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  • Noctral | Digital Demiplane

    Noctral Medium Celestial, Lawful Good Hero Forge Mini Single mini, no kitbash Description (From Planescape: Monstrous Compendium Appdendix II - 1995): Noctrals are creatures of Mount Celestia who act as advisers and sages to the other residents of the plane. They’re an avian race, resembling great owls with golden eyes. Noctrals delight in showing off their remarkable intelligence, and they can be invaluable sources of information if a cutter doesn’t mind being talked down to a little bit. Noctrals’ plumage ranges from dove gray to deep black. In twilight, their feathers cloak them in soft, silent shadow. A noctral stands about as tall as a full-grown man, and its wings span a distance of 20 feet or more. ’Course, a noctral’s much lighter than a human of the same height — like all birds, their bones are hollow. Noctrals’ faces are heart-shaped, like a barn owl’s, and their large eyes have protective inner eyelids. Noctrals can be found near places of knowledge or power in Mount Celestia. They often befriend archons , aasimon , or exceptional petitioners and spend much of their time providing their companions with the benefit of their advice. This’d grow annoying quickly if it weren’t for the fact that noctrals are extremely intelligent — and right more often than not. Combat: Noctrals avoid combat where possible, since they’re peaceful and kindly creatures by nature. Although they’re physically a match for a minor fiend or a two, noctrals are intelligent enough to realize that powerful fiends or groups of skilled adventurers are far too dangerous to engage directly. When a noctral’s confronted by a powerful enemy, it’ll almost always retreat to muster help from nearby archons or aasimon and return leading its allies to the fight. If a noctral does become involved in a physical fight, they’re well-equipped to handle it. Like owls, noctrals are powerful and stealthy predators. They fight from the air, using their talons and hooked beak to deal with most foes. If the noctral has 50 feet of room, it can make a swooping attack once every 2 melee rounds (devoting every other round to maneuvering). When a noctral swoops, it forfeits its beak attack, but gains a +2 attack bonus with its talons and inflicts double damage with a hit. In addition, a swooping noctral is more difficult to strike, and its effective AC drops to -1. Noctrals have the following special spell-like powers: invisibility , legend lore 3 times per day (at 15th level of ability), speak with animals , and tongues . They have a natural telepathy ability that they use to communicate with most mortal creatures, with a 1-mile range. The noctral’s intelligence allows it to effectively detect lie when telepathically conversing with a human or demihuman. Noctrals are well adapted for night hunting. In total darkness, they see as well as a human does by daylight, and their hearing is about 4 times better than an elf’s . Noctrals cannot be surprised in normal nighttime conditions, and are surprised only on a 1 or 2 in full daylight, even when sleeping. Noctrals, like the prime owls they so closely resemble, fly in total silence; their enemies suffer a -6 penalty to their surprise checks if the noctral is aloft and it’s dusk or night. Habitat/Society: Here’s the chant about noctrals: They’re likely to know anything. Knowledge is power, after all, and noctrals know the dark of a lot of things. In Mount Celestia, they’re the keepers of lore and the knowers of history. Any decent basher in Mount Celestia can go ask a noctral for help with almost any question. Noctrals are 80% likely to know any historical fact pertaining to Mount Celestia, and 20% likely to be well versed in the history of another plane. In addition to their knowledge of history, noctrals also have areas of expertise, such as mathematics, astrology, magic, and so on, just like a sage. (In fact, most noctrals’ve got two or three areas of expertise — their hunger for knowledge is insatiable.) They’re 80% likely to know any particular fact in their areas of expertise. As noted above, noctrals love to “help” mortals by sharing their extensive knowledge, so as long as a basher’s reasonably polite and patient he’s likely to find out what he needs to know. On the other hand, noctrals never share their information when it’s clear that it might be turned to evil purposes. Many noctrals act as advisers to the various powers or celestial stewards of Mount Celestia. Even a power might need a little insight on some esoteric matter every now and then, and noctrals are more than happy to oblige. As a result, some noctrals are under the protection of one of the good powers. A sod as harms one of these noctrals is 50% likely to provoke the direct retribution of the noctral’s patron. If the noctral’s patron intercedes, it’s 95% likely that he or she sends a powerful good servant such as a deva or planetar to the noctral’s aid. Ecology: Don’t be fooled by the noctrals’ manners and sophistication — they’re still predators and need to hunt for their food. Naturally, they hunt only nonintelligent prey, and only when hunger demands it; noctrals don’t kill for sport or pleasure. It’s not uncommon for a stately noctral to excuse himself from a discourse on some arcane matter and swoop down upon a nearby rabbit, resuming his lesson while he dines. (From Book of Exalted Deeds - 2003): This large owl stands slightly over 9 feet tall and has a mixture of snow-white and charcoal-gray feathers. Its wicked talons, sharp beak, and wide eyes all possess a silvery gleam. Owl archons patrol the skies of Celestia and other good-aligned planes. They primarily serve as airborne scouts, messengers, and spies for the throne archons. They can also serve as airborne infantry when needed. Beyond their duties to their superiors, owl archons also protect lesser celestial creatures— animals in particular. Harming a celestial creature on the Upper Planes is one quick way to earn an owl archon’s wrath. Owl archons rarely announce their presence. When they spot a potential threat, they alert their superiors before confronting the threat directly, although they are quite capable of dealing with most problems on their own. They do not require sleep and spend most of their time in flight. They periodically leave the skies to consort with allies on land or visit the courts of the celestial paragons. They are expected to give daily reports to their superiors, apprising them of possible threats on whatever plane they happen to reside. Owl archons stand 8 feet tall and weigh 300 pounds. They speak Celestial, Draconic, Infernal, and Sylvan. Combat : Battle is not the first choice for an owl archon. However, when negotiations fail, an owl archon takes to the air and uses its eye rays and spell-like abilities against opponents. In numbers, owl archons are quite bold and often strafe their enemies with swoop attacks. An owl archon’s natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction. Its claws and beak are also treated as silvered weapons for purposes of overcoming damage reduction. Eye Rays (Su): Six times per day, an owl archon can shoot twin beams of silvery light from its eyes, striking an opponent within 120 feet. The owl archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a DC 20 Fortitude save or be turned to stone. This ability’s save DC is Constitution-based. Spell-like Abilities: At will—calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, freedom of movement (self only; always active), speak with animals; 3/day—dismissal (DC 16), find the path (DC 18), greater dispel magic, neutralize poison (DC 16); 1/day—divine power, reincarnate. Caster level 12th. The save DCs are Charisma-based. Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d8+8 points) instead. Aura of Menace (Su): Will save DC 17. Stone to Flesh (Sp): An owl archon can use stone to flesh at will, as the spell (Fortitude DC 18 negates). When cast on a creature turned to stone by the archon’s own eye rays (see above), the spell does not require the target to make a Fortitude save to survive the transformation. Caster level 12th. Skills: An owl archon’s keen vision gives it a +4 racial bonus on Spot checks. *In areas of shadowy illumination, the bonus increases to +8. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mount Celestia Stat Block 3rd Edition: - Realmshelps.net (Owl Archon) 2nd Edition: - mojobob's website (Noctral) Abilities - Swooping attack from above - Innate Spellcasting - Aura of Menace - Unaffected by low light conditions, cannot be surprised in darkness - Eye rays can petrify creatures or reverse the effect - Resistant to poison, charmed condition - Skilled at stealth - Huge wealth of knowledge - Telepathy and lie detection - Flight Appearance They’re an avian race, resembling great owls with golden eyes. Size Hero Forge: 5'9"(XL) Lore: Medium (5') to gargantuan Suggested: Medium to Gargantuan Other Monikers Owl Archons Sources - Planescape: Monstrous Compendium Appendix II (1995) - Book of Exalted Deeds (2003) - mojobob's website (Noctral)

  • Hags | Digital Demiplane

    The five main types of hag for 5th edition are represented here. Lots of information and miniatures (made in Hero Forge) available for download and use in your own game. Hags Made with Hero Forge Annis Hag Bheur Hag Green Hag Night Hag Sea Hag (from 5th Edition Monster Manual - 2014 - [credits] ) Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfa ll, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dearespecially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, s uppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in .a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags- as long as the oath is n't given with the fingers crossed. Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. HAG COVENS: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting . While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye bite Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. (from Volo's Guide to Monsters - 2016 - [credits] ) Hags are crones who represent corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by evil. Shapechangers and blasphemers, they ally with other hags to form magical covens with extra powers. They collect and remember secret knowledge that is better lost and forgotten. Desperate mortals come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones. Ugly, Unpredictable, and Old: Hags are mysterious, unfathomable, and dangerous, especially from the viewpoint of mortals. One day a hag might be stealing and eating children that wander into the woods, on another day she might be making lewd jokes to adventurers asking her for advice, and the next she might be uprooting saplings to make a fence around her home for impaling intruders. It is nearly impossible to predict how a hag will act from day to day, sometimes moment to moment, which is why folk with any wisdom at all give hags a wide berth. Hags perceive ugliness as beauty, and vice versa. They revel in having a hideous appearance and sometimes go out of their way "improve" upon it by picking at sores, wearing skins and bones as decoration, and rubbing refuse and dirt into their hair and clothing. Because both the Seelie Court and the Unseelie Court appreciate and revere true beauty among the fey, hags are almost never found in either place. The Summer Queen and the Queen of Air and Darkness recognize that hags have valuable knowledge and impressive magic, but they can't abide the stain on the beauty of their surroundings, so most hags are excluded from both courts. The rare few accepted as courtiers are either so influential that their entry can't be refused, or young and humble enough to be willing to use magic to put on a prettier appearance. Other hags aren't upset by their exclusion; they like to be left alone to their own schemes, not constrained by a fey queen's whims, and to be able to talk out of both sides of their mouths. Hags are virtually immortal, with a life span greater than that of even dragons and elves. The oldest, wisest, and most powerful hags are called "grandmothers" by other hags. Some grandmothers are nearly as powerful as some of the archfey. Hags of lower but still respectable status are called "aunties." An auntie gains her status from being very old, a member of a powerful coven, directly serving a grandmother, or having many offspring (whether adopted or birthed). Master Manipulators. Hags delight in corrupting others. They do so not by imposing their will or being outwardly violent, but by making sinister bargains with those who seek their aid. This desire to orchestrate the downfall of others is why so many hags make their homes near humanoid settlements, which gives them a ready supply of creatures to tantalize and torment. Folk with nowhere else to turn are some of a hag's best customers. A farmer with a philandering spouse might seek out the local hag for a potion to make the spouse faithful again. The mayor with a demented father might ask the hag for something that makes him lucid again. A merchant whose child is deathly ill might go to the hag for a cure. The common element in these situations is that the mortals approach the hag for help; despite knowing that she is evil and dangerous, they are desperate enough to risk making a bargain with her, or foolish enough to think they can persuade her to be helpful without getting something in return. Hags make bargains differently from how devils operate. A devil might approach a mortal to make a deal because it wants the individual to become tainted with evil, so that when the victim dies its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested in a mortal's soul, a hag wants to bring the mortal low during its life as compensation for fulfilling her end of the bargain. Devils barter with the soul as the commodity; hags barter because they enjoy making people miserable. Night hags, as fey turned fiends, use aspects of both methods-corrupting a mortal' s dreams until the creature commits enough evil acts that she can claim its soul. As much as she enjoys offering and enforcing her bargains, a hag rarely goes out looking for people to make deals with because she knows that someone coming to her puts her in a position of power. The visitor likely had to approach the hag in secret for fear of causing an uproar in town, and is probably eager to return home before being missed, which adds time pressure to the process and tips the balance more in the hag's favor. All these factors contribute to the hag's being able to set her terms for the bargain, presenting an offer that appears reasonable, and perhaps seems to have a tempting loophole or two that the mortal could exploit. Hags understand mortal desires and vices, and know how to manipulate people by preying on those qualities. A hag's bargain might bring success and prosperity for a time, but eventually have a drawback or side effect that makes the mortal resent the agreement and seek to get out of it. The philandering spouse now happy to stay home might grow slothful, the mayor's father might turn violent after regaining his senses, and the merchant's child might relapse if not treated again every few months. Even when a bargain turns sour for a mortal and other people in town hear about or see the person's misfortune, the hag will eventually attract new customers. Other people will come to believe that they can outsmart the hag, or that their need is simple and can't be perverted, or that the earlier victims got too greedy when they were proposing a deal. Even if only one or two people make deals with a hag every year, over time many unfortunates can come under her sway-and she remembers the exact terms of every one of those bargains. Making a Deal out of Desire. Although it could be argued that there's no good time to make a bargain with a hag, mortals are more likely to get away in good shape if they offer up something a hag needs or wants. In such a case, the hag might even start the bidding. A hag that faces a serious threat from enemies will not hesitate to use promises or bribes to defuse the situation. For instance, most treasures in a hag's lair are useless without her knowledge of how to identify and handle them, so she might offer to provide such information in return for her life. If an item later backfires on the one who uses it, or turns out to be cursed in some way, that's just another lesson in why never to never threaten or trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals. Offering a hag accurate information of this sort as part of a bargain earns a small measure of her respect, and might make her more receptive to the idea of a "fair" deal. When a hag bargains with other creatures of the Feywild, rather than mortals, she approaches the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common humanoids and therefore more dangerous when disappointed or angered by a deal gone bad. Fey are also long-lived and thus have more time to retaliate against the hag, whereas most humanoids die within a few short decades. These considerations don't mean that hags are automatically pleasant in dealings with other fey, just that they aren't as blatant or demanding in the bargains they offer; hags know exactly how much they can get away with, and they like pushing the limits of what others will tolerate. Bargainer Beware. When a hag is generous with her help or requires only a simple task as payment, that's no guarantee that the deal will turn out as expected for both parties. By offering a proposal that seems, or actually is, fair, chances are that the hag is pursuing a hidden agenda. She still wants to set events into motion that benefit her or bring about the downfall of another, but she does so in an indirect way that has no obvious connection to her. A bargain as simple as a villager agreeing to deliver a mysterious letter at a crossroads at noon on a certain day could be the key to ruining the mortal's life. The hag's reasons might not become apparent for years or even decades, or won't be meaningful except under specific circumstances, such as an auspicious birth or a climactic encounter with a dangerous villain. Even when she's offering a deal that seems to have no downside, a hag is always secretive about her motivations, the reasons for the payments she requires, or how these things benefit her. A hag that spends a long time in close proximity to a human settlement often depletes the community of good-hearted folk as they succumb to her evil and selfish plans. The mood of the town becomes unwelcoming, grim, moody, or outright hostile toward newcomers and travelers. Even after a hag has done her worst in such a place, she maintains leverage over her victims by holding out the prospect that someday she will undo the curses that she has lain on them. For that reason, the local leaders won't allow any outsiders to act against her (which includes sabotaging adventurers who might decide to confront her). ROLEPLAYING A HAG: Even when a hag acts indifferently or friendly toward adventurers, inside she is still a twisted fey creature, and she doesn't give two coppers about what anyone else thinks or wants. She might casually comment about how easily a visitor would fit in her cauldron or make a blunt sexual comment about a guest. When a mortal visits a hag, the experience should be nerve-wracking, uncomfortable, and risky; at any point the hag might lose her temper and decide to pull out someone's fingernails with her iron teeth. Hags look upon younger creatures from the perspective of a cantankerous grandparent who no longer cares what anyone thinks-set in her ways, free to speak her mind, and not afraid to bring down punishment if pushed too far. Hags enjoy meddling with other people's lives, like busybodies with cruel intentions. Any time a hag agrees to help someone, the bargain includes a price to be paid, plus a hidden plan by which she sets the mortal up to fail, or a way that she gains leverage (whether over the deal-maker or someone else). When a hag is presented with an unusual spell, a rare magic item, or a person who has a strange magical gift, she will sniff it, shake it, listen to it, taste it, murmur odd statements to herself, and mentally place a value on the merchandise. Hags aren't subtle about showing their intent at such times, and one might snatch away the offering so she can examine it more closely, even if this makes it obvious she is interested. If she doesn't have anything dse like it, or can think of a use for it, or if having it means a rival can't get her hands on it, she'll value the offering highly. A visitor who offers a desirable item as a bribe or a gift is more likely to get a fair deal from the hag, or at least likely to suffer less when the true price of the deal is revealed. If a hag's life is threatened, she will pretend to be weak and helpless if she thinks it will spare her life or buy her time to retaliate or escape. She'll use dangerous treasures as bribes, not telling about their curses or side effects. She will lie and deceive and try to turn her enemies against each other, playing up their guilt and fear and jealousy to tear them apart from the inside. She is older, smarter, and more shrewd than any mortal who dares to threaten her. Hags prefer to cajole and bargain rather than confront someone with actual violence; they reserve their aggressive outbursts for situations where they are overwhelmingly more powerful than their opponents (such as when attacking children) or have an unfair advantage (such as when their enemy is asleep). Although a hag can always resort to attacking with her claws, if it comes to that then something has gone very wrong with her plans. HAG NAMES: Hags have whimsical names, often with a dark twist. A hag gives her newborn daughter a name that the girl keeps during her childhood, but upon gaining her full hag powers the daughter chooses her own name, which might or might not relate to her birth name. Some hags use different names in different guises, but still prefer their original name as their favorite. Hags always have a title followed by a first name, or a first name followed by a last name. WEIRD MAGIC: Over the course of a seemingly endless lifetime, a hag typically discovers or creates several unusual ways to use magic. The weird magic that hags can call upon comes in a number of forms and with various means of activation. Even those who have read scholarly books about hag lore can't predict what a particular hag might have up her sleeve. A grandmother or some other hag of great age and renown might know unique rituals that can temporarily or permanently alter or transform a creature, bring back the dead for a limited time, rewrite memories, or siphon emotions. At the other end of the spectrum, even a hag without lofty status is likely to have strange, single-use items that don't emulate common spells or even follow the normal rules of magic. For inspiration in devising the effects of such weird items, see "Charms" in chapter 7 of the Dungeon Master's Guide. If you want a hag to use a weird object of this sort in a combat situation, provide her with an item that produces a CR-appropriate spell effect when the hag manipulates or activates it. The effect might be a benefit to herself or an attack against her enemies. For example, a green hag (CR 3) might smash an ornate hand mirror, producing a cloud of glass shards that damages creatures like cloud of daggers (a 2nd-level spell). She might instead uncork a bottle of wasps that surround her and stitch up her wounds with their stingers, healing her as cure wounds (cast as a 2nd-level spell). Or she could take a mummified toad from her pocket and throw it into her cauldron, which immediately spews out inky blackness equivalent to darkness (a 2nd-level spell). A hag carefully shepherds her use of weird magic because the items in her repertoire are often impossible to duplicate or replace. To reflect this fact, a hag should be able to use weird magic only once or twice per encounter in her lair, or only once per encounter if she is elsewhere. A ha,g who is expecting a fight might be better prepared and able (or willing) to use weird magic one additional time per encounter. If a hag is faced with mortal peril, all thoughts of conserving her resources vanish-she will use any weird magic at her disposal if it helps her stay alive. After all, a hag that's not dead has a virtually limitless lifetime to replace what was spent. No matter how hard it was to acquire that jar of death slugs, or that book on how to invoke the razor wind, or the runestone containing the three syllables for crystallizing blood, it is better to use such things than to risk death by not doing so. MOUNTS AND VEHICLES: Many stories tell of hags using strange, enchanted creatures and objects for travel, and most of those stories are accurate. Instead of the usual horse or pony, a hag might ride astride a giant pig, a goat, or a cow. It's not unknown for a hag to use a sentient creature as a mount, perhaps as the result of a bargain that creature struck with her. A hag that wants to humiliate a mortal hero might require that hero to serve as her mount for a year as part of fulfilling her bargain. The giant raven that carries a hag aloft could be in actuality one of the hag's victims transformed because that individual tried to go back on its deal with her. Some hags prefer nonliving conveyances from time to time, and their imagination in this regard knows no bounds. A hag might happily animate and "spruce up" any sort of object she can tailor for the purpose, such as a clay statue, a huge woven basket, a cauldron, a butter churn, a giant bird's nest, a mortar and pestle, or a tombstone. Usually only the hag that obtained or created them can use her mounts and vehicles. They obey only her commands, and their magic responds only to her will. If a hag allows any other creature to use one of them as part of a bargain, she must be expecting an immense return on her investment. TYPES OF HAGS: Each of the five common types of hags prefers a particular environment. It is possible to find a hag in unusual terrain, perhaps if she is traveling or is part of a coven along with two local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in a certain area before returning home. Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear. Bheur hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community. Green hags inhabit dismal forests, swamps, and moors. A green hag's body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy. Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Night hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades. Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright. Solitary but Social. Hags are selfish by nature, and each one cherishes her independence from the rest of the world as well as from other hags. At the same time, every hag recognizes that she and her sisters are kindred souls, like the members of a dark sorority or sisterhood. Even though hags don't like each other, they share knowledge and trade secrets, helping them to keep abreast of worldly events and possible dangers. Even a hag living in a remote, isolated location is aware of goings-on that involve her neighboring hags, whether through magical communication, personal visits, or mundane messengers such as birds. In most cases, these relationships with her sisters, though devoid of emotion, are the closest a hag comes to having friends. When a hag is attacked or killed, other hags are likely to hear about it. If the victim was friendly with other hags, those responsible for her death might find themselves the target of retaliation. If the victim died while owing favors to another hag, that hag sees her killers as now responsible for the dead hag's debts. If the victim was unpopular or if other hags were indebted to her (and thus are happy to see her go), her killers might receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence, alliances, and experience, and is aware of her place (though not necessarily satisfied with it). The few grandmothers sit at the top of the hierarchy, a larger number of aunties are beneath that, and all other hags vie for prominence in a chaotic pecking order that no mortal can truly figure out. A hag that is known to associate with an auntie has a higher status than a similarly powerful hag without such a connection, and a young hag born of a grandmother begins her existence already benefiting from a greater measure of respect and status. HAG METAMORPHOSIS: Ifs commonly believed that five kinds of hags exist in the world (and beyond it). What's not so widely known is that some hags can change from one kind to another during their lives. A hag that lives long enough or has the necessary re· sources can alter her basic nature, leaving behind her old physiology and adopting that of a hag appropriate to the environment of her current home. She might accomplish this transformation through force of will over Hme, or faster with the help of a ritual or assistance from her coven. The reasons for making such a change are as varied as the personalities and goals of hags. HAG COVENS: To a hag, the thought of sharing her home with other creatures-even other hags-is disgusting. She has nothing but dislike or disdain for anyone other than herself, and she loves being alone (except for the company of minions and other creatures under her sway). That's the ordinary state of affairs. But when a group of hags have a common goal or they seek greater power to combat a formidable threat, they suppress their basic nature and come together to do their work. The result is a coven. Being part of a coven gives each individual hag more magic and spellcasting ability, and to her these benefits offset the inconvenience and bickering that goes with living and working with other hags. If a member of a coven is killed and the surviving members intend to keep the group from dissolving, they immediately attempt to recruit a replacement. This process involves each prospective member committing cruel acts with the aim of impressing the remaining coven members. Adventurers who slay only one member of a coven might deal a blow to it in the short term, but later on the surrounding region is wracked with plaguest curses, and other disasters as the applicants attempt to outdo one another. An unusually gifted mortal sorcerer, warlock, or wizard of a deeply evil nature might be invited to join a coven or allowed to compete for a vacancy. This arrangement is potentially a dangerous proposition for the mortal, but a pair of hags might agree to it if their needs are served. For instance, a human member of a coven makes an ideal spy and infiltrator in and around a humanoid settlement. Welcome to the Family. Hags make more hags by snatching and devouring human infants, birthing daughters who turn into hags on entering the thirteenth year of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare. Rarer still, but not unheard of, is for a hag to repeat this process twice or more in short succession, giving her multiple offspring of about the same age. She might do this to form a coven with two of her daughters, or to create a coven made up entirely of her offspring. Some hags cite ancient lore that suggests that if a hag consumes twins or triplets, her offspring might have additional, unusual abilities; similarly, devouring the seventh-born child of a seventh-born is said to be a way to pass on rare magic to the hag's daughter. THE RULE OF THREE: They say that things come in threes. Good things. Bad things. Strange things. Hags and purveyors of witchcraft embrace the Rule of Three, as it is called: a coven has three members, they believe that good or evil magic returns upon its source threefold, and the casting of many spells requires the same words chanted three times. Long ago, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based superstition and adapted it to their own uses, although some among the oldest hags claim to have invented the concept or at least named it. ALTERNATIVE COVEN SPELLS: Some covens gather for a specific purpose, such as to defeat a champion of good, to serve as oracles for the delivery of baleful prophecies, or to corrupt a pristine wilderness. In such a case, because the coven strives to bend its magic to a more directed purpose, the members have different spells available for use with their Shared Spellcasting trait, usually focusing on a theme related to that purpose. Three examples of themed hag coven spell lists are given below. Death . For a coven whose members are obsessed with death and the ability to manipulate it, an appropriate spell list would be: 1st level (4 slots): false life, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion, raise dead 6th level (l slot): circle of death Nature . Hags might seek to exert control over their environment and the creatures in it by mastering the following group of spells: 1st level (4 slots): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level (2 slots): insect plague, tree stride 6th level (1 slot): wall of thorns Prophecy . The power to affect the future or perceive things out of the norm could make these spells attractive to a coven: 1st level (4 slots): bane, bless 2nd level (3 slots): augury, detect thoughts 3rd level (3 slots): clairvoyance, dispel magic, nondetection 4th level (3 slots): arcane eye, locate creature 5th level (2 slots): geas, legend lore 6th level (1 slot): true seeing HAG LAIRS: No matter what form it takes, a hag's home is a manifestation of her basic nature. It is ugly, eerie, or unnerving in some way, often incorporating some aspect of decay, such as a dead tree, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep mountain path, or it might be surrounded by a fence the hag builds out of posts capped with magically warded skulls. Often, a lair reflects the outlook of its primary inhabitant- a murderous hag's home might be crafted to look like a coffin or a mausoleum, and that of a gluttonous one might look like a tavern or a gingerbread house. Because such places are convenient for them, sea hags often establish their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds. Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground, and within a ring of fallen standing stones that still resonate with ancient power. In order to facilitate bargaining with mortals, the home must be near enough to a populated area that it attracts occasional visitors, but not so close that a community would see the hag's presence as a threat and try to def eat her or drive her off. Treasure, Treasure Everywhere. A hag's home is cluttered with mundane items, caged creatures, oddities, objects that hint of a magical purpose, preserved specimens, scraps of lore, and curiosities that have a supernatural origin but aren't inherently magical. Exit Strategy. A hag always has an escape plan, in case ambitious do-gooders try to turn her home into her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to get away. Most hags have three plans prepared: one for general threats and two others for specific likely scenarios, such as "They've set the house on fire" or "A necromancer with undead are attacking." If a hag is forced to resort to such measures, she immediately begins to plot her retaliation against those that caused her to flee. Like a vampire or a demon, a hag has a long life over which to exact her vengeance, and no dish of revenge is sweeter than one served cold and to the next three generations of her enemy's family. HAG LAIR ACTIONS: If a hag is a grandmother, she gains a set of lair actions appropriate to her nature, knowledge; and history. A coven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong. The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. Lair Actions. On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row: • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there. • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them. REGIONAL EFFECTS: The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects: • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion. • Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. • Strange carved figurines, twig fetishes, or rag dolls magically appear in trees. MINIONS AND PETS: Although they are solitary by nature, hags sometimes feel the need for companionship. Usually one scratches this itch by acquiring servants she can insult and slap around as she wishes. Such a creature might be charmed into compliance, or under a spell that stops its heart if it disobeys, or too afraid of nonmagical punishment for failure to do what she says. Most hags have some kind of slave or minion creature living with or near them as a defense against attackers, even if it's just a common animal. Hags particularly delight in using mortals bound to their service as minions. A paladin might have no qualms about putting a hag coven to the sword, but her conviction falters if she must first fight through a crowd of innocent farmers that the hag has compelled to defend her. Ordinary folk are also useful as minions because they can serve the hag as her eyes and ears in a nearby settlement, either operating secretly or actively trying to persuade other townsfolk to pay her a visit. The weird magic at a hag's disposal means that she might have almost any type of creature helping or serving her-fey, giant, undead, and so on. Even a creature much more powerful than she might be under her command, working off the debt of a bargain for itself or someone else. Favors beget favors, and under duress a hag might speak a magic word to call upon a blood debt from a dragon, a noble, or another hag, making her able to wield magical, political, or physical power in a way she can't do by herself. Like the land near a hag's lair, over time her minions are altered by her presence, becoming twisted versions of their former selves (in a dark fey sort of way), but still recognizable as what they once were. She might alter them with magic, making them tireless, resistant to fire, able to transform into a flock of crows, or able to teleport through shadows-whatever the hag thinks best defends or serves her. Random Hag Minions: To determine the minions and helpers in a hag's retinue, roll once on the following tables or choose from the possibilities. The Servants table includes faithful, trusted helpers that a hag uses to protect herself and her home. These creatures are either naturally wicked or warped by the hag to better serve her. In either case, a hag is confident that her servants will obey her orders without question. The Brutes table gives examples of the muscle a hag might employ, mercenaries that serve the hag only so long as it benefits them. These creatures run errands and take care of roughing up enemies or patrolling areas that the hag considers beneath her personal attention. Hags prefer to employ clever, cruel creatures rather than dumb oafs. SERVANTS: d8 Servant(s): 1 = 1d4 flameskulls 2 ld2 flesh golems 3 = 1d2 helmed horrors 4 = 1 rug of smothering 5 = ld6 scarecrows 6 = 2d4 shadow mastiffs 7 = 2d4 swarms of insects or swarms of rats 8 = 1d6 yeth hounds BRUTES: d12 Servant(s): 1 = 2d6 + 2 bugbears 2 = 1d6 + 2 doppelgangers 3 = ld6+ 2 ettercaps 4 = 2d6 + 2 gargoyles 5 = 2d4 + 2 jackalweres 6 = 2d6 + 4 kenku 7 = 2d6 + 2 meenlocks 8 = 1d4 oni 9 = 2d6 + 2 quicklings 10 = 2d4 + 2 redcaps 11 = 1d6 + 4 wererats 12 = ld4 + 2 werewolves TREASURE: Much of a hag's treasure is strewn among all the clutter in her lair, making it difficult for intruders to quickly identify all the items that have use or value. But the hag knows what, and where, everything is. Every hag is infallible when it comes to keeping track of her treasures and other possessions. Her organization and labeling, if such a system exists, is designed to foil thieves and serve as a final, vexing puzzle for anyone who tries to make use of an item without her consent. A hag's treasure - like a gift from a fey being - should be doubted and even feared rather than simply being scooped up and carted away. Treasure-seekers are likely to fare better if they consider a hag's booty to be trapped, exercising caution rather than giving in to greed or curiosity. Manipulating a container or other item without knowing what's inside or what it does (or without knowing the proper password or technique) is likely to be very dangerous. At best, whatever was held in a container merely escapes or dissipates. At worst, just about anything can happen, none of it good. One-of-a-Kind Objects. Above and beyond the items of obvious value a hag has accumulated, she also has a few bizarre and unique items in her collection. The Hag Objects table provides a way to quickly add such weird items to a hag's home. Hag Objects (D10): 1 = The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless. 2 = The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes. 3 = A perfectly smooth, round stone the size of a human's fist. ~f placed on the ground, it roUs 20 feet per round toward the nearest source of fresh water. 4 = A sickly crow with clipped wings. The only sound it can make is to roar like a lion. 5 = A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls 1d6 happy memories from the life of a long dead elf lord. 6 = A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity. 7 = A black bo~:·3 feet on each side. Anyo~e who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions. 8 = An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby. 9 = A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby viliage. 10 = A small painting that depicts a placid field. Just after midnight each day, the painting changes to depict the following day's weather. Annis Hag Bheur Hag Green Hag Night Hag Sea Hag

  • Githyanki Xenomancer

    Githyanki Xenomancer Githyanki Xenomancer Medium Humanoid (Druid, Gith), Any Alignment Button Button Hero Forge Mini Double mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (From Spelljammer: Adventures in Space - 2022): A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers prefer to do this work in their laboratories on the Astral Plane. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. Home Plane Astral Plane Stat Block 5th Edition (different ages have their own stat block): - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond Abilities - Staff deals psychic damage - Telekinetic Bolt - Innate spellcasting (psionics) - Astral Step teleport Appearance -- Size Hero Forge: 8'10" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Spelljammer: Adventures in Space (2022) - 5etools - DndBeyond

  • Firenewt | Digital Demiplane

    Firenewt Medium Elemental, Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From Mordenkainen's Monsters of the Multiverse - 2022): Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area. A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders . They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts. (From Volo's Guide to Monsters - 2016): In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage. Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are forced to labor for a while before meeting the same fate. When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders , these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. (From Monstrous Compendium Volume Three Forgotten Realms Appendix - 1989): Firenewts, also known as salamen , are distant relatives of lizard men . They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5�’ tall) and a duller brown. The young are lighter but darken as they mature. They speak their own language and a dialect of lizard man. Priests, elite warriors, and overlords may speak the common tongue. Combat: Firenewt warriors (the most common variety) are typically armored in chain mail and carry one or two weapons — pike and sword (45%), sword only (25%), pike and lend axe (20%), or battle axe (10%). For every ten warriors encountered, there is one elite warrior with 3+3 Hit Dice and Armor Class 3 (chain mail plus Dexterity bonus). Elite warriors carry battle axes. For every 30 warriors encountered, there is a priest with 3+3 HD, AC 5, and the following spells, usable once each day: animal friendship , faerie fire , predict weather , produce flame , heat metal , and pyrotechnics . Priests carry maces. All firenewts have a limited breath weapon. Once a turn they can breathe fire on a foe directly in front of them. This flame has a 5-foot range and inflicts 1d6 points of damage; a successful saving throw vs. breath weapon reduces the damage by half. A firenewt is highly resistant to fire-based attacks and saves with a +3 bonus against them. In addition, all fire-based attacks that do affect it are reduced by 1 point of damage per die of the attack (minimum: 1 point/die). Conversely, a firenewt saves with a -3 penalty against cold-based attacks; such damage is increased by 1 hit point per die of the attack. Fully 33% of firenewts encountered on the surface, 90% of elite warriors, and all priests are mounted on giant striders . These beasts are highly trained for melee combat and fight even if the rider dismounts. Habitat/Society: Firenewts live in a cruel, martial society dominated by priests. Firenewts encountered outside their lair are members of a hunting or war party. They delight in torturing captives and roasting them alive. Intertribal relations tend toward genocidal warfare. Warriors earn great honor by destroying the hatching ground of an enemy tribe. Firenewts are carnivorous. They eat anything they can hunt down, even indulging in cannibalism when disposing of captives and eggs from rival firenewt tribes. They find humanoids a delicacy. The lair is ruled by a fiirenewt overlord (4+4 HD, AC 3) and his retinue of four elite warriors. The overlord controls the firenewts’ treasure. Wealth gathered from vanquished foes is brought back to the lair and added to the communal hoard. Individuals are rewarded with a few silver or gold coins, though they have little use for them. A firenewt lair contains, in addition to the males, females equal to 70% of the number of males, young (at 150%), and eggs (at 200%). The eggs are hidden in a secret, well-guarded hatching ground. The hatching ground is under the control of the priests and guarded by 1d3 young fire lizards . Firenewt females lay two to six eggs twice each year. All eggs are collected by the priests and taken to the hatching ground. The hatching ground is the heart of both the firenewt colony’s life and the priests’ power. Although eggs and hatchlings are supposedly raused communally without record or regard for bloodline, in thruth the priests maintain secret records for each egg. The priests discreetly eliminate the eggs of their enemies or of those who possess “undesirable” traits. Eggs hatch in six months. The young are divided by sex and assigned to groups of ten that are each raised and taught by two females. Each young firenewt is assigned to an adult who serves as mentor. The priests reward their allies by secretly assigning them their actual offspring. Ecology: The firenewts are vicious marauders that rule the inhospitable regions of volcanoes and unendurable heat. They are hostile toward all outsiders, including firenewts from other tribes. They rarely ally themselves with any but the most powerful of evil beings. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire, Prime Material Plane (volcanoes. hot springs, etc.) Stat Block 5th Edition: - Angry Golem Games (warrior) - Angry Golem Games (warlock of Imix) - DndBeyond (warrior) - DndBeyond (warlock of Imix) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Spits fire - Some have fire magic (warlocks) - Fire immunity - Amphibious Appearance The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5�’ tall) and a duller brown. The young are lighter but darken as they mature. Size Hero Forge: 5' (XL) Lore: Medium (5'6"-6' tall) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - Angry Golem Games (warrior) - Angry Golem Games (warlock of Imix) - DndBeyond (warrior) - DndBeyond (warlock of Imix) - Monstrous Compendium Volume Three Forgotten Realms Appendix (1989) - mojobob's website

  • Sislan | Digital Demiplane

    Sislan Large Elemental, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix III - 1998): From the journal of Rel Emandhun, titled A Long Way Down : “Everpresent but invisible, the air around us sustains, but when angered, it can destroy. The air is unpredictable and everchanging, never wholly friend nor foe. In my years on the plane of Air, the Breeze Realm, I encountered a thing — a beast — which embodied this dichotomy in full. “At the time, I was living in a floating city named Ur Mar Nidas, ruled by the Blameless Court, also known as…” [three pages later] “…there, finding myself in the presence of a creature that towered over me. At the time, however, I was not sure that a creature it truly was, for it appeared to be nothing but a shimmering in the air — a queer whirlwind, perhaps. Only when I saw that it approached me, and even altered its course to get at me, did I realize it to be a thinking being. “I knew it was no common air elemental because Huvaard’s ward was effective in keeping them at bay, yet I had no idea what this apparition could possibly be. Once it stopped within twenty paces I could see it more clearly. A whirlwind it truly was, though it extended three appendages of solid, wispy air from its otherwise churning form. At its cloudy center, a single eye looked out at me, conveying no expression that I could understand. “I attempted to communicate with the mysterious creature, but to no avail, or so I believe. If it did understand me, it refused to reply. Instead, it attacked me with whipping, spinning tendrils that buffeted me and swept me of the platform upon which I stood. “So I fell and fell. The creature — and indeed, the city — was soon out of sight. You see, falling on the plane of Air is an experience which…” Combat: A sislan spins rapidly enough to be a real terror in combat. It makes three attacks per round as its rotating limbs buffet and pummel the victim, each inflicting 1d6 points of damage. If all three attacks strike the sislan’s opponent, the sod must make a saving throw versus paralyzation or be stunned for 1d3 rounds, unable to act. The creature can also forego its pummeling attacks and instead attempt to grasp a foe. If successful, the sislan inflicts no damage on the victim, but pulls him into its swirling body, where he can take no action. The trapped berk is held until the sislan is slain or an outside force acts to help him. Unfortunately, there ain’t much an onlooker can do. A control winds , gust of wind or control weather spell — or the intervention or another creature of elemental air — gives the captive a chance to leap out of the sislan’s clutches. Bigby’s grasping hand , telekinesis , or similar magic could probably pull him out. But no direct physical action’ll do the trick, and anyone who makes such an attempt is subject to three automatic strikes from the sislan. Because of its whirling nature, the sislan also gains a +3 bonus to its attack roll when pummeling or grasping a stationary (non-flying) foe. Sislan can be struck only by weapons of +1 or greater enchantment. They’re immune to non-gaseous poison, petrification, paralization, heat, and cold. They suffer only half damage from electrical attacks, but any kind of gas other than pure air (including a stinking cloud , death fog , or even a great deal of smoke) inflicts 3d6 points of damage to a sislan and forces it to make a morale check at -4. If it fails the roll, the creature flees to avoid the impure gas. Habitat/Society: If the latest chant is correct, sislan congregate in groups of three, each having authority over the other two in specific areas. Thus, the creatures form a complicated triumvirate. In these groups they wander the Elemental Plane of Air, never straying near portals or vortices. It’s difficult, at best, to discern the motivations of the sislan. One theory holds that they dislike alien intruders and act — subtly or overtly — to rid Air of planewalkers and would-be settlers. If that’s true, the elitist sislan have a great deal of work ahead of them, for of all the Inner Planes, Air’s the one most overrun with outsiders. Despite their apparent hatred for non-natives, the sislan also seem to despise ildriss , the air elemental grues. They attack these evil wind terrors on sight. Ecology: The mysterious sislan roam the Elemental Plane of Air, never leaving it. Chant is they couldn’t exist anywhere else. Some graybeards suggest that sislan are really the spirits of slain air elementals, while others think that they’re an even more fundamental embodiment of the plane than elementals. The real dark? No one knows for sure. Unlike the elementals of its home plane, a sislan isn’t composed entirely of air. Its thick mass also contains tiny particles of viscous liquid, though a casual observer wouldn’t easily notice them. Nevertheless, a thin, waxy coating usually appears on objects that a sislan has passed by or over, and when one of the creatures dies, it leaves behind a dollop of clear, syrupy muck. This ichor dries quickly, hardening with great strength: some cutters gather and treat the stuff so it can be stored and then used as a powerful adhesive. One blood even discovered that skilled alchemists can use the substance to create longlasting potions of flight or levitation . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 2nd Edition: - Mojobob's Website Abilities - Pummeling limbs stun creatures - Can envelop creatures - Immune to nonmagical attacks, poison, petrification, paralysis, fire and cold - Resistant to lightning damage - Flight Appearance A whirlwind it truly is, though it extends three appendages of solid, wispy air from its otherwise churning form. At its cloudy center, a single eye looks out at you, conveying no expression that you can understand. Size Hero Forge: 12 ft. (Kitbashed) Lore: Large (12 ft. tall) Suggested: Large to Gargantuan Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Kelubar

    Kelubar Kelubar Medium Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Fiend Folio - 2003) Kelubars are the bureaucrats of demodand society. They act as intermediaries between the shators and the farastus, as well as supervisors of farastu squads. The slime that coats their skin is a perfect match for their odorous personalities. Kelubars are obese, partly because of the fairly sedentary lives they lead. They weigh close to 500 pounds, stand about 8 feet tall, and have batlike wings with a span of almost 18 feet. Their skin is knobbed, rough, and leathery, and coated completely by a pale green slime that gives their dark skin a grotesque hue. Like all demodands, kelubars revel in the subservience of others. While they prefer exchanging words to fighting, they won’t hesitate to engage in battle should the need arise. Kelubars speak the language of demodands, as well as Abyssal and Common. Combat: If caught by surprise, kelubars try to negotiate their way into a superior position, at the very least delaying opponents with the appearance of diplomacy while they look for weaknesses in potential foes. In a fight, they first try to summon reinforcements before resorting to spell-like abilities and then melee, in that order. Acidic Slime (Ex): The slime secreted by a kelubar adds +1d6 points of acid damage to each of its melee attacks. On a successful critical hit, this burst of acid deals +1d10 points of acid damage. Sneak Attack (Ex): Anytime a kelubar’s target is denied a Dexterity bonus, or when a target is flanked by a kelubar, the kelubar deals an additional 4d6 points of damage on a successful melee attack. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, Melf ’s acid arrow, spider climb, tongues; 3/day—fog cloud, ray of enfeeblement; 2/day—acid fog, dispel magic. Caster level 13th; save DC 14 + spell level. Stench (Ex): A kelubar’s slime reeks of filth and decay. All creatures (except other demodands) within 30 feet of a kelubar must succeed on a Fortitude save (DC 19) or be overcome with nausea. This condition lasts as long as the creature remains within the area, and for 10 rounds after the creature leaves. A successful save means the creature is immune to that kelubar’s stench for 1 day (but not the stench of other kelubars). Summon Demodand (Sp): Once per day, a kelubar can attempt to summon 1d2 kelubars with a 40% chance of success (result of 61–100 on d%) or 1d4 farastu with a 60% chance of success (result of 41–100 on d%). Uncanny Dodge (Ex): A kelubar retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and it cannot be flanked except by a rogue of 11th level or higher. It can flank characters that also have uncanny dodge as if it were a 7th-level rogue. Skills: Kelubars have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks. (from Planescape Monstrous Compendium Appendix. I - 1994) The Kelubar are mad for wands and other small handheld magical items. By sneaking such easily concealed magical items back to the Lower Planes, the Kelubar can gain an important edge in the power struggles that characterize Gehreleth society. The Farastu and the Kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of ‘instant army’. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit 2nd Edition: - mojobob's website Abilities - Acidic slime that oozes from their bodies - Claws, bite, flight - Can transform body into acidic slime, becoming enitely liquid - Immune to acid, poison - Innate spellcasting Appearance Kelubar are slimy, ebon humanoids, shorter than farastu and thicker in the lower torso and limbs. Their hands are large and their huge heads oval: the horizontal axis is longest. Their effective Strength is 20 (+8 damage adjustment), and they weigh close to 500 pounds. Size Hero Forge: 7 ft. (XL) Lore: 6 1/2 ft. Suggested: Medium to Large Other Monikers Slime demodands, slime gehreleths, slime leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website

  • Rakshasa

    Rakshasa Rakshasa Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From 5th edition Monster Manual - 2014): The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, friends, or descendants. Like devils, rakshasas killed in the Nine Hells are forever destroyed. (From Monster Manual I 3.5 - 2006): This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. Some say rakshasas are the very embodiment of evil. Few beings are more malevolent. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn’t detract from the creature’s manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature. A rakshasa is about the same height and weight as a human. Rakshasas speak Common, Infernal, and Undercommon. Combat : In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary. Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Spells: A rakshasa casts spells as a 7th-level sorcerer. Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, Melf ’s acid arrow; 3rd—haste, suggestion. Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4. Rakshasas as characters: Rakshasa characters possess the following racial traits. — +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma. —Medium size. —A rakshasa’s base land speed is 40 feet. —Darkvision out to 60 feet. —Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. —Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks). —Racial Feats: A rakshasa’s outsider levels give it three feats. — +9 natural armor bonus. —Natural Weapons: Bite (1d6) and 2 claws (1d4). —Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier. —Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. For example, a rakshasa 2nd-level sorcerer has the same spells known, spells per day, and caster level as any other 9thlevel sorcerer. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar. —Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels. —Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon. —Favored Class: Sorcerer. —Level adjustment +7. (From AD&D 2nd edition Monstrous Manual - 1993): Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate; some say they are the embodiment of nightmares. Rakshasas stand 6 to 7 feet tall and weigh between 250 and 300 pounds. They have no uniform appearance but appear as humanoid creatures with the bodily features of various beasts (most commonly tigers and apes). Hands whose palms curve backward, away from the body, seem to be common. Rakshasas of the highest standing sometimes have several heads. All rakshasas wear human clothing of the highest quality. Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male. Rakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant. A rakshasa’s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle. As spirits, rakshasas are virtually immortal. They produce a new generation every century to replace the rakshasas that have been slain in battle. No creatures prey on rakshasas except those who would avenge their victims. Rakshasa essence can be an ingredient in a potion of delusion. About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability. About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability. About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers. (From Planescape: Planes of Law - 1995): Rakshasa clans rule several hidden cubes throughout Acheron, all led by a singularly powerful maharajah. The clans vie for his attention by kidnapping petitioners from other realms (and sometimes planewalkers as well) to serve as slaves in their palaces and masions. The rakshasa realms are cloaked by powerful illusions, and most sods know enough not to go looking for them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Immune to nonmagical weapons - Limited magic immunity - Claws inflict curse - Innate spellcasting Appearance This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head. A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. Size Hero Forge: 9'1" (XXL) Lore: Medium (6-7 ft.) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - 5th edition Monster Manual (2014) - Monster Manual 3.5 (2006) - Planescape: Planes of Law (1995) - AD&D 2nd edition Monstrous Manual (1993) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Incarnate | Digital Demiplane

    Incarnate Gargantuan Celestial or Fiend, Any Alignment Hero Forge Mini Kitbashed, single mini, 7 variants below Description (from Planescape: Monstrous Compendium Appendix I (1994): (Information is for major incarnates; statistics of minor incarnates appear in parentheses.) Incarnates are sapient embodiments of the pure energy of abstract principles. For instance, an evil incarnate is formed of pure living evil energy, and a courage incarnate is the living energy of pure courage. An incarnate is completely invisible. If magically viewed by spell or device, it appears as a multicolored ball of light. Incarnates inhabit many of the Outer Planes, primarily the upper and lower. They gravitate toward planes and planar layers that suit their individual alignments and temperaments. Incarnates are divided into major and minor types. The major classification holds only two: good incarnates and evil incarnates. The 14 minor incarnates are divided into good and evil groups. The good-aligned minor incarnates are charity, courage, hope, faith, justice, temperance, and wisdom. The evil-aligned minor incarnates are anger, covetousness. envy, gluttony, lust, pride and sloth. Combat: Incarnates are attracted to energy sources similar to their own subtance — good incarnates to sources of goodness, anger incarnates to anger in a creature, the courageous attract courage incarates, etc. Incarnates attack and attempt to take over a victim (called the host) in order to feed on that energy. The touch of an incarnate drains 2 points of Constitution per hit. The host suffers not only the penalties of lowered Constitution, but also feels an increasing weakness in mind and body. If the host’s Constitution reaches zero, the incarnate can take over the host’s body. The host receives a system shock roll (based on original Constitution); if the roll is made, the incarnate cannot take over the host. The host’s Constitution immediately returns to normal if incarnate takes over, or if the system-shock roll is successful. In addition, if the incarnate ceases the attack for any reason (killed, captured, driven off, etc.) before it takes over the host, the victim’s Constitution returns to normal at the rate of 2 points per turn. (Monsters without Constitution scores can he assumed to have a default value of 12.) Once in control, the incarnate can use the host body as it desires. The incarnate and host can communicate through a telepathic link established when it takes over. The incarnate can control all speech, actions, and spellcasting by the host. However, not all incarnates use this control. Good-aligned incarnates take over a host but rarely attempt to interfere with the host’s behavior: control allows the incarnate to feed on the courage, hope, etc., of the host. (As detailed below, good incarnates avoid taking over hosts who will be harmed by their presence. Evil incarnates are not so choosy, and they care nothing for their hosts except to get as much energy from them as possible.) Incarnates gift their hosts with special powers during the time of control. Only one incarnate can take over a host at any one time. Also, control by any incarnate prevents the host from being taken over by other creatures, such as a ghost or haunt , or even a wizard using a magic jar spell. The host is also immune to many mind-affecting spells, as if the host had a Wisdom score of 25. Incarnates can be driven from their hosts or victims only by the appropriate spells (see below) or by the death of the host body. Attacks against those controlled by an incarnate affect only the host’s body and not the incarnate. This includes energy draining, spell, and weapon attacks. The host is a buffer between the incarnate and these attacks. However, this does not render the incarnate completely immune to all spells. Minor incarnates can be dislodged from a host by dispel evil/good or a limited wish spell. The spells abjure , exaction , holy/unholy ward , and wish drive out both major and minor incarnates. Once an incarnate leaves a host, it can be attacked physically. Physical attacks require a +1 or better magical weapon to hit. Also, incarnates are immune to heat, cold, and electrical attacks. Ecology: Major incarnates cannot take over creatures of less than 10 HD without completely destroying them. Victims of less than 10 HD are simply incinerated by the force of the major incarnate’s pure energy. Creatures of greater than 10 HD, but of an alignment differing from the major incarnate’s, take damage from the control. Damage is a base 10d8, minus 1d8 per level of the host above 10th. For instance, if a 15th-level good or neutral fighter is taken over by an evil major incarnate, the fighter takes 5d8 in damage; at 20th level or greater the fighter takes no damage. After damage (if any) is assessed, the host’s alignment immediately and temporarily changes to that of the incarnate. Good Major Incarnates: Good incarnates are lawful good in alignment and dwell in Chronias, the seventh layer of Mount Celestia . They are sometimes found on Solania, Mertion, and Jovar, the fourth, fifth, and sixth layers. Here good incarnates use only sword and tome archons as hosts. They prefer to take over only lawful-good beings, such as paladins, lawful-good clerics, and gold and silver dragons . The relationship between the good incarnate and its host is synergistic — that is, the two form a whole greater than the sum of their parts. The host gains the following abilities: detect evil and protection from evil, 20� radius (both always active); turn undead as a 5th-level cleric (or at five levels higher than normal if the host can already turn undead); Wisdom and Strength raised by 1 each; and Charisma raised by 3 (maximum 19). Major incarnates have none of the above abilities unless in control of a host. Evil Major Incarnates: Evil incarnates make their home in the darkest, vilest layers of the Abyss . They are chaotic evil and prefer to take over those in positions of power. The host of an evil major incarnate gains these abilities: detect good and protection from good, 10’ radius (both always active); control undead and turn paladins as a 5th-level evil cleric (or at five levels higher than normal); Wisdom falls by 1; Strength rises by 2 (maximum 19); and Charisma falls by 3 (minimum 3). Major incarnates have none of the above abilities unless in control of a host. Minor Incarnates: Control by minor incarnates may adjust some of the host’s ability scores. Adjustments apply immediately upon success. They never raise an ability score above 18 or reduce it below 3. Unless otherwise noted, both good and evil minor incarnates will take over neutrally aligned hosts, but abandon them as soon as possible for a more appropriate individual. Good Minor Incarnates never force a host to behave a certain way nor remain in a host if the control threatens the host’s well-being. The following descriptions of the good-aligned minor incarnates list alignment; preferred planes; ability score adjustments, if any; and effects on role-playing. Charity: Lawful good: Mount Celestia and Bytopia; Wisdom and Charisma increased 1 point each; host immune to greed, envy, or berserk rage; incarnate leaves if host fails for any reason to spare the life of a surrendering foe. Courage: Neutral good: Upper Planes; Constitution and Charisma increase 1 each; host becomes immune to magical fear and becomes fearless but not stupid or reckless; incarnates leaves if host changes to evil alignment. Hope: Chaotic good; Upper Planes (most numerous of all incarnates): Charisma increases 1, +1 bonus to all saving throws: host immune to despair or hopelessness. Faith: Lawful good; Upper Planes; Strength increases 2, Wisdom 2, Charisma 1 (incarnate prefers only paladins or lawful-good clerics as hosts); hosts immune to magical alignment change. Justice: Lawful good; Mount Celestia (fewest in number of good minor incarnates); increases Wisdom, Intelligence, and Charisma 1 each; incarnate leaves if host takes unjust action (cheating, stealing, or lack of fair play). Temperance: Neutral good; Mechanus, occasionally Beastlands and Mount Celestia; host gains +2 on all saving throws vs. charm , confusion , emotion , fear , spook symbol , and taunt spells; do not take over evil hosts. Wisdom: Neutral good; Mount Celestia; increases Wisdom 1; do not take over evil hosts except as a last resort. Evil Minor Incarnates prefer hosts of good alignment. They care nothing for their host’s health and enjoy forcing hosts to commit reprehensible and repugnant acts. Hosts can resist being forced to act against their will, lowering the body’s physical Dexterity by 2. The following descriptions of the evil minor incarnates give alignment; preferred planes; ability score adjustments, if any; and effects on role-playing. Anger: Neutral evil; Lower Planes; increases Strength 1, decreases Intelligence and Charisma 2 each; a tame or timid creature suddenly rages and tries to kill anything near it. Covetousness: Neutral evil beings; Gehenna and the Gray Waste; Wisdom and Charisma decreased 2: host develops “gold fever” or turns into a miser. Envy: Chaotic evil; Lower Planes (least in number of the incarnates); Wisdom and Charisma decreased 2; no obvious signs that a host is controlled, but host begins a slow, devious campaign of rumor and backbiting against fellows; perpetually jealous of others’ abilities and treasure; secretly tries to lose, ruin, or destroy prized treasure of others. Gluttony: Neutral evil; most Lower Planes; Wisdom and Charisma decreased 2, and host gains 2d4+4 lbs. per week (Dexterity, Strength, and Constitution reduced 2 each for every 100 pounds gained); hosts overindulge in food and drink; begs, borrows, or steals food (or money to get food). Lust: Chaotic evil; the Abyss; Charisma increases 1, Intelligence and Wisdom decrease 2 each; host knows only desperation of unfulfilled desire. Pride: Lawful evil; Baator; Wisdom decreases 1, Intelligence and Charisma decrease 2 each; host is vain and haughty in the extreme and tends to treat everyone as a lowly servant; angry with anyone who fails to act servile.Sloth: Neutral evil; Lower Planes; Strength, Dexterity, and Wisdom each reduced 2; incarnate takes over any host available (too lazy to choose); host becomes lazy and slipshod, shirks duties, sleeps on guard duty, and neglects equipment and weapons. If a wizard, host skips memorizing spells; if a priest, neglect meditation and prayers. (from 5th Edition Planescape: Morte's Planar Parade - 2023): The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane’s power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they embody. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outer Planes Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023) - 5etools - DnDbeyond 2nd Edition: - mojobob's website Abilities 2e: - Invisible - Can drain constitution and possess creatures of similar alignment - Gives hosts buffs, powers and abilities - Telepathy - Flight 5e: - Planar exhalation does AOE damage (type according to home plane) - Powerful slam and energy bolt attacks - Causes spontaneous combustion in creatures as reaction - Teleport as reaction - Legendary Resistance - Magic Resistance - Siege Monster - Immune to necrotic, poison, radiant, nonmagical attacks, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, restrained, stunned unconscious - Truesight - Flight Appearance - 5e: They appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. - 2e: An incarnate is completely invisible. If magically viewed by spell or device, it appears as a multicolored ball of light. Size Hero Forge: 5'9" (XL) Lore: Tiny (1.5') or Gargantuan Suggested: Tiny to Gargantuan Other Monikers Planar Incarnates Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - DnDbeyond - Planescape: Monstrous Compendium Appendix I (1994) - mojobob's website

  • Asura

    Asura Asura Medium Celestial, Chaotic Good Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from Planescape: Planes of Conflict Monstrous Supplement - 1995) Asuras are found throughout the Upper Planes, serving various powers as messengers and heralds with a righteous zealotry. They may serve as the voices of knowledge, sharing wisdom that guides mortal oracles and mystics. More often, however, the asuras carry messages of revenge, punishment, and death, sent to those who have angered one of the powers. The asuras are organized into hosts, although there is little more structure to their ranks than that. Nevertheless, the host operates well together and gladly obeys the commands of its superiors. All asuras are free to leave their current host and join another at any time. Their service is always freely offered and gladly accepted by the host leader. These leaders have double the normal number of Hit Dice and maximum hit points. They are also blessed with a Wisdom score or 22, along with the corresponding spell immunities. Standing before the host that they command, asuras leaders are visibly different from their subordinates. Taller and more noble in appearance, they have a visible aura of golden light circling their forms. The general of the Grand Celestial Host is an asuras named Absalom. This radiant individual outshines all others of his kind, leading his holy army of thousands like a handsome, luminous beacon of righteous power. Despite his might and appearance, Absalom is not a power and does not aspire to such high office. Asuras dislike devas and other aasimon (especially lawful ones), seeing them as rivals for the attention of the good powers. Unlike their lower-planar counterparts, however, aasimon and asuras rarely allow their rivalry to degenerate to blows. Likewise, due to the nature of both types of beings, neither resorts to any sort of double-dealing or underhanded measures. Instead, their feelings for each other are openly contemptuous. The asuras feed upon energies from the Positive Energy Plane. Gaining their sustenance from this otherworldly source, they have no base requirements such as food, air, or even sleep. As a creature born of a chaotic nature, sometimes an asuras falls through the cracks. For whatever reason, such an asuras may end up without a power to serve. These rare individuals roam the planes, committing random acts of charity and good will. They defend the downtrodden, rescue the oppressed, and provide for the needy. These rogues often become so narrowly focused in their deeds that they do anything to meet the desired end — sometimes getting carried away in violence and their use of power. In the words of the planar merchant Gillias Fornmith: "Asuras without a host wander about the planes, giving a good turn wherever they go. But here’s the real dark of it: When they travel alone they go a little barmy. You meet one, get greeted politely, and the next thing you know he’ll take your head off to save a rabbit you’ve trapped for your dinner, or steal your whole haul to give to some poor street waif. You might say they lose a bit of perspective on the whole good/evil thing. Lucky for a sod like me, a clever tongue can talk them out of their cockeyed notions. You can use the good sense within the creatures to show them their own folly." Occasionally, a rogue asuras succumbs to the charms of a particularly pious or righteous human. If such a union occurs, the offspring is usually a fair-skinned human with bright, piercing eyes. A few are able to detect lie in the same manner as their asuras progenitor. All asuras offspring are likely to become mystics, holy figures, or powerful warriors — always significant figures for the force of goodness. These offspring closely resemble the aasimar, having similar origins. Combat: The claws of the asuras have been likened to rubies both for their color and their consistency. Very sharp and very hard, the talons tear into the flesh of the wicked with terrible force, dealing 1d10 points of damage each blow. Because of the potency of its claws, an asuras prefers to attack from the air, swooping and hovering above foes. Additionally, this righteous avenger can carry a scimitar or huge spear. Weapon attacks can be directed at a second enemy or at the victim being clawed. There is a 25% chance that an asuras carries a magical flaming weapon similar to a flame tongue sword. Large groups of asuras blow mighty trumpets while entering battle, the sound of which chills a dark soul to its core. Evil beings of 3 Hit Dice or less must make a morale check upon hearing these horns, even if not yet engaged in conflict. The horns can be heard for miles. Moreover, three or more asuras can create a burning wind with their wings. This mode of attack inflicts 2d10 hit points of damage upon evil beings, while not harming good or neutral creatures at all. The renowned intuition of the asuras is spoken of throughout the planes. Asuras have a Wisdom score of 21, giving them an immunity to charm , command , fear , forget , friends , hold person , hypnotism , ray of enfeeblement and scare spells. They also can see the truth behind all illusions. The golden fires of their eyes dim in the presence of untrue words as a detect lie spell, and three times each day they can see through all deceptive or concealing veils, as the spell true seeing . All asuras cast priest spells as 9th-level casters, with full benefits gained from their remarkable Wisdom scores. Lastly, these beings can polymorph self twice per day into the form of a human or demihuman in order to blend in with normal societies. Their forms are always extremely pleasing, and they remain capable fighters and spellcasters no matter what their outward appearance. ASURA (Homebrew stat block) Armor Class 17 (Natural Armor) Hit Points 136-192 (16d8 + 64) Speed 30 ft., fly 90 ft. STR 18(+4), DEX 18(+4), CON 18(+4), INT 17 (+3), WIS 20 (+5), CHA 20 (+5) Saving Throws: WIS +9, CHA +9 Skills: Insight +9, Perception +9 Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Immunities: Fire, Charmed, Exhaustion, Frightened Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 19 Languages: All, Telepathy 120 ft. Challenge 12 (8,400 XP) Celestial Weapons. The asura's weapon attacks are magical. When the deva hits with any melee weapon, the weapon deals an extra 4d8 radiant damage or fire damage (the Asura's choice, included in the attack). Divine Intuition. The asura knows if it hears a lie, is immune to being charmed, and magic cannot put it to sleep. Innate Spellcasting. The asura's spellcasting ability is Wisdom (spell save DC 19). The asura can innately cast the following spells, requiring only verbal components: At will: detect evil and good, zone of truth, protection against evil and good 1/day each: dispel evil and good, branding smite, divine smite, searing smite Magic Resistance. The asura has advantage on saving throws against spells and other magical effects. Actions Multiattack . The asura makes three attacks - one with its spear and two with with its talon. Spear . Melee Weapon Attack: +8 to hit, range 40/120, one target. Hit: 7 (1d6 + 4) piercing damage or 9 (1d8+4) piercing damage if wielded with two hands, plus 18 (4d8) radiant damage or fire damage (the asura's choice). Talon . Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 18 (4d8) radiant damage or fire damage (asura's choice). If a medium or smaller creature is hit by both the asura's talon attacks on the same turn, the creature is grappled (escape DC 18), and the asura can move at its full flying speed with the creature in its clutches. Searing Wind (3/Day). As an action, the asura beats its wings, generating a searing heat within a 15-foot radius of itself. All creatures of the asura's choice within range must make a DC 18 dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half that damage on a success. Change Shape. The asura magically polymorphs into a humanoid, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 2nd Edition: - mojobob's website - Planescape: Planes of Conflict Monstrous Supplement (1995) 5th Edition: - Try homebrew below Abilities - Ruby talons, angelic weapons - Burning wind - Immune to enchantment and charm - Polymorph into humanoid - Detects lies, true sight - Innate Spellcasting - Flight Appearance Noble warriors, asuras have birdlike talons for feet and wings of brightly burning flame. Marble-white flesh of pleasing countenance covers their stately frame, and their eyes are piercing orbs of the purest fire. Males and females alike wear loose togas of sky blue or snow white. A long mane of red, gold, or copper locks crowns their pale heads. Male asuras adorn their heads in feather-crested helms of bronze. The unjust understandably find asuras terrifying to behold. Size Hero Forge: 7' 10'' (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Chaos Angels, Fiery Angels Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Githzerai Monk | Digital Demiplane

    Githzerai Monk Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 2 variants below Description (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): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts that deal psychic damage - Psychic defense that boosts Armor Class - 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: 8'1"-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) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

  • Template - Sigil Hive Ward

    Template - Sigil Hive Ward Template - Sigil Hive Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBIaXZlIFdhcmQ=/7f9b618c495bc08d893d91b11e41981d Board Link Features - Small-size exterior buildings from Planescape: Torment; Smouldering Corpse Bar, Gathering Dust Bar, Fell’s Tatoo Parlour, tenement of thugs (2 variants), Fiend bar, abandoned foundries/factories, warehouses, marketplaces, temples, water towers, etc. - Ragpicker's Square walkways, ruined tenements, walls, half-buried towers, garbage heaps - Entrances to Undersigil - Giant wells - Burnt-out buildings - Shantytown lookout posts - Corpse collector carts - Shantytown houses/huts, walled city homes Notes None Assets from Tales Tavern None

  • Tartarian

    Tartarian Dragon Tartarian Dragon Gargantuan Dragon, Neutral Evil or Chaotic Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Native inhabitants of a prison plane, Tarterian dragons are at once wardens and prisoners themselves, preying on weaker denizens than themselves. Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over witheredlooking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Tarterian dragons inhabit a wide range of habitats on their native plane of Carceri, from the steaming jungles of Cathrys (the second layer) to the cruel mountains of Colothys (the fourth). Similarly, when they make their way to the Material Plane they can dwell comfortably in a variety of locales, both above and under the ground. They delight in reproducing the jailhouse atmosphere of Carceri whenever they find themselves on the Material Plane. Tarterian dragons are accustomed to a diet of fiendish flesh and condemned souls. They do not enjoy other food, but can live on literally anything. Combat: Tarterian dragons use their spell-like abilities to divide and constrain their opponents, trying to face each one individually when possible. They use their gas breath weapon to weaken foes at the start of combat, then their force breath to take out the strongest foes. Young and older Tarterian dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A Tarterian dragon has two types of breath weapon, a line of disruptive force or a cone of will-sapping gas. Creatures within the cone must succeed on a Will save or be affected by a crushing despair effect, taking a –2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 round per age category of the dragon. Force Resistance (Ex): Tarterian dragons have a +4 racial bonus on saving throws against force-based spells and effects. Freedom of Movement (Su): Tarterian dragons can move and attack normally despite any magic that usually impedes movement, such as hold monster, paralysis effects, solid fog, slow, and web spells. Strength of Will (Ex): Tarterian dragons have a +4 morale bonus on saving throws against charm and compulsion effects. Spell-Like Abilities: 1/day—forcecage, imprisonment, maze, Otiluke’s resilient sphere. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition (different ages have their own stat block): - emptyhexes.com 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: force, crushing despair - Immune to paralysis, freedom of movement - Resistant to force damage and charmed condition - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight Appearance Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over witheredlooking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Size Hero Forge: 8'6" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers Tarterian dragon, tomato dragon Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Draconomicon: The Book of Dragons (2003)

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