Search Results
Search this site
592 results found with an empty search
- Ghoul | Digital Demiplane
Ghoul Medium Undead, Chaotic Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can’t feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul’s undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord’s other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls’ paralytic touch. Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. (From Monster Manual v3.5 - 2003): This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore’s sharp teeth. Its eyes burn like hot coals in their sunken sockets. Ghouls haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary. Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral. Ghouls speak the languages they spoke in life (usually Common). Combat : Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves. Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. LACEDON : These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments. GHAST : Although these creatures look just like their lesser kin, they are far more deadly and cunning. Combat : Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based. Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. (From Monstrous Manual - 1993): Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Combat: Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected ). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay. Habitat/Society: Ghouls and ghasts are most frequently encountered around graveyards, where they can find plenty of corpses on which to feed. Ecology: Ghouls (and ghasts, as described later) delight in revolting and loathsome things — from which we draw our adjectives “ghoulish” and “ghastly”. Lacedon The lacedon is a marine form of the ghoul. Lacedons are sometimes found near marine ghosts , particularly ghost ships. Lacedons are less common than ghouls because of the fewer corpses available for them to feed on, but they can often be found swarming around recent shipwrecks in rivers, lakes, and oceans. Ghast: These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10’ radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a penalty of -2. Worse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest’s remove paralysis spell. Ghasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring). Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Abyss, Prime Material Plane Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - 2024 Monster Manual - Angry Golem Games - 5th Edition Basic Rules - DndBeyond (Ghoul) - DndBeyond (Ghast) - DndBeyond (Lacedon Ghoul) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Poisonous claw attacks induce paralysis - Immune to poison, charmed, exhaustion Appearance Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Size Hero Forge: 6' (XL) Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - 2024 Monster Manual - Angry Golem Games - DndBeyond (Ghoul) - DndBeyond (Ghast) - DndBeyond (Lacedon Ghoul) - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - mojobob's website
- Korred | Digital Demiplane
Korred Small Fey, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (From Volo's Guide to Monsters - 2016): Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth. Earthy Fey. Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining. Stone Sympathy. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred. Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground. Enchanted Hair. Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at anyone who attempts to cut it without permission. (From 2nd Edition Monstrous Compendium Volume One - 1989): When wandering through the world’s sylvan forests, travelers should be wary of music and laughter coming from a clearing. More than likely, the cause is the dance-loving korred, a race that is close to nature and jealously protects its way of life. Perhaps the most striking feature of this gnome-sized race of humanoids is their wildly flowing beards and hair, which seem to snake out in all directions. Their bodies are hairy, with their lower quarters being those of a goat. The korred wear little, usually only a pair of leather britches. Korred smell like pine trees and fresh earth after a spring rainstorm. A stout oaken cudgel is the favored weapon and no korred is seen without his large leather pouches. They speak their own language and often know the satyr , dryad , centaur, and elf tongues. On rare occasions (10%), a korred may be found who can speak the secret language of the druids. Being a boisterous folk, they usually shout when they talk. Combat: Korred have great strength (average of 18/76) and they use it to hurl boulders up to 100’ (damage 2d8). They also use cudgels (damage 1d6+4), or shears which are found in their pouches (damage 1d4+4). Without a weapon the korred can strike for 1 or 2 points of damage, while its great strength adds +4 to this total. They can trap intruders by weaving their hair into animated entangling ropes and snares in 1-4 rounds. Such ropes are AC 1, have 5 hit points, and a movement rate of 3. Anyone attacked by the rope must save versus paralysis or become entangled. Sometimes a band of korred will leave these entangling strands of hair around the perimeter of their party glen as this enables them to turn their full attention away from such mundane tasks as guard duty and focus their attention on truly worthwhile (to a korrcd) pursuits like dancing and singing. Korred may employ their magical laugh up to three time a day. Anyone within 60’ of them must roll his charisma or higher on a d20 or be stunned for 1-4 rounds. Note that a bard’s singing can nullify this effect. In addition to their laugh , korred can use the following abilities at will: stone shape , animate rock , stone door (teleport 30’), shatter rock , transmute rock to mud , and stone tell . Habitat/Society: Wooded hills and sylvan settings are favored by the korred, who usually lair in caves or burrows. The korred are clannish, using the word “clan” as a title (for example, Clan Korefyr). In keeping with their chaotic nature, they do not have structured communities. Typically, there are 1-4 adults and 2-8 (2d4) children per family with 2-8 (2d4) families being part of each individual clan. These families are scattered throughout an area of roughly five miles. In respect of nature, korred are mostly herbivores, though at times they are known to indulge in some game, especially if plants are scarce, as is the case during winter. Korred are reclusive and do not tolerate outsiders, the only possible exception being rangers, druids, and elves. Even then, the stranger must be sure not to interrupt a korred celebration or dance. Satyrs are well-received by korred, and it is not unusual to see a celebration with korred, satyrs and dryads. Each week the korred have a holiday where they dance and play music using pipes, drums and harps. Those who interrupt the dance must save versus spell or dance themselves, losing 1-4 hit points per round until they are dead, restrained, or the korred flee. The korred pouches contain hair (for weaving their ropes), shears, and other items. These items will turn to gold if sprinkled with holy water (5d4�10 gp value). No korred will voluntarily give up this pouch. There is much debate among sages and scholars as to the korred’s purpose in life. It seems to be to dance, sing, celebrate, and build strange things out of stone. They are rumored to have built the druid stone circles. They love nature and freedom and often take it upon themselves to preserve both if threatened. Ecology: This magical race is sought out for the creation of several magical items. Their hair is a key ingredient for ropes of entangling and nets of snaring . The fermented fruit beverages which the korred consume can also be used as a component for love philters and potions of human control . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Command hair to grapple creatures from 30 feet - Stone's Strength allows massive damage with greatclub and thrown rocks while standing on the ground - Innate Spellcasting - Stone camouflage - Resistant to nonmagical attacks - 30-foot burrow speed Appearance Perhaps the most striking feature of this gnome-sized race of humanoids is their wildly flowing beards and hair, which seem to snake out in all directions. Their bodies are hairy, with their lower quarters being those of a goat. The korred wear little, usually only a pair of leather britches. Korred smell like pine trees and fresh earth after a spring rainstorm. A stout oaken cudgel is the favored weapon and no korred is seen without his large leather pouches. Size Hero Forge: 3'10" (single) Lore: Small Suggested: Small Other Monikers The Dancing Folk Sources - Forgotten Realms Wiki - Angry Golem Games - Volo's Guide to Monsters (2016) - Monstrous Compendium Volume One (1989) - Dndbeyond - Mojobob's website
- Time
Time Dragon Time Dragon Gargantuan Dragon, Neutral Button Hero Forge Mini Double mini, no kitbash Description (From 5e Planescape: Morte's Planar Parade - 2023): These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be. Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon’s hoard might find invaluable historical information from eras past. A Time Dragon’s Lair Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair. The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t take the same lair action two rounds in a row: Temporal Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 ((4d12)) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. Temporal Lag. The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action. Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice). Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass. If the dragon dies, these effects fade over the course of (4d12) days. (From Dragon Magazine #359 - 2007): This dragon's charcoal-gray scales lay closer to its flesh and bear no ridges, giving the creature a smooth look. An hourglass-shapes mask of black scales surroundes its eyes and twelve evenly-spaced lines of black scales radiate back along its body, like tree rings. A spike in the shape of a typical gnomon extends from the back of its skull, effectively doubling the length of its head. Its triangular wings spread from their narrowest points at its back to give them the overall shape of an hourglass. Two spikes of different lengths protrude from the end of its tail, giving it two tips. Breath Weapons (Su): A time dragon has two types of breath weapon, a line of ravaging time and a cone of time expulsion. Creatures and objects within a line of ravaging time age 1 year per age category (no save); creatures take 1 point of Constitution damage and objects lose 1 point of hardness per age category of the dragon (fortitude half). Creatures within a cone of time expulsion disappear and cannot act for 1 round per age category of the dragon (Will negates). These creatures are not under the effect of a time stop , they arc thrown into the future a number of rounds and effectively do not exist until lhe timestream catches up with them. Time Control (Su): A time dragon emerges from its egg with some level of natural control over the flow of time and its own place within the flow. From hatching, a time dragon can accelerate its actions relative to the actions of others. As a free action, a time dragon can will itself to move more quickly, enabling it to set as though affected by a haste spell tor up to 5 rounds each day. The duration of the haste effect need not be consecutive rounds. Time dragons are immune to slow effects. Time Stop (Sp): At a standard action, a time dragon can cast time stop at will. The time dragon cannot remain completely removed from the timestream, however, and must wait 2d4 rounds between uses of this ability. Draconic Surge (Ex): A very young or older time dragon can, once per day as a swill action, borrow time from the future. This allows the time dragon to take an extra standard or move action during its turn. An old or older time dragon can use this ability twice per day. Time Mastery (Su): Thanks to its greater control over its connection (or lack thereof) to the flow of hme, an adult or older time dragon operates continuously under the effects of a haste spell, A time dragon cannot suppress this ability, and if dispelled it automatically resumes at the start of the time dragon's next turn (this requires no action or conscious thought on the part of the time dragon). This increased control also allows a time dragon of at least adult age to slip into and out of the timestream mote effectively. It must wait only 1d4 rounds between uses of its time stop spell-like ability. Stow Aura (Su): An ancient or older time dragon possesses godlike control over time but also a much lesser amount of control over the space around it. It can express this control by emanating a slow aura up to 10 fat per age category for up to 10 rounds each day. Choosing to emanate the slow aura is a free action that must be made every round the time dragon wishes to maintain it. The duration of the slow aura need not be consecutive rounds. Creatures are automatically affected as by the slow spell (no save) each round they begin their turn within the area of the aura. Time Apotheosis (Ex): Once it lives long enough to become a great wyrm, a time dragon has such an intricale tie to the timestream that it can move backward and forward through time almost at will, This movement through time allows a great wyrm time dragon to wait only 1 round between uses of its time stop spell-like ability. In addition, a great wyrm time dragon becomes immune to any spell or effect with a duration greater than instantaneous cast on it by another creature, as well as effects that can affect it over time or that require the passage of time (such as dehydration, disease, poison, and starvation), it is not immune to its own noninstantaneous spells and effects. Because a great wyrm time dragon can travel into possible futures, it rolls 2d20 on every d20 roil it makes, taking the better of the two results. I.astly, a great wynn time dragon can make forays into the past and into possible futures. Such forays require preparation, and cannot be performed within the timeframe of a combat. Traveling Through Time: Generally, the longer into the past or future the time dragon wishes to explore, the more resources it must expend. The details of this preparation, as well as the actual specifics of time travel, are outside the scope of this article and really only affect PCs if they become willing (or unwitting) assistants to a time dragon. At the very least, a time dragon must spend several minutes in preparation of traveling through time, meditating and preparing itself physically and mentally for its journey. Spell-Like Ability: At will — time stop (wyrmling and older must wait 2d4 rounds, adult and older must wait 1d4 rounds, great wyrm must wait i round); 3/day- slow (juvenile or older). Skills : All Knowledge skills and Speak Languages are class skills for time dragons. Time dragons, also sometimes called chronology dragons, epoch dragons, or ageless dragons, rarely deign to interact with mortals — or even, for that matter, immortals. Strategies and Tactics Time dragons have better things to do than to engage in the potential dangers of combat. As such, they never hesitate to use every ability at their disposal to end a fight as quickly as possible or to simply flee if overwhelmed. Note that most time dragons are as satisfied with incapacitating enemies as killing them. They make extensive use of their time stop ability to move around the battlefield and set up spells to hinder or kill their opponents. Generally, time dragons start with their most powerful spells, weakening any who survive with their ravaging time breath. Time dragons never willingly fight to the death. Ecology : Only disasters or other creatures can kill time dragons. The passage of time itself cannot. As such, they are the only truly immortal nondeific dragons. Because of their unique ties to the timestream, time dragons age randomly. Knowing the age category of a time dragon does not, therefore, give an accurate estimation of its age, as shown on the following chart. To use this chart, roll for each age category the dragon has to see how long it took for it to reach its current level of maturity (and to give you an idea of its actual age). d%* Time up to 05 = 5d12 minutes 06 - 15 = 1d12 hours 16 - 25 = 1d6 days 26 - 35 = 1d4 weeks 36 - 45 = 1d12 months 46 - 65 = 1d10 years 56 - 85 = 1d10 decades 86 - 00 = 1d10 centuries above 00 = 1d2 millenia * For each age category the dragon possesses, add 5% to this roll. Time dragons younger than great wyrms can go months without eating, but doing so makes them lethargic. As dragons, they can eat anything and frequently do so, not bothering with bunting down living food. Environment : Time dragons can and do live anywhere they find air to breathe. They prefer remote locations for their lairs, although as seminomadic creatures they rarely claim a place as a lair for more ihan a few years. Great wyrms often relocate their lairs to some distant point in time, such as before the rise of humanoids or after their fall. Typical Physical Characteristics: A wyrmling time dragon's scales appear silvery white and lack black stripes or a black eye mask As the time dragon approaches very young, its mask and stripes grow in and its scales darken. The black stripes gradually change as the time dragon ages, each moving back along the length of its body and reappearing again near its eye mask when the twelfth stripe runs off the tip of its tail. Society : Time dragons have no society. They live apart from one another and other living creatures, preferring to spend the time they deign to socialise with deities and other powerful immortals. Roughly once a millenium, a group of four to ten time dragems comes together for the purpose of procreation. As soon as all the females in the group have been fertilised the dragons disband and, likely, never again see one another. Treasure : Time dragons rarely put much effort into their hoards, abandoning and rebuilding them hundreds of dines over the long course of years. A time dragon does jealously guard any piece in its board that measures time, from a mundane sundial to a mechanically wondrous waterclock. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Anywhere with air and food Stat Block 5th Edition (different ages have their own stat block): - Planescape: Morte's Planar Parade (2023) - DndBeyond 3.5e: - Dragon Magazine #359 (2007) Abilities - Time breath causes force damage and de-syncs creatures from time - Slows time against enemies - Time slips to teleport away from attacks - Rend attacks inflict force damage - Legendary Reactions - Legendary Resistance - Lair Actions with temporal effects - Flight - Blindsight - Creates time gates of up to 8,000 years - Reincarnates 1d100 years after death in a random plane of existence Appearance Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Size Hero Forge: 10'7" ft. (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers Chronology dragon, ageless dragon, epoch dragon Sources - Planescape: Morte's Planar Parade (2023) - DndBeyond - Dragon Magazine #359 (2007)
- Leomarh | Digital Demiplane
Leomarh Large Beast, Unaligned Hero Forge Mini Kitbashed, mount mini Description (From Planescape: Monstrous Compendium Appendix II - 1995): The realms of the Great Road don’t always answer to the same natural laws that hold sway on the Prime Material Plane. From place to place, local ecologies are dictated by the high-up cutters who rule there. Exotic combinations or artificially stocked regions are common everywhere out here. Even Clueless travelers tumble to this little dark real fast: If physical laws can change on the planes, why can’t ecologies and food chains? ’Course, with that said, it’s also important to remember that living creatures need to find themselves a niche of some kind, or they won’t survive. Here’s where leomarhs come into the picture. They’re completely natural predators who’ve escaped the artificial realms of the powers and now exist anywhere some high-up isn’t in charge. They’re most common in the Outlands, but a cutter shouldn’t be too surprised to run across a pride of leomars in the dusty plains of Avernus or the meadows and forests of Amoria. After all, leomarhs are planars now, just like any basher born and raised in Sigil, and they can see portals too. Leomarhs appear to be much like lions — in fact, it’s almost certain that they evolved from lions or other great cats that were brought to the plains or created out here by one of the powers. But there are some important differences. Leomarhs have larger forequarters than hindquarters, resulting in a slight hyenalike slope to their bodies. They’re covered by fine scales rather than fur, and their tails’re long and snakelike with a bladed spade at the end. Leomarhs’ manes are dense, golden-brown fur, and they’ve got small beards and tassels of the same color along their legs and feet. Leomarhs’re much smarter than a typical lion, even if they still don’t speak or show signs of true sentience. It’s a fiend’s cunning they have, and a pride of hunting leomarhs sets expert ambushes and uses hit-and-run tactics with remarkable skill. Most importantly, they’re smart enough to have a real good idea of how tough armed humans can be, understand that some creatures can call on magical energy as a weapon, and leave the bigger foes alone. Combat : Leomarhs have exceptionally keen senses and are surprised only on a roll of 1. They’ve got a natural ability to change the color of their bodies to match their surroundings. If the leomarh holds still, it’s 90% invisible until it pounces. Generally, this gives the leomarh’s prey a -4 penalty to surprise checks. On the move, a leomarh gains no advantage from its camouflage. These creatures have mastered the tactic of dividing their pride and using several obvious attackers to drive their prey toward motionless, camouflaged ambushers. When they strike, leomarhs attack with their large, powerful front claws and a dangerous bite. If both front paws hit, the leomarh gains 2 extra attacks with its rear claws, raking for 1d4 points of damage each. In addition, a small or man-size opponent who’s hit by both front claws must successfully save versus death magic or be knocked prone. (Prone characters suffer a -4 penalty to their AC and attack rolls.) Leomarhs’ll drag down even the strongest warriors if they can get close enough, Last but not least, leomarhs’ve got an unusual immunits: Magic missiles don’t affect them. Some bloods believe that leomarhs’re plane-touched, just like tieflings, and have some unusual powers and abilities running through their bloodlines. Habitat/Society: Despite their unusually high intelligence, leomarhs are still animals. They’ve got a complex system of communication among themselves, but they don’t interact with intelligent races or monsters. A sod shouldn’t think that a leomarh’ll ever look at him as anything but a potential meal or threat to its offspring, and either premise is a poor one for approaching the leomarh’s lair. Leomarhs live and hunt in small bands known as prides. A pride usually settles in one area, selecting a dense thicket or small cave as its lair. From this lair, small hunting groups of 1 to 4 individuals range out in search of prey. Leomarhs’re extremely defensive of their young and aggressively attack anything barmy enough to approach their lair. Generally, a number of cubs equaling 1O% to 60% of the number of adults will be found in or near the lair. Leomarh cubs have only 1 HD and attack with a THAC0 of 20, their claws doing 1 point of damage, their bite only 1 to 2. A cub’s camouflage ability is fully developed at birth, and its instinctive response to danger is to lie still and keep out of sight. Ecology : Leomarhs prey on the scattered normal creatures inhabiting the Outlands and some regions of the Outer Planes. Typically, goats, deer, and bison or wild cattle are the preferred prey of leomarhs, but in some areas they’ll attack lesser fiends or local peasants if that’s the most plentiful supply of food. Leomarhs can be a significant danger to travelers in the wilder areas of the planes, since they’re willing to attack just about anything smaller than an elephant. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (any plains) Stat Block 3rd Edition: - enworld.org forums (homebrwew) 2nd Edition: - mojobob's website Abilities - Chameleon-like camouflage with their surroundings - Extremely good at stealth, ambush - Claw attacks drag enemies prone - Bite attack - Immune to magic missiles (force damage?) - Keen hearing and smell Appearance Leomarhs appear to be much like lions — in fact, it’s almost certain that they evolved from lions or other great cats that were brought to the plains or created out here by one of the powers. But there are some important differences. Leomarhs have larger forequarters than hindquarters, resulting in a slight hyenalike slope to their bodies. They’re covered by fine scales rather than fur, and their tails’re long and snakelike with a bladed spade at the end. Leomarhs’ manes are dense, golden-brown fur, and they’ve got small beards and tassels of the same color along their legs and feet. Size Hero Forge: Mount (XL) Lore: Large (6-7 ft. long) Suggested: Large Other Monikers Planar lions Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Gibbering Mouther | Digital Demiplane
Gibbering Mouther Medium Aberration, Chaotic Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 1994): Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Tormented by the destruction of their bodies and absorption into the mouther, those victims gibber incoherently and are forced to consume everything in reach. Amoeboid Form. The gibbering mouther’s body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease. Horrifying Cacophony. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with confusion or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them. All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee. A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim’s body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster’s next meal. (From 3.5e Monster Manual - 2003): This unwholesome creature has a body with the form and fluidity of an amoeba. Its surface has the color, but not the consistency, of human flesh. Countless eyes and toothy mouths constantly form and disappear all over the creature, often retreating into its body even as they become apparent. A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures. Sometimes the arrangement of eyes and mouths on a gibbering mouther’s body a resembles a face, but just as often they have no relationship to one another. A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds. Gibbering mouthers can speak Common, but seldom say anything other than gibberish. Combat : A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round. Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based. Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based. Improved Grab (Ex): To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed. Engulf (Ex): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus. Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned). Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked. Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. (From Assassin Mountain: Monstrous Compendium Pages - 1993): The gibbering mouther is an amoeboid form of life composed entirely of mouth and eyes. With its eyes and mouths closed, it appears to be a lump of earthly material, surprising creatures that stumble across it. Its only motive is to eat whatever is edible and within reach, be it animal, vegetable, or mineral. Gibbering mouthers move by oozing forward, fastening several mouths to the ground and pulling themselves along. A mouther may move faster over fluid and viscous terrain, such as mud and quicksand, by swimming. Combat: The brain of a mouther is located in its midportion, and its gelatinous body makes it difficult to strike this spot, hence its relatively low Armor class. The mouther attacks in three ways: gibbering , spitting and biting. When any edible object is sighted by a mouther, it begins gibbering incoherently, causing confusion among all within a 60-foot radius who fails a saving throw vs. spell. Each character who fails must immediately roll 1d8 to determine which of the following effects occurs. On a roll of 1, the victim wanders aimlessly for one round; on a roll of 2-5, the victim stands motionless, stunned for one round; on a roll of 6-7, the victim attacks the nearest living creature for one round; and on a roll of 8, the victim runs in fear for two rounds. The spittle of a gibbering mouther bursts into a bright flare if it strikes any hard surface. The resulting flash blinds characters looking at it if they fail to save vs. petrification — the blindness lasts 1d3 rounds. The mouther may then attempt to bite blinded opponents with a +2 bonus to its attack rolls. Blinded victims attack with a -4 penalty. A mouther attacks by biting with six mouths per round. Each attack roll exceeding the number required to hit by 2 or more indicates that the mouth attaches to the victim and drains an additional point per round. When three or more mouths are attached to a single victim, that character must make a successful Dexterity check each round thereafter or slip and fall. The mouther will then flow over the victim and bite with 12 mouths, gaining a +4 bonus to strike its prone opponent. Once it pulls down one victim, a mouther tries to trap another. If a victim reaches 0 hit points, he is absorbed into the mouther, giving it another mouth and pair of eyes, as well as 1 hit point permanently, up to the maximum for its Hit Dice. Only living flesh can be absorbed like this. A mouther liquefies the ground and stone within a 5-foot radius and controls the consistency of the material, changing it to doughy quicksand. It requires 30 seconds to alter earth to quicksand, and a full round to mutate stone to earth. Habitat/Society: Like other amoeboid life forms, gibbering mouthers reproduce by asexual fission. When a mouther has absorbed enough victims to gain maximum hit points, it splits in two. Each mouther has 4+3 Hit Dice (one has 17 hit points, the other has 18). The mouther retreats to some small, dark den before the four-hour process begins. When the two new mouthers recover from the dividing process (which takes 7+3d12 turns), each seeks its own new territory. Gibbering mouthers avoid each other’s territories and even physical contact with one another. It’s believed that bringing two mouthers in physical contact forces them to merge, creating a larger creature with twice the size, HD, and number of attacks, but half the already-slow movement of the parent monsters. These great beasts strip the land so thoroughly that they generally die of starvation as soon as prey becomes scarce. Ecology: Gibbering mouthers are unnatural creatures, usually created by foul sorcery and kept as guards by mages or obscene cults. Although they can survive in the wild, they are more scavenger than hunters, and they rarely establish reproducing populations in any but the most lush swamps. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Unknown (Far Realm, Prime Material Plane) Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Gibbering confuses creatures - AOE blinding spittle - Bite knocks creatures prone and absorbs them if they die - Transforms nearby ground into difficult terrain - Immune to prone condition Appearance The gibbering mouther is an amoeboid form of life composed entirely of mouth and eyes. With its eyes and mouths closed, it appears to be a lump of earthly material, surprising creatures that stumble across it. Size Hero Forge: 2'5" (XL) Lore: Medium (4-7' tall) Suggested: Medium to Huge Other Monikers None Sources - 5th Edition Monster Manual (2014) - 3.5e Monster Manual (2003) - Assassin Mountain: Monstrous Compendium Pages (1993) - DndBeyond - mojobob's website
- Hook Spider | Digital Demiplane
Hook Spider Large Monstrosity, Lawful Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix II - 1995): Spiders of all kinds are fairly common throughout the Outlands and the Great Wheel. Normal-size hunters and web-spinners can be found in the strangest places, surviving where no other mundane animals can. Even the large, huge, and giant varieties’re surprisingly successful, and there are more than a few minor fiends or aasimon who’ve ended up as a spider’s dinner on their own home plane. The creature known as the hook spider’s simply a giant spider that’s adapted to life in a particularly dangerous and desolate corner of the multiverse: the Lower Planes. The body of a book spider’s about the size of a goat’s or large dog’s , but each of its legs is as long as a man is tall. The two forwardmost legs aren’t used for walking, but are instead equipped with powerful, inward-curving claws or hooks to snag and hold prey. The spider’s mandibles are powerful enough to pierce plate armor. Unlike those of many normal spiders, each of the hook spider’s eight eyes are primary eyes. The eyes are arranged high on the creature’s head, giving it 360-degree vision. The hook spider’s naturally a dull yellow color with red markings, but it’s rarely found in this coloration thanks to its psionic chameleon power (see “Combat” below). Hook spiders are almost as intelligent as human beings, and demonstrate a diabolical patience and skill in hunting. They create traps made from materials on hand and their own webbing, they use stealth to surprise their prey, and packs of spiders operate wifb perfect coordination. Worse yet, hook spiders’ve developed some rudimentary psionic skills to help them take their prey. Combat: Hook spiders make every effort possible to attack only from ambush or while the potential meal is helpless. When the time comes to strike, the hook spider can leap up to 60 feet from concealment, giving its target a -2 penalty to its surprise check. The spider attacks with its two hooked claws and a bite of its venomous mandibles. If it hits the same man-size or smaller target with both claws, the victim is held pinned and helpless, and the bite attack automatically succeeds. The victim can escape the spider’s grasp with a successful open doors check. A creature bitten by the hook spider must successfully save versus poison or suffer an additional 25 hp of damage, or 2 to 8 points of damage if the save is successful. The onset time is two rounds, so a victim suffers no immediate effect in the round he’s bitten or in the following round. Hook spider venom quickly loses its potency if removed from the spider, becoming inert within 1d3 turns. Hook spiders frequently use their psionic powers to ensure that they’ll be able to surprise their opponents. They’re especially fond of using chameleon power or invisibility to prevent their intended meal from noticing their presence, or using shadow form or reduction to creep within striking distance undetected. If the spider successfully uses its psionic powers to completely mask its presence, it gains automatic surprise when it strikes. Hook spiders aren’t web-spinners, but they do use their strong silk to create trap-door hatches or blinds to hunt from. They occasionally use their silk to create traps such as nets or lassoes that the spider tends with its front legs. There is a 20% chance (30% for rangers, druids, or other such characters) that the victim spots the trap before walking into it. The spider must make an attack roll to spring the trap, but only the victim’s Dexterity and magical adjustments help him evade the spider’s net — armor itself doesn’t count. The victim may attempt a saving throw versus paralyzation to avoid being netted or bound, but if he fails he’s securely trapped and can escape only with a bend hars/lift gates roll or a full turn of work with a dagger or other small edged weapon. Hook spiders love to trap as many members of a group as they can, and then attack the untrapped characters before returning to finish off the victims who were snared by their ambush. Habitat/Society: Hook spiders live in small groups called nests or clutches. The adults of a nest are always siblings. Unlike most other spiders, hook spiders are social creatures that cooperate closely to catch their prey. They’re careful to let powerful fiends or lower-planar denizens pass by unmolested, but any thing weaker than an abishai or rutterkin ’s fair game. The spiders like to choose a single small area and carefully build it into a complex lair and hunting ground. For example, a nest of hook spiders might take over a small grove, a rocky outcropping, or a spring or pond. A labyrinth of small burrows’ll be dug beneath and around the area, providing the spiders with a number of bolt-holes and ambush sites. Traps’ll be laid in places where meals are likely to come by. The hook spiders make sure that their presence is well-collcealed, and it’s not uncommon for a band of bashers to walk right into the middle of the spiders’ lair without realizing anything’s wrong. Hook spiders are capable of communicating with other creatures by means of their telepathic power, but they rarely do so. They’re inclined to honor agreements or contracts, but they’re very shortsighted — if a hook spider doesn’t see an immediate gain for itself, it won’t bother to strike a deal. In some cases, ambitious fiends’ve been known to lure meals into the spiders’ den in exchange for the spiders’ elimination of rivals, enemies, or troublemakers. Ecology: A nest of hook spiders normally comprises 2 to 8 adults, and anywhere from 10 to 30 spiderlings equal to large spiders in all respects save intelligence. Spiderlings avoid large prey such as humans or fiends, preferring to let the adults deal with these meals and feeding on the leftovers. Unlike most spiders, hook spiders lay only 3 to 6 eggs at a time and invest a moderate amount of time and care in feeding and protecting their young. Although hook spiders are certainly dangerous and cunning predators, they’re often not very high on the food chain in some of their infernal habitats. They compensate hy cooperation against victims of moderate power, and they avoid contact with more powerful creatures. Typically, creatures such as nupperibo , lemures , spinagons , ahishai, or petitioners are preyed upon, but greater haatezu and creatures of similar size are left alone. Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 3 2/2/7 -/MB,M- 12 45 Psychometabolism — Science: shadow form; Devotions: body control, body equilibrium, chameleon power, reduction. Telepathy — Science: mind link; Devotions: contact, attraction, invisibility. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Acheron, Baator, Gehenna, Outlands Stat Block 2nd Edition: - mojobob's website Abilities - Hooked legs grapple creatures - Venomous bite - 60-foot jump, advantage on initiative - Psionic "chameleon" power - Innate Spellcasting (psionics) - Intelligent, uses webbing to make traps (nets, lassoes, etc.) - Telepathy Appearance The body of a book spider’s about the size of a goat’s or large dog’s, but each of its legs is as long as a man is tall. The two forwardmost legs aren’t used for walking, but are instead equipped with powerful, inward-curving claws or hooks to snag and hold prey. The spider’s mandibles are powerful enough to pierce plate armor. Unlike those of many normal spiders, each of the hook spider’s eight eyes are primary eyes. The eyes are arranged high on the creature’s head, giving it 360-degree vision. The hook spider’s naturally a dull yellow color with red markings, but it’s rarely found in this coloration thanks to its psionic chameleon power. Size Hero Forge: 6'2"(XL) Lore: Medium (4' long body) Suggested: Medium to Huge Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Amethyst
Amethyst Dragon Amethyst Dragon Gargantuan Dragon, Neutral Hero Forge Mini Button Double mini, no kitbash, 1 variant below Description (From Fizban's Treasury of Dragons - 2021): Amethyst dragons, the mightiest of the gem dragons , study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. Royal Purple. When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods. Cosmological Study. Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it. Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs . These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places. Hoarded Arcana. In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon’s hoard. Creating an Amethyst Dragon Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters. Amethyst Dragon Personality Traits d8 - Trait: 1 - I am never so content as when contemplating the beauty and wonders of the multiverse. 2 - I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise. 3 - What use is vast knowledge or insight if it is not shared with those who can appreciate it? 4 - Although some are fascinated by words, I think numbers are the true foundations of creation. 5 - To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.6I see a far more kaleidoscopic reality than you do … or than any of your selves do, really. 7 - It is not my place to interfere. I merely seek to observe, learn, and understand.8With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one. Amethyst Dragon Ideals d6 - Ideal: 1 - Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral) 2 - Knowledge. We are the whole of creation, seeking to understand itself. (Any) 3 - Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any) 4 - Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful) 5 - Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good) 6 - Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil) An Amethyst Dragon’s Lair Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs. The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies. Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject. Crystal Profusion. Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair. Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of (1d10) days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate. (From 2nd Edition AD&D Monstrous Manual - 1991): Amethyst dragons are wise and regal, with a detached air, and ignore what they consider to be petty squabbles between good and evil, law and chaos. When hatched, amethyst dragons have lavender skin with small scales of a light, translucent purple. As they grow older, the scales gradually darken. Adults are a sparkling lavender in color. Amethyst dragons speak their own tongue and the tongue common to all gem dragons, and 18% of hatchling amethyst dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Amethyst dragons prefer talking over combat. If parleying goes badly, the dragon attacks first with its breath weapon, then with psionics and spells. They never hide or attempt ambush. Amethyst dragons consider retreat dishonorable, but do so if faced with death. Breath Weapon/Special Abilities: An amethyst dragon’s breath weapon is a faceted, violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The lozenge explodes with concussive force, causing the indicated damage to all creatures within 60’ of the impact (save vs. breath weapon for half damage). In addition, all creatures size huge and smaller must save vs. paralyzation or be knocked down. Any creature taking damage from the blast has a 50% chance of being knocked unconscious for one round per age level of the dragon, plus 1d8 rounds. An amethyst dragon casts spells and uses its magical abilities at 9th level, plus its combat modifier. Amethyst dragons are born with an innate water breathing ability and an immunity to poisons. They are also immune to force attacks and effects, such as those from beads of force , Bigby’s hand spells, wall of force , and Otiluke’s resilient sphere . As they age, they gain the following additional powers: Young: water walking six times a day. Juvenile: neutralize poison six times a day. Adult: shape change , as a druid, into a reptile, bird, or mammal, three times a day, with each form usable only once per day. Old: Otiluke’s resilient sphere three times a day. Very old: reflecting pool once a day. Venerable: control weather once a day. Psionics Summary Level = HD Dis/Sci/Dev = 3/3/5 Attack/Defense = PB,EW,PsC/M-,TS,TW Score = Int PSPs = 250 Psychokinesis — Sciences: detonate, project force, telekinesis; Devotions: control body, inertial barrier, molecular agitation. Psychometabolism — Sciences: complete healing, energy containment, metamorphosis; Devotions: cell adjustment, expansion, reduction. Telepathy — Sciences: domination, mind link, mind wipe; Devotions: contact, ESP, identity penetration, truthear. Metapsionics — Sciences: empower, psychic surgery, ultrablast; Devotions: magnify, psionic sense, psionic drain. Most amethyst dragons prefer psychokinetic powers and many choose psychometabolism as an additional discipline. Habitat/Society: Amethyst dragons live on the shores of isolated mountain lakes and pools, some in caves beneath the water. They are good parents, but believe their young should fend for themselves as soon as they become young adults. Amethyst dragons dislike red and white dragons , and consider silver and copper dragons to be foolish. Ecology: Amethyst dragons prefer to eat fish and a large number of gems. They are not inherently enemies with any life form. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Gravity-warping singularity breath - Spits explosive crystal - Resistant to force, psychic - Colossal claw, bite, and tail attacks - Psionic teleport - Psionic spellcasting - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Amphibious - Blindsight - Telepathy Appearance When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods. Size Hero Forge: 10'5" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Deceiver
Deceiver Genie Deceiver Genie Medium Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Deceiver genies are servants of noble djinn and sometimes the most powerful of jann. They themselves are djinn perverted to a life of deception, sworn to mask the face of the world. Their true form is difficult to judge, but they are said to be tall and gaunt, with thin arms and legs, and large heads, hands, and feet. They have long fingers, blond hair, and striking eyes — one blue, one brown. Their skin is a mottled gray. Combat: Deceiver genies are cowards shrouded in a perpetual displacement effect, so the first attack on a deceiver genie always misses. However, creatures able to see through this illusion can attack them at their natural Armor Class of 4. These genies can use each of the following spell-like abilities at will: change self , delude , false vision , tongues , misdirection , undetectable lie , and whispering wind . Twice per day they can create distance distortion , massmorph , spectral force , and shadow masic . Once per day they can invoke disbelief , projected image , solipsism , and sundazzle . Once per week they can use a mass suggestion (up to 24 levels or HD of creatures) or create a permanent illusion , programmed illusion , or veil . Their illusions are equivalent to those cast by a 24th-level caster for purposes of dispel magic, duration, area of effect, and so on. However, their life of trickery renders them susceptible to their own game; deceiver genies save against illusion/phantasm magic at -1. Favorite tricks of deceiver genies include sending hapless victims over illusory bridges, chasing illusory oases, or even making them argue with one another over trivial matters. They also enjoy sending unnerving messages to sentries, caravan guards, and other watchmen. They have the minds of immature pranksters, and no trick is to low or too difficult. Deceiver genies will gladly give up food, sleep, and treasure in pursuit of a truly cruel scheme. The only trick they dislike is taking the place of others; although they can alter their outward appearance, they are uncomfortable being near others for more than a few minutes. They pretend to be someone else only when a larger plot requires it. If forced into melee, deceiver genies fight with a hysterical, terrified strength. On a natural roll of 20, their steel nails tear out an opponent’s eye. If the roll of 20 is 1 more than the genie needs to hit its target, both eyes are torn out. In either case, an immediate system shock roll is required to avoid passing out for 1d6 turns from the pain. Partially blinded foes strike at -2, and fully blinded opponents suffer a -4 penalty to all attack rolls, and all rules for blind-fighting apply. In most cases, deceiver genies call up spectral minions to serve them in battle. These are often reinforced by real minions of the same type; deceiver genies think the resulting chaos is hilarious. Habitat/Society: Though most deceiver genies serve other genies, they sometimes cooperate with others of their kind to build themselves a village and hide it in remote regions. They rarely speak the truth, even under magical duress — a deceiver genie under the influence of a charm monster spell or similar magic still lies constantly and shamelessly to its friends. These genies are dangerous to their masters when not constantly set to a task; when idle, they spin webs of lies, generally to provoke their masters into some disastrous action. Deceiver genies see the entire world as a fiction, a game, or a toy created for their manipulation and amusement. Deceiver genies aren’t very interested in wealth, but they’re great fans of the arts, which they consider a formal but fascinating form of lying. They will never harm a storyteller or tasked artist genie, though they may still confuse them. Anyone wishing to bind such a genie must always be on guard for its effects on and promises to one’s servants, cohorts, and loved ones as loyalty to a master does not include loyalty to a master’s retainers in the code of a deceiver genie. Ecology: Tasked deceivers eat, drink, and sleep as humans do. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting (illusion, enchantment) - Displacement effect causes enemy attacks to miss - Steel nails permanently blind opponents - Telepathy - Flight Appearance Their true form is difficult to judge, but they are said to be tall and gaunt, with thin arms and legs, and large heads, hands, and feet. They have long fingers, blond hair, and striking eyes — one blue, one brown. Their skin is a mottled gray. Size Hero Forge: 9 ft. (XXL) Lore: Medium (7 ft.) Suggested: Medium to Huge Other Monikers Tasked Deceiver Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- Anarch | Digital Demiplane
Githzerai Anarch Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): The most powerful of the githzerai , anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law. An Anarch's Lair: In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community. Lair Actions. An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. Regional Effects: The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects: • In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. • The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). If the anarch dies, these effects end after ld6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates ld6 rounds later. Anarchs: A githzerai community works constantly to maintain a stable base of operations protected from the wilds of Limbo. The mental energy of the collective that keeps the plane's forces of chaos at bay is funneled through the exceptional githzerai known as anarchs. One or more anarchs maintain each community by serving as both the receptacle for the psychic power of other githzerai and the means by which that power is employed. Anarchs have a special gift for stabilizing and controlling the chaos-stuff of Limbo. In their communities on Limbo, they can create matter and energy out of nothingness with a thought. They can control the direction of gravity. The environment around them can be whatever they want it to be. Anarchs are exceedingly rare among githzerai. When a githzerai in an existing community demonstrates the ability to become an anarch, that individual might leave the community to found a new colony or might remain where it is and ascend to a leadership position. Fortress Cities: The monasteries of the githzerai are massive outposts of stability that sail through the chaos of Limbo. Githzerai anarchs keep the fortresses stable and control their interior design, opening portals to the outside only as needed. Most fortresses drift through Limbo at random, but none of them are ever isolated. When Menyar-Ag sends out a call to them, the anarchs of the other communities can instantly communicate with him. Aside from its inhabitants, the most well-defended element of a githzerai fortress is its food supply. Because Limbo provides no sustenance, the githzerai rely on crops and livestock they appropriate from elsewhere. Plants are grown in hydroponic chambers, and livestock are raised in pens where light, temperature, and other conditions are tailored to their needs. A community's activity is overseen by monks who assign duties to each occupant. Everyone participates in mock combats and ongoing academic instruction, and each fortress allocates personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shrak'kt'lor: Shra'kt'lor is a fortress city that houses the largest concentration of githzerai. It serves as both the capital of the civilization and the headquarters of the githzerai military forces. The greatest generals, spellcasters, and zerths of the race meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra'kt'lor is the most well defended of the githzerai outposts- no force in Limbo could readily threaten the city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the city's outermost defenses. Those who use plane-shifting magic to arrive at these sites or who approach through the chaos of Limbo aren't admitted to the city without the approval of an anarch. Beyond the entrance to the city wait six layers of nested defenses. Each one is dominated by a fortress maintained by a powerful anarch chosen by Zaerith Menyar-Ag-Gith, who dwells at the heart of it all. Adamantine Citadels: When githzerai travel, they sometimes bring a sliver of Limbo along. Before they set out, a cadre of powerful anarchs craft a citadel of adamantine out of the chaos-stuff around them. Inside the structure is more of Limbo's essence, left in raw form until it's needed. Then, in an eruption of psionic and arcane power that only Menyar-Ag can produce, the citadel and its accompanying githzerai are transported to another plane. After the transfer is complete, at least one anarch must always attend the citadel to maintain its form and shape as well as to utilize the chaos-stuff within. When a citadel is ensconced on another plane, the githzerai create a teleportation circle inside it to facilitate travel between that plane and Limbo. The appearance of an adamantine citadel on another plane creates a blot on the natural world. Life, the one thing that can't be spontaneously created from the stuff of Limbo, is driven away from the location in a wave of dread. Depending on the size of the citadel, the affected area can have a radius of between several hundred feet and several miles. Birds avoid flying over or near it, other animals flee the area, and plants in the vicinity wither and die. Intelligent creatures can act normally, but being in the affected area is unnerving to them, and if they investigate, they soon identify the citadel as the cause. The githyanki, however, find it in their best interest to keep their citadels safe from discovery. Menyar-Ag prefers to plant them in desolate and rarely frequented places such as barren deserts or remote locations in the Underdark. The primary purpose of an adamantine citadel is to watch over the activity of some foe of the githzerai, such as an illithid colony, and to provide a base of operations for a possible attack. Citadels are also used to collect foodstuffs and other material goods for transport to Limbo. When the githzerai are finished with a citadel, they vacate it and return to Limbo. Immediately after the last anarch teleports away, the citadel vanishes, leaving only a scarred landscape to indicate where it once stood. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond Abilities - Martial arts that deal psychic damage - Legendary Actions including Reverse Gravity, Teleport - Legendary Resistance - Lair Actions - Psychic defense that boosts Armor Class - Powerful Innate Spellcasting (psionics) Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-8'7" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)
- Fundamentals | Digital Demiplane
Fundamentals Tiny Elemental, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 15 variants below Description (From Planescape: Monstrous Compendium Appdendix III - 1998): Fundamentals are the weakest of the true elemental creatures (as opposed to other creatures native to the Elemental Planes). Still, no one knows the real dark of their nature, purpose, or how they fit into the mysterious scheme of the Inner Planes. One of the most difficult-to-dispel myths regarding the fundamentals is the idea that they all appear as a pair of bodiless, headless bat -wings made of the appropriate element, flying eternally through the air. Although it’s easy to see how a body might confuse their appearance, fundamentals are much more accurately described as narrow, nearly two-dimensional beings of elemental matter or energy. These little strips flutter and flap in the manner of a bat or certain birds. Fundamentals “fly” only in the sense that they pass through their own element unhindered and unhampered by forces like gravity. Sometimes fundamentals briefly “leap” from their element into another; earth or water fundamentals leaping into a nearby area of air might look as though they were flying low to the ground. Fundamentals that accidentally “leap” into their antithetical elements — say, fire fundamentals into a water pocket — don’t immediately die, but they can’t stay there long. They can resist the opposite element for 1d4 rounds before fizzling out, dissolving, or otherwise dissipating. The bat-wing idea probably originated when some fire fundamentals were confused with fire bats , who do indeed have batlike wings. Combat: All fundamentals defend themselves by simply ramming their bodies into an opponent, causing 1d6 points of damage. This is a relatively ineffective way to fight, but since they don’t really “fly”, such an attack doesn’t actually hinder or throw off their movement. The fundamentals aren’t harmed by this ramming attack in any way. The stats above give a range of Armor Classes and movement rates. These depend on the relative composition (energy or solid), weight, and speed of the fundamentals. Fundamental Element AC MV Air, Ash, Dust, Smoke, Steam, Vacuum 24 6 Fire, Lightning, Radiance 18 5 Magma, Ooze, Water 12 4 Earth, Ice, Mineral, Salt 9 3 Within their own element, fundamentals are hard to detect. In fact, they are 90% invisible when not moving. (Contrary to some reports, fundamentals do sometimes stop flying and simply drift.) When fundamentals attack creatures within their own elements, opponents suffer a -2 penalty to surprise rolls due to the creatures’ natural coloration. These advantages lead wizards on the Prime or other terrestrial settings to summon air fundamentals to attack their enemies more often than say, ooze fundamentals (which’d be spotted easily). Fundamentals are entirely immune to the element that they represent. They are unaffected by spells involving sleep or cham. In addition, a body needs a +1 or better weapon to strike them. Habitat/Society: Fundamentals don’t fit into the standard “society” of the Inner Planes very well. They’re not intelligent enough to work with (or against, for that matter) any of the organized forces there, and they’re not powerful enough for anyone to really take notice of them. For example, the archomentals — the Elemental Princes of Good and Evil — don’t make any attempts to win over the fundamentals for their respective elements. The fundamentals just simply are . Ecology: Fundamentals consume very little. They produce next to nothing and don’t seem to product at all. They may not actually be living creatures at all, but rather some mysterious animate (but not sentient) extension of the element that they represent. A few cutters have suggested that fundamentals are to the Elemental, Paraelemental, and Quasielemental Planes what plant life is to more terrestrial settings. Such an idea is just strange enough to be true, but it’s certainly difficult to prove. Others still believe the theories of the explorer Revorus that fundamentals are just that — the fundamental expression of their element. Sure, they’re not as powerful as actual elementals , but they’re still more basic, intrinsic, and … well, fundamental to the element and to the plane. Again, though, that’s just conjecture. At one time some graybeards thought that fundamentals might be young elementals, perhaps in a larval stage. This theory has definitely been discounted, simply because few (if any) of the elementals on any of the Inner Planes reproduce in that way. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Inner Planes Stat Block 2nd Edition: - mojobob's website Abilities - Slam attack does damage according to fundamental element type - Unaffected by gravity in their native element (flight-like) - 90% invisible when not moving in home element - Immune to element type they are composed of, sleep, charm, nonmagical weapons Appearance Nearly two-dimensional beings of elemental matter or energy. These little strips flutter and flap in the manner of a bat or certain birds. Size Hero Forge: 5'8" (0') (XL) Lore: Tiny Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - P lanescape: Monstrous Compendium Appendix III (1998) - mojobob's website
- Messenger
Messenger Genie Messenger Genie Small Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Messenger genies were once djinn, but now serve all genies equally, flitting from plane to plane bearing messages, gifts, treaties, letters, documents, and love letters between noble genies of the various realms. Messenger genies are slim, fluid creatures that never stop moving. They wear close fitting clothes and keep their hair croppd short under their tight turbans. They never wear jewelry and are always lightly armed. They often ride magical mounts, though they can also travel quickly on foot. Combat: Messenger genies would rather flee than fight, and would rather die than surrender their documents. They always try to slip through crowds, duck behind trees, or hide under tables rather than standing and confronting their foes. When forced into combat, messenger genies move quickly, with a -1 bonus to initiative rolls. They attack with thrown weapons like darts and use an enchanted poison unique to the messenger genies, called bardan ruqad (cold sleep). Bardan ruqad is used to deliver messages to dangerous or unpredictable recipients, and it can be used as either an injected or ingested poison. A creature that fails a saving throw vs. poison at a -4 penalty is paralyzed instantly but remains unnaturally alert for 1d6+4 rounds, giving the genie time to deliver his message. After this time, the creature falls into a deep sleep. This slumber lasts for 1d6 hours, allowing the messenger genie time to escape. The recipient’s skin is cold to the touch throughout this time, and some are mistakenly pronounced dead. Bardan ruqad even affects undead, though they save against its effects with just a -2 penalty. Messenger genies can use each of the following spell-like abilities, once per day, as a 9th-level spellcaster: aura of comfort* , clear path* , lighten load* , dimensional folding* , invisibility , haste , distance distortion , and shadow door . (Spells marked with an asterisk are from the Tome of Magic and can be replaced by dimension door , Leomund’s tiny hut , pass without trace , and strength .) Dying messenger genies can send their spirits out on the wind, reaching the nearest intelligent creature and asking to be avenged. Genies within range will always respond. Habitat/Society: Messenger genies are always moving. They cannot stand to be kept waiting and are prone to pacing, fingertapping, and other nervous habits. Being tied up or held still is a form of torture that can sometimes (10%) force a messenger genie to undertake a mission for creatures to which a messenger genie owes no service. Only magical compulsion can force a messenger genie to reveal its messages; it would rather die than reveal documents held in trust. Messenger genies are loquacious and enjoy helping people they meet on the road. If they are treated rudely, they may cripple mounts or ruin footwear. Messenger genies think that motion in itself represents progress and goodwill; slow or immobile creatures must be either evil, lazy, or corrupt. Messengers are always up first in the morning and are the last to rest in the evening. They are not childishly energetic, but they are fiercely determined to do and see as much as possible, for they live only 10 to 15 years. Ecology: Tasked messengers are respected by all genies. Though they are individually weak and rarely found in numbers, they are sheltered and protected by noble genies. Anyone assaulting a messenger genie can be sentenced to 100 years of servitude to the genies. Anyone stealing from one is put to death. Messenger genies need very little food and water, and can work for 40 days without rest. After 40 days, they seek out a cloud castle or mountaintop and collapse into a week-long coma in a den of cloudstuff. When they awaken, they are fully restored, ready to run for another 40 busy days. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Innate spellcasting - Extremely fast flight - Ranged weapons with poison that paralyzes targets, then puts them to sleep - Telepathy - Murdered genie spirits can reach out and ask a creature to avenge them Appearance Messenger genies are slim, fluid creatures that never stop moving. They wear close fitting clothes and keep their hair croppd short under their tight turbans. Size Hero Forge: 5'7" (XL) Lore: Small (4 ft.) Suggested: Small to Medium Other Monikers Tasked Messenger Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- Fabere | Digital Demiplane
Fabere Small Beast, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, familiar mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): The klyndesi are the only known predators on the plane of Steam. They feed mainly upon creatures called fabere, the docile, gas-filled balloonlike beasts that feed upon the steam itself. ’Course, when the klyndesi find different prey — like visitors to the plane — they’re likely to jump at the chance to consume a more exotic meal. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Quasielemental Plane of Steam Stat Block 5th Edition: - None (try a Mastiff stat block, add 30-ft. fly speed, fire immunity, ambhibious breathing, and either a 15-foot Steam breath attack (DC 10 dex save or 1d6 fire damage, half damage on success), or innate spellcast: Fog Cloud once per day. Abilities - Gas-filled (likely means of propulsion) - Feeds upon steam - Flight Appearance Docile, gas-filled balloonlike beasts that feed upon the steam itself. Size Hero Forge: Familiar (XL) Lore: Unknown Suggested: Small to Medium Other Monikers Balloon beast Sources - Planescape: Monstrous Compendium Appendix III (1998)












