common element in these situations is that the mortals approach the hag for help; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can persuade her to be helpful without getting something in return. Hags make bargains differently from how devils operate. A devil might approach a mortal to make a deal because it wants the individual to become tainted with evil, so that when the victim dies its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested in a mortal's soul, a hag wants to bring the mortal low during its life as compensation for fulfilling her end of the bargain. Devils barter with the soul as the commodity; hags barter because they enjoy making people miserable. Night hags, as fey turned fiends, use aspects of both methods-corrupting a mortal' s dreams until the creature commits enough evil acts that she can claim its soul. As much as she enjoys offering and enforcing her bargains, a hag rarely goes out looking for people to make deals with because she knows that someone coming to her puts her in a position of power. The visitor likely had to approach the hag in secret for fear of causing an uproar in town, and is probably eager to return home before being missed, which adds time pressure to the process and tips the balance more in the hag's favor. All these factors contribute to the hag's being able to set her terms for the bargain, presenting an offer that appears reasonable, and perhaps seems to have a tempting loophole or two that the mortal could exploit. Hags understand mortal desires and vices, and know how to manipulate people by preying on those qualities. A hag's bargain might bring success and prosperity for a time, but eventually have a drawback or side effect that makes the mortal resent the agreement and seek to get out of it. The philandering spouse now happy to stay home might grow slothful, the mayor's father might turn violent after regaining his senses, and the merchant's child might relapse if not treated again every few months. Even when a bargain turns sour for a mortal and other people in town hear about or see the person's misfortune, the hag will eventually attract new customers. Other people will come to believe that they can outsmart the hag, or that their need is simple and can't be perverted, or that the earlier victims got too greedy when they were proposing a deal. Even if only one or two people make deals with a hag every year, over time many unfortunates can come under her sway-and she remembers the exact terms of every one of those bargains. Making a Deal out of Desire. Although it could be argued that there's no good time to make a bargain with a hag, mortals are more likely to get away in good shape if they offer up something a hag needs or wants. In such a case, the hag might even start the bidding. A hag that faces a serious threat from enemies will not hesitate to use promises or bribes to defuse the situation. For instance, most treasures in a hag's lair are useless without her knowledge of how to identify and handle them, so she might offer to provide such information in return for her life. If an item later backfires on the one who uses it, or turns out to be cursed in some way, that's just another lesson in why never to never threaten or trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals. Offering a hag accurate information of this sort as part of a bargain earns a small measure of her respect, and might make her more receptive to the idea of a "fair" deal. When a hag bargains with other creatures of the Feywild, rather than mortals, she approaches the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common humanoids and therefore more dangerous when disappointed or angered by a deal gone bad. Fey are also long-lived and thus have more time to retaliate against the hag, whereas most humanoids die within a few short decades. These considerations don't mean that hags are automatically pleasant in dealings with other fey, just that they aren't as blatant or demanding in the bargains they offer; hags know exactly how much they can get away with, and they like pushing the limits of what others will tolerate. Bargainer Beware. When a hag is generous with her help or requires only a simple task as payment, that's no guarantee that the deal will turn out as expected for both parties. By offering a proposal that seems, or actually is, fair, chances are that the hag is pursuing a hidden agenda. She still wants to set events into motion that benefit her or bring about the downfall of another, but she does so in an indirect way that has no obvious connection to her. A bargain as simple as a villager agreeing to deliver a mysterious letter at a crossroads at noon on a certain day could be the key to ruining the mortal's life. The hag's reasons might not become apparent for years or even decades, or won't be meaningful except under specific circumstances, such as an auspicious birth or a climactic encounter with a dangerous villain. Even when she's offering a deal that seems to have no downside, a hag is always secretive about her motivations, the reasons for the payments she requires, or how these things benefit her. A hag that spends a long time in close proximity to a human settlement often depletes the community of good-hearted folk as they succumb to her evil and selfish plans. The mood of the town becomes unwelcoming, grim, moody, or outright hostile toward newcomers and travelers. Even after a hag has done her worst in such a place, she maintains leverage over her victims by holding out the prospect that someday she will undo the curses that she has lain on them. For that reason, the local leaders won't allow any outsiders to act against her (which includes sabotaging adventurers who might decide to confront her). ROLEPLAYING A HAG: Even when a hag acts indifferently or friendly toward adventurers, inside she is still a twisted fey creature, and she doesn't give two coppers about what anyone else thinks or wants. She might casually comment about how easily a visitor would fit in her cauldron or make a blunt sexual comment about a guest. When a mortal visits a hag, the experience should be nerve-wracking, uncomfortable, and risky; at any point the hag might lose her temper and decide to pull out someone's fingernails with her iron teeth. Hags look upon younger creatures from the perspective of a cantankerous grandparent who no longer cares what anyone thinks-set in her ways, free to speak her mind, and not afraid to bring down punishment if pushed too far. Hags enjoy meddling with other people's lives, like busybodies with cruel intentions. Any time a hag agrees to help someone, the bargain includes a price to be paid, plus a hidden plan by which she sets the mortal up to fail, or a way that she gains leverage (whether over the deal-maker or someone else). When a hag is presented with an unusual spell, a rare magic item, or a person who has a strange magical gift, she will sniff it, shake it, listen to it, taste it, murmur odd statements to herself, and mentally place a value on the merchandise. Hags aren't subtle about showing their intent at such times, and one might snatch away the offering so she can examine it more closely, even if this makes it obvious she is interested. If she doesn't have anything dse like it, or can think of a use for it, or if having it means a rival can't get her hands on it, she'll value the offering highly. A visitor who offers a desirable item as a bribe or a gift is more likely to get a fair deal from the hag, or at least likely to suffer less when the true price of the deal is revealed. If a hag's life is threatened, she will pretend to be weak and helpless if she thinks it will spare her life or buy her time to retaliate or escape. She'll use dangerous treasures as bribes, not telling about their curses or side effects. She will lie and deceive and try to turn her enemies against each other, playing up their guilt and fear and jealousy to tear them apart from the inside. She is older, smarter, and more shrewd than any mortal who dares to threaten her. Hags prefer to cajole and bargain rather than confront someone with actual violence; they reserve their aggressive outbursts for situations where they are overwhelmingly more powerful than their opponents (such as when attacking children) or have an unfair advantage (such as when their enemy is asleep). Although a hag can always resort to attacking with her claws, if it comes to that then something has gone very wrong with her plans. HAG NAMES: Hags have whimsical names, often with a dark twist. A hag gives her newborn daughter a name that the girl keeps during her childhood, but upon gaining her full hag powers the daughter chooses her own name, which might or might not relate to her birth name. Some hags use different names in different guises, but still prefer their original name as their favorite. Hags always have a title followed by a first name, or a first name followed by a last name. WEIRD MAGIC: Over the course of a seemingly endless lifetime, a hag typically discovers or creates several unusual ways to use magic. The weird magic that hags can call upon comes in a number of forms and with various means of activation. Even those who have read scholarly books about hag lore can't predict what a particular hag might have up her sleeve. A grandmother or some other hag of great age and renown might know unique rituals that can temporarily or permanently alter or transform a creature, bring back the dead for a limited time, rewrite memories, or siphon emotions. At the other end of the spectrum, even a hag without lofty status is likely to have strange, single-use items that don't emulate common spells or even follow the normal rules of magic. For inspiration in devising the effects of such weird items, see "Charms" in chapter 7 of the Dungeon Master's Guide. If you want a hag to use a weird object of this sort in a combat situation, provide her with an item that produces a CR-appropriate spell effect when the hag manipulates or activates it. The effect might be a benefit to herself or an attack against her enemies. For example, a green hag (CR 3) might smash an ornate hand mirror, producing a cloud of glass shards that damages creatures like cloud of daggers (a 2nd-level spell). She might instead uncork a bottle of wasps that surround her and stitch up her wounds with their stingers, healing her as cure wounds (cast as a 2nd-level spell). Or she could take a mummified toad from her pocket and throw it into her cauldron, which immediately spews out inky blackness equivalent to darkness (a 2nd-level spell). A hag carefully shepherds her use of weird magic because the items in her repertoire are often impossible to duplicate or replace. To reflect this fact, a hag should be able to use weird magic only once or twice per encounter in her lair, or only once per encounter if she is elsewhere. A ha,g who is expecting a fight might be better prepared and able (or willing) to use weird magic one additional time per encounter. If a hag is faced with mortal peril, all thoughts of conserving her resources vanish-she will use any weird magic at her disposal if it helps her stay alive. After all, a hag that's not dead has a virtually limitless lifetime to replace what was spent. No matter how hard it was to acquire that jar of death slugs, or that book on how to invoke the razor wind, or the runestone containing the three syllables for crystallizing blood, it is better to use such things than to risk death by not doing so. MOUNTS AND VEHICLES: Many stories tell of hags using strange, enchanted creatures and objects for travel, and most of those stories are accurate. Instead of the usual horse or pony, a hag might ride astride a giant pig, a goat, or a cow. It's not unknown for a hag to use a sentient creature as a mount, perhaps as the result of a bargain that creature struck with her. A hag that wants to humiliate a mortal hero might require that hero to serve as her mount for a year as part of fulfilling her bargain. The giant raven that carries a hag aloft could be in actuality one of the hag's victims transformed because that individual tried to go back on its deal with her. Some hags prefer nonliving conveyances from time to time, and their imagination in this regard knows no bounds. A hag might happily animate and "spruce up" any sort of object she can tailor for the purpose, such as a clay statue, a huge woven basket, a cauldron, a butter churn, a giant bird's nest, a mortar and pestle, or a tombstone. Usually only the hag that obtained or created them can use her mounts and vehicles. They obey only her commands, and their magic responds only to her will. If a hag allows any other creature to use one of them as part of a bargain, she must be expecting an immense return on her investment. TYPES OF HAGS: Each of the five common types of hags prefers a particular environment. It is possible to find a hag in unusual terrain, perhaps if she is traveling or is part of a coven along with two local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in a certain area before returning home. Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear. Bheur hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community. Green hags inhabit dismal forests, swamps, and moors. A green hag's body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy. Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Night hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades. Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright. Solitary but Social. Hags are selfish by nature, and each one cherishes her independence from the rest of the world as well as from other hags. At the same time, every hag recognizes that she and her sisters are kindred souls, like the members of a dark sorority or sisterhood. Even though hags don't like each other, they share knowledge and trade secrets, helping them to keep abreast of worldly events and possible dangers. Even a hag living in a remote, isolated location is aware of goings-on that involve her neighboring hags, whether through magical communication, personal visits, or mundane messengers such as birds. In most cases, these relationships with her sisters, though devoid of emotion, are the closest a hag comes to having friends. When a hag is attacked or killed, other hags are likely to hear about it. If the victim was friendly with other hags, those responsible for her death might find themselves the target of retaliation. If the victim died while owing favors to another hag, that hag sees her killers as now responsible for the dead hag's debts. If the victim was unpopular or if other hags were indebted to her (and thus are happy to see her go), her killers might receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence, alliances, and experience, and is aware of her place (though not necessarily satisfied with it). The few grandmothers sit at the top of the hierarchy, a larger number of aunties are beneath that, and all other hags vie for prominence in a chaotic pecking order that no mortal can truly figure out. A hag that is known to associate with an auntie has a higher status than a similarly powerful hag without such a connection, and a young hag born of a grandmother begins her existence already benefiting from a greater measure of respect and status. HAG METAMORPHOSIS: Ifs commonly believed that five kinds of hags exist in the world (and beyond it). What's not so widely known is that some hags can change from one kind to another during their lives. A hag that lives long enough or has the necessary re· sources can alter her basic nature, leaving behind her old physiology and adopting that of a hag appropriate to the environment of her current home. She might accomplish this transformation through force of will over Hme, or faster with the help of a ritual or assistance from her coven. The reasons for making such a change are as varied as the personalities and goals of hags. HAG COVENS: To a hag, the thought of sharing her home with other creatures-even other hags-is disgusting. She has nothing but dislike or disdain for anyone other than herself, and she loves being alone (except for the company of minions and other creatures under her sway). That's the ordinary state of affairs. But when a group of hags have a common goal or they seek greater power to combat a formidable threat, they suppress their basic nature and come together to do their work. The result is a coven. Being part of a coven gives each individual hag more magic and spellcasting ability, and to her these benefits offset the inconvenience and bickering that goes with living and working with other hags. If a member of a coven is killed and the surviving members intend to keep the group from dissolving, they immediately attempt to recruit a replacement. This process involves each prospective member committing cruel acts with the aim of impressing the remaining coven members. Adventurers who slay only one member of a coven might deal a blow to it in the short term, but later on the surrounding region is wracked with plaguest curses, and other disasters as the applicants attempt to outdo one another. An unusually gifted mortal sorcerer, warlock, or wizard of a deeply evil nature might be invited to join a coven or allowed to compete for a vacancy. This arrangement is potentially a dangerous proposition for the mortal, but a pair of hags might agree to it if their needs are served. For instance, a human member of a coven makes an ideal spy and infiltrator in and around a humanoid settlement. Welcome to the Family. Hags make more hags by snatching and devouring human infants, birthing daughters who turn into hags on entering the thirteenth year of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare. Rarer still, but not unheard of, is for a hag to repeat this process twice or more in short succession, giving her multiple offspring of about the same age. She might do this to form a coven with two of her daughters, or to create a coven made up entirely of her offspring. Some hags cite ancient lore that suggests that if a hag consumes twins or triplets, her offspring might have additional, unusual abilities; similarly, devouring the seventh-born child of a seventh-born is said to be a way to pass on rare magic to the hag's daughter. THE RULE OF THREE: They say that things come in threes. Good things. Bad things. Strange things. Hags and purveyors of witchcraft embrace the Rule of Three, as it is called: a coven has three members, they believe that good or evil magic returns upon its source threefold, and the casting of many spells requires the same words chanted three times. Long ago, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based superstition and adapted it to their own uses, although some among the oldest hags claim to have invented the concept or at least named it. ALTERNATIVE COVEN SPELLS: Some covens gather for a specific purpose, such as to defeat a champion of good, to serve as oracles for the delivery of baleful prophecies, or to corrupt a pristine wilderness. In such a case, because the coven strives to bend its magic to a more directed purpose, the members have different spells available for use with their Shared Spellcasting trait, usually focusing on a theme related to that purpose. Three examples of themed hag coven spell lists are given below. Death . For a coven whose members are obsessed with death and the ability to manipulate it, an appropriate spell list would be: 1st level (4 slots): false life, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion, raise dead 6th level (l slot): circle of death Nature . Hags might seek to exert control over their environment and the creatures in it by mastering the following group of spells: 1st level (4 slots): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level (2 slots): insect plague, tree stride 6th level (1 slot): wall of thorns Prophecy . The power to affect the future or perceive things out of the norm could make these spells attractive to a coven: 1st level (4 slots): bane, bless 2nd level (3 slots): augury, detect thoughts 3rd level (3 slots): clairvoyance, dispel magic, nondetection 4th level (3 slots): arcane eye, locate creature 5th level (2 slots): geas, legend lore 6th level (1 slot): true seeing HAG LAIRS: No matter what form it takes, a hag's home is a manifestation of her basic nature. It is ugly, eerie, or unnerving in some way, often incorporating some aspect of decay, such as a dead tree, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep mountain path, or it might be surrounded by a fence the hag builds out of posts capped with magically warded skulls. Often, a lair reflects the outlook of its primary inhabitant- a murderous hag's home might be crafted to look like a coffin or a mausoleum, and that of a gluttonous one might look like a tavern or a gingerbread house. Because such places are convenient for them, sea hags often establish their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds. Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground, and within a ring of fallen standing stones that still resonate with ancient power. In order to facilitate bargaining with mortals, the home must be near enough to a populated area that it attracts occasional visitors, but not so close that a community would see the hag's presence as a threat and try to def eat her or drive her off. Treasure, Treasure Everywhere. A hag's home is cluttered with mundane items, caged creatures, oddities, objects that hint of a magical purpose, preserved specimens, scraps of lore, and curiosities that have a supernatural origin but aren't inherently magical. Exit Strategy. A hag always has an escape plan, in case ambitious do-gooders try to turn her home into her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to get away. Most hags have three plans prepared: one for general threats and two others for specific likely scenarios, such as "They've set the house on fire" or "A necromancer with undead are attacking." If a hag is forced to resort to such measures, she immediately begins to plot her retaliation against those that caused her to flee. Like a vampire or a demon, a hag has a long life over which to exact her vengeance, and no dish of revenge is sweeter than one served cold and to the next three generations of her enemy's family. HAG LAIR ACTIONS: If a hag is a grandmother, she gains a set of lair actions appropriate to her nature, knowledge; and history. A coven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong. The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. Lair Actions. On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row: • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there. • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them. REGIONAL EFFECTS: The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects: • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion. • Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees. MINIONS AND PETS: Although they are solitary by nature, hags sometimes feel the need for companionship. Usually one scratches this itch by acquiring servants she can insult and slap around as she wishes. Such a creature might be charmed into compliance, or under a spell that stops its heart if it disobeys, or too afraid of nonmagical punishment for failure to do what she says. Most hags have some kind of slave or minion creature living with or near them as a defense against attackers, even if it's just a common animal. Hags particularly delight in using mortals bound to their service as minions. A paladin might have no qualms about putting a hag coven to the sword, but her conviction falters if she must first fight through a crowd of innocent farmers that the hag has compelled to defend her. Ordinary folk are also useful as minions because they can serve the hag as her eyes and ears in a nearby settlement, either operating secretly or actively trying to persuade other townsfolk to pay her a visit. The weird magic at a hag's disposal means that she might have almost any type of creature helping or serving her-fey, giant, undead, and so on. Even a creature much more powerful than she might be under her command, working off the debt of a bargain for itself or someone else. Favors beget favors, and under duress a hag might speak a magic word to call upon a blood debt from a dragon, a noble, or another hag, making her able to wield magical, political, or physical power in a way she can't do by herself. Like the land near a hag's lair, over time her minions are altered by her presence, becoming twisted versions of their former selves (in a dark fey sort of way), but still recognizable as what they once were. She might alter them with magic, making them tireless, resistant to fire, able to transform into a flock of crows, or able to teleport through shadows-whatever the hag thinks best defends or serves her. Random Hag Minions: To determine the minions and helpers in a hag's retinue, roll once on the following tables or choose from the possibilities. The Servants table includes faithful, trusted helpers that a hag uses to protect herself and her home. These creatures are either naturally wicked or warped by the hag to better serve her. In either case, a hag is confident that her servants will obey her orders without question. The Brutes table gives examples of the muscle a hag might employ, mercenaries that serve the hag only so long as it benefits them. These creatures run errands and take care of roughing up enemies or patrolling areas that the hag considers beneath her personal attention. Hags prefer to employ clever, cruel creatures rather than dumb oafs. SERVANTS: d8 Servant(s): 1 = 1d4 flameskulls 2 ld2 flesh golems 3 = 1d2 helmed horrors 4 = 1 rug of smothering 5 = ld6 scarecrows 6 = 2d4 shadow mastiffs 7 = 2d4 swarms of insects or swarms of rats 8 = 1d6 yeth hounds BRUTES: d12 Servant(s): 1 = 2d6 + 2 bugbears 2 = 1d6 + 2 doppelgangers 3 = ld6+ 2 ettercaps 4 = 2d6 + 2 gargoyles 5 = 2d4 + 2 jackalweres 6 = 2d6 + 4 kenku 7 = 2d6 + 2 meenlocks 8 = 1d4 oni 9 = 2d6 + 2 quicklings 10 = 2d4 + 2 redcaps 11 = 1d6 + 4 wererats 12 = ld4 + 2 werewolves TREASURE: Much of a hag's treasure is strewn among all the clutter in her lair, making it difficult for intruders to quickly identify all the items that have use or value. But the hag knows what, and where, everything is. Every hag is infallible when it comes to keeping track of her treasures and other possessions. Her organization and labeling, if such a system exists, is designed to foil thieves and serve as a final, vexing puzzle for anyone who tries to make use of an item without her consent. A hag's treasure - like a gift from a fey being - should be doubted and even feared rather than simply being scooped up and carted away. Treasure-seekers are likely to fare better if they consider a hag's booty to be trapped, exercising caution rather than giving in to greed or curiosity. Manipulating a container or other item without knowing what's inside or what it does (or without knowing the proper password or technique) is likely to be very dangerous. At best, whatever was held in a container merely escapes or dissipates. At worst, just about anything can happen, none of it good. One-of-a-Kind Objects. Above and beyond the items of obvious value a hag has accumulated, she also has a few bizarre and unique items in her collection. The Hag Objects table provides a way to quickly add such weird items to a hag's home. Hag Objects (D10): 1 = The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless. 2 = The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes. 3 = A perfectly smooth, round stone the size of a human's fist. ~f placed on the ground, it roUs 20 feet per round toward the nearest source of fresh water. 4 = A sickly crow with clipped wings. The only sound it can make is to roar like a lion. 5 = A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls 1d6 happy memories from the life of a long dead elf lord. 6 = A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity. 7 = A black bo~:·3 feet on each side. Anyo~e who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions. 8 = An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby. 9 = A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby viliage. 10 = A small painting that depicts a placid field. Just after midnight each day, the painting changes to depict the following day's weather. Annis Hag Bheur Hag Green Hag Night Hag Sea Hag










