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- Hollow
Hollow Dragon Hollow Dragon Huge Undead, Any Alignment Hero Forge Mini Button Double mini, no kitbash, 1 variant below Description (From Fizban's Treasury of Dragons - 2021): Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled. As the name suggests, a hollow dragon is the husk of a metallic dragon’s hide, filled with radiant energy. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors. Hollow dragons don’t suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed. When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit. 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): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond Abilities - Radiant breath weapon - Sapping presence weakens creatures - Ghostly bindings restrain creatures - Booming scales cause thunder damage at close range - Body reconstructs itself after being killed - Immune to poison, radiant, charmed, deafened, paralyzed, exhausted and frightened conditions - Necrotic resistance - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight Appearance As the name suggests, a hollow dragon is the husk of a metallic dragon’s hide, filled with radiant energy. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors. Size Hero Forge: 11 ft. (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Fizban's Treasury of Dragons (2021) - DndBeyond
- Mount Celestia - Mercuria
Mount Celestia - Mercuria Author(s) Matt-GM talespire://published-board/TW91bnQgQ2VsZXN0aWEgLSBNZXJjdXJpYQ==/7f40bf2645dd0584af8ce2a9aec00894 Features - 2nd Layer of the Mount, the Golden Heaven, marshalling ground for celestial armies. - Above, an infinitely tall mountain ascends beyond the cosmos, its peak obscured in otherworldly rays of starlight and astral phenomena. Attempting to ascend the summit is the pursuit of enlightenment itself. The few souls, alive or dead, who reach the top are never seen again. - First half of the map is a treacherous mountain pass with deep snow, a rickety bridge, and endless drops. - 2nd half of the map are flying citadels built by celestial archons, with levitating platforms that can align into bridges for those deemed worthy of passage. - Temple of Bahamut in main citadel, with a gold dragon's lair and treasure hoard in its deepest levels. - Great libraries of ancient knowledge float in the other citadels. Visitors granted levitation to reach the staggering height of the upper shelves. - Denizens chiefly the angelic archons and aasimon , as well as countless other celestials from many lawful good pantheons and faiths, including the Buraq , legions of Einheriar , the Hollyphant , Ki-rin , Empyreans , and Lammasu , as well as silver , gold and radiant dragons . Notes - This map is one of my heaviest performance-wise. Beware of low framerates. - Kept most of it empty of NPCs to help performance and let GMs choose who/what to place - Creatures from Gonsplitters, Yasashii Kyojin Studio, ScottCross, MZ4250, and other awesome TS community creature content Board Link Mount Celestia - Mercuria Assets from Tales Tavern None
- Skeleton | Digital Demiplane
Skeleton Medium Undead, Lawful Evil Hero Forge Mini Kitbashed, single mini, 8 variants below (inc. no kitbash) Description (from 5th Edition Monster Manual - 2014): Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle. Habitual Behaviors. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. (from 3.5e Monster Manual I - 2003): This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets. Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple, such as “Kill anyone who enters this chamber.” A skeleton attacks until destroyed, for that is what it was created to do. The threat posed by a group of skeletons depends primarily on its size. Creating a Skeleton: “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell. Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton. Armor Class: Natural armor bonus changes to a number based on the skeleton’s size: Tiny or smaller +0 Small +1 Medium or Large +2 Huge +3 Gargantuan +6 Colossal +10 Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh (such as a mind flayer’s tentacle attacks). A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice. Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.) Diminuitive or Fine 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d5 Colossal 2d8 Special Attacks: A skeleton retains none of the base creature’s special attacks. Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities. Immunity to Cold (Ex): Skeletons are not affected by cold. Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs. Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1. Skills: A skeleton has no skills. Feats: A skeleton loses all feats of the base creature and gains Improved Initiative. Environment: Any, usually same as base creature. Organization: Any. Challenge Rating: Depends on Hit Dice, as follows: Hit Dice: Challenge Rating 1/2 1/6 1 1/3 2-3 1 4-5 2 6-7 3 8-9 4 10-11 5 12-14 6 15-7 7 18-20 8 Treasure: None. Alignment: Always neutral evil. Advancement: As base creature (or — if the base creature advances by character class). Level Adjustment: —. (From 2nd Edition Monstrous Manual - 1993): All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an animate dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. Combat: Man-sized humanoid skeletons always fight with weapons, usually a rusty sword or spear. Because of their magical nature, they do not fight as well as living beings and inflict only 1-6 points of damage when they hit. Animal skeletons almost always bite for 1-4 points of damage, unless they would obviously inflict less (i.e., skeletal rats should inflict only 1-2 points, etc.). Monster skeletons, always constructed from humanoid creatures, use giant-sized weapons which inflict the same damage as their living counterparts but without any Strength bonuses. Skeletons are immune to all sleep , charm , and hold spells. Because they are assembled from bones, cold-based attacks also do skeletons no harm. The fact that they are mostly empty means that edged or piercing weapons (like swords, daggers, and spears) inflict only half damage when employed against skeletons. Blunt weapons, with larger heads designed to break and crush bones, cause normal damage against skeletons. Fire also does normal damage against skeletons. Holy water inflicts 2-8 points of damage per vial striking the skeleton. Skeletons are immune to fear spells and need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles. Habitat/Society: Skeletons have no social life or interesting habits. They can be found anywhere there is a wizard or priest powerful enough to make them. Note that some neutral priests of deities of the dead or dying often raise whole armies of animated followers in times of trouble. Good clerics can make skeletons only if the dead being has granted permission (either before or after death) and if the cleric’s deity has given express permission to do so. Otherwise, violating the eternal rest of any being or animal is something most good deities disapprove of highly. Skeletons have almost no minds whatsoever, and can obey only the simplest one- or two-phrase orders from their creators. Skeletons fight in unorganized masses and tend to botch complex orders disastrously. It is not unheard of to find more than one type of skeleton (monsters with animals, animals with humans) working together to protect their master’s dungeon or tower. Ecology: Unless the skeleton’s remains are destroyed or scattered far apart, the skeleton can be created anew with the application of another animate dead spell. Rumors of high-level animate dead spells which create skeletons capable of reforming themselves to continue fighting after being destroyed have not been reliably comfirmed. Giant Skeletons: Giant skeletons are similar to the more common undead skeleton , but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. Giant skeletons stand roughly 12 feet tall and look to be made from the bones of giants. In actuality, they are simply human skeletons that have been magically enlarged. They are normally armed with long spears or scythes that end in keen bone blades. Rare individuals will be found carrying shields (and thus have an Armor Class of 3), but these are far from common. A small, magical fire burns in the chest of each giant skeleton, a by-product of the magics that are used to make them. These flames begin just above the pelvis and reach upward to lick at the collar bones. Mysteriously, no burning or scorching occurs where the flames touch the bone. Giant skeletons do not communicate in any way. They can obey simple, verbal commands given to them by their creator, but will ignore all others. In order for a command to be understood by these animated skeletons, it must contain no more than three distinct concepts. For example, “stay in this room, make sure that nobody comes in, and don’t allow the prince to leave,” would be the type of command these creatures could obey. Combat: In melee combat, giant skeletons most frequently attack with bone-bladed scythes or spears. Each blow that lands inflicts 1d12 points of damage. Once per hour (6 turns), a skeleton may reach into its chest and draw forth a sphere of fire from the flames that burn within its rib cage. This flaming sphere can be hurled as if it were a fireball that delivers 8d6 points of damage. Because these creatures are immune to harm from both magical and normal fires, they will freely use this attack in close quarters. Giant skeletons are immune to sleep , charm , hold , or similar mind-affecting spells. Cold-based spells inflict half damage to them, lightning inflicts full damage, while fire (as has already been mentioned) cannot harm them. They suffer half damage from edged or piercing weapons and but 1 point of damage per die from all manner of arrows, quarrels, or missiles. Blunt melee weapons inflict full damage on them. Being undead, giant skeletons can be turned by priests and paladins. They are more difficult to turn than mundane skeletons, however, being treated as if they were mummies. Holy water that is splashed upon them inflicts 2d4 points of damage per vial. Habitat/Society: The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk. Giant skeletons are employed as guards and sentinels by those with the power to create them. It is said that the Dark Powers can see everything that transpires before the eyes of these foul automatons, but there is no proof supporting this rumor. Ecology: Like lesser animated skeletons, these undead things have no true claim to any place in nature. They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness. The process by which giant skeletons are created is dark and evil. Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spell caster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an animate dead , produce fire , enlarge , and a resist fire spell over the bones. When the last spell is cast, the bones lengthen and thicken and the creatures rises up. The the creator must make a Ravenloft Powers check for his part in this evil undertaking. Skeleton Warriors: ormerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. The sole reason that skeleton warriors remain on the Prime Material plane is to search for and recover the circlets that contain their souls. A skeletal warrior appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life. Combat: Anyone possessing a skeleton warrior’s circlet can control its actions, so long as the controller remains within 240 feet of the warrior. The controller is either in active control of the warrior or in a passive mode. When in active control, the controller can see whatever the skeleton sees, and he can mentally command it to fight, search for treasure, or take any other actions; however, the controller himself is unable to cast spells, move, or take any other actions while in active control. When in the passive mode, the controller can take any normal actions, but he is unable to see through the warrior’s eyes; the skeleton warrior remains inert while the controller is in passive mode. The controller can change between the passive mode and active control at will. The controller must have the warrior’s circlet on his head in order to control the warrior. If the circlet is removed from the controller’s head, he can no longer control the warrior; likewise, if the controller and the warrior are separated by more than 240 feet, the controller can no longer control the warrior. If the circlet remains in the controller’s possession, he can resume control at a later time. But if the controller loses the circlet, either by accident or by a deliberate act, the warrior immediately proceeds toward the controller at twice its normal movement rate (12) to attack and destroy him. The warrior does not rest until it destroys its former controller or until control is re-established. If the warrior holds the circlet to its head, both the warrior and the circlet turn to dust, never to reappear. When a character first comes into possession of a circlet, he is unlikely to be aware that the skeleton warrior is tracking him, unless he recognizes the circlet’s significance. To establish control for the first time, the character not only must hold the circlet to his head, he must be able to see the warrior and concentrate on the establishment of control for one round and then roll a successful Wisdom check; if he fails the Wisdom check, he can try again in subsequent rounds. Meanwhile, the skeleton warrior continues to approach, attempting to destroy the character and gain possession of the circlet. If his concentration is broken before control is established — for instance, if he has to defend himself against an attack — he must concentrate again for three rounds. Once control has been established for the first time, it can only be broken as indicated above. To be effective, the circlet cannot be worn with any other headgear; placing it in a helm, for instance, nullifies its powers, though the skeleton warrior is still aware of the circlet’s presence. Skeleton warriors usually fight with two-handed swords, but they can use other weapons as well. Skeleton warriors make all weapon attacks with a +3 bonus to their attack roll; this is an innate ability, the weapon itself is not magical. Only magical weapons affect skeleton warriors. They have a 90% magical resistance. The mere sight of a skeleton warrior causes any creature with fewer than 5 Hit Dice to flee in panic. Skeleton warriors cannot be turned by priests. Habitat/Society: Skeleton warriors are usually found near the areas where they died in their former lives, or where they were buried. A skeleton warrior usually has a sizeable collection of treasure, the remnants of a lifetime of adventure. Since a skeleton warrior is preoccupied with recovering its circlet, protecting its treasure is not a priority. Ecology: Skeleton warriors are used by their controllers as bodyguards, servants, or workers. Since skeleton warriors are obsessed with their circlets and are therefore undependable, evil creatures and other undead seldom associate with them. Skeleton warriors do not eat, sleep, or perform any other physiological functions. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Any prime material plane, neutral or evil outer plane where magic animates a corpse Stat Block 5th Edition: - angry golem games (normal humanoid) - 5th Edition Monster Manual (2014) - DnDBeyond (normal humanoid) - 5etools (giant) - 5etools (minotaur) 3rd Edition: - 3.5e Monster Manual I (2003) - d20srd.org 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website - Mojobob's Website (giant) - Mojobob's Website (warrior) - CompleteCompendium.com Abilities - Skilled with weapons - Immune to exhaustion and poison - Many skeleton varieties with different abilities and power levels Appearance This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets. Size Hero Forge: 6'6" (Kitbashed) Lore: Medium (6-7 ft. tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - angry golem games (normal humanoid) - 5th Edition Monster Manual (2014) - DnDBeyond (normal humanoid) - 5etools (giant) - 5etools (minotaur) - 3.5e Monster Manual I (2003) - d20srd.org - 2nd Edition Monstrous Manual (1993) - Mojobob's Website - Mojobob's Website (giant) - Mojobob's Website (warrior) - CompleteCompendium.com
- Grues | Digital Demiplane
In Dungeons & Dragons, formians are an old, obscure race of insectoid ant-centaurs. In Planescape, they are aggressive expansionists bent on conquering all of their home dimension (which is a spatially infinite dimension, which means their empire's probably really, really big already). Any other intelligent species they encounter get mind-controlled into slave labor, sort of like a more lawful-neutral version of the mind flayers. Lore and Hero Forge miniatures available here for your own game. Grues Made with Hero Forge Chaggrin Chaggrin Harginn Ildriss Vardigg (From Complete Arcane - 2004 - [credits] ): Grues are horrible creatures spawned in dark places within the Elemental Planes, the result of the taint of evil magic. Eager to leave their home planes at any opportunity, these creatures are prized by many wizards, for at the heart of each grue lies a pearllike magic object the size of a fist, each carefully etched with the arcane workings of an elemental spell suitable for copying into a spellbook. This spell object's origins lie in the grue’s own magical beginning, and is the only thing that remains of the creature if it is slain. See the individual elemental grue descriptions for details. All four types of grues can be summoned by means of a summon monster IV spell (the spell acquires the evil descriptor when so used). Note that summoned creatures return to their home planes if killed on the Material Plane, so a summoned elemental grue slain on the Material Plane leaves no spell object behind. Combat : Each type of grue has its own unique combat abilities and tactics, but all share some qualities, An elemental grue's natural attacks, as well as any weapons it wields, are treated as evilaligned for the purpose of overcoming damage reduction. Spell Disruption (Su): The very presence ofan elemental grue interferes with spells that affect the grue's associated element. Any spellcaster within 40 feet of a chaggrin who casts a spell with the same descriptor as the grue’s element (earth, fire, air, or water) must succeed on a DC 15 caster level check or have the spell fail. Within the same area of any such spell currently in effect, a grue has a chance to dispel the effect as a free action, as if casting a targeted dispel magic (caster level 10th). (from Planescape: Monstrous Compendium Appendix I - 1994 - [credits] ) Grues are underling creatures of the Elemental Planes, more important in the ecology than vermin but less intelligent than true elementals. They occupy a niche somewhat equivalent to animals, in other respects more like servants, that has no exact equivalent on the Prime Material Plane. Grues prety on vermin, serve as pets and guards for elementals on their native planes, and can be conjured to other planes by a magical summons. The four known varieties of grue have type names (chaggrin, harginn, ildriss, varrdig), but planars usually refer to them as "earth grues," "air grues," and so on. Chaggrin Chaggrin Harginn Ildriss Vardigg
- Gith | Digital Demiplane
Baldur's Gate 3 and rescued the gith from being are a very weird and obscure sci-fi-ish race from old D&D lore. Now everybody knows Lae'zel the Githyanki! But more need to know Dak'kon the Githzerai. Anyways, they're still kinda hard to generalize as a species. Basically they're probably the closest thing to Jedi and Sith in this game - psychic monks and swordsmen split into 2 warring factions. Way more info here, and Hero Forge miniatures for your own game (Lae'zel's there too). Gith Made with Hero Forge Githyanki Warrior Githyanki Knight Githyanki Gish Githyanki Kith'rak Supreme Commander Githyanki Buccaneer Githyanki Star Seer Githyanki Xenomancer Githzerai Monk Monk Githzerai Zerth Zerth Githzerai Enlightened Enlightened Githzerai Anarch Anarch (from Mordenkainen's Tome of Foes - 2018 - [credits] ) The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths. The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them. The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki’s racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts. If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other’s throats, their goal of ultimate victory over their original common enemy will likely remain unachieved. GITHYANKI Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral Plane in the city of Tu’narath, a metropolis built on and in the corpse of a deity. Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions. It is crafted from mind flayer skulls and extremities, and the cushion she sits on is made of leather produced from the cured remains of an elder brain. A grand statue of Gith, an obsidian monument over 100 feet tall, stands beside the palace. The Revered Queen: Vlaakith sits at the center of everything concerning the githyanki. She is their ruler in every sphere of activity and, as such, demands and receives utter obedience. During the war with the illithids, Vlaakith urged Gith to seek out allies from among the planes and in particular advised her to seek counsel with Tiamat. Gith agreed to venture into the Nine Hells to forge an alliance with the Queen of Dragons. She didn’t return. Instead, the great red dragon Ephelomon brought news to the gith: Tiamat had pledged many of her red dragon servants to the gith cause. They would refrain from attacking gith and would provide support against the illithids and protection for the gith’s outposts on the Material Plane. In return, a few select young dragons would serve alongside the gith for a time, for purposes known only to Tiamat. Ephelomon also proclaimed that Vlaakith was to rule in Gith’s place until she returned. After the gith overthrew the mind flayers and Zerthimon’s followers began to emerge as a threat to Gith’s preeminence, Vlaakith played a critical role in ensuring that the githyanki under her rule were protected from an immediate, direct assault by their kin. Using her mastery of arcane magic, she helped the githyanki establish a permanent stronghold on the Astral Plane. From there, she began making plans to strike back at both the hated mind flayers and the traitorous githzerai. Githyanki Warrior Githyanki Knight Githyanki Gish Githyanki Kith'rak Supreme Commander Githyanki Buccaneer Githyanki Star Seer Githyanki Xenomancer The Grand Poclamation. Vlaakith cemented her position as the supreme ruler of the githyanki with a grand proclamation that defined the githyanki’s all-encompassing mission. They had been bred and trained for war by their one-time masters and had never known anything other than a martial existence. They needed a clear purpose and a forceful commander to spur them on, and Vlaakith provided both. Vlaakith decreed that, having defeated the mind flayers, the githyanki would take the place of the illithids as sovereigns of the Material Plane. The many worlds of the Material Plane would be the githyanki’s gardens, prime for harvesting as they saw fit. The Astral Plane would be their home domain, because in that timeless realm they could ignore the need for food, water, and other mundane concerns that plague lesser races. Vlaakith also proclaimed that githyanki who proved themselves skilled in battle would ascend to an even greater paradise. A long lifetime of service would earn any githyanki a journey to the boundless delights of her innermost court — the wondrous realm that Gith discovered in her journeys, and where she awaits those who have proven themselves worthy. The Bitter Truth. In the time since Vlaakith made this promise to her people, she has called many of the most formidable githyanki warriors to their reward. At the culmination of a grand ceremony that supposedly readies them for their journey to where Gith awaits, the supplicants enter her inner sanctum and are never seen again. In truth, instead of sending them to paradise, Vlaakith drains their souls and absorbs their strength, gaining more power with every “ascension.” Her knowledge of arcane magic equals that of a conclave of archmages, while her combat skill matches the combined talents of hundreds of sword masters. Perhaps the lich-queen’s promise isn’t a complete fabrication, but no others can say for sure. If Vlaakith knows anything more, she has taken drastic measures to keep it secret. A few sages and spellcasters have sought to learn the truth about Gith’s fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. All attempts to learn about Gith through divine magic return utter silence. Those who try experience a strange sensation, as if their minds were teetering on the edge of a great abyss, one that spans time, space, and memory. Born to Serve: From birth, githyanki are conditioned to fight and die for their queen. Children endure a brutal upbringing that constantly preaches devotion to Vlaakith. Each of the fortified settlements where young githyanki are raised and trained is a combination of military academy and cult headquarters. Only the Best Survive. The githyanki raise their young in hidden crèches that they construct in far-flung places on the Material Plane. Such measures are necessary because birth and growth are impossible on the Astral Plane, whose occupants don’t age. The adult overseers in these places train young githyanki to harness their psychic and physical abilities. Githyanki hatch from eggs. Each newborn enters the world alongside other eggs deliberately laid so that all hatch at the same time. Since githyanki adults must return to the Astral Plane to keep from aging significantly, the roster of instructors continually changes, with no adult staying longer than a few months and none ever returning for a second stint. The instruction that young githyanki undergo is unrelenting and unforgiving. As a crop of youngsters grows older, more and more is demanded from each student, and the penalties for failing to keep up become more and more severe. In the early stages, combat practice lasts only until a wound is scored. Later, near the end of training, a drill of the same sort might be a fight to the death — the ultimate way of weeding out all those who don’t meet Vlaakith’s standards. To the githyanki, it’s better for a weakling to die in training than to undertake a mission and imperil a war band. Final Test of Loyalty. By the time a group of githyanki come of age, they have heard years of stories of Vlaakith and her immortal warriors dwelling in the silvery void. The young are told they are on the verge of entering the queen’s realm, each one of them destined to take a special place in the society. Their skills have proven them worthy, and now only their loyalty to the Revered Queen remains to be determined. As their last test, a group of githyanki entering adulthood must slay a mind flayer as a sacred rite of passage before they are permitted to join their people on the Astral Plane. When the victors enter Tu’narath for the first time, they carry the bounty of their hunt directly to Vlaakith. She accepts the gift and intones a ritual chant that marks the youngsters’ induction into githyanki society. Vlaakith's Dilemma: Long gone are the days when the gith race was fully embroiled in conflict. When the githyanki settled Tu’narath and took up residence in the Astral Plane, they no longer had to fight constantly for survival, and in that respect the lives of all githyanki became easier. The mission laid out by Vlaakith in her grand proclamation remains of utmost importance. Her rule remains absolute, in part because she suffers no competition or divergent viewpoints. And her regime is in no danger, yet to an outsider in Tu’narath it might seem as though the place is in decline. Indeed, in a way the githyanki are victims of their own success. After centuries of staging lucrative raids throughout the multiverse, the folk of Tu’narath have become spoiled and decadent. Vlaakith can still summon her people to action, and when she does so they obey her willingly. But when they aren’t otherwise occupied, many of the citizens of the city spend their time in self-indulgent activities. For all her seeming invincibility, Vlaakith finds herself in an awkward situation that — in her paranoid mind — has no easy resolution. If she keeps her people busy more often by ordering an increase in raids, she risks her best warriors and marauders becoming experienced and powerful enough to challenge her rule. Also, if she sends out too many raiding parties at one time, the security of Tu’narath might be compromised. So she addresses the problem by not dealing with it directly, but by trying to encourage her indolent followers to find purpose in meaningful activities that don’t involve plundering and killing. She isn’t always successful in that effort. Merciless Marauders. When Vlaakith decrees that another githyanki raid is in the offing, Tu’narath comes alive with anticipation. The knights and other soldiers selected for the mission consider it a high privilege. All the raiders do their best to honor Vlaakith by savaging their target — killing creatures indiscriminately, taking whatever treasures catch their fancy, and leaving destruction in their wake. When one of the githyanki’s astral vessels returns home after a raid, it is laden with the spoils of the incursion. Vlaakith makes no specific demands but allows each individual raider freedom of choice in what they bring back. Some might seek exotic spices and herbs, while others pillage to find scrolls or tomes of knowledge. As a result, Tu’narath is cluttered (if not crowded) by a nearly infinite variety of objects that the githyanki have pirated from other planes, ranging in size from enormous buildings down to the smallest pieces of exquisite jewelry. Indolent Dilettantes. As a race bred and shaped by the mind flayers for a life of fighting, the githyanki never knew anything else while they were enslaved. Now that they aren’t constantly at war, keeping her people occupied is perhaps the greatest challenge Vlaakith faces. When githyanki aren’t on raids or other missions for Vlaakith, they enjoy a languid existence in Tu’narath. Since time doesn’t pass on the Astral Plane, the githyanki have no need to labor for food or water. To keep their minds sharp, Vlaakith orders them to pursue a variety of arts and studies. She regularly arranges contests, scavenger hunts, and other trials to keep her servants involved in purposeful activity, but the attraction of such diversions wears off after a brief time. Most of the citizens of Tu’narath, when they haven’t been called for duty on a raid or for some other mission, indulge themselves in any way they see fit. Githyanki, with an infinite amount of time on their hands, crave novelty. They expect every returning raid to provide new forms of entertainment. This preoccupation with newness stands at the hollow center of githyanki culture. They dabble in creating art, but never master it. They stand among treasures taken from countless worlds but are never truly appreciative of them. The githyanki flit from topic to topic, craft to craft, never settling on one endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them, and every such endeavor they undertake ends in this manner. A Blade Kept Sharp . Despite the decadent lifestyle the githyanki indulge in, they remain in fighting shape. All are required to attend weapon and combat drills, which serve as a brief respite from their boredom. Vlaakith, of course, stands atop the githyanki military hierarchy. Under her serve the supreme commanders, each of whom oversees a regiment of one thousand githyanki warriors. Ten kith’rak, each responsible for a company of one hundred, answer to a commander. Each kith’rak in turn commands ten sarths, each of whom leads a party of ten warriors. A githyanki war leader retains that status in times of peace, looking after her underlings and maintaining their discipline and combat training. Githzerai Monk Monk Githzerai Zerth Zerth Githzerai Enlightened Enlightened Githzerai Anarch Anarch GITHZERAI The githzerai were born as a race at the end of the gith’s bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith’s plans and her leadership. Gith was evil, the newcomer proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids. Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies’ plans for world domination. Order in a Sea of Chaos: Strong-minded philosophers and austere ascetics, the githzerai pursue lives of rigid order. Their society focuses on enhancing the potential of the mind through meditation, education, and physical tests. The most accomplished among them stand as exemplars of the githzerai’s monastic principles, but even those who perform mundane duties in a community have a significant measure of the same mental fortitude. Living in the ever-turbulent churn of Limbo requires all githzerai to harness the power of thought to counteract and hold at bay the chaos-stuff of the plane. If they were not relentless in this effort, the tides of Limbo would overwhelm and destroy them. The githzerai have a unity of purpose that comes from their reverence for their great heroes and their desire to emulate the virtues of those figures in their everyday lives. Menyar-Ag, the Great Githzerai . Menyar-Ag led the githzerai into Limbo at the culmination of the conflict between Gith and Zerthimon. Thanks to unimaginable arcane and psionic power, he has survived far beyond the life span of an ordinary githzerai. Time has nevertheless taken its toll, and Menyar-Ag today is a decrepit, corpse-like entity — capable of tremendous feats of magic and psionics but barely able to move a finger or lift his own eyelids. A host of servants constantly attend to Menyar-Ag and see to his every need. Although Menyar-Ag is no longer capable of physical actions of any consequence, his mind is as active and sharp as ever. He never sleeps, using a rotating staff of attendants to spread his commands and counsel to all githzerai. If needed, he can call upon his own psychic energy to contact his people, even across the planes. Anarchs. A githzerai community works constantly to maintain a stable base of operations protected from the wilds of Limbo. The mental energy of the collective that keeps the plane’s forces of chaos at bay is funneled through the exceptional githzerai known as anarchs. One or more anarchs maintain each community by serving as both the receptacle for the psychic power of other githzerai and the means by which that power is employed. Anarchs have a special gift for stabilizing and controlling the chaos-stuff of Limbo. In their communities on Limbo, they can create matter and energy out of nothingness with a thought. They can control the direction of gravity. The environment around them can be whatever they want it to be. Anarchs are exceedingly rare among githzerai. When a githzerai in an existing community demonstrates the ability to become an anarch, that individual might leave the community to found a new colony or might remain where it is and ascend to a leadership position. Zerths . Zerthimon’s mortal form died in battle, but his sacrifice freed the githzerai from Gith’s dark designs. They believe that Zerthimon, in his new godly form, will return someday and usher them into new age of freedom. Until that happens, the githzerai known as zerths fill the symbolic role of Zerthimon in society, as accomplished wielders of psionic power who can move themselves and others between planes. The githzerai believe that when Zerthimon returns, he will first gather all the zerths and take them to their new paradise to prepare it for those who follow. Zerths are similar to what other races would call priests, although githzerai don’t have a religion as such, beyond their admiration for Zerthimon and Menyar-Ag. Fortress Cities: The monasteries of the githzerai are massive outposts of stability that sail through the chaos of Limbo. Githzerai anarchs keep the fortresses stable and control their interior design, opening portals to the outside only as needed. Most fortresses drift through Limbo at random, but none of them are ever isolated. When Menyar-Ag sends out a call to them, the anarchs of the other communities can instantly communicate with him. Aside from its inhabitants, the most well-defended element of a githzerai fortress is its food supply. Because Limbo provides no sustenance, the githzerai rely on crops and livestock they appropriate from elsewhere. Plants are grown in hydroponic chambers, and livestock are raised in pens where light, temperature, and other conditions are tailored to their needs. A community’s activity is overseen by monks who assign duties to each occupant. Everyone participates in mock combats and ongoing academic instruction, and each fortress allocates personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shra'kt'lor. Shra’kt’lor is a fortress city that houses the largest concentration of githzerai. It serves as both the capital of the civilization and the headquarters of the githzerai military forces. The greatest generals, spellcasters, and zerths of the race meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra’kt’lor is the most well defended of the githzerai outposts — no force in Limbo could readily threaten the city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the city’s outermost defenses. Those who use plane-shifting magic to arrive at these sites or who approach through the chaos of Limbo aren’t admitted to the city without the approval of an anarch. Beyond the entrance to the city wait six layers of nested defenses. Each one is dominated by a fortress maintained by a powerful anarch chosen by Zaerith Menyar-Ag-Gith, who dwells at the heart of it all. Githzerai in the World: It’s natural for githzerai to prefer to remain in Limbo. They have carved out a well-ordered civilization in an environment that they can freely manipulate with their minds. When they visit other realms, particularly the Material Plane, githzerai feel sluggish and aren’t comfortable functioning in a landscape that they see as being locked in immutability. Despite their disinclination toward travel, the githzerai send groups away from Limbo on a regular basis to keep from giving ground in their battles against the githyanki and the mind flayers. Adamantine Citadels . When githzerai travel, they sometimes bring a sliver of Limbo along. Before they set out, a cadre of powerful anarchs craft a citadel of adamantine out of the chaos-stuff around them. Inside the structure is more of Limbo’s essence, left in raw form until it’s needed. Then, in an eruption of psionic and arcane power that only Menyar-Ag can produce, the citadel and its accompanying githzerai are transported to another plane. After the transfer is complete, at least one anarch must always attend the citadel to maintain its form and shape as well as to utilize the chaos-stuff within. When a citadel is ensconced on another plane, the githzerai create a teleportation circle inside it to facilitate travel between that plane and Limbo. The appearance of an adamantine citadel on another plane creates a blot on the natural world. Life, the one thing that can’t be spontaneously created from the stuff of Limbo, is driven away from the location in a wave of dread. Depending on the size of the citadel, the affected area can have a radius of between several hundred feet and several miles. Birds avoid flying over or near it, other animals flee the area, and plants in the vicinity wither and die. Intelligent creatures can act normally, but being in the affected area is unnerving to them, and if they investigate, they soon identify the citadel as the cause. The githyanki, however, find it in their best interest to keep their citadels safe from discovery. Menyar-Ag prefers to plant them in desolate and rarely frequented places such as barren deserts or remote locations in the Underdark. The primary purpose of an adamantine citadel is to watch over the activity of some foe of the githzerai, such as an illithid colony, and to provide a base of operations for a possible attack. Citadels are also used to collect foodstuffs and other material goods for transport to Limbo. When the githzerai are finished with a citadel, they vacate it and return to Limbo. Immediately after the last anarch teleports away, the citadel vanishes, leaving only a scarred landscape to indicate where it once stood. Spreading the Word. The githzerai see their cause as not just a provincial concern, but one that they strive to impress upon others. As such, they have taken the initiative in preaching the philosophy of Zerthimon and sharing their knowledge of how to fight illithids and githyanki. To this end, zerths sometimes venture to other planes with the intent of founding a new monastery or joining an existing one. These “missionaries” are always looking for those with psionic potential who can bring those powers to bear against the githzerai’s foes. Most often, they operate in secret or behind the scenes as they pursue their agenda and try to swell the ranks of their allies. Who can say how many monasteries are in truth secret recruiting stations for the githzerai? Going on the Attack: The githzerai know full well that they can’t make progress in the war against their enemies by staying inside their fortresses on Limbo. To check the advances of the illithids and the githyanki and keep their foes’ numbers down, squads of githzerai often travel to other planes with the express intent of destroying the objects of their hatred. Githyanki . Githzerai rarely confront githyanki on their home turf in the Astral Plane, but on other planes they maintain steady surveillance, always on the lookout for githyanki plots to foil and crèches to exterminate. During a mission of this sort, the githzerai don’t intentionally endanger the natural denizens of the plane, but they never compromise a planned attack on the githyanki just to protect innocent bystanders. In battling githyanki, the end justifies the means. Githzerai sometimes employ mercenaries on the Material Plane to aid them in battling the githyanki, primarily to keep their enemies off-balance or to provide reinforcements. For those who need such enticement, they offer the promise of sharing the bounty of great treasures held by the githyanki. Mind Flayers. Though they devote most of their military efforts to the constant campaign against the githyanki, the githzerai’s enmity for the illithids is even older. On one thing the githyanki and the githzerai can agree: the mind flayers must pay for what they did to the gith eons ago. As their means of vengeance against the mind flayers, the githzerai send bands of warriors called rrakkmas — illithid hunting parties — to other planes to do battle with any mind flayers they come across. It is in these circumstances that the natives of the plane most often encounter githzerai away from their monastery. With their attention focused only on their mission, the githzerai pay little heed to those around as long as they don’t interfere with the hunt. Githyanki Warrior Githyanki Knight Githyanki Gish Githyanki Kith'rak Supreme Commander Githyanki Buccaneer Githyanki Star Seer Githyanki Xenomancer Githzerai Monk Monk Githzerai Zerth Zerth Githzerai Enlightened Enlightened Githzerai Anarch Anarch
- Yeenoghu | Digital Demiplane
Yeenoghu Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Also known as the Beast of Butchery, Yeenoghu inspires his followers to devour any creatures they meet. In his mind, the cosmos is made up only of predators and prey. To sate his blood lust, Yeenoghu often rampages across the Abyss, killing everything in his path. Only those demons that join him in wreaking carnage can avoid his wrath. Yeenoghu's wanderings across the Abyss are like the meanderings of a storm. He and his cultists pass through an area like a monstrous hurricane whose course can never be predicted. Of all the demon lords, Yeenoghu has made the greatest mark on the Material Plane. During his rampage across the world eons ago, the race of gnolls sprang up in his wake. Every gnoll is a miniature embodiment of Yeenoghu's rage and hunger. They mimic their creator, killing any creatures that cross them and respecting only those that can withstand their fury. Cultists . Yeenoghu rarely acquires cultists other than gnolls, leucrottas, and the other creatures spawned by his incursions across the planes. The few humanoids that take up his worship are disaffected loners, many of them outcasts driven away from civilization. A cult of Yeenoghu operates like a pack of gnolls, regardless of what creatures make it up. Yeenoghu infuses them with a cannibalistic hunger, and they know that each victim they claim draws them closer to his presence. The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu’s kills became gnolls , emulating their master’s ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn’t parlay; to meet him is to do battle with him — unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet , the Horned King, and the two demon lords and their followers attack one another on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. Yeenoghu's Lair: Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls , hyenas , and ghouls , and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions: On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 ((6d8)) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. Regional Effects: The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the following effects: Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Yeenoghu dies, these effects fade over the course of (6d8) days. Madness of Yeenoghu: If a creature goes mad in Yeenoghu’s lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.” 21-40: “The flesh of other intelligent creatures is delicious!” 41-60: “I rail against the laws and customs of civilization, attempting to return to a more primitive time.” 61-80: “I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.” 81-00: “I keep trophies from the bodies I have slain, turning them into adornments.” (from 3.5e Fiendish Codex I Supplement - 2006): This gaunt, 12-foot-tall humanoid demon is covered with mangy patches of yellow fur and has pale gray fl esh showing where the fur is absent. His face is that of a leering, amber-eyed hyena, and he wields a massive fl ail with three spiked heads. Savage and ruthless, Yeenoghu is the patron of all gnolls and commands the servitude of ghouls through the subjugation of the demonic King of the Ghouls. Servants, Enemies, and Goals: Yeenoghu is one of the lesser demon lords, yet he still commands a large empire on the 422nd layer of the Abyss, a region known simply as “Yeenoghu’s Realm.” He spends much of his time hunting lesser creatures or captured mortals and idly plotting assaults on the holdings of powerful demonic entities who are not themselves demon lords quite yet. One of Yeenoghu’s greatest and earliest triumphs was the subjugation of Doresain, the King of the Ghouls. Once a vassal of Orcus, the King of the Ghouls controlled his own layer of the Abyss until Yeenoghu’s army invaded and conquered the layer and its undead ruler. The King swore fealty to Yeenoghu and continues to pay him homage to this day. Doresain still rules the White Kingdom today, but as a sworn ally of the more powerful Prince of Gnolls. Orcus’s attention has been elsewhere, and so far, he has not acted against the Prince of Gnolls for the theft of one of his subjects. One of Yeenoghu’s great desires is to see to the prosperity of his people, the gnolls. He envisions a Material Plane dominated by his children, where elves and humans and dwarves and halfl ings are slaves at best and food at worst. Yet he realizes that all the gnolls in the Material Plane could not achieve such a goal—as a result, he actively supports cultists of other races who turn to him for support. The enigmatic leader of the Maure family once represented his most powerful cult among humanity at the time, yet internal strife caused by rival demon lord Malcanthet saw to the ruin of this resource. Today, Yeenoghu counts the Queen of Succubi as one of his greatest enemies and periodically raids her realm. He is always turned back by her defenses, but one day he hopes to gain enough allies to see to her ruin. Only Yeenoghu’s eternal war with Baphomet nears the level of his hatred for Malcanthet. The source of the confl ict between the Prince of Gnolls and the Prince of Beasts is unclear, likely forgotten even by the two demon lords themselves, yet they show no signs of ceasing their eternal hostilities. Yeenoghu demands living sacrifi ces in remote wilderness regions on altars of crude stone. His faithful wear dark brown robes accented by mangy yellow furs. They are not allowed to clean these robes, and in time they grow horrific with clotted blood and foul odors. Clerics of Yeenoghu have access to the domains of Chaos, Demonic, Evil, and Fury. His symbol is his tripleheaded flail. Strategy and Tactics: Bestial and straightforward, Yeenoghu is more likely to charge into melee growling and screaming epithets before doing anything more subtle, although his fi rst action in combat is almost always to cast bull’s strength on himself (the statistics above take this into account). If faced with large numbers of foes, he’ll summon gnolls, ghouls, and demons for support. Triple Flail: Yeenoghu wields a unique triple-headed +3 adamantine heavy flail. Each time he scores a hit with this item, roll 1d3 to see how many of the heads hit the target. A hit with the flail deals the same amount of damage no matter how many heads strike. If more than one head hits the same target, the victim must succeed on a DC 32 Will save or be confused for 2d4 rounds. If all three hit, the target must also make a successful DC 32 Fortitude save or be paralyzed for 1d4 rounds. Only Yeenoghu can use the weapon to confuse and paralyze targets. The save DCs are Strength-based. Summon Ghouls (Sp) Once per day, Yeenoghu can automatically summon 1d6+6 enhanced ghouls. These ghouls have maximum hit points and a +5 profane bonus on turn resistance, Armor Class, and attack and damage rolls. This ability is the equivalent of a 7th-level spell (CL 20th). Summon Gnolls (Sp) Once per day, Yeenoghu can automatically summon 11d6 gnolls or 2d6 5th-level gnoll fighters. This ability is the equivalent of a 9th-level spell (CL 20th). Summon Tanar’ri (Sp) Once per day, Yeenoghu can automatically summon 1d2+1 vrocks or 1d4 bulezaus. This ability is the equivalent of a 9th-level spell (CL 20th). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (422nd layer: Death Dells) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 3.5e Fiendish Codex I Supplement (2006) Abilities - Three-headed flail causes random confusion, paralysis, or bludgeoning effects - Bite attack - Innate Spellcasting - Infectious madness - Legendary Actions to swat away enemies, move, or bite - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Truesight - Telepathy Appearance This gaunt, 12-foot-tall humanoid demon is covered with mangy patches of yellow fur and has pale gray fl esh showing where the fur is absent. His face is that of a leering, amber-eyed hyena, and he wields a massive fl ail with three spiked heads. Size Hero Forge: 14'8" (XL) Lore: Huge (12-14 ft. tall) Suggested: Huge to Gargantuan Other Monikers Ruler of Ruin, Prince of Gnolls, God of Gnolls Sources - Forgotten Realms Wiki - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 3.5e Fiendish Codex I Supplement (2006)
- Cervidal | Digital Demiplane
Cervidal Medium Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash, 2 variants below Description (from 3rd Edition Monster Manual II - 2001): The most common of the guardinals of Elysium are the satyrlike cervidals. Their home, Amoria, is the uppermost layer of that plane. Cervidals take their guardianship of Amoria serioiusly and are rarely found elsewhere except in times of great need. A cervidal’s body is slim, muscular, and covered with short, dark red fur. Aside from its regal bearing, the creature’s most striking feature is the pair of long, curved horns atop its head. A cervidal has hooves instead of feet, but its hands are like a human’s, except that the backs are protected by hard plates of horn. This allows it to use its hands as punching weapons to deliver effective slam attacks. Cervidals are peaceful and slow to anger, but in times of need they form the bulk of any guardinal army. One on one, a cervidal is a match for any comparable baatezu or tanar’ri, but cervidals seldom have the luxury of fighting an equal number of opponents. Combat : A cervidal’s horns are its favored weapon. It usually begins a fight by charging. Thereafter, it uses its slam and butt attacks to advantage in melee. Charge (Ex): A cervidal can lower its head and charge an opponent, striking with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the cervidal to make a single butt attack that deals 1d8+6 points of damage. Spell-Like Abilities: At will—bless, command, detect poison, light; 1/day—hold person, magic missile, suggestion. Caster level 9th; save DC 13 + spell level. Horn Powers (Su): A cervidal can deliver any of several effects by a touch of its horns. The horns can negate any poison or disease (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissalspell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as the corresponding spells. Caster level 20th; save DC 13 + spell level. Skills: Because of its powerful legs, a cervidal gains a +8 racial bonus on Jump checks. (From Planescape: Monstrous Compendium Appdenix II - 1995): Cervidals are the most common of the guardinals . They’re the people of Amoria, the uppermost layer of Elysium. In times of war, cervidals and equinals form the backbone of any guardinal army; one-on-one, they’re more than a match for the typical rank-and-file of a baatezu or tanar’ri force, even if they can’t rival the numbers of a fiendish horde. Cervidals are the most peaceful of the guardinals and the last to join a fight, seeking physical violence only when no other solutions present themselves. However, once they’re committed, cervidals won’t be the first to walk away. Cervidals bear a passing resemblance to a faun or satyr , but are more regal in appearance. They’re slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns or antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludgeons when closed in a fist, but their preferred weapons’re their antlers. Combat: Cervidals attack with two punches or kicks and a head-butt. Their effective Strength is an 18 (no percentage score), and they inflict 1d6+2 points of damage with their hard hooflike fists. The cervidals’ remarkable antlers are the equivalent of a +3 weapon for both hit probability and damage. A cervidal’ll usually begin a fight by launching a determined charge, head lowered, that inflicts double antler damage (2d12+3) if it hits, although it can’t attack with its hooves in the same round. Unlike the other guardinals, cervidals don’t have a special magical attack such as a whinny or roar. However, they do have three unusual abilities. First of all, the touch of a cervidal’s antlers instantly negates the ill effects of anry kind of poison or harmful substance such as acid or contamlnated food or water. By touching an affected creature with its antlers, the cervidal gives it a chance to immediately attempt one additional saving throw with a +6 bonus. Illusions of any type’re dispelled automatically by contact with the cervidal�s antlers. Lastly, any summoned , conjured , or extraplanar creature wounded by a cervidal’s antlers must survive an immediate saving throw versus spell or be returned to wherever it came from. (Of course, if the creature’s native to the plane the cervidal’s currently on, it’s not extraplanar!) In addition to the power of its antlers, cervidals can use the following spell-like abilities at will: bless , command , detect poison , and light . Once per day they can hold person (one target only), cast a magic missile (two missiles), or use suggestion . Cervidals can be damaged by any weapon. Habitat/Society: Cervidals gather in small family bands in the forests and woodlands of Elysium. They typically select one area as their home and remain there, rarely moving or wandering away. Most cervidals remain with the same family group for their entire lives, leaving only to find a mate or to enlist in a leonal ’s cause. Along with equinals, cervidals are the commoners of Elysium, but they’re much shyer and more reclusive than their boisterous kin. They pefer to keep their own company and don’t welcome strangers. In times of war, cervidals are light infantry, skirmishers, and auxiliaries. They’d rather fight a war of maneuver and skill than participate in a bloody slugfest. From Book of Exalted Deeds (2003): MANATH, THE HORNED DUKE: A 6-foot-tall figure stands before you, his head crowned with a magnificent set of curved ram’s horns. His shaggy fur varies in color from red to gold to autumn yellow on his bare chest, and his large cloven feet are ash-black in color. A wry yet endearing smile plays across his wise face. Manath (man-ATH) is the newest member of the Five Companions, only recently replacing the curmudgeonly Duke Rhanok. The new duke of the cervidals feels he has much to learn from Talisid and the other Companions, but if he has any doubts about his ability to stand in Rhanok’s hoofprints, he isn’t showing them. Manath has brought a keen wit and sense of fun to the Companions, charming the others with his colloquial manner and prancing tongue. Combat: Although fearless in combat, Manath prefers to resolve disputes peacefully, using friendly jokes instead of weapons to disarm opponents. When charm and diplomacy fail, he brings his horns and hooves to bear. Manath’s natural weapons and any weapons he wields are treated as goodaligned for the purpose of overcoming damage reduction. Powerful Charge (Ex): Manath can lower his head and charge an opponent, striking with his deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows him to make a single gore attack that deals 2d6+16 points of damage. Spell-Like Abilities: At will— bless, command (DC 20), detect poison, light; 1/day—hold person (DC 21), magic missile, suggestion (DC 22). Caster level 20th. The save DCs are Charisma-based. Horn Powers (Su): Manath can deliver any of several effects by a touch of his horns. He can negate any disease or poison (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissal spell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as their corresponding levels. Caster level 20th; save DC 19 + spell level. CERVIDAL GUARDINAL (5e homebrew) Armor Class 17 (Natural Armor) Hit Points 78 (12d8 + 24) Speed 40 ft. STR 18 (+4), DEX 20 (+5), CON 16 (+3), INT 12 (+1), WIS 15 (+2), CHA 16 (+3) Saving Throws: DEX +9, CON +8, STR +5, WIS +5 Skills: Athletics +8, Acrobatics +9, Perception +5, Persuasion +6 Resistances: Acid, Cold, Force, Poison Immunities: Lightning, Petrified Senses: Darkvision 60 ft., Passive Perception 15 Languages: Celestial, Common, Cervidal Challenge 7 (2,900 XP) Banishing Antlers. When the cervidal hits a creature with its ram attack, if the creature is not native to the plane of existence the cervidal is on, it must immediately make a DC 17 charisma saving throw or be banished to its home plane, as per the spell. If the cervidal maintains concentration for the spell's duration (1 minute), the banished target does not return. Blessed Antlers. As an action, the cervidal can touch one creature or object with its celestial antlers to cure all poisons affecting that creature, or purify food or drink (as per the spell). While a non-cervidal creature is touching the cervidal's antlers, the cervidal can grant advantage to all the creature's saving throws, as long as the cervidal doesn't move or attack on its turn. Lay on Hands. The cervidal has a pool of 25 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the cervidal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The cervidal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs. Celestial Weapons. The cervidal's weapons and natural attacks are considered magic weapons. Ramming Charge . If the cervidal moves at least 20 feet straight towards a creature and hits it with a ram attack on the same turn, the attack is an automatic critical hit, and that target must succeed on a DC 17 strength saving throw or be knocked prone. Innate Spellcasting. The cervidal's spellcasting ability is Charisma (spell save DC 16). The cervidal can innately cast the following spells, requiring only verbal components: At will: bless, command, detect evil and good, detect poison, dimension door, dispel magic, light, protection from evil and good, see invisibility, speak with animals. 1/day each: hold person, magic missile (3 missiles), suggestion. Magic Resistance. The cervidal has advantage on saving throws against spells and other magical effects. Actions Multiattack . The cervidal makes two attacks: one with its rapier, and one with its ram. If unarmed, the cervidal attacks with its hooves instead. Hooves . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Ram . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - Homebrew stat block in description 3rd Edition: - Monster Manual II 2nd Edition: - mojobob's website Abilities - Damaging charge attack with magic horns - Touching horns/antlers can heal, cure poisons and disease, give bonus to saving throw, and banish extraplanar creatures - Speak with animals - Innate spellcasting Appearance Cervidals bear a passing resemblance to a faun or satyr, but are more regal in appearance. They’re slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns or antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludgeons when closed in a fist, but their preferred weapons're their antlers. Size Hero Forge: 8'6"-8'11" (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Stag guardinals, deer guardinals, ram guardinals, goat guardinals Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 3rd Edition Monster Manual II (2001) - Book of Exalted Deeds (2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Lillend | Digital Demiplane
Lillend Large Celestial, Chaotic Good Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Planescape: Planes of Chaos Monstrous Supplement - 1995): Lillendi are natives of Ysgard, though they can travel astrally to the Prime and may also be found on the planes of Arborea and Limbo . On the Prime Material Plane, they prefer to dwell in temperate or tropical woodlands. They are peaceful and delight in song and conversation — and far from harmless. Those who offend lillendi may recieve harsh treatment at their hands, and even blameless individuals are subject to their pranks. Lillendi are particularly hostile toward those who seek to impose civilized order on the wilderness. A lillend has the torso, arms, and head of a comely man or woman, but also has broad, powerful, feathered wings and a stout serpentine body from the waist downwards. Though the humanlike portions of a lillend are of unremarkable hue, the feathered and scaled parts of its anatomy are brightly colored and strikingly patterned. Each individual has its own unique color combination and is quite proud of it. A lillend wears no clothing but sometimes wears jewelry. It always carries weapons and musical instruments. Lillendi do not mate or marry. They reproduce parthenogenically, giving birth to offspring that resemble the mother in most respects. Lillendi with male human torsos are biologically female, though they follow male human patterns of dress and customs. A lillend can understand any intelligent communication, including writing or sign language. All lillendi have infravision to 120 feet. Lillendi speak their own language and the languages of giants, bariaur , and githzerai . Combat: Lillendi can cast spells, charm with music, affect morale, determine the history of legendary magical items as 7th-level bards, and they can use any magical items that bards can use. In addition to their bardic abilities, they can cast darkness , hallucinatory terrain , knock , and light each 3 times per day. Once per day they can cast fire charm , Otto’s irresistible dance , pass plant , polymorph self (into humanlike form only), speak with animals , speak with plants , and transport via plants . Lillendi can breathe water and can move swiftly on or under the surface, wings folded tightly against the body when they snake their way across the surface. When they dive underwater their wings beat slowly to propel them forward, like enormous diving birds. They are immune to poisons, noxious gases, normal fire, the effects of the Positive and Negative Energy Planes (including level draining and enervation), and to any musically based magical effect, such as harpy song or satyr piping. They are unaffected by all enchantment/charm spells, and only +1 or better weapons can strike them. Lillendi have 17 Strength and 16 Dexterity for their human torsos, with attendant bonuses in combat. Their weapons, sometimes magical, are usually long swords, great spears, or powerful long bows with war arrows. A lillend catching an opponent in her serpentine coils inflicts 2d6 points of damage that round and constricts each round thereafter for 2d6 points of damage as she crushes the life out of her prey. Any creature held in a lillend’s coils suffers a -3 penalty to attack, damage, and saving throw rolls. When a lillend attacks prey caught in her coils she does so at +1 to attack and damage rolls. Lillendi carry particularly unpleasant enemies in flight for up to 10 rounds, then drop them for a maximum of 20d6 points of falling damage. Falls that inflict more than 50 points of damage require a saving throw vs. death magic to avoid instant death from massive damage, regardless of the character's remaining hit point total. Lillendi cannot constrict while flying, and they cannot carry more than 250 pounds aloft. Those who go into battle to meet death fight more fiercely to make the best possible impression on the power they serve. Lillendi entering the Silent Hour (see below) strike in a calm, focused fury, always winning initiative and attacking at +4 for doubled damage, but they always perish at the end of the alotted span. Habitat/Society: Lillendi serve the gods of the moon in the realm called Gates of the Moon, which lies on the plane of Ysgard. They only travel to the Prime when ordered to do so by their Powers. Of all the proxies of Ysgard, the lillendi are the least involved in the affairs of others. Lillendi are said to be able to choose the hour of their death, the Silent Hour, when they grow weary of life and service to the moon. This knowledge is either a gift from the gods of the moon, or a curse from the powers of Law, whom the lillendi are said to have served long ago and then abandoned. Shortly before her death, a lillend makes her farewells. As she dies she is absorbed into her power’s realm, disappearing in a misty fog that acts as a combination moonbeam and chaos spell. Lillendi who haven’t yet chosen the Silent Hour can still die through accident or violence, but in death their faces are always wracked with despair, for the legends say that those who do not pass through the Silent Hour are never joined with the power they serve. Lillendi social status depends on a simple system of initiations into mysteries and fhe ownership of certain totem masks. The mysteries are akin to secret societies, and each mystery is a specific kernel of wisdom passed on from one generation to the next. The more societies a lillend is a member of, the greater her status. Each society is devoted to particular musical forms, songs, instruments, and weapons, so a group of lillendi usually uses the same instruments, weaponry, and spells. The masks are tangentially related to the societies, since each mask design belongs to a specific family, and long ago each family lived in a single lodge and wore a single type of mask. Things have gotten a little more complicated since then, but the masks still roughly indicate status and family affiliations. Ecology: Lillendi devour both material food and magic essences. They can sustain themselves on moonbeams and the elemental essence of the wilderness (mountain breezes, gentle rains, raging rivers, and forest fires), though they prefer more substantial fare. If they gorge themselves on meat, they often remain in a torpid digestive state for hours or even days. This torpor doubles their spellcasting times, halves their constriction damage, and causes a -2 penalty to initiative. The lillendi enjoy this sluggishness, though they are wise enough not to go into such torpor alone and unguarded. Lillendi are known for broad tastes: They eat meat, vegetables, hay, grains, or spell components with equal abandon. Their digestion is complete and efficient; they excrete nothing though some say that the lillendi merely transmute matter into magical energy. Hunters and rangers have never found scat or markings in lillendi territory. It may be that anything indigestible is transformed into the fog that lillendi sometimes breathe out. Who knows? Lillendi feud with the petitioners of Ysgard from time to time, but more often keep to themselves. They are rivals of tht asuras , devas , and valkyries. They usually avoid the clumsy fensir (ysgardian trolls) easily. They are deadly enemies of the baatezu and modrons . (from 3.5e Monster Manual - 2003): The creature looks like a female human or elf with the lower torso of a multicolored serpent and huge, strikingly patterned wings like a bird’s. Lillends are mysterious visitors from the plane of Ysgard. Many are skilled in one or more forms of artistic expression. Lillends are lovers of music and art. Gold, even food, means little to them, while a song, story, or piece of artwork holds great value. The destruction of art and the ill treatment of artists enrages them. They are infamous for holding grudges, and they are often encountered seeking violent retribution against enemies of their favorite arts. Lillends also have a great love of unspoiled wilderness. The wilds remind them of the natural beauty of their home plane, and they occasionally visit and enjoy similar regions. A lillend is as protective of its chosen wilderness as it is of the arts. These beings sometimes form temporary alliances with rangers, druids, and bards to defend their favorite retreats against the encroachment of civilization. Sometimes a covey of lillends adopts a tract of wilderness, using any means necessary to drive off despoilers. A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos. Lillends speak Celestial, Infernal, Abyssal, and Common. Combat : Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle. A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword. Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spells: A lillend casts arcane spells as a 6th-level bard. Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 0— dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st— charm person, cure light wounds, identify, sleep; 2nd—hold person, invisibility, sound burst. Spell-Like Abilities: 3/day—darkness, hallucinatory terrain (DC 18), knock, light; 1/day—charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charismabased. A lillend also has the bardic music ability as a 6th-level bard. Skills: Lillends have a +4 racial bonus on Survival checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard, Arborea, Limbo Stat Block 5th Edition: - dandwiki.com (homebrew) - 5esrd.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Bardic spellcasting - Innate spellcasting - Often wields magic weapons - Constricting tail attack - Can drop grappled enemies from great height - Can choose the hour of their death for huge combat bonuses, but always dies afterwards in an AOE damaging fog - Breathes water or air - Immune to charm, poison, fire, radiant, and necrotic damage - Fast swimming - Flight Appearance A lillend has the torso, arms, and head of a comely man or woman, but also has broad, powerful, feathered wings and a stout serpentine body from the waist downwards. Though the humanlike portions of a lillend are of unremarkable hue, the feathered and scaled parts of its anatomy are brightly colored and strikingly patterned. Each individual has its own unique color combination and is quite proud of it. A lillend wears no clothing but sometimes wears jewelry. It always carries weapons and musical instruments. Size Hero Forge: 12'10" (XL) Lore: Large (20 ft. long) Suggested: Large Other Monikers Lillendi Sources - Forgotten Realms Wiki - Monster Manual v3.5 (2003) - Mojobob's website
- Demogorgon | Digital Demiplane
Demogorgon Huge Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Double mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them. Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later. Demogorgon's Lair: Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions: On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears. Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Regional Effects: The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects: The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Demogorgon dies, these effects fade over the course of (1d100) days. Madness of Demogorgon: If a creature goes mad in Demogorgon’s lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “Someone is plotting to kill me. I need to strike first to stop them!” 21-40: “There is only one solution to my problems: kill them all!” 41-60: “There is more than one mind inside my head.” 61-80: “If you don’t agree with me, I’ll beat you into submission to get my way.” 81-00: “I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!” (from 3.5e Fiendish Codex I Supplement - 2006): The demon towers a full 18 feet tall, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, attached to which are two long, writhing tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. Savage and ruthless, Yeenoghu is the patron of all gnolls and commands the servitude of ghouls through the subjugation of the demonic King of the Ghouls. Servants, Enemies, and Goals: Inside the Prince of Demons rages a secret war for control of himself. Demogorgon has two heads and therefore two minds, and each one seeks domination of the other. Aameul is the persona in control of Demogorgon’s left head, while Hethradiah controls the right. Each is unable to control the other, nor could one slay the other without also perishing. By most defi nitions, this internal confl ict would be described as insanity, but that would be applying inappropriate mortal standards to one whom such standards can never apply. Demogorgon’s war with Orcus and Graz’zt has been epic in scope. Their armies have clashed throughout the Abyss since the dawn of the tanar’ri race. For a time, Orcus vanished (apparently slain), as did Graz’zt (who was imprisoned on the Material Plane by the archmage Iggwilv), yet never has the Abyss known complete peace from this eternal war. Demogorgon is served by all manner of demons, some of which (such as the retriever) were actually created by him. Many powerful and unique demons serve him as well, and he commands armies of evil lizardfolk, scheming yuan-ti, sadistic troglodytes, vampiric ixitxachitl, and countless shoals of Abyssal aquatic predators. His close alliance with the ancient demon lord Dagon has provided him with access to Abyssal secrets that the other demon lords could only guess about. The methods of creating the powerful undead warlords known as death knights represent the least of these secrets, yet they are horrific and potent nevertheless. Worshipers of Demogorgon are more likely to be scaly things that hide from the light than humans or members of other civilized races. Despite his statue in the Abyss, the vast majority of the Material Plane is blissfully ignorant of his existence, yet they know his works, if only indirectly. The troglodytes worship him as Ahmon-Ibor, the Sibilant Beast, and use his teachings to bring vile intelligence and fanaticism to the beasts of the wild. Yuan-ti know him as Siosivash and raise great temples to him in sunken caverns. The unknowable ixitxachitl are his chosen minions on the Material Plane, and even they dare not speak his name aloud. The rare human cults that venerate the Prince of Demons welcome piracy and cannibalism with open arms. While humanoid cults dedicated to Demogorgon might be rare, individual humanoid worshipers of the Prince of Demons are more likely menaces. These followers often control the societies they live in or have much influence over those who do. They keep their faith secret from society, and use their power to spread evil and misery in his unspoken name. Clerics of Demogorgon have access to the domains of Chaos, Corruption, Demonic, and Evil. His symbol is a forked tail. Strategy and Tactics: Demogorgon is a powerful foe, yet he disdains direct confrontations. He would rather send his minions (of which he has many) into battle to settle his disputes. If Demogorgon must fi ght, he uses project image fi rst from a secure location protected by demonic minions and symbols of death. He uses his spell-like abilities (leading with dominate person and feeblemind), using two per round until he is confronted in combat. In melee, Demogorgon typically takes a full attack action, a move action, and a standard action to use a spell-like ability. He prefers to use his beguiling gaze and insanity gaze passively, rather than sacrifi cing opportunities to make physical attacks or use spell-like abilities. He saves his hypnosis gaze for when he fi ghts a single foe. Dual Actions (Ex): Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds’ worth of actions in any given round, as if he were two creatures. For instance, he could take two standard actions and two move actions, or he could take two full-round actions. Energy Drain (Su): Any living creature hit by Demogorgon’s tail slap gains 1d4 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. If a negative level has not been removed before 24 hours have passed, the afflicted opponent must succeed on a DC 37 Fortitude save to remove it. Failure means that the opponent’s level (or Hit Dice) is reduced by 1. The save DC is Constitution-based. Gaze (Su): Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 32 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold (MM 309). Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both. Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell (DC 32) with a range of 30 feet. Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of an insanity spell (DC 32) with a range of 30 feet. Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based. Rot (Su): Any living creature touched by Demogorgon’s tentacles must succeed on a DC 37 Fortitude save, or its flesh and bones begin to rot. The creature takes 1d6 points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies or a remove disease spell is cast. The spell stops further damage, but lost Constitution points return only with natural healing and cannot be restored with magic. The save DC is Constitution-based. Summon Tanar’ri (Sp): Once per day, Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshnees, 1 marilith, or 1 balor. This ability is a equivalent of a 9th-level spell (CL 20th). Amphibious (Ex): Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land. (from 4th Edition Demonomicon - 2010): The Prince of Demons: Drawn by whispers promising power and dominion over the unfolding realms of creation. the first primordials entered the Abyss. The shattered realm they observed within the vortex was thoroughly corrupted, but these creatures were unconcerned with morality as they pressed on, beckoned by the whispering ofthe Abyss's evil heart. As they explored farther into the desolation. they came upon a great. blood-red ocean, and they knew they had reached that heart at last. Floating there in the shallows ofthe nascent Blood Sea. the shard of evil called out for one strong enough to step forward and claim it. The first to set forth was a petulant primordial of unbridled fury named Demogorgon. As Demogorgon waded into the turbulent surf, however, another being rose up from the darkened depths beneath the sea. The interloper Dagon challenged Demogorgon for the right to claim the shard, the mighty primordials clashing in a battle that turned the sea to a bloody storm. But as they fought, a third being crawled up from a hitherto unseen pit to claim the shard as his own. Obox-ob, a loathsome obyrith of putrescence and filth, had become the first Prince of Demons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (88th layer: Gaping Maw) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net Abilities - Gaze can beguile, confuse, hypnotize - 4 tentacles inflict force damage that cannot be healed until a long rest - Necrotic tail attack - Spellcasting - Infectious madness - Twin heads gives resistance to stunned, blinded, deafened, and unconscious conditions - Legendary Actions - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Truesight - Telepathy Appearance The demon towers a full 18 feet tall, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, attached to which are two long, writhing tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. Size Hero Forge: 14'8" (XL) Lore: Huge (18 ft. tall) Suggested: Huge to Gargantuan Other Monikers Prince of Demons, Imprisoned One, Siosivash (by yuan-ti), Leemooggoogoon the Deep Father (by kuo-toa), Ahmon-Ibor the Sibilant Beast (by troglodytes) Sources - Forgotten Realms Wiki - Jorphdan (youtube video) - AJ Pickett (youtube video) - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - 4th Edition Demonomicon (2010) - 3.5e Fiendish Codex I Supplement (2006)
- Administrator
Administrator Genie Administrator Genie Medium Elemental, Lawful Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Monstrous Compendium: City of Delights -1993): Tasked administrator genies serve in bureaucracies, both for other genies and for humans, acting as advisors, negotiators, and all-around bureaucrats, and they often act for their masters in day-to-day decision making. Administrators are tall, noble, and pleasing to the eye. They prefer to dress in flowing silks that highlight their fine musculature, but they wear appropriate clothing for their duties. Their skin color is dark tan with a slight bluish cast. These genies retain limited telepathy and can communicate with creatures of at least low intelligence. They can either fly or swim, depending on whether they were once djinn or marids. Administrators seldom use their special movement for transportation, preferring to save it for times of emergency. Administrator genies are very proud of their work, considering bureaucracy an honorable profession with many benefits. They serve in many capacities, from clerk to city manager, but they are almost always ambitious and try to rise to positions of power. They prefer behind-the-scenes power however, and try to stay out of the public eye. A tasked administrator is often part of a family of like genies who sometimes serve together in especially large bureaucracies. Those administrator genies who work alone can always call on their other family members for favors, and there seems to be an extensive under-the-table trade between them. Rumors state that there are only two families of tasked administrators, one formerly djinn, the other formerly marids. Since they seem to know many other tasked administrators (and constantly refer to their cousin or brother or uncle who can help in a given situation), the rumor may be true. There seems to be a rivalry between the djinni and marid families. Since most tasked administrators consider their duties a normal job, they expect to be well paid, and they make efforts to gather riches to pass on to their family. When they reach a level at which they feel they can retire, they often try to pass their job on to offspring, or at least other family members. Administrators are quite skilled at their duties. As with any job, however, there is a period of training, and young tasked administrators may be inefficient or appear habitually frazzled. If given a chance, though, they almost always settle into a routine. Those who remain inefficient act as assistants to other tasked administrators or are assigned by the family to rulers who have somehow offended the family. If tasked administrator genies are bound into servitude, they often become surly and obstinate. Though they follow their orders, they are slow to process paperwork, rude to outsiders and lackadaisical in giving orders to lesser bureaucrats. When a tasked administrator has attained an important position, it often demands fine quarters. Former djinn prefer open, airy quarters, while former marids like many fountains and pools. Administrators will also try to incorporate these elements into their place of work. Administrator genies can be great hindrances or great helps to any bureaucracy. If treated well by the local ruler, they can make the bureaucracy a shining example of efficiency. If not, they can turn a city into a shamble of errors and problems. Combat: An administrator genie can cast friends , tongues , and ESP , each three times per day. It can use suggestion once per day, and it has a permanent unseen servant . Spellcasting is performed as a 10th-level wizard. Though administrators prefer not to enter combat themselves, they are adept at handling logistics, determining where supplies come from and how to get them where they’re needed. If forced into melee, a tasked administrator is sure to have the one normal or magical item that will help the most, provided that item is one owned by the genie or may be found normally in its place of residence. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Plane of Water, Air, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting - Assortment of magic items - Immune to either air- or water-based attacks and magic (depending on heritage) - Resistant to lightning and either thunder or cold/acid (depending on heritage) - Telepathy - Flight Appearance These genies are tall compared to humans and walk with a noble bearing. Most are very attractive. They wear clothing appropriate for their position, but prefer silks that showcased their physiques. Administrator genies have tan skin with a slight bluish tint. Size Hero Forge: 9 ft. (XL) Lore: Medium (7 ft.) Suggested: Medium to Gargantuan Other Monikers Tasked Administrator Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- Kocrachon
Kocrachon Kocrachon Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Faces of Evil: the Fiends - 1997): Kocrachons, the elite torturers of Baator , are creatures of horror and nightmare. Where the barbazu are noted for their ferocity in the field of battle, the kocrochons are known for their skill and subtety with the instruments of cruelty - the very antithesis of the dull and brutal warriors. They extract battle plans and information about spies from tanar'ri and celestial prisoners of war, and from mortals unwise enough to fall into fiendish hands. Masters of their trades, kocrachons are respected by every other kind of baatezu for their ability to wring a confession from even the most unwilling throat. (Interestingly, the most skilled kocrachons earn the respect of their victims as well, who learn to equate exquisite pain with love; the mortals and celestials among them are especially dangerous when - or if - released.) But no matter how successful their methods, kocrachons can be promoted only to the station of erinyes. The lesson of the kocrachon: Take pains to induce in others respect for a being of obvious skill. (From the Book of Vile Darkness - 2002): Kocrachons are diabolic torturers. When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible durties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater baatezu. Dispater alone employs more than a thousand kocrachons in Dis. They have a dark bluish-purple carapace like an insect's, with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture. Kochrachons speak infernal, Celestial, Common, and draconic. Combat: Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as often as they can. Disease (Ex): Any creature hit by the kochracon's bite attack must succeed on a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of strength damage. The victim must make three successful Fortitude saving throws in a row to recover. Spell-Like Abilities: At will - animate dead, cure moderate wounds, desecrate, detect good, detect magic, dispel magic, magic circle against good, liquid pain, major image, sorry, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack ; 1/day - blasphemy . Caster level 12th; save DC 13 + spell level. Baatezu traits: A kocrachon can communicate telepathically with any creature within 100 feet that has a language. In addition, it can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A kocrachon is immune to fire and poison, and it has acid resistance 20 and cold resistance 20. Sadism: For every 10 points of damage a kochrachon deals in a round, it gains a +1 luck bonus on attakc rolls, saving throws, and skill checks during the next round. Summon Baatezu (Sp): Twice per day a kocrachon can attempt to summon 1 kocrachon, with a 40% chance of success. (From Planescape: Planes of Law Monstrous Supplement - 1995): The kocrachon is a loathsome, beetlelike fiend, with beady eyes staring out from beneath its enameled carapace. Its three antennae wave above its head, discerning subtle changes of atmosphere, sound, and smell in its environment. It has four arms and two legs; the arm end in opposable pincer-claws. A proboscis juts out from the creature’s forehead, located just above its eyes. The kocrachon’s wings are located underneath its shell, which parts when the fiend is ready to fly away to safety or to a new victim. The kocrachon is a baatezu designed primarily to inflict pain. Upon creation, however, it isn’t immediately aware of this mission. Whether it is promoted or demoted to kocrachon status, the baatezu must study at the School of Pain, which is hidden underneath the Knoll of Blades in Dis, the second layer of Baator. Here, the kocrachons study the physiology of known mortal and immortal creatures — as well as the psychology of those minds. Thus, kocrachons learn how to inflict tortures both mental and physical on those unfortunate enough to fall into their clutches. Only rarely do they actually kill their victims, prefereng instead to inflict pain and still more pain. Kocrachons that capture archons, devas, or other aasimons are accorded respect and high honors; these creatures withstand incredible amounts of ahuse, which reflects well upon their torturers. The baatezu experiment on these and other good creatures until there’s nothing left but a shivering, screaming wreck of a celestial being. Naturally, the fiends love to sink their claws and knives into goodness. Sometimes, however, they also work on tanar’ri, but their performance isn’t as highly lauded as those who learn their work on the insufferable good. Kocrachons are almost never sent to the forefront of the Blood War, for their services are too valuable behind the lines. Some sages speculate that kocrachons torture petitioners and prisoners as preparation for molding them into various types of baatezu. The petitioners of Baator learn that only the powerful and strong can inflict pain, and this goads them into striving for higher status among the baatezu. Strangely, some prisoners develop a sort of kinship for thosc who give them such exquisite pain. Hatred for their captors may still burn in their breasts, but that emotion recedes before the craving for more pain. Some even experience a twisted devotion to their torturers and may willingly do as the kocrachons suggest. A kocrachon can freely pass from layer to layer in Baator, though it prefers to remain in one place to concentrate on a particular set of victims. Still, it goes where it’s told — and usually without question. When it has served its time (around 223 years) faithfully and well, it can be promoted to the status of erinyes. From there, only its own imagination and ability limit it. Becoming an erinyes is a vital steppingstone for an ambitious baatezu; thus, other baatezu often seek to become kocrachon, viewing the position as a key step toward climbing the hierarchical ladder. Kocrachons themselves are eager to serve and torture, anticipating what lies ahead for them in the service of the Dark Eight. Combat: The kocrachon would far rather flee than fight, for its job is to cause pain and extract information rather than to serve as militia. However, when backed into a corner, this baatezu is just as deadly as any of its brethren. The kocrachon is able to attack with only two of its four arms; this pair of claws causes 1d6 points of damage each. The other two claws, being considerably smaller, aren’t strong enough to clamp on an enemy and cause damage. However, these claws are highly manipulative, and the attached arms are strong enough for the kocrachon to wield small weapons such as scalpels and knives. The baatezu never uses these arms in combat if it is weaponless, but if it has some cutting instrument it causes 1d8 points of damage for each blade because of skill. Half of that damage is automatically healed in 4 hours. Kocrachons typically make three attacks per round: their two primary claws and a bite, which causes 2d6 points of damage. If they choose to forgo this routine, they can attempt to cause pain with a special attack using their scalpels. By making only one attack in the round, they can lay an opponent open to the bone or find the sensitive point in the exoskeleton, depending on the race of the creature. Any being hit when a kocrachon uses this attack must save versus spell at -6 or suffer a penalty of -4 to all attack and damage rolls. In addition, the victim’s AC value is reduced by 2 places, and movement by 3. These effects last for 2d6 rounds. Note that the kocrachon can only use this attack after it has studied its opponent for 3 rounds to determine where the incision would he most effective. The kocrachon is also able to cause disease as per the spell. If it can bite a victim and hold on to it (a successful bend bars/lift gates roll detaches the creature) for 3 rounds, it transmits a disease to its victim; it cannot attack while infecting its victim. This disease is fatal within 1-3 weeks after transmission. Oddly, the kocrachon can instead opt to transmit a healing fluid through its bite, healing 1d12 points of damage. This baatezu can use both bites three times per day. Kocrachons have all the standard abilities of baatezu of their rank; that is, they have the spell-like abilities advanced illusion , animate dead , charm person , infravision , know alignment (always active), suggestion , and teleport without error . They also have the standard baatezu immunities. However, they delight in pretending to suffer from an attack that causes no damage in order to lure their enemies closer. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th edition: - ENworld Homebrw Conversions from 2e 2nd edition: - Mojobob's Website Abilities - Causes crippling pain with claw, bite, or weapon attacks - Bite saliva can cause disease or heal victims - Innate spellcasting - Teleport - Devil sight pierces magical darkness - Magic resistance - Flight Appearance The kocrachon is a loathsome, beetlelike fiend, with beady eyes staring out from beneath its enameled carapace. Its three antennae wave above its head, discerning subtle changes of atmosphere, sound, and smell in its environment. It has four arms and two legs; the arm end in opposable pincer-claws. A proboscis juts out from the creature’s forehead, located just above its eyes. The kocrachon’s wings are located underneath its shell, which parts when the fiend is ready to fly away to safety or to a new victim. Size Hero Forge: 11 ft/ (XXL) Lore: Medium (5 ft.) Suggested: Medium to Large Other Monikers Kochracons, cockroach devils, beetle devils, torture devils Sources - Forgotten Realms Wiki - Planescape: Planes of Law Monstrous Supplement - Mojobob's Website
- Fhorge | Digital Demiplane
Fhorge Large Beast, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, mount mini Description (From Planescape: Monstrous Compendium Appdendix II - 1995): The fhorge (FOUR-jay), a particularly large and vicious cousin of the boar , lives in the wilder areas of the outlands and some of the outer planes. It’s noted for its foul temper and single-minded tenacity: once a fhorge gets mad at something, it won’t stop until it drops dead or the target of its rage’s been shredded on its tusks. No sod in his right mind annoys a fhorge — the trouble is, fhorges are cursedly easy creatures to annoy. There’s a saying in Ribcage: “A fhorge’s got two sides to its personality — bad and tanar’ri -bad”. A full-grown fhorge’s about 6 feet long, but can stand 5 feet tall at the shoulder. It’s as strong as a bull and about the same size. The creature’s covered in short, tough bristles, and its head features an exceptionally thick skull with two long, outward-curving tusks. The fhorge’s tail is long and strong, and a tuft of spinelike bristles grows in a clump at the end. Its eyes are small, red, and baleful. Combat: A fhorge isn’t supernatural in the least, but a cutter wouldn’t know that by watching it go after some poor sod. The creature displays a fiendish bloodlust in a fight, and embarks on murderous rampages at the slightest provocation. It likes to open battle with a surprisingly fast, determined charge — usually from dense cover where its enemies can’t see it waiting. If the fhorge is encountered in its favored terrain of scrub, thickets, or woodlands, its enemies suffer a -1 penalty on their surprise checks. When a fhorge charges, it gains a +2 bonus to its attack roll and inflicts +1 damage on each die, for a total of 3d6+3 points of damage. If its attack roll result exceeds the required number by 4 or more, its opponent must successfully save vs. paralyzation or be knocked prone. For example, if the fhorge charges a cutter in plate mail (AC 3) it needs a 12 to hit. A roll of 16 or better may knock the sod down. The fhorge tends to trample and slash savagely at anything it knocks down, gaining a +4 bonus to its attack rolls until the sod stands up or the fhorge is driven away by the victim’s friends. The fhorge’s armor-plated head protects the rest of its body in a charge, and it’s AC 3 to any frontal attacks. Any time it can, the fhorge attacks victims on the ground. After that, it prefers to charge opponents; it needs at least 20 feet of room to build up speed. Its least favorite tactic is slashing at and scrapping with a standing opponent it can’t charge. If an enemy gets behind the fhorge, the beast can lash out with its quill-covered tail, but it suffers a -4 penalty to any attacks against opponents behind it. One last thing a body should know about fhorges: They’re harder to finish off than a Mercykiller on the trail of a fugitive. Their natural fighting rage gives them a +2 bonus to mind-affecting or emotion-based spells. They can also fight until reduced to -10 hit points. Fhorges’re just too mean to know when they’ve been killed. Habitat/Society: Fhorges typically travel in packs based around 1 dominant male, 2 to 4 sows, and young fhorges equal to twice the number of sows. The sows are monsters of 3+3 Hit Dice that inflict only 2d6 points of damage with their smaller tusks; other than that, everything noted above in “Combat” is true for them, too. The young have 1+1 to 2+2 Hit Dice and tusks that inflict 2d4 points of damage but they generally avoid anything man-size or larger. Fhorges gather only in the evening and morning hours; for most of the day, they split up to forage. The young stay with the sows, but it’s unusual to run across an old bristleback anywhere near his family during daylight hours. Sows ferociously attack anything that might even think about threatening their young, and are every bit as aggriessive as the bristleback males. Ecology: If a basher’s got “the appetite of a fhorge”, it means he’ll eat anything and like it. Fhorges mostly eat roots, tubers, and insects, but on occasion they’ll eat carrion. One of the more interesting things about a fhorge’s diet is the fact that it heartily enjoys razorvine . It’s about the only thing in nature that can eat the stuff. The fhorge’s thick bristle-coat and bone-plated face easily protect it from the razorvine’s thorns. Fhorges are hunted for their meat and their hides which can be tanned into tough, supple leather. Most people find fhorge meat somewhat gamy, but there are those who enjoy the taste. In many areas of the Outlands and the Lower Planes, fhorge-hunting is a social activity, providing an excuse for folk of privilege to gather and gossip. However, it’s a good idea not to forget about the fhorge itself — many would-be hunters have died beneath its tusks. Roast Fhorgling with Garlic and Pepper Take one young fhorge, cleaned and dressed, and season liberally with crushed black pepper. Stuff body cavity with onions, garlic bulbs, and hot peppers. Skewer and set over a medium fire for 4 to 6 hours. Turn every half hour, brushing with melted butter or herb-infused oil. Brush powdered garlic and black pepper into the meat each time it’s turned — use a good stiff brush. The fhorgling’s done when the juices run clear when the thickest part of the meat (usually the haunch) is pricked with a dagger, and the skin is cracked and browned. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Outlands, Acheron, Baator Stat Block 5th Edition: - Angry Golem Games (Giant Boar, make AC 16) - DndBeyond (Giant Boar, make AC 16) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Charge, trample, gore attacks with tusks - Grapples with bite and shakes for special "worry" attack - Armored head - Ferocity lets it fight without penalty even if disabled or dying Appearance A full-grown fhorge’s about 6 feet long, but can stand 5 feet tall at the shoulder. It’s as strong as a bull and about the same size. The creature’s covered in short, tough bristles, and its head features an exceptionally thick skull with two long, outward-curving tusks. The fhorge’s tail is long and strong, and a tuft of spinelike bristles grows in a clump at the end. Its eyes are small, red, and baleful. Size Hero Forge: Mount (5'9")(XL) Lore: Large (6' long, 5' shoulder) Suggested: Large to Huge Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website











