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  • Grell | Digital Demiplane

    Grell Medium Aberration, Neutral Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 1994): A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn’t want to pierce or tear. Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature’s ability to manipulate electricity to sense and move also allow it to absorb lightning without harm. Although solitary by nature, grells sometimes gather in small groups called covens. Floating Ambushers. A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the paralyzed creature in its clutches. Alien Devourers. Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away. A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers’ way as they dispose of larger threats while waiting for the right time to strike. (From Monster Manual II 3rd Edition - 2002): These horrible, misshapen creatures resemble giant, floating brains with tentacles. They inhabit dungeons, underground passages, remote caves, and other places where light never reaches. Humanoids of all kinds are their favorite prey. This vicious predator has a large, bulbous body composed of wrinkled, light gray flesh that seems to float in the air of its own volition. Ten long, spiny tentacles hang from the bottom of its body, twisting in the air like ropes. A grell has a sharp beak that it uses for tearing the flesh of its prey, but no other visible facial features. Combat: A grell prefers to wait in ambush for potential prey. When a suitable target passes, the monster attempts to paralyze it with its tentacles, then escape to its lair with its helpless prey. Grells are cunning enough to avoid direct confrontations with large groups, since they are aware of the dangers that foes capable of teamwork can present. A grell occasionally shadows a group that is too large to attack directly, following along inconspicuously and using its Hide skill to stay out of sight. When a member of the target group lags behind, or the group is distracted by some other hazard, the grell attacks a straggler and tries to drag away its meal unnoticed. Grells also sometimes lurk near dangerous areas, such as pit traps, quicksand, or the lairs of other monsters, hoping to prey upon trapped, helpless, or wounded creatures. In melee combat, a grell can attack as many foes as it can reach, using as many of its tentacles as it wishes against any single opponent. It uses its bite only against paralyzed prey or as a last resort. Improved Grab (Ex): If a grell hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20, including a +16 racial bonus on grapple checks). If it gets a hold, it has the option to conduct the grapple normally, or simply use a single tentacle to hold the opponent (–20 penalty on grapple check, but the grell is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle damage. Paralysis (Ex): A grell’s tentacles are lined with small spiny barbs, much like a squid’s. (This is clearly a classic case of convergent evolution, since the two creatures are completely unrelated.) Any creature hit by a grell’s tentacle must make a Fortitude save (DC 14) or be paralyzed for 4 rounds. Blindsight (Ex): A grell is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 feet. The grell usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. Flight (Ex): A grell’s body is unusually buoyant. The creature continuously produces an effect like that of the flyspell, which it can use to move at a speed of 30 feet (perfect maneuverability). This buoyancy also grants the grell a permanent feather fall effect with personal range. Immunities (Ex): A grell is immune to electricity and paralysis effects. Tentacle Regeneration (Ex): Foes can attack a grell’s tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 19 (touch 12) and can withstand 10 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Skills: A grell gains a +2 racial bonus on Hide and Move Silently checks. (From Monstrous Manual - 1993): The grell is a fearsome carnivore that looks like a giant brain with a vicious beak and 10 dangling tentacles, each 6 feet long. Some grell are rogues, while others live in family units. The "civilized” grell is a hive or colony creature, much like an ant or a bee. but far more intelligent, arrogant and dangerous. Grell have a weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telep¬ athy with other grell. Other creatures cannot learn the grell lan¬ guage, and they would not deign to learn the language of "lesser beings" (a synonym for "food" in their language). Combat : The grell's most common strategy is to use its natural levitation ability to hide in the upper reaches of large chambers, it can then drop silently on a victim, who suffers a “3 penalty to surprise rolls when attacked in this way. A worker grell attacks with all 10 tentacles; each one that hits grips the opponent (the grip can be broken with a successful bend bars lift gates roll). For each hit. the victim must roll a saving throw vs. paralysis, with a +4 bonus, or be paralyzed for 5d4 rounds. With two tentacles gripping the prey the grell can lift it up toward the ceiling and devour the prey when desired, A grell automatically hits paralyzed prey each round. Soldier grell often use weapons, including the tip-spear and the lightning lance* The tip-spear is an edged metal head which fits on the tip of a tentacle and is held there by suction; the weapon causes ld6 damage if used to slash, 2d6 if used to impale. Victims hit by a tip-spear must make a saving throw vs. paralysis, as if hit by a tentacle. The lightning lance delivers 3d6 points of electrical damage to those hit with it, though a successful saving throw vs. spells halves the damage A lightning lance starts with 36 charges: it can use one per round. Any hit against a tentacle (AC 4) renders it unusable, but sub¬ tracts no hit points from the grell s total. Grell regenerate lost or damaged tentacles in 1-2 days, and are immune to electrical at¬ tacks. Grell use strategy and tactics in their battles, and can attack more than one opponent each round. They are intelligent enough to allocate their tentacle attacks in an advantageous way. They use their beaks only against paralyzed prey. Habitat/Sodety: Grell have a distinct hierarchy. Each hive is led by a patriarch, who gives orders to the philosophers, who direct the soldiers and workers in their every day tasks. A hive occupies an underground complex, or travels by ship. Supposedly, all grell answer to a mysterious Imperator, a grell of great power who can unite all the grell for a common cause; to conquer a realm, a territory, or even a world. A grell mates but once in its 30-40 year life span. The female later lays a dutch of 2d4 eggs. Young are bom active and selfsufficient, but with only 1 Hit Die. They gain 1 Hit Die every two months until they reach adulthood. Ecology : Arrogant and vicious, grell hunt their territories to ex¬ haustion, then move on to more fertile places. A grell’s paralytic poison cannot be extracted from the crea¬ tures body, but parts of the monster s body can be used for spells or items relating to levitation or electricity. SoIdier/Worker: These are the common grell that form the bulk of a hive or a raiding party Occasionally a grell will become separated bom its fellows; these become rogues. Rogues carry no weapons, collect no treasure, and avoid sunlight. Philosopher : These grell serve as intermediaries between patri¬ archs and workers /soldiers. Some lead lesser grell in combat, and there is one philosopher for every 10 lesser grell encountered. Some philosophers (20%) wear powerful rings of protection, giv¬ ing them AC 0, About 10% of philosophers can cast spells as 2nd level wizards. Patriarch : Each hive has a patriarch, a huge, sedentary mass of flesh that directs the lesser grell. If the patriarch is taken to a ship, it can dig its many tentacles into the ship and animate it, even make it fly to other worlds. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Unknown (Far Realm, any subterranean or ruins) Stat Block 5th Edition: - Monster Manual (2014) - 5eTools - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website (wild) - mojobob's website (colonial) Abilities - Barbed tendrils with paralysis poison - Beak attack - Blindsight - Immune to Lightning, Blinded, Prone - Flight Appearance The body of a grell is basically spherical and about five feet in diameter. It is clearly divided into two lobes, left and right. Its drab olive colored flesh is streaked with white. Various lumps, ridges, and veins give the appearance of an exposed brain. A ten-inch-long beak protrudes from one side, just above the base and directly on the major division of the lobes. The base of the body is fringed with hundreds of one- to three-inch-long tentacles. Ten six-foot-long tentacles trail from the bottom of the body. each pale green tentacle is as thick as a man’s arm, and has many small spines along the inner surface. Size Hero Forge: 1'11" (XL) Lore: Medium (5' diameter) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - 5e Monster Manual (2014) - Monster Manual II 3rd Edition (2002) - Monstrous Manual (1993) - mojobob's website (wild) - mojobob's website (colonial)

  • Achaierai | Digital Demiplane

    Achaierai Large Monstrosity, Lawful Evil Hero Forge Mini Kitbashed, double mini Description (from Planescape: Planes of Law Monstrous Supplement - 1995): “I’d rather not tell you about the achaierai, if you don't mind." [testily] “Why is that?" [calmly, hint of smugness] [pause] "There isn't much to tell." [reluctantly] “Why?" [persistently] "Because there isn't, there just isn't! Can't you get that through vour finned head?" [voice rises] "No. Tell me. Tell me about them." [smoothly] "They're foul fowl, foul fowl . FOUL FOWL, that's why! Just look out the window! Or can't you see through those slitted eyes of yours?!" "Calm down. There's nothing there. You're safe here." [pause] “Now, unburden yourself — it'll he better for—" [interjecting] "—oh, my gods!'' (points out window] “they're coming! Now! For me!" "Well, it's about time." [relieved tone: gestures to nearby technicians] “Restrain her." Written some three centuries ago by the playwright/mindsmith C. Emmet Runn. the above scene from Achaierophobia is a classic — at least on the plane of Acheron. The play is based on the true tale of a gray-elf woman, Fionara Silverbane, who had appointed herself the task of cataloguing all the lawful birdlife in the multiverse. Begun when she was only 400 years old, her travels led her to the iron cubes that comprise much of Acheron. In Avalas (the first layer of the plane], Fionara studied the achaierai. The large, flightless birds stood some 15 feet tall. Shaped like round, plump quail, the birds had four legs and tiny, atrophied wings. Their legs and beak shone with metallic glimmers. The birds' feathers were soft and came in glorious, yet curiously subdued, colors of dim leal, burnt russet, and shadgold. Then one day Fionara came across an achaierai recently deceased. Eager to per¬ form a closer examination, she began dissecting the bird. She had just opened up the breast cavity and was checking the bird's internal organs when two achaierai came through a tunnel toward her. Unbeknownst (then) to Fionara, achaierai are extraordinarily intelligent and highly organized. These two had arrived to cremate their Flockmate. The achaierai were revolted beyond measure at the sight of someone dissecting one of their own. They captured Fionara and presented her “crime" to the rest of the flock. To a bird, ail demanded reparation: They condemned her to feel the same overwhelming revulsion they had felt. Bui Fionara was a scientist and steeled herseif well. During the first few centuries of her captivity, she withstood whatever torments the birds devised. Curiously, the achaierai let Fionara keep her journals. She wrote in them daily, recording minute details about her captors. An entire century was devoted to the relationship between the achaierai and rust dragons. The birds had long domesticated some of these large, insecroid creatures, using them to burrow tunnels through the iron cubes of Acheron. The dragons were far more than mere work animals, however. A single remark from Fionara's journals sums up thc link between these two disparate species: "1 have never seen such . . . devotion between master and animal: it rivals that between Ayta, my cooshee [elven dog), and me." As the years progressed and the achaierai developed more and moie ingenious methods of torture, there developed a contest of wills between the lone gray elf and the achaierai flock. She would not submit - and ultimately she won, though in the end that’s what broke her. Fionara escaped to Sigil and delivered her journals to the grandson of a long-ago friend, and then promptly succumbed to madness. She was convinced the birds were after her, that this was ali some truly elaborate plot to break her. She spent her remaining decades in an insane asylum, where the mindsmith C. Emmet Runn interviewed Fionara. decided to become a playwright, and subsequently wrote an award-winning play about her (the first of many such plays for him). Combat : Achaierai are skilled opponents, using two of their Four legs to attack per round. Each successful hit causes 2d8 points of damage. If an opponent is 10 feet or taller (or is raised to that height), the achaierai can also bite with its exceedingly wicked beak, inflicting 3d 12 points of damage. The achaierai's metallic legs are AC -1, whereas its soft body is AC 8. In melee combat, however, the legs are the bird’s weak point. Should a leg sustain IS or more points of damage, the leg will break and the bird will try to flee. Its movement rate is unaffected until it loses two legs, at which point the rate is halved. If a bird loses three legs or is otherwise seriously wounded, it will release a stink cloud of black toxic smoke, filling a cubic area approximately 10 feet square. Those opponents caught within ihe cloud take 2d6 points of damage automatically and must save versus poison or suffer from insanity for 3 hours. In the confu¬ sion that follows, the bird drags itself away to safety at a movement rate of 6, using its pitifully short wings to help it scramble. As the absolutely last resort, achaierai use their domesticated rust dragons to defend their lairs. This is often a sacrificial gesture, however. The dragons create a diversion, allowing whatever remains of the flock to escape. Achaierai are gregarious birds, forming small flocks of 1d8 members. These smaller flocks frequently congregate, particularly during their sporadic migrations. As Fionara Silverbane noted in her studies, achaierai have no set pattern for migration. They simply gather togerher. attach harnesses to many of their rust dragons, and fly to another cube in Avalas. In her long sojourn with the birds, Fionara recorded only 14 such migrations. Achaierai mate for life, living some 30 years. Every year a mated pair produces a clutch of two eggs. The mortality rate among young achaierai is high - most notably because of their clutchmates. Achaierai reach adulthood at age three and can speak all bird languages and Planespeak (the planar equivalent of common). These birds have an interesting symbiosis with the rust dragons inhabiting Acheron. Achaierai periodically gather rust cocoons and care for the metamorphosing creatures inside until they hatch into rust dragons. Fionara Silverbane noted considerable affection between the two species, much like dogs and humans. The dragons help create tunnels in the metal cubes for the achaierai to make Their lairs. What the rust dragons receive in return — beside affection — not even Fionara could determine. Ecology : Found almost exclusively in the layers of Avalas and Thuldanin on the plane of Acheron, achaierai have been spotted on the Prime Material Plane, loitering in dark caverns and tunnels. They are carnivorous birds, though they supplement their diet with a considerable amount of iron, which exudes out of their exposed flesh and accounts for the high Armor Class of their legs. (from 3.5e Monster Manual I - 2003): A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal. Achaierais are massive, 15-foot-tall flightless birds that inhabit the plane of Acheron and are only occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste for torture. Achaierais speak Infernal. They weigh about 750 pounds. Combat : In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack. An achaierai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction. Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron, Outlands Stat Block 5th Edition: - DMDave,com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - 4 massive talons and beak attack - AOE black smoke causes damage, confusion - Regenerates injuries and lost limbs over 1-2 days - Magic Resistance Appearance A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal. Size Hero Forge: 11 ft. (XXL) Lore: Large (15 ft.) Suggested: Large to Huge Other Monikers None Sources - Forgotten Realms Wiki - Monster Manual v3.5 (2003) - Planescape: Planes of Law Monstrous Supplement (1995) - Monstrous Compendium: Fiend Foldio Appendix (1992) - Mojobob's Website

  • Lady's Maze - Cold Temple

    Lady's Maze - Cold Temple Lady's Maze - Cold Temple Author(s) Matt-GM, conspirator05h talespire://published-board/TGFkeSdzIE1hemUgLSBDb2xkIFRlbXBsZQ==/505440264c51efcc0c98638b7cb1db35 Board Link Features - Temple where the player grew up, haunted by the voices of dead mentors - Maze must be traversed with all left turns; every right turn teleports player back to start area - Maze briefly transitions to godsmen hall, playing a flashback where the player killed someone unnecessarily - 2nd flashback of a house on the Outlands, and a 2nd unnecessary killing - Frozen, sinister version of NewMarket Square map in Sigil’s Lower Ward Notes - I had a dangerous gelugon (ice devil) stalking the player through the maze like a minotaur - At the real square, the player got charmed by a succubus, and nearly murdered a crowd of hundreds with a cone of cold spell. The maze takes the player back to this square, to walk through a graveyard of frozen corpses Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/

  • Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None

  • Aboleth | Digital Demiplane

    Aboleth Large Aberration, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire. Aboleths have never forgotten. Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan. Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards. Enemies of the Gods. The aboleths’ fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth’s body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution. (From Monster Manual 3.5e - 2003): The cool, refreshing water suddenly erupts in a storm of reaching, grasping tentacles. The tentacles connect to a primeval fish, 20 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped eyes, protected by bony ridges, are set one atop the other in the front of its head, which remains just beneath the surface as it attacks. The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. It despises all nonaquatic creatures and attempts to destroy them on sight. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds. Aboleths are cruel and highly intelligent, making them dangerous predators. They know many ancient and terrible secrets, for they inherit their parents’ knowledge at birth and assimilate the memories of all they consume. Aboleths are smart enough to refrain from immediately attacking land dwellers who draw near. Instead they hang back, hoping their prey will enter the water, which they often make appear cool, clear, and refreshing with their powers of illusion. Aboleths also use their psionic abilities to enslave individuals for use against their own companions. Aboleths have both male and female reproductive organs. They breed in solitude, laying 1d3 eggs every five years. These eggs grow for another five years before hatching into full-grown aboleths. Although the young are physically mature, they remain with their parent for some ten years, obeying the older creature utterly. Aboleths speak their own language, as well as Undercommon and Aquan. Combat : An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based. Psionics (Sp): At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Effective caster level 16th. The save DCs are Charisma-based. Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always 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. ABOLETH MAGE Among the watery tombs and dungeons they inhabit, the lords of the aboleths focus their efforts to achieve dominion through their study of wizardry. Their great power marks them as among the lords of all subterranean creatures. Still, these creatures, devoted to their arcane scholarship, spend most of their long lives alone. Combat : The save DC for the aboleth mage’s transformation tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher Constitution score. The save DC for its enslave ability (DC 16) is adjusted for its lower Charisma score, as are the save DCs for its psionic abilities: Hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18). Effective caster level 16th. The aboleth mage uses a number of spells, such as displacement, greater invisibility, and wall of force, to protect itself while seizing control of its foes with spells and innate abilities. Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0—daze, detect magic (2), resistance; 1st—alarm, charm person, color spray, mage armor, magic missile (2); 2nd—blur, bull’s strength, darkness, fox’s cunning, see invisibilty; 3rd—dispel magic, displacement, fly, lightning bolt; 4th—greater invisibility, phantasmal killer, scrying, stoneskin; 5th—hold monster, empowered lightning bolt, wall of force. (From Monstrous Manual - 1993): The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump fish , 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land. Combat: The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim’s skin transforms into a clear, slimy membrane in 1d4+1 rounds. If this occurs, the victim must keep the membrane damp with cool water or suffer 1d12 points of damage each turn. Cure disease cast upon the victim before the membrane completely forms stops the transformation. Otherwise, cure serious wounds will cause the membrane to revert to normal skin. Because its sluggish movement makes attacks difficult, the aboleth attempts to lure victims close by creating realistic illusions at will, complete with audible, olfactory, and other sensory components. The aboleth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth’s telepathic commands, although the victim will not fight on the aboleth’s behalf. The enslavement can be negated by remove curse , dispel magic, the death of the enslaving aboleth, or, if the victim is separated from the aboleth by more than a mile, a new saving throw (one attempt per day.) When underwater, an aboleth surrounds itself with a mucous cloud 1 foot thick. A victim in contact with the cloud and inhaling the mucus must roll a successful saving throw vs. poison or lose the ability to breathe air. The victim is then able to breathe water, as if having consumed a potion of water breathing , for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe air will suffocate in 2d6 rounds. Wine or soap dissolves the mucus. Habitat/Society: An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly. Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature. The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent’s knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes. An aboleth’s treasure consists of items taken from its slaves. The items are buried in caverns under a layer of slime resembling gray mud, recognizable by the distinctive rancid grease odor. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Far Realm, Sea of Fallen Stars, Prime Material (Underdark) Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Magically enslaves other creatures and can psychically injure them - Probing telepathy tells aboleth a creature's greatest desires - AOE mucus cloud inflicts water-breathing disease - Tentacle attack inflicts water-breathing disease, potential acid damage - Legendary actions - Amphibious, swim speed Appearance The cool, refreshing water suddenly erupts in a storm of reaching, grasping tentacles. The tentacles connect to a primeval fish, 20 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped eyes, protected by bony ridges, are set one atop the other in the front of its head, which remains just beneath the surface as it attacks. Size Hero Forge: Mount (XL) Lore: Large (20 ft. long) Suggested: Large to Gargantuan Other Monikers None Sources - 5th Edition Monster Manual (2014) - Dndbeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - Mojobob's website

  • Baator - Avernus

    Baator - Avernus Baator - Avernus Author(s) Matt-GM talespire://published-board/QmFhdG9yIC0gQXZlcm51cw==/21ccc9174f09a1a3a3e766969fe29663 Board Link Features - First layer of the Nine Hells - an endless battlefield between Devils (baatezu ) and Demons (tanar'ri ) in the Blood War - Strongly evil- and lawful-aligned - In the spots where there isn't lava, the blackened, basalt surface is rocky, jagged, and razor-sharp, making travel slow and dangerous - The blood-red sky is streaked with smoking fireballs that shoot from pits and volcanic calderas, striking land dwellers seemingly at random (but with a preference for the pure of heart) - The ruins of countless gate towns stolen from the outlands reside here, as well as even older structures - the remains of an infernal construction project from long ago, before the war came to Avernus - Gore-soaked rivers of blood streak across the layer, their bottoms thick with bones and giant fiendish leeches... the bloody streams eventually merge with the Styx, a black, oily scar of a river that can be used as an escape from hell (and to places even worse), but be warned: the Styx's poison waters steal the memories and identities of mortals – In addition to devil legions and demon hordes, there are innumerable other horrors in Baator, including Hellfire Engines , Hook Spiders , Maelephants , Bonespears , Hell Hounds , Rakshasas , Fhorges , fiend Larvae , Night Hags , Bezekira , and the dreaded Hellfire Wyrm . Notes - Literally hell; the souls of lawful evil mortals come here after they die; most are tortured for eternity, but a few become devils - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes; but there are a few secrets hidden around to explore - Portal (fire ring) can be closed with a hide volume - Abandoned building in the corner is covered in chains, gibbets, and prison shackles - a perfect place for an encounter with kytons (chain devils) - Hidden in some ruins is a fancy tea party table with food, drinks and a faustian contract to sign... perhaps a devil is offering an escape from hell if the player would only sign on the dotted line. If the player refuses, this whole tea party setup can be hidden with a hide volume, and "vanish" Assets from Tales Tavern None

  • Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None

  • Dretch

    Dretch Dretch Small Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994) Petty and wicked, dretches are the most common tanar’ri , found in massive hordes everywhere in the Abyss. Along with the manes, the dretches are the rank-and-file of the Blood War. Note, however, that the destructive activities of the chasme do not affect the war effort, for the fiends of the Abyss are nearly infinite. Dretches are the lowest form of actual tanar’ri; their inferiors, the manes, are merely dead spirits from the Prime Material Plane. Dretches mill around and torment the manes to avoid considering their own lowly position. Some dretches try to be extremely useful, hoping for promotion. Others consider themselves so lowly that they have nothing to lose, and they rebel. By virtue of their numbers, they feel they can go their own way and ignore the more powerful tanar’ri. This leads to a huge slaughter of the rebellious dretches by more powerful tanar’ri. These civil outbreaks temporarily divert the tanar’ri from the Blood War, sometimes with disastrous results. Dretches are important to the Blood War. The primary strength of the tanar’ri is their sheer numbers, and those numbers consist largely of dretches. Unlike the hordlings, they are actual tanar’ri and have concern for their position. This makes them more reliable than hordlings, if the term applies to any creature in the Abyss. The dretches’ weakness makes them a perfect choice for food in an environment where food is scarce. Greater fiends eat them in great quantities. Combat : Only their vast numbers allow dretches to survive the rigors of the Abyss. These creatures will not flee combat if a greater or true tanar’ri is present. Dretches are so wretched they would rather die than fall further into disfavor by fleeing. Their natural attack form consists of a claw/claw/bite routine (1d4/1d4/1d4+1). In addition to those available to all tanar’ri, dretches can use these spell-like abilities: scare, stinking cloud (once per day), and telekinesis. Once per day, they can attempt to gate in 1-4 dretches with a 50% chance of success. They like to gate in companions, then have the companions immediately attempt gates in turn, and so on until a vast horde of dretches appears. (from Dungeons & Dragons Monster Manual - 2015) Dretches are among the weakest of demons — repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Poison Cloud - Claws, bite Appearance Dretches are gaunt, squat humanoids with rubbery, almost hairless bodies. Their skin is pale white to beige, giving way to sickly blue in some areas, stretched over pulsing varicose veins. Dretches’ mouths are slack and slobbery with many small fangs. Their hair is sparse and bristly, exposing pointed ears that hang limply from either side of the head. A dretch’s eyes slant downward and the nose appears squashed. Size Hero Forge: 4'4" Lore: Small Suggested: Small to Medium Other Monikers Least tanar'ri, petitioner souls Sources - Forgotten Realms Wiki - Dungeons & Dragons Monster Manual (2015) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website

  • Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None

  • Bebilith

    d507f30e-2864-455d-ac7a-42d0faf1a285 Bebilith Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (from Planescape Monstrous Compendium Appendix I - 1994) Also known as creepers of the Abyss and barbed horrors, bebiliths are huge arachnids that roam the Abyss, preying on the tanar’ri . Crule, unwavring harbingers of death and torture, bebiliths are hideous, misshapen spiders with hard, chitinous shells. Their two forelegs each end in a brutal barb, and their mouths are filled with fangs that drip poisonous liquid. Bebiliths can apparently speak to each other through mind contact. They cannot communicate otherwise. Bebiliths prey on, or by some accounts punish, the tanar’ri of the Abyss. They seem to select, by unknown means, certain groups of the major tanar’ri and exterminate them completely, in brief but horrible wars of annihilation. Of equal mystery is the precise way a tanar’ri, one of the cruelest and most chaotic creatures in existence, incurs the wrath of these assassins. Although creatures roam the Abyss that could destroy a bebilith as a matter of course, nothing ever does. The bebiliths have developed an uncanny mystique, and among the denizens of the Abyss, destroying one is taboo. Some visitors to the Abyss report constructive use of this taboo, such as by entering a bebilith’s vicinity to escape pursuing tanar’ri. Of course, the clever escapees then must escape the bebilith. Conjuring an illusory bebilith would seem a natural idea for the resourceful traveller, hut recorded accounts show mixed results. Apparently the tanar’ri recognize bebiliths not only by sight and sound, but by odor and perhaps spiritual aura. These qualities test the capacity of most illusionists. Scholars proposed the spiritual aura idea because those who have been in the vicinity of the bebilith report a general malaise and sense of futility. However, given the creature’s power, this feeling could be just as easily attributed to sheer terror. Information about the bebilith has surfaced at the cost of many lives, for few who see a creeper of the Abyss live to tell the tale. Mages and alchemists pay extraordinary prices for bebilith spinnerets (2,000 gp and up). They believe, so far without evidence, that the spinneret figures in powerful spells and magical items of binding. Combat : These spiderlike creatures are never surprised and are immune to attacks from nonmagical weapons and magical weapons of less than +3 enchantment. They are always surrounded by a protection from good spell they can reverse at will. Bebiliths viciously attack anything they see, without mercy. Their sharp forelegs cause 1d6 points of damage each, and a foreleg hit may also ruin the target’s armor or shield. For each hit, roll ld6: 1-2, the shield (if any] may be ruined; 3-6, the armor (if any) may be ruined. Nonmagical armor and shields are ruined 40% of the time. Magical armor and shields modify this by -10% per plus of the magical enchantment. Ruined armor or shields no longer improve the target’s Armor Class and cannot be repaired for less than their gold piece values. Magical enchantments are lost, regardless of repair. If the target wears neither armor nor shields, foreleg attacks from a bebilith do normal damage. A bebilith can also bite (1d12 points of damage and poison; successfully save vs. poison with a -2 penalty or die in 1d4 rounds). If a poisoned body is not blessed within one turn of death, the corpse bursts into flames and disintegrates. Four times per day, a hehilith can shoot a powerful web substance from its spinner. This web covers 8,000 cubic feet (a 20-foot cube, or any other shape the bebilith desires). The web must begin adjacent to the creature and reach no more than 60 feet away. The web acts like a web spell, except that it is permanent. Also, fire is only 25% likely per round of contact to burn the web. If sorely pressed, the bebilith can plane shift to the Astral Plane at will. It may magically pull one opponent into the Astral with it; the bebilith need only be in melee with the opponent, and the opponent must fail to save vs. wand. Of course, if the target can leave the Astral Plane under its own power, the behilith cannot stop it. Home Plane The Abyss Stat Block 5th Edition homebrew: - Angry Golem Games - dr-eigenvalue.github.io - 5eSrd 2nd Edition: - mojobob's website Abilities - Barbed forelegs ruin even enchanted armor - Lethal venom in fangs - Shoots web, spider climb - Drag victim to astral plane Appearance Crule, unwavring harbingers of death and torture, bebiliths are hideous, misshapen spiders with hard, chitinous shells. Their two forelegs each end in a brutal barb, and their mouths are filled with fangs that drip poisonous liquid. Size Hero Forge: 3'6" (XXL) Lore: Huge (14' leg span) Suggested: Large Other Monikers Barbed Horrors, Creepers of the Abyss, Spider Demons Sources - Forgotten Realms Wiki - Planescape: Monstrous Compnedium Appendix I (1994)

  • Oathbinder

    Oathbinder Genie Oathbinder Genie Large Elemental, Lawful Neutral Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Oathbinder genies are reshaped efreet devoted to maintaining solemn oaths sworn between their masters and any consenting sentient being. If the oaths are broken, the oathbinder genie punishes the oathbreaker according to the terms of the vow. Oathbinder genies have skin as black and glossy as obsidian, and their bodies have a perpetual nimbus of white fire. Their eyes shine with purple fire. Oathbinder genies speak the language of the efreet. Combat: Tasked oathbinder genies are seen only when they are summoned by the magical ceremonial oath that they enforce, and they are summoned only when an oath that the genie oversees is broken, or if the magical oath is dispelled. If an oath is broken, the genie is magically transported to the offender’s location within 1d3 rounds. A dispel magic spell may be attempted to negate the oath’s binding magic at that point; it is negated if the spell is successful vs. 12th-level magic. Even if the binding is broken, the oathbinder genie appears in order to discover why the magic has been dispelled, and it will attack if, in its considered opinion, the oath should still be binding. If the conditions of the oath no longer apply to the reality of the situation, then the genie’s guardianship is withdrawn and the binding oath is void without consequences to anyone (for instance, if the oath applied only to members of a given tribe, and the person seeking release from the oath has become an outcast of that tribe). Oathbinder genies attack by projecting a stream of white fire from their hands, somewhat like a burning hands spells but each hand burns independently. The genie can attack one creature with each hand, inflicting 4d6 points of damage. The range of the stream is 8 feet. An oathbinder genie is completely immune to all physical and magical attacks from a creature whose oath it oversees. An oathbreaker slain by this tasked genie immediately assumes the form of a ghost. The spirit form of a victim is captured and weakened for months or even years by the genie, and during that time the victim can neither be contacted with a speak with dead spell nor raised from the dead. Victims’ spirits are held for one month per level of the victim, and then allowed to rest in peace. Resurrection and reincarnation are effective restorative spells when used at any point during which they would normally work, however. An oathbinder genie has a number of spell-like abilities that aid it in the performance of its duties. It can use each of the following abilities, three times per day, as a 12th-level caster: command , evil eye , greater malison , hold person , Otiluke’s resilient sphere , unluck , and wall of force . Habitat/Society: Oathbinder genies are all members of an order that governs their conduct. They are experts on all aspects of contracts, oaths, vows, and matters of obligation, and they are always glad to debate fine points or split hairs with anyone similarly inclined, regardless of the topic. Oathbinders refuse to serve the marid, whose word can rarely be counted on. Ecology: Oathbinder genies have little impact on most creatures, as their needs are simple and they are never encountered other than as the servants of some powerful genie lord or wizard. Genies never break the word they give an oathbinder genie, although they may bend, twist, and wriggle or talk their way out. Oathbinder genies demand more for their services (treasure, respect, goods) when the conditions of the oaths they oversee are more strict or exacting. Oaths of fealty sworn for a lifetime are more demanding to enforce than promises of nonaggression made for the coming year. All oaths of the latter sort cost a minimum of 1,000 gp to establish, and may frequently be tens or hundreds of times more expensive. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful innate spellcasting - Shoot streams of white fire from their hands - Magically teleport to a breaker of their oath - Immune to all physical and magical attacks from the creature whose oath it oversees - Oathbreakers slain by the genie become captive ghosts - Immune to fire - Flight - Telepathy Appearance Oathbinder genies have skin as black and glossy as obsidian, and their bodies have a perpetual nimbus of white fire. Their eyes shine with purple fire. Size Hero Forge: 9'10" (XL) Lore: Large (9 ft.) Suggested: Large to Gargantuan Other Monikers Tasked Oathbinder Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Githzerai Enlightened | Digital Demiplane

    Githzerai Enlightened Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond Abilities - Martial arts that deal psychic damage - Temporal strike sends target briefly forward in time (disabling) - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics). including plane shift, teleport - Slow fall Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond

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