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  • Fensir | Digital Demiplane

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

  • Magran | Digital Demiplane

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

  • Mortai | Digital Demiplane

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

  • Orcus | Digital Demiplane

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

  • Nightwalker | Digital Demiplane

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

  • Wyvern

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

  • Oceanus

    Oceanus Dragon Oceanus Dragon Gargantuan Dragon, Neutral Good Button Hero Forge Mini Double mini, no kitbash, 4 variants below Description (From 3.5e Draconomicon: The Book of Dragons - 2003): The Oceanus dragon protects travelers along the River Oceanus, which connects the Upper Planes in the same manner that the River Styx links the Lower Planes, while jealously guarding its domain against evil creatures of all kinds. Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Though capable of flight, most Oceanus dragons prefer life in the water to that in the air. The typical lair of an Oceanus dragon is a hidden cave, either along a riverbank or completely underwater. Most Oceanus dragons spend little time in their lairs, instead patrolling a stretch of river in search of good-aligned creatures in need of assistance or evil creatures in need of punishment. Oceanus dragons speak Celestial, Draconic, and Aquan. Combat: Oceanus dragons prefer to end fights quickly, using their tranquility breath weapon and spell-like abilities to neutralize foes. However, they aren’t afraid to go toe-to-toe with particularly resistant opponents, using their lightning breath weapon, smite evil ability, and prodigious melee attacks to make short work of their enemies. Young and older Oceanus dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An Oceanus dragon has two types of breath weapon, a line of lightning or a cone of tranquility gas. Creatures within the cone must succeed on a Will save or become dazed for 1d6 rounds plus 1 round per age category of the dragon. Both breath weapons function normally underwater. Smite Evil (Su): Once per day an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe. Spell-Like Abilities: At will—detect evil; 3/day—control water, holy smite, water breathing; 1/day—control winds, dispel evil, holy word. Amphibious (Ex): Although Oceanus dragons are aquatic, they can survive indefinitely on land. Water Breathing (Ex): An Oceanus dragon can breathe underwater indefinitely and can freely use its breath weapon, spell-like abilities, and other abilities while submerged. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes (River Oceanus) Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: lightning, tranquility (dazed/stun) - Smites evil for massive damage - Immune to lightning - Colossal bite and tail attacks - Legendary Actions - Legendary Resistance - Can breathe in water or air - Innate Spellcasting Appearance Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Size Hero Forge: 4'3"-11' (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video and homebtew stats) - Draconomicon: The Book of Dragons (2003)

  • Diakk | Digital Demiplane

    Diakk Large or Medium Fiend, Neutral Evil Hero Forge Mini Kitbashed, mount mini,m 1 variant below (From Planescape: Planes of Chaos Monstrous Supplement - 1998): One of the most commonly found creatures in the glooms of the Gray Waste is the diakk. These large, flightness, birdlike beasts are hated predators. Diakka come in two types, the varath and the carcene. The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Even when the diakka are not directly encountered, all three glooms of the Gray Waste are filled with the sharp cries of the varath and the burbling croak of the carcene. They speak their own tongue as well as that of night hags and various other foul lower-planar inhabitants. Combat: The varath use their long, sharp bills to stab at opponents for 1d12 points of damage. The squat carcene rely on their claws in melee, causing 2d4 points of damage per strike. Both types of diakka wield a number of spell-like powers, including weakness (by touch, once per day), audible glamer (once per day), and jump (twice per day). Additionally, if there are four or more diakka, they can encircle a foe and perform the dance of weakening . This hypnotic dance requires the diakka to screech and croak at their foes for at least four rounds. The victims are then affected similarly to a ray of enfeeblement — their Strength scores are lowered to 5 for 13 rounds. This power ignores magic resistance (although the victim gets a saving throw), making it useful against even yugoloths or other fiends. Diakka are sneaky, devious, and cowardly in combat, using deception to their advantage when possible. They size up potential prey before going into battle, attacking only those they perceive as weaker than themselves. When their victims have been determined, the diakka attempt to circle around them, using their audible glamer power to make it sound as though their numbers are greater than they truly are. They then attack with their bills and claws, using weakness to supplement their savage strikes and jumps to bound in and out of combat. Habitat/Society: The diakka live in flocks comprising both varieties of the creatures. There are generally equal numbers of varath and carcene in any given flock, although the varath are sometimes more numerous. The carcene, being slightly more powerful and certainly more intelligent, are likely to become leaders of their flock. Though these flocks are organized under a single (or sometimes two) dominant leaders, there is no mutual respect or care among diakka. They will not put themselves in jeopardy for each other. Likewise, the diakka flocks avoid each other for fear of attack. The Gray Waste is a place of gloom and hate, and these prevalent residents are no exception. Sometimes night hags use diakka as guards or servants. This relationship is one of mutual hatred, but each believes it to be to their benefit. The dullwitted diakka don’t realize that the hags never make permanent allies and most eventually end up in the night hag’s stew pot. Hordlings consider diakka meat a staple in their diet, although not a few hordlings have ended up as meals for the diakka as well. Ecology: Diakka feed off the flesh of anything weaker than them that wander too close. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Gray Waste (Hades) Stat Block 2nd Edition: - mojobob's website Abilities '- Beak and claw attacks - AOE dance of weakening - Innate Spellcasting Appearance The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Size Hero Forge: 9' (XL) Lore: Large (8 ft.) Suggested: Large Other Monikers Diakka, diakkas Sources - P lanescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Abrian | Digital Demiplane

    Abrian Medium Beast, Chaotic Evil Hero Forge Mini Kitbashed, familiar mini Description (from Planescape: Monstrous Compendium Appendix II (1995): Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands. Some cutters say that abrian hunting parties’ve been sighted in Arcadia, Arborea, or Bytopia from time to time. An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Abrians are intelligent, but not extremely so – they rarely have much to say to anyone except one of their own, and often don’t have the sense to lay off prey that’s obviously too tough for them. A body shouldn’t expect to start a conversation with one, and more than a few berks’ve been put in the dead-book for trying. The abrians’ intelligence is more obvious when they hunt; the creatures are surprisingly cunning and clever in laying traps, cooperating in the chase, and using hit-and-run tactics in a fight. Combat: Abrians’re likely to attack anything they encounter, hoping to make it their next meal. They’re great nuisances in settled lands, where they often raid livestock and attack outlying farms. In wild areas, they’re especially dangerous, since they’ll usually try to drag down any party of travelers they run across. An abrian attacks by slashing with its serrated beak and delivering a powerful kick with one of its clawed legs. The abrian’s kick can easily kill or incapacitate a grown human. Abrians can’t wield weapons with their small forelimbs, but might be able to use a magical item such as a ring or a wand if the item is usable by characters of any class. Abrians also possess a shrill, piercing shriek that can disorient and deafen prey. The cry of a single abrian is only a nuisance, but if 4 or more are shrieking together, any creature within 20 feet must successfully save versus spell or be deafened for ld6 rounds. Deafened creatures suffer a -1 penalty to surprise rolls and have a 20% chance to miscast spells with a verbal component. If 8 or more abrians are shrieking, the effects above are doubled and the deafness lasts 1d4 hours. In addition, deafened victims suffer a -1 penalty to attack rolls and Armor Class due to inner ear damage. An abrian hunting flock often divides into 2 or more groups and makes hit-and-run attacks from several directions against tough opponents; while the prey is busy fighting one band, another’ll burst out of ambush and charge into their rear. The first band quickly withdraws, circles for an opening, and then dashes in when the enemy turns to deal with the second group. If the second group sirikes from concealment, its approach might not even be noticed by deafened enemies. Abrians have courage in numbers, but tend to retreat quickly when things don’t go their way. However, they’ll fight to the death to defend their lair. Habitat/Society: Abrians gather in small flocks, led by an older female of 3+6 Hit Dice and Average intelligence. The flock usually settles in one spot for several months at a time before moving on. Abrians favor caves, ruins, and dense forests or thickets for their communal nests. Usually, about one-third to one-half of the flock remains behind to guard the nest and the group’s treasure while the others set out on hunting forays that can last several days. An abrian nest usually contains a number of young equal to 25% of the adults. Young abrians have 1+1 HD and can kick once per round for 1d4 points of damage. A clutch of 1d6 eggs per 10 adults can also be found in the lair. Abrian eggs are worthless, but in some areas there may be a bounty on them. Females are the decision-makers of an abrian flock, but males lead the hunting parties. (The male and female of the species are nearly indistinguishable to non-abrians.) In addition to the flock leader, a flock has a 50% chance of including a shaman. The shaman is the second-oldest female, and has the spell ability of a 2nd-level priest with access to the spheres of all, animal, plant, and guardian. From time to time, a party of abrians led by one of the older females may engage in trade with other intelligent creatures. The abrians must be far away from their nest and they must be fairly well fed in order to view other creatures as anything except prey or a threat to their fledglings. Abrians appear to have little concept of civilized behavior or communication, and such meetings often end in disaster. Ecology: Abrians originated in Carceri or the Gray Waste and quickly spread to neighboring planes. They can now be found almost anywhere, as they cover great distances in their nomadic wanderings. Abrian hunters are encountered on the Upper Planes on rare occasions, although it’s far more common to find them in the Outlands or the Lower Planes. An abrian flock typically operates out of one lair for 4 to 6 months before moving (sometimes hundreds of miles) to a new hunting ground and re-establishing the nest. The creatures are voracious and lay waste to a large area before moving on. (from Fiend Folio (2003): The abrian is a human-sized flightless birdlike creature found in desolate reaches of the Outer Planes, particularly the Abyss. Abrians travel in large flocks and are far more intelligent than they look. Abrian flocks sometimes engage in trade with nomads and traveling merchants. An abrian looks vaguely like an ostrich, except that its black and red feathers are short and spiny. In place of wings, it has a pair of scaly, atrophied humanoid arms (use 1/2 its Strength score to determine an abrian’s carrying capacity). Its beak is hooked and razor-sharp. Abrians speak Abyssal. COMBAT: Abrians fight together in hunting flocks. Typically, the members of a flock spread out to surround a target and then dart up in pairs to flank the target. Augmented Critical (Ex): An abrian’s beak threatens a critical hit on a natural attack roll of 19–20. On a successful critical hit with a beak attack, it deals triple damage. Shriek (Su): The shriek of a lone abrian is supernaturally loud and distressing. An abrian can shriek as a standard action. Anyone within 20 feet of a shrieking abrian must make a Fortitude save (DC 12) or be dazed for 1 round. If at least four abrians are shrieking within 20 feet of a target, the target is also deafened for 1d6 minutes if it fails the save. If eight or more abrians are shrieking within 20 feet of a target, the target takes 1d10 points of sonic damage as well if it fails the save. An abrian is immune to its own shriek, as well as the shrieks of other abrians. Skills: Abrians have a +4 racial bonus on Spot checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Lower Planes Stat Block 5th Edition: - thirdoffifth tumblr (homebrew) 3.5 Edition: - 4plebs (fiend folio - 2003) 2nd Edition: - mojobob's website Abilities - Serrated beak and kick attacks - Deafening shriek - Clever hit-and-run attacks - Can wield lightweight items (including magical ones) in claws - Fast movement Appearance Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands.... An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Size Hero Forge: 5' (12') (XXL) Lore: Medium (7 ft. tall) Suggested: Medium Other Monikers None Sources - 4plebs (fiend folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Facet | Digital Demiplane

    Facet Medium Humanoid, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): War is imminent on the Inner Planes, but most folks don’t know it yet. A force of great power grows within the Quasielemental Plane of Salt. The vast army or beings known as facets is preparing a massive invasion of the Elemental Plane of Water. Facets are multiple creatures of salt with a single intellence. Rather than individual organisms, the facets essentially comprise a singular creature with many detachable appendages. All facets are part of all other facets. They work together the way the different portions of a singular individual do, never communicating but always in sync. The oncoming conflict could happen only on the Inner Planes. It’s a war that’ll be waged by the facets from the plane of Salt against the very plane of Water itself. The strange thing is, it’s a battle that may go on for quite some time before the creatures of Water even know it’s happening. See, the facets want to absorb all moisture, or so the chant says, and they’ve targeted the plane of Water as the perfect place to begin. When Water and Salt meet, the essences of these planes converge in a sea of extremely salty water. The facets wage their war there, leeching moisture away from the border-sea. As the facets absorb the liquids, ever more flows in from the plane of Water itself to replenish the border. Although the quantities involved (the amount of water and space) are infinity or nearly so, the potential exists for a great deal of Water’s power and essence to be drawn slowly away. Further, because the absorption of water allows the facets to reproduce, the threat will only magnify as time passes. Facets appear as 5-foot-tall, nearly featureless humanoids seemingly drawn of angular lines and composed entirely of salt crystals. They do not communicate with other creatures, nor seemingly with one another. Combat: A single facet is dangerous enough to most living, organic creatures. Unfortunately, they are rarely encountered alone. Singly or collectively, the danger lies in the facet’s ability to drain moisture from any source. In combat, a facet strikes with two spindly limbs, each inflicting only 1d4 points of damage. However, the attack also leeches some moisture from any creature comprised partially of water (virtually any living thing except for elemental creatures of stone, fire, or air). The next round, creatures struck by the facet automatically lose an additional 1d4 points of damage as they suffer the wound’s desiccating effect. The wounds from combat with a facet are known for the dry, chapped welts left behind. If a bark who encounters a facet has already been injured from other attacks that opened bleeding wounds, he suffers 1d6 points of damage from the creature’s salty strike, rather than 1d4. This is because the salt in the open wounds inflicts even more pain. However, the secondary damage of 1d4 points the following round does not increase. Obviously, creatures made of water (such as water elementals) are particularly susceptible to a facet’s attack. Against beings made solely or mostly of water, the blow inflicts 2d4 points of damage, and the secondary loss is likewise doubled to 2d4 points. It’s the secondary damage that sustains the facet as it draws water from an opponent’s body into its own. When the total damage inflicted from the secondary attack equals the facet’s own maximum hit points, it immediatly splits in two. Absorbing that amount of water allows it to create a new facet. This splitting process takes a full round in which neither facet can act. Once spilt, the two facets each have half the Hit Dice of the original, and it takes about a week for each facet to regain its full Hit Die potential. After splitting, the original facet can continue to attack, but it usually cannot split again (see Ecology for details). The newly produced facet can split, but not until it reaches its full growth a week later. Thus, in a given conflict with moisture-laden foes, a group of facets may double, but their number generally won’t grow any larger than that. A spell like create water , cast upon a facet, allows it to split immediately (if the creature is able). Transmute water to dust instantly slays a facet, even a combined facet (see below), if it falls a saving throw. Habitat/Society: It’s easiest to think of all facets as a singular being. Only then can a body truly tumble to the utter lack of interaction and communication among the otherwise separate individuals, yet understand the total efficiency with which they work together. About one-third of the total number of extant facets can be found inching their way through the border with the Elemental Plane of Water. Absolving the liquids in an ever-expanding horde. The rest are found in more centrally located portions of their own plane. Eventually, it seems, they will all march toward their goal. Chant has it that a master facet somewhere in the plane (perhaps the original creature) controls the actions of all other facets. Such an idea gives hope that there might be a way to stop the legions of facets that threaten the plane of Water. It’s probably too good to be true, however, for the facts seem to suggest otherwise. It’s more likely that all facets are equal to one another, each sharing a collective consciousness and each performing as a mere extension of that consciousness. Ecology: Thc facet is comprised entirely of salt crystals. Its sole motivation entails absorbing water. Water alone sustains and nourishes the creature, and the element’s absence drives it with an all-consuming thirst. Water also enables it to reproduce, splitting in two to create another fully formed facet (see above). Most facets can split just once in their entire lives. However, one in five facets is able to reproduce twice, and one in 20 can reproduce three times – so the population always has the potential to continue to expand in greater and greater amounts. As the facets march like an army toward the border with the Elemental Plane of Water, encountering larger and larger quantities of the life-sustaining liquid, folks calculate that their total number doubles every three weeks. Somewhere, sometime, this potential threat to the plane or Water (and possibly the rest of the multiverse) should be adressed by the powers that be – before it’s too late. Combined Facet: Facets have the ability to join their bodies together to become larger, composite entities. Up to five facets can assemble themselves into one gigantic creature. It takes 1d3 rounds to complete this action (and the same amount or time to separate again). A combined facet has as many Hit Dice as its respective parts (so five facets can join to become a 15 HD creature). The new monster has the THAC0 commensurate with its new form, and damage inflicted is equal to the combined total of all the members (so a five-facet beast has a THAC0 of 5 and inflicts 5d4 points or damage with each of its attacks). Combined facets made of two or three members are size L, while those made of four or five members are size H. All other stats remain the same. Number of facets HD THAC0 Dam/Att Size l member 3 17 1d4/1d4 M (5’) 2 member 6 15 2d4/2d4 L (8’) 3 member 9 11 3d4/3d4 L (12’) 4 member 12 9 4d4/4d4 H (15’) 5 member 15 5 5d4/5d4 H (18’) Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Quasiplane of Salt Stat Block 2nd Edition: - mojobob's website Abilities - Physical attacks drain moisture to inflict damage over time - Extra damage to already injured creatures - Extra damage to water-based creatures - Duplicates body after inflicting damage equal to its own hit point maximum - Can combine with other facets to become gigantic Appearance Facets appear as 5-foot-tall, nearly featureless humanoids seemingly drawn of angular lines and composed entirely of salt crystals. Size Hero Forge: 5'9"(XL) Lore: Medium (5') to gargantuan Suggested: Medium to Gargantuan Other Monikers Salt folk Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website

  • Hellfire Wyrm

    Hellfire Wyrm Hellfire Wyrm Gargantuan Fiend (Dragon), Lawful Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual II - 2002): Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people. A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone. Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming. A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races. Combat : Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians.They keep to the air, slingingmindaffecting spells and withering breath attacks at their enemies. Breath Weapon (Su): A hellfire wyrm can breathe a 50- foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 2d8+13 points of bludgeoning damage.Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round. Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm. Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 20th; save DC 19 + spell level. Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed. Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. Immunities: A hellfire wyrm is immune to sleep and paralysis effects. Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage per round. It can suppress this aura as a free action. Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like asummon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition (different ages have their own stat block): - homebrew by thirdtofifth 3.5e: - realmshelps.net - 3.5e Monster Manual II (2002) Abilities - Hellfire breath that ignores fire resistance or immunity - Immune to fire, paralysis, sleep - Resistant to bludgeoning, piercing, slashing - Colossal claw, bite, and tail attacks - Crushing attack restrains enemies - Frightening Presence - Summon Baatezu - Magic resistance - Legendary Resistance - Flight - Change shape - Infernal aura - Keen senses, blindsight - Spellcasting Appearance A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone Size Hero Forge: 11 ft. (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 3.5e Monster Manual II (2002) - realmshelps.net

  • Gear Spirit | Digital Demiplane

    Gear Spirit Tiny Celestial, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Planes of Law Monstrous Supplement - 1995): Gear spirits come in many different forms, but their function remains the same: to tend the great gears of Mechanus and to ensure that they run smoothly. Unlike modrons , gear spirits are individuals who have tasks and specific gears assigned to them. Because of this, their shapes vary widely. Though their name might indicate an incorporeal nature, gear spirits are actually pieces of living metal — machines who have free will. They are usually small, taking the form of a common mechanical device or tool. They have eyes, ears, noses, and so forth, but the placement of these is highly irregular. Individual spirits usually take a name based on their appearance. Some common names include Ball-and-Chain, Chair, Axle, and Padlock. Combat: Though it isn’t exactly a fearsome fighter, a gear spirit does have some abilities that give pause to those who face it in battle. For one thing, a gear spirit can change its arms to any tool it desires, including weaponry. It can even make a crossbow from itself, with unlimited bolts to fire. Another, more dangerous, quality is the spirit’s ability to meld with metal . As with a meld with stone spell, the gear spirit can merge with any kind of manufactured metal or machinery. Once it’s blended with a machine, it can command the mechanical device to obey its will. but only within the functions of the device. For example, although a gear spirit could unlock a door or fire a ballista, it could not make a lamppost attack a passerby - though it could make a wheel roll someone over. Lastly, a gear spirit has the ability to reduce armor . Every time a spirit strikes someone in melee combat who is wearing metal armor, the AC value of that armor is reduced by one point. (The ability is inactive in ranged combat.) Magic bonuses are the last to be destroyed, and Dexterity bonuses are unaffected. When armor loses its last point of AC, the armor is considered completely destroyed. Gear spirits are immune to mind-affecting spells and any spells that affect emotion. Like modrons, spells that drain life energy are also ineffective against these creatures. Furthermore, any attacks against these spirits involving fire, cold, or acid suffer a -1 penalty on all attack rolls; the creatures also gain a +1 bonus on saving throws versus these attack forms. However, gear spirits are highly vulnerable to rust, for their exterior decays at twice the rate of normal metal. There is no more horrifying fate for gear spirits than being shackled in a dank, wet cell and doomed to death by oxidization - except, perhaps, confronting a rust dragon . Habitat/Society: A gear spirit is unique to Mechanus, and its work on that plane is rumored to be essential for the smooth running of the gears. Thus, the modrons have, over the centuries, learned to dominate the gear spirits for the good of the gears. This means that the gear spirits are officially secured to their gears by the modrons — a fact that rankles the spirits just a little, even if what they are tied to is their beloved gears. Though they’re lawful, gear spirits have more personality than modrons, and they resent the feeling of being underlings to the modrons. There’s some spirits who’ve found that such servitude rankles more than just a little. These creatures slip away from their duties, leaving the cog to spin unsupervised. Though there’s only a small possibility that the gear’s motion may be disrupted, there’s certainly enough of a chance to warrant a modron task force to be sent after the errant spirit. Likewise, occasionally some gear spirits are affected by an urge very similar to the aborigine “walkabout”; that is, the gear spirits take it into their mind simply to wander off. In either case, it might take years to find the hiding or lost spirit, but the modrons’ll continue looking for it until it is brought back to Mechanus — for it�s only then that a new gear spirit can be formed. While a spirit’s gone, the modrons do their best to keep the gear from malfunctioning, but they simply don’t have the innate ties to it that a gear spirit does. Ecology: A gear spirit is inextricably tied to a gear, much like a nature spirit (such as a dryad ) is tied to a specific tree or place. The gear spirit, unlike these other spirits, can leave its place by taking a piece of the gear with it. This portion holds the essence of the gear: if the gear spirit loses or misplaces the piece, the spirit sickens and dies within a month. Likewise, if the spirit’s kept away from manufactured metals or machinery for a month, it dies. It simply can’t abide being away from metal. A few centuries ago it was reported that there was one gear spirit for every gear in Mechanus. If that’s the case, then there’s an awful lot of really small gears hidden away on that plane, because the population of gear spirits has grown considerably over the decades. The latest popular theory states that there’s several gear spirits to a gear, but that they all share part of the gear’s essence. This seems more likely than the one-to-one ratio hypothesis. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 2nd Edition: - mojobob's website Abilities - Can fabricate and control any kind of tool or weapon at will - Melds with metal or machinery to control mechanical devices - Weakens metal armor worn by opponents - Immune to necrotic, charm and other mind-affecting spells - Resistant to fire, cold, and acid damage Appearance Gear spirits are actually pieces of living metal — machines who have free will. They are usually small, taking the form of a common mechanical device or tool. They have eyes, ears, noses, and so forth, but the placement of these is highly irregular. Size Hero Forge: 3'(XL) Lore: Small (4' tall) Suggested: Tiny to Small Other Monikers Mechanus dryads Sources - Planescape: Planes of Law Monstrous Supplement (1995) - mojobob's website

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