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- Leonal | Digital Demiplane
Leonal Medium Celestial, Neutral Good Hero Forge Mini Single mini, no kitbash, 2 variants below Description (from Planescape: Monstrous Compendium Appendix II - 1995): Leonals are the wisest and most powerful of the guardinals . They’re chieftains and leaders when guardinals gather, but a leonal prefers to keep to itself when the forces of good allow it to rest. A leonal resembles a tall, muscular human with short, tawny-golden fur covering its body and a great red mane for hair. Its lower legs are formed like a great cat’s , and its arms conceal steal-hard talons. The leonal’s face is noble and terrifying at the same time: its mouth and nose meet in a subtle, flattened, lionlike muzzle, and a yawn reveals long, sharp fangs. Leonals’re at home in the wilds of Eronia, but they travel widely throughout Elysium. When they’re not marshalling the guardinals against the threat of evil, they’re often busy on some important mission or task. At rest, a leonal’s a patient and regal creature; but when it confronts the forces of darkness, it’s a remorseless and tireless warrior of good. Combat: A word of advice: Don’t pick a fight with a leonal. They’re superhumanly strong, packing the power of a frost giant (21 Strength) in their compact, athletic frames. Their talons can inflict devastating damage, and their bite can be lethal. Leonals’re incredibly fast and agile, and gain a -4 initiative bonus in any round they choose to make physical attacks. This agility allows them to dodge any missile or missilelike magical attack with a successful saving throw versus paralyzation. (This includes any thrown weapon, any missile fired by bow, crossbow, or sling, and spells such as burning hands , flame arrow , Melf’s acid arrow , and other physical manifestations of magic except magic missiles .) A leonal can roar three times per day. This roar affects a cone-shaped area 60 feet long and 20 feet wide at the end, and is the equivalent of a holy word . In addition, all creatures in this area suffer 2d10 points of damage and must successfully save vs. spell or be deafened for a day. (Deafened creatures suffer a -1 penalty to any surprise checks and have a 20% chance to miscast any spell.) Any evil creature within 200 yards must survive an additional saving throw vs. spell or be affected by fear for 2d6 rounds. Leonals are surrounded by an aura of double-strength protection from evil, 20’ radius . Once per round, they can use the following spell-like powers: continual light , ESP , cast a 10d6 fireball , hold monster , know alignment , magic missile (5 missiles), polymorph self , or create a wall of force . A leonal can cure critical wounds , cure disease , or neutralize poison three times per day, and once per day it can heal other . Once per year the leonal can grant a wish . Leonals are never surprised, and can be hit only by +3 or better magical weapons. Habitat/Society: Even in peaceful Elysium, leonals are loners. They keep to themselves, roaming the forests and mountains of the more remote areas of the plane. Among other guardinals, leonals are considered to be nobility or royalty; at their command, other guardinals embark on missions or organize armies. The leonals use their authority carefully and only when they feel that a matter can’t be attended to personally. Leonals travel the planes extensively, keeping an eye open for trouble and dealing with it whenever they can. On rare occasions a leonal serves under a good power, acting as a proxy or adviser of some kind. (from 3.5e Monster Manual - 2003): This creature looks like a powerful humanoid about 6 feet tall, covered in short, golden fur. Its head is leonine in appearance, with a short muzzle and a lush, dark gold mane. Its arms end in powerful claws, and its mouth holds rows of long, sharp teeth. One of the most powerful guardinal forms, a leonal is every bit as regal as a lion of the Material Plane. As a foe, it can be just as terrifying, bellowing mighty roars and slashing with razor-sharp claws. Combat : Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another’s flanks and setting up devastating attacks. A leonal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based. Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks. Improved Grab (Ex): To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Rake (Ex): Attack bonus +20 melee, damage 1d6+8. Spell-Like Abilities: At will—detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day—cure critical wounds (DC 16), neutralize poison, remove disease; 1/day—heal (DC 18). Caster level 10th. The save DCs are Charisma-based. Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). (The defensive benefits from the circle are not included in a leonal’s statistics block.) Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks. (from Book of Exalted Deeds - 2003): TALISID, THE CELESTIAL LION: This mighty figure looks like a poised, 9-foot-tall lion-headed man with a muscular build. He has golden fur, a regal mane of golden hair, and dark, penetrating eyes. He wears exquisite robes and absently strokes his chin whiskers with one sharp claw. Although proud of his accomplishments and those of his beloved Companions, Talisid (TAL-eh-seed) does not allow pride or other emotions interfere with his mission to protect and aid the residents of Elysium. His love for the Blessed Fields has grown in the thousands of years he has served as Celestial Lion, and he takes great delight in its many natural wonders. The wisest and most powerful of leonals, Talisid regular travels the four layers of Elysium but spends most of his time on Amoria, the topmost layer. He often assumes an animal form when traveling alone in the wilderness, taunting unlawful hunters with his trackless step and woodland stride abilities. He maintains no permanent residence, often “shacking up” with friends he has made throughout the Blessed Fields. A king among guardinals, Talisid prefers to think of himself as a humble servant of the people and demands no special treatment or consideration. Combat : Talisid has little need for armor or weapons, preferring to spring into battle by pouncing on foes and tearing them to pieces with his sharp claws. Talisid’s natural weapons and any weapons he wields are treated as good-aligned for the purpose of overcoming damage reduction. Improved Grab (Ex): If Talisid hits a Medium or smaller opponent with his bite attack, he deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can attempt to rake on the same round. Thereafter, Talisid has the option to conduct the grapple normally, or simply use his mouth to hold the opponent (–20 penalty on grapple check, but Talisid is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals bite damage. Pounce (Ex): If Talisid charges, he can make a full attack (including a rake attempt, as described below), even though he has moved. Rake (Ex): If Talisid gets a hold on an opponent (see Improved Grab, above), he can make two rake attacks (+55 melee) with his hind legs for 1d8+16 points of damage each. If Talisid pounces on an opponent, he can also rake. Roar (Su): Talisid can roar up to five times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an additional 4d6 points of sonic damage (Fortitude save DC 37 negates). The DC is Charisma-based. Spells: Talisid casts spells as a 20th-level druid. Spells Prepared (6/7/7/6/6/6/5/4/4/4; save DC 16 + spell level): 0—create water, cure minor wounds, detect magic, guidance, purify food and drink, resistance; 1st—calm animals, eyes of the avoral, detect snares and pits, entangle, faerie fire, longstrider, silvered claws* ; 2nd— animal messenger , bear’s endurance, bull’s strength, cat’s grace, owl’s wisdom, wood shape; 3rd—affliction*, plant growth, protection from energy, quench, speak with plants, wind wall; 4th—air walk, control water, flame strike, freedom of movement, repel vermin, rusting grasp; 5th—animal growth, atonement, awaken, control winds, death ward, wall of thorns; 6th—find the path, greater dispel magic, mass bear’s endurance, mass cat’s grace, touch of adamantine* ; 7th—control weather, rain of roses*, sunbeam, true seeing ; 8th—animal shapes, repel metal or stone, sunburst, whirlwind; 9th—elemental swarm, foresight, mass cure critical wounds, summon nature’s ally IX . *New spell described in Chapter 6 of this book. Spell-Like Abilities: At will—detect evil, detect thoughts (DC 19), fireball (DC 20), hold monster (DC 21), wall of force; 3/day—cure critical wounds (DC 21), neutralize poison (DC 20), remove disease (DC 20); 1/day— heal (DC 23). Caster level 20th. The save DCs are Charisma based. Bastion of Good (Su): As a free action, Talisid can surround himself with a 20-foot-radius nimbus of light. This acts as the bastion of good spell (see Chapter 6: Magic). Resist Nature’s Lure (Ex): Talisid gains a +4 bonus on saving throws against the spell-like abilities of fey. Thousand Faces (Su): While in his natural form, Talisid can alter his appearance at will, as if using the alter self spell (caster level 20th). Trackless Step (Ex): Talisid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Wild Shape (Su): At will, Talisid can turn himself into any animal, plant, or good-aligned magical beast of Tiny to Huge size or an elemental of Small to Huge size. Aside from having no usage limit, this ability works the same as a druid’s wild shape ability. Woodland Stride (Ex):Talisid may move through any sort of natural undergrowth at his normal speed and without suffering damage or other impairment. LEONAL GUARDINAL (5e homebrew) Medium Celestial, Neutral Good Armor Class 21 (Natural Armor) Hit Points 200-272 (16d10 + 72) Speed 60 ft. STR 21(+5) DEX 23(+6) CON 24(+7) INT 20(+5) WIS 20(+5) CHA 22(+6) Saving Throws: DEX +15, CON +8, STR +10, WIS +5 Skills: Athletics +8, Acrobatics +15, Indimidation +8, Perception +8, Persuasion +5, Stealth +10, Survival +10 Resistances: Acid, Cold, Force, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons that aren't silvered Immunities: Lightning, Petrified Senses: Darkvision 60 ft., Passive Perception 15 Languages: Celestial, Common, Lupinal Challenge 18 (20,000 XP) Celestial Weapons. The leonal's weapons and natural attacks are considered magic weapons. When the leonal hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Innate Spellcasting. The leonal's spellcasting ability is Charisma (spell save DC 19). The leonal can innately cast the following spells, requiring only verbal components: At will: continual flame, fireball, detect evil and good, dimension door, dispel magic, hold monster, light, magic missile (5 darts), protection from evil and good, see invisibility, speak with animals. 3/day each: cure disease, mass cure wounds, protection against poison 1/day: heal 1/year: wish Keen Smell. The leonal has advantage on wisdom (perception) checks that rely on smell. Lay on Hands. The leonal has a pool of 100 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the leonal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The leonal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs. Magic Resistance. The leonal has advantage on saving throws against spells and other magical effects. Actions Multiattack . The leonal uses its bestial roar and then makes three melee attacks: one with its bite, one with its claw, and one with its greatsword of sharpness. If unarmed, the leonal makes a second claw attack instead. Bite . Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 5) piercing damage, and if the target creature is sized large or smaller, it must make a DC 19 strength saving throw or be dragged prone. Creatures dragged to the ground are grappled (escape DC 19), and the leonal grappling them automatically hits with subsequent bite attacks as long as the creature remains grappled. Claw . Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Bestial Roar (3/day). The leonal makes a terrifying, otherworldly roar. Every enemy within 300 feet of the leonal that can hear it must succeed on a DC 22 Wisdom saving throw or be frightened for one minute or until the leonal is incapacitated. Targets who fail the save within 30 feet of the Leonal are also affected as if by a Divine Word spell. Frightened targets that starts their turn within 30 feet of the leonal must use all their movement on that turn to get as far from the leonal as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the roars of all leonals for the next 24 hours. Reactions Missile Evasion. When a leonal is targeted with a ranged weapon or spell attack, it can make a dexterity (acrobatics +15) check as a reaction. If the number rolled is higher than the attack roll, the attack misses. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 5th Edition: - 5esrd Homebrew 3.5e: - realmshelps.net - Monster Manual 3.5e (2003) - Manual of the Planes 3rd Edition (2001) 2nd Edition: - mojobob's website Abilities - Deafening roar injures and banishes enemies - Supernatural strength and agility - Claw and bite attacks do radiant damage - Pounce attack knocks enemies prone - Resistant to nonmagical bludgeoning, piercing, and slashing damage - Protective aura - Lay on hands - Speak with animals - Powerful Innate spellcasting, including Wish Appearance A leonal resembles a tall, muscular human with short, tawny-golden fur covering its body and a great red mane for hair. Its lower legs are formed like a great cat’s, and its arms conceal steal-hard talons. The leonal’s face is noble and terrifying at the same time: its mouth and nose meet in a subtle, flattened, lionlike muzzle, and a yawn reveals long, sharp fangs. Size Hero Forge: 9'7"-9'10" (XL) Lore: Medium (6 ft.) Suggested: Medium to Large Other Monikers Lion guardinals Sources - F orgotten Realms Wiki - AJ Pickett (youtube video) - Monster Manual 3.5e (2003) - Book of Exalted Deeds (2003) - Manual of the Planes 3rd Edition (2001) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Graz'zt | Digital Demiplane
Graz'zt Large Fiend (Demon), Chaotic Evil Hero Forge Mini by Master Nemo Single mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): The lord of pleasure and limitless indulgence, Graz'zt is the ultimate hedonist. He incites lust and uncontrollable urges in both his cultists and his enemies. In Graz'zt's eyes, the universe is a great plaything, and one day he will be its master. All other creatures and things will be allowed to exist only if they give him pleasure. When he ascends to dominate the cosmos, all who are left will love and worship him. Despite his extreme self-indulgence, Graz'zt isn't blind to what goes on around him. He can curb his lust when he needs to plot against an enemy or counter an attack. When he must contend with an enemy, he fights with a detached, thoughtful demeanor, channeling his frustration at being distracted from pleasurable pursuits into the actions of a cool, efficient killer. Cultists . Graz'zt attracts most of his followers from the ranks of those who seek pleasure above all else. He promises dark delights and forbidden ecstasies, in return for total submission to him. His cult gathers new members by circulating tracts, poems, and other works of art that depict encounters with him. Upstanding folk regard these works as vulgar, wretched, and obscene, but the delights they depict or describe sometimes lure a curious soul into learning more about the demon lord. When a cult beseeches him during the induction of new members, Graz'zt sends an emissary or an avatar to preside over the proceedings, which conclude with the new followers being treated to a night of debauchery. The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz’zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz’zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways. Graz’zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness. The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, the Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command. Graz'zt's Lair: Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz’zt’s lairs, followers, thralls, and subjects alike are forced to slake Graz’zt’s thirst for pageantry and pleasure. Lair Actions: On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth ) checks made to hide. Regional Effects: The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects: Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Graz’zt dies, these effects fade over the course of (1d10) days. Madness of Graz'zt: If a creature goes mad in Graz’zt’s lair or within line of sight of the demon lord, roll on the Madness of Graz’zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness . D100: Flaw (lasts until cured): 01-20: “There is nothing in the world more important than me and my desires.” 21-40: “Anyone who doesn’t do exactly what I say doesn’t deserve to live.” 41-60: “Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.” 61-80: “I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others.” 81-90: “My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.” 91-00: “Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.” (from 3.5e Fiendish Codex I Supplement - 2006): The figure standing before the throne is darkly handsome, an ebonskinned man nearly 9 feet tall. His slightly pointed ears, yellow fangs, and six-fingered hands mark him for the demon he is. Of the demon princes, none appears more human than Graz’zt, the Dark Prince, patron of tyrants, despots, and all those who would rule by force. Servants, Enemies, and Goals: Graz’zt’s war with the other demon lords of the Abyss is legendary. He controls the largest kingdom—his realm covers three adjacent layers of the Abyss. Unfortunately, control of a larger realm doesn’t exactly translate into an advantage to a demon lord. Graz’zt’s goal is nothing less than total conquest of the Abyss. He despises the fact that Demogorgon is known as the Prince of Demons—he covets that title more than anything else. His crusade to dominate the Abyss proceeds apace. His most recent triumph was the deposing of the Demon Prince of Madness, Adimarchus. With the aid of his son, Athux, Graz’zt was able to engineer Adimarchus’s imprisonment on Carceri. Unfortunately, Graz’zt was unable to conquer Adimarchus’s realm, Occipitus. The Dark Prince’s cold war of intrigue, sabotage, and slander against Malcanthet has also been consuming much of his time of late, and Abyssal rumor holds that an all-out war between their realms is drawing nigh. Although a master tactician and accomplished swordfi ghter, Graz’zt’s true strengths lie in seduction and guile. It is not by force alone, he realizes, that one can win control, but by controlling those who think they are in control. He enjoys the notion that he is the most intelligent, cunning creature in the Abyss; certainly, there are few who can match him in this arena (with the possible exceptions of Malcanthet and Pazuzu). Unlike many other Demon Princes, Graz’zt pays a great deal of attention (through spies, mostly) to what goes on in the Material Plane. He is fond of trading favors with mortals, giving aid or information now for services to be demanded later. His most infamous alliance with a mortal is his relationship with the witch-queen Iggwilv. Using lore stolen from the mad archmage Zagig, Iggwilv managed the audacious and shocking feats of conjuring Graz’zt and imprisoning him on the Material Plane. The two became unlikely lovers, and before long a child was born. But as time wore on, Graz’zt began to suspect Iggwilv had no intention of ever releasing him. He could see how his aid had elevated her power signifi cantly, and the time finally came when he could use some of what she had taught him to increase his own power, if only he could escape. Eventually, Iggwilv faltered in her control, and Graz’zt turned on her. An epic battle ensued, forcing Iggwilv to expend every spell, artifact, and ally she could, and although she managed to banish Graz’zt back to the Abyss, consigning him to a century of imprisonment, she was herself weakened to the point where she was forced to go into hiding. Eventually, Graz’zt had his revenge and managed to lure her into the Abyss where he imprisoned her for a time and was fi nally able to regain his stolen power, and then some. Iggwilv eventually escaped back to the Material Plane, and today she and Graz’zt maintain a love-hate relationship, each seeking to use the other to gain power in their own domains. Graz’zt’s cult is small except among certain monstrous races such as the lamias. Most of his priests, known as the Chosen, are female—a testament to his insatiable libido, although the Dark Prince has been known to take on male priests as well. His temples are dark, secluded places often guarded by lamias, harpies, or succubi with class levels. Graz’zt enjoys contrasts, oppositions, and mismatches others fi nd jarring or disgusting. Despite his fantastic wealth and love of the grotesque, he lives fairly simply. Wily and cunning, he keeps his mind clear from distractions so he can focus on claiming more land and minions by defeating his enemies, one at a time. Clerics of Graz’zt have access to the domains of Chaos, Demonic, Evil, and Temptation domains. His symbol is a black, six-fi ngered hand Strategy and Tactics: Graz’zt does not hesitate to use his spell-like abilities in combat, and he has a particular fondness for charm monster and empowered unholy blight. Near the start of any combat, he attempts to use dominate person against an obvious fighter or rogue, hoping to turn the target against his or her allies. In melee combat, Graz’zt fights with a +5 acidic burst bastard sword (which functions as a fl aming burst weapon except that it deals acid damage instead of fi re damage). He uses his fear ability against spellcasters and archers to prevent them from aiding those he fights. Fear (Su) As a free action, Graz’zt can inspire fear (as the spell of the same name) by sneer and word once per round in any target creature within 60 feet. This effect can be resisted with a DC 37 Will save. This is a mindaffecting fear ability. The save DC is Charisma-based. Summon Tanar’ri (Sp) Once per day, Graz’zt can automatically summon 1d2+1 glabrezu or 1 balor. This ability functions as a 9th-level spell (CL 20th). (from 4th Edition Demonomicon - 2005): AZZAGRAT : The Dark Prince’s triple realm of Rauwend, Barogtind, and Voorz’zt, where bustling bazaars and seedy pleasure palaces draw visitors from across the planes. Azzagrat consists of three distinct abyssal layers woven together by the Dark Prince Graz’zt—of Rauwend (the 45th layer), Barogiind (the 46th), and Voorz’zt (the 47th). On first appearance, this realm appears safer than many other regions of the Abyss, owing to Graz’zt’s decree protecting merchants and other travelers. Characters who journey here soon discover that Azzagrat’s dangers are just better hidden than the dangers of other layers. History : Azzagrat was established when Graz’zt, then a devil and a trusted advisor to Asmodeus, invaded the Abyss in search of the evil seed that created it. The Dark Prince was challenged by scores of demon lords as his infernal legions fought their way down the Blood Rift. First to bow down before Graz’zt was the demon lord Verin, who grudgingly abdicated control of his abyssal realm. Graz’zt renamed the layer Voorz’zt and continued his relentless march with the subsequent conquests of Barogûnd and Rauwend. Pressure from Orcus and Demogorgon stalled further advances toward the heart of evil, prompting Graz’zt to solidify his holdings and rethink his strategy. In the end, the Dark Prince rejected his heritage and became a demon lord, carving out the Kingdom of Azzagrat from his conquered territory. Despite setbacks and delays, the Dark Prince still has designs to add additional layers to his kingdom. With the support of his son Athux, Graz’zt recently overthrew Adimarchus, demon lord of Occipitus (the 507th Layer). He has since begun anchoring that astral dominion to Azzagrat. Likewise, Graz’zt has been spending an increasing amount of time scouting Skeiqulac, the Ocean of Tears, for future conquest. The Dark Prince’s efforts to expand his abyssal realm to that 48th Layer have thus far been stymied by his longtime nemesis, Demogorgon. (from Planescape: For Duty & Deity - 1998): Graz'zt, an especially powerful Abyssal lord, rules the 45th, 46th, and 47th layers of that inhospitable plane. Also known as the Lord of Shadow or the Lord of the Triple Realm, Graz'zt is famous for his pride, unusual self-control, and coolness (quite uncommon among demons). Graz'zt prefers to appear as a very tall and heavily muscled ebon-skinned man with six fingers and six toes, glowing green eyes, pointed ears, and smallish fangs. His statistics in any form are S 18/00, D 17, C 19, I 20, W 19, Ch 18. Graz'zt enjoys contrasts, clashes, and mismatches of all kinds. Others (nondemons, in most cases) may find his presentations disturbing or jarring, such as a severed head in the center of a banquet table or a painting of a sun-dappled field hung on a gore-strewn wall. The Lord of Shadow lives simply himself, preferring monstrosities as his entertainment, not his decor. Entire rooms of his palace are devoted instead to a single color or theme such as war, blood, or storms. Eight armanites (four black and four white of these twisted, centaurlike demons) pull his carriage. Graz'zt favors garments of a radiant white and silver weapons, and he always carries several potent magical items. He speaks the languages of demons, devils, yugoloths , devas , slaadi , githyanki , githzerai , and the common human tongue. He also possesses the ability to speak telepathically with all sentient creatures. Combat: Though he is a skilled and powerful swordsman, Graz'zt prefers to fight with magic when he can, using whatever magical items he has on his person first. He can also call on his own personal magic, which he casts as a 20th-level mage. The Lord of the Triple Realm can use each of the following spells once per round, at will unless otherwise noted: chaos , continual darkness , disintegrate (1/day), dispel magic , duo-dimension , emotion , magic missile , mirror image , polymorph any object (1/day), polymorph other (3/day), polymorph self , read languages , read magic , telekinesis (up to 1,500 lbs.), teleport , trap the soul (1/week), vanish , veil (1/day), and water breathing . Graz'zt is rarely forced into combat, since he is constantly escorted by a bodyguard of 13 babau . When he does enter melee, Graz'zt is a truly fearsome opponent; he can transform any weapon he holds into an acid-dripping horror, striking twice per round for normal damage plus his Strength bonus and 1d4+4 points of acid damage. If unarmed, Graz'zt strikes four times per round with his lightning-fast fists, causing 1d6+6 points of damage with each hit. Graz'zt can gate 1d2 balor (60% chance) or 1d4+1 babau (40%) at will while in the Abyss. This Abyssal lord has been known to use the following items: a sword of sharpness ,wand of frost , chime of opening , robe of eyes , and a cloak of displacement . In addition, Graz.zt has access to many magical items taken in war or forged in Abyssal furnaces; he may use any item allowable to warriors, priests, or wizards. Followers and Resources: Graz'zt has many followers, all driven to loyalty by fear of their master. The Lord of Shadows' fickle nature and impatience with failure are well known, and he is quick to change sides if events conspire against him. If his pawns succeed at tasks they are well rewarded, but failure results in mutilation or death. With three Abyssal layers at his disposal, Graz'zt is one of the richest lords, though he is not renowned for greed. Graz'zt uses his wealth as a weapon, deploying it to best effect against his foes, whoever they may be. He can be generous after a fashion, offering items, wealth, or power to those who want such things - for a price. The cost of such gifts is always a debt of service, task, or term of servitude. Plots and Goals: Graz'zt is the father of Iuz, a demigod responsible for much suffering and death on the prime-material world of Oerth. His charisma and flattery have helped him beget many other such demigods on the Prime. As noted above, he himself is not above doling out a bit of magic or a few minor servants to those who seek infernal aid. His price always inflicts a toll on the soul of the being, regardless of how the deal first appears. Thus is the Lord of Shadow responsible for much mortal suffering on the Prime. Graz'zt schemes against other Abyssal lords more than against the baatezu (or devils). He seems to care far less about the Blood War than other demon lords, seeking power on his own plane rather than the domination of another evil race. He is very wily and cunning, readier to make pacts than most demons but always twisting the wording of such pacts to his own advantage. He favors overcoming mortal opponents by guile, subtlety, and twisted words rather than simple brute force. The Lord of the Triple Realm always has three times the number of plots brewing than any other Abyssal lord, choosing to keep his options open rather than throw all his resources into any one effort. Graz'zt's ultimate goal is to subvert and drag an entire crystal sphere from the Prime into the Abyss, thus giving him a fourth layer to rule and immeasurably more wealth, both in materials and in souls. His current plan combines his interests in the Prime, his offspring, his desire to gain a new layer, and his “guest”, the former Torilian goddess Waukeen. With Waukeen becoming less and less tractable to further negotiations regarding the terms of her release, Graz'zt hopes to use guile, trickery, or a threat against Waukeen's life to convince Lliira to surrender the mantle of Waukeen's divinity to him or one of his semidivine offspring. So doing would gain Graz'zt a tremendous foothold of power on Toril that could bring all of Realmspace to him in time. Graz'zt will be tremendously upset if Waukeen is freed and escapes the Abyss, but he won't be so foolish as to chase her along the Infinite Staircase, let alone follow her onto the Outlands and to her home realm. Nevertheless, he'll refuse to give up on his plans to add a new layer to his holdings, and the Realms are his most likely prospect. (He doesn't want to lose face among the Abyssal lords, so his best bet is to continue with his plans to annex the Realms and claim that Waukeen became useless to his agenda.) Therefore, Graz'zt will soon turn his attentions to the Realms, themselves, as he explores his options and opportunities. He'll begin by sending spies across the planar boundaries to learn what they can about strengths and weaknesses across the whole of Faerûn. A likely choice of operatives for this mission are vrocks , which look like vultures from a distance, so they can travel wide distances, observe unobtrusively from above, and don illusions of humans and demihumans if need be. (Of course, other demons can polymorph themselves into other forms as well, and thus serve Graz'zt's plans.) They will seek out the power bases and most obvious threats to an invasion, and they'll look for potential allies among groups such as the Zhentarim, Banites, and Red Wizards. Their presence my not even be detected unless Waukeen remains suspicious enough of Graz.zt that she personally watches for signs of his work. (In that case, her clergy may become involved in a cold war with his Abyssal forces.) The vrocks also may kill the wrong person or people and expose themselves in the process, in which case their capture could betray Graz'zt's plans. The Realms may or may not be in danger of becoming another layer of the Abyss, but until Graz'zt's spies are soundly defeated or someone confronts and intimidates him directly, demonic incursions into the Realms are likely to go on for years (as they have for centuries due to many unrelated reasons). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (45th-47th layers: Azzagat the Triple Realm) Stat Block 5th Edition: - 5etools - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Out of the Abyss (2015) 3rd Edition: - Realmshelps.net 2nd Edition: - Completecompendium.com Abilities - Waves of Sorrow Greatsword does Acid Damage - Innate Spellcasting with a lot of powerful charm magic - Forces charmed creatures to move as Graz'zt directs - Infectious madness - Teleportation - Shapechanger - Legendary Actions - Legendary Resistance - Magic Resistance - Immune to charmed, exhaustion, frightened, poison and nonmagical attacks - Resistant to cold, fire, lightning - Truesight - Telepathy Appearance The figure standing before the throne is darkly handsome, an ebonskinned man nearly 9 feet tall. His slightly pointed ears, yellow fangs, and six-fingered hands mark him for the demon he is. Size Hero Forge: 10'8" (XL) Lore: Large (9 ft. tall) Suggested: Large to Huge Other Monikers The Dark Prince, Prince of Pleasure Sources - Forgotten Realms Wiki - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Out of the Abyss (2015) - 3.5e Fiendish Codex I Supplement (2006) - Planescape: For Duty & Deity (1998) - Completecompendium.com
- Ghoul | Digital Demiplane
Ghoul Medium Undead, Chaotic Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can’t feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul’s undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord’s other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls’ paralytic touch. Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. (From Monster Manual v3.5 - 2003): This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore’s sharp teeth. Its eyes burn like hot coals in their sunken sockets. Ghouls haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary. Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral. Ghouls speak the languages they spoke in life (usually Common). Combat : Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves. Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. LACEDON : These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments. GHAST : Although these creatures look just like their lesser kin, they are far more deadly and cunning. Combat : Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based. Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. (From Monstrous Manual - 1993): Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Combat: Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected ). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay. Habitat/Society: Ghouls and ghasts are most frequently encountered around graveyards, where they can find plenty of corpses on which to feed. Ecology: Ghouls (and ghasts, as described later) delight in revolting and loathsome things — from which we draw our adjectives “ghoulish” and “ghastly”. Lacedon The lacedon is a marine form of the ghoul. Lacedons are sometimes found near marine ghosts , particularly ghost ships. Lacedons are less common than ghouls because of the fewer corpses available for them to feed on, but they can often be found swarming around recent shipwrecks in rivers, lakes, and oceans. Ghast: These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10’ radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a penalty of -2. Worse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest’s remove paralysis spell. Ghasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring). Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Abyss, Prime Material Plane Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - 2024 Monster Manual - Angry Golem Games - 5th Edition Basic Rules - DndBeyond (Ghoul) - DndBeyond (Ghast) - DndBeyond (Lacedon Ghoul) 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Poisonous claw attacks induce paralysis - Immune to poison, charmed, exhaustion Appearance Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Size Hero Forge: 6' (XL) Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - 2024 Monster Manual - Angry Golem Games - DndBeyond (Ghoul) - DndBeyond (Ghast) - DndBeyond (Lacedon Ghoul) - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - mojobob's website
- Korred | Digital Demiplane
Korred Small Fey, Chaotic Neutral Hero Forge Mini Single mini, no kitbash Description (From Volo's Guide to Monsters - 2016): Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth. Earthy Fey. Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining. Stone Sympathy. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred. Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground. Enchanted Hair. Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at anyone who attempts to cut it without permission. (From 2nd Edition Monstrous Compendium Volume One - 1989): When wandering through the world’s sylvan forests, travelers should be wary of music and laughter coming from a clearing. More than likely, the cause is the dance-loving korred, a race that is close to nature and jealously protects its way of life. Perhaps the most striking feature of this gnome-sized race of humanoids is their wildly flowing beards and hair, which seem to snake out in all directions. Their bodies are hairy, with their lower quarters being those of a goat. The korred wear little, usually only a pair of leather britches. Korred smell like pine trees and fresh earth after a spring rainstorm. A stout oaken cudgel is the favored weapon and no korred is seen without his large leather pouches. They speak their own language and often know the satyr , dryad , centaur, and elf tongues. On rare occasions (10%), a korred may be found who can speak the secret language of the druids. Being a boisterous folk, they usually shout when they talk. Combat: Korred have great strength (average of 18/76) and they use it to hurl boulders up to 100’ (damage 2d8). They also use cudgels (damage 1d6+4), or shears which are found in their pouches (damage 1d4+4). Without a weapon the korred can strike for 1 or 2 points of damage, while its great strength adds +4 to this total. They can trap intruders by weaving their hair into animated entangling ropes and snares in 1-4 rounds. Such ropes are AC 1, have 5 hit points, and a movement rate of 3. Anyone attacked by the rope must save versus paralysis or become entangled. Sometimes a band of korred will leave these entangling strands of hair around the perimeter of their party glen as this enables them to turn their full attention away from such mundane tasks as guard duty and focus their attention on truly worthwhile (to a korrcd) pursuits like dancing and singing. Korred may employ their magical laugh up to three time a day. Anyone within 60’ of them must roll his charisma or higher on a d20 or be stunned for 1-4 rounds. Note that a bard’s singing can nullify this effect. In addition to their laugh , korred can use the following abilities at will: stone shape , animate rock , stone door (teleport 30’), shatter rock , transmute rock to mud , and stone tell . Habitat/Society: Wooded hills and sylvan settings are favored by the korred, who usually lair in caves or burrows. The korred are clannish, using the word “clan” as a title (for example, Clan Korefyr). In keeping with their chaotic nature, they do not have structured communities. Typically, there are 1-4 adults and 2-8 (2d4) children per family with 2-8 (2d4) families being part of each individual clan. These families are scattered throughout an area of roughly five miles. In respect of nature, korred are mostly herbivores, though at times they are known to indulge in some game, especially if plants are scarce, as is the case during winter. Korred are reclusive and do not tolerate outsiders, the only possible exception being rangers, druids, and elves. Even then, the stranger must be sure not to interrupt a korred celebration or dance. Satyrs are well-received by korred, and it is not unusual to see a celebration with korred, satyrs and dryads. Each week the korred have a holiday where they dance and play music using pipes, drums and harps. Those who interrupt the dance must save versus spell or dance themselves, losing 1-4 hit points per round until they are dead, restrained, or the korred flee. The korred pouches contain hair (for weaving their ropes), shears, and other items. These items will turn to gold if sprinkled with holy water (5d4�10 gp value). No korred will voluntarily give up this pouch. There is much debate among sages and scholars as to the korred’s purpose in life. It seems to be to dance, sing, celebrate, and build strange things out of stone. They are rumored to have built the druid stone circles. They love nature and freedom and often take it upon themselves to preserve both if threatened. Ecology: This magical race is sought out for the creation of several magical items. Their hair is a key ingredient for ropes of entangling and nets of snaring . The fermented fruit beverages which the korred consume can also be used as a component for love philters and potions of human control . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Command hair to grapple creatures from 30 feet - Stone's Strength allows massive damage with greatclub and thrown rocks while standing on the ground - Innate Spellcasting - Stone camouflage - Resistant to nonmagical attacks - 30-foot burrow speed Appearance Perhaps the most striking feature of this gnome-sized race of humanoids is their wildly flowing beards and hair, which seem to snake out in all directions. Their bodies are hairy, with their lower quarters being those of a goat. The korred wear little, usually only a pair of leather britches. Korred smell like pine trees and fresh earth after a spring rainstorm. A stout oaken cudgel is the favored weapon and no korred is seen without his large leather pouches. Size Hero Forge: 3'10" (single) Lore: Small Suggested: Small Other Monikers The Dancing Folk Sources - Forgotten Realms Wiki - Angry Golem Games - Volo's Guide to Monsters (2016) - Monstrous Compendium Volume One (1989) - Dndbeyond - Mojobob's website
- Time
Time Dragon Time Dragon Gargantuan Dragon, Neutral Button Hero Forge Mini Double mini, no kitbash Description (From 5e Planescape: Morte's Planar Parade - 2023): These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be. Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon’s hoard might find invaluable historical information from eras past. A Time Dragon’s Lair Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair. The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t take the same lair action two rounds in a row: Temporal Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 ((4d12)) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. Temporal Lag. The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action. Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice). Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass. If the dragon dies, these effects fade over the course of (4d12) days. (From Dragon Magazine #359 - 2007): This dragon's charcoal-gray scales lay closer to its flesh and bear no ridges, giving the creature a smooth look. An hourglass-shapes mask of black scales surroundes its eyes and twelve evenly-spaced lines of black scales radiate back along its body, like tree rings. A spike in the shape of a typical gnomon extends from the back of its skull, effectively doubling the length of its head. Its triangular wings spread from their narrowest points at its back to give them the overall shape of an hourglass. Two spikes of different lengths protrude from the end of its tail, giving it two tips. Breath Weapons (Su): A time dragon has two types of breath weapon, a line of ravaging time and a cone of time expulsion. Creatures and objects within a line of ravaging time age 1 year per age category (no save); creatures take 1 point of Constitution damage and objects lose 1 point of hardness per age category of the dragon (fortitude half). Creatures within a cone of time expulsion disappear and cannot act for 1 round per age category of the dragon (Will negates). These creatures are not under the effect of a time stop , they arc thrown into the future a number of rounds and effectively do not exist until lhe timestream catches up with them. Time Control (Su): A time dragon emerges from its egg with some level of natural control over the flow of time and its own place within the flow. From hatching, a time dragon can accelerate its actions relative to the actions of others. As a free action, a time dragon can will itself to move more quickly, enabling it to set as though affected by a haste spell tor up to 5 rounds each day. The duration of the haste effect need not be consecutive rounds. Time dragons are immune to slow effects. Time Stop (Sp): At a standard action, a time dragon can cast time stop at will. The time dragon cannot remain completely removed from the timestream, however, and must wait 2d4 rounds between uses of this ability. Draconic Surge (Ex): A very young or older time dragon can, once per day as a swill action, borrow time from the future. This allows the time dragon to take an extra standard or move action during its turn. An old or older time dragon can use this ability twice per day. Time Mastery (Su): Thanks to its greater control over its connection (or lack thereof) to the flow of hme, an adult or older time dragon operates continuously under the effects of a haste spell, A time dragon cannot suppress this ability, and if dispelled it automatically resumes at the start of the time dragon's next turn (this requires no action or conscious thought on the part of the time dragon). This increased control also allows a time dragon of at least adult age to slip into and out of the timestream mote effectively. It must wait only 1d4 rounds between uses of its time stop spell-like ability. Stow Aura (Su): An ancient or older time dragon possesses godlike control over time but also a much lesser amount of control over the space around it. It can express this control by emanating a slow aura up to 10 fat per age category for up to 10 rounds each day. Choosing to emanate the slow aura is a free action that must be made every round the time dragon wishes to maintain it. The duration of the slow aura need not be consecutive rounds. Creatures are automatically affected as by the slow spell (no save) each round they begin their turn within the area of the aura. Time Apotheosis (Ex): Once it lives long enough to become a great wyrm, a time dragon has such an intricale tie to the timestream that it can move backward and forward through time almost at will, This movement through time allows a great wyrm time dragon to wait only 1 round between uses of its time stop spell-like ability. In addition, a great wyrm time dragon becomes immune to any spell or effect with a duration greater than instantaneous cast on it by another creature, as well as effects that can affect it over time or that require the passage of time (such as dehydration, disease, poison, and starvation), it is not immune to its own noninstantaneous spells and effects. Because a great wyrm time dragon can travel into possible futures, it rolls 2d20 on every d20 roil it makes, taking the better of the two results. I.astly, a great wynn time dragon can make forays into the past and into possible futures. Such forays require preparation, and cannot be performed within the timeframe of a combat. Traveling Through Time: Generally, the longer into the past or future the time dragon wishes to explore, the more resources it must expend. The details of this preparation, as well as the actual specifics of time travel, are outside the scope of this article and really only affect PCs if they become willing (or unwitting) assistants to a time dragon. At the very least, a time dragon must spend several minutes in preparation of traveling through time, meditating and preparing itself physically and mentally for its journey. Spell-Like Ability: At will — time stop (wyrmling and older must wait 2d4 rounds, adult and older must wait 1d4 rounds, great wyrm must wait i round); 3/day- slow (juvenile or older). Skills : All Knowledge skills and Speak Languages are class skills for time dragons. Time dragons, also sometimes called chronology dragons, epoch dragons, or ageless dragons, rarely deign to interact with mortals — or even, for that matter, immortals. Strategies and Tactics Time dragons have better things to do than to engage in the potential dangers of combat. As such, they never hesitate to use every ability at their disposal to end a fight as quickly as possible or to simply flee if overwhelmed. Note that most time dragons are as satisfied with incapacitating enemies as killing them. They make extensive use of their time stop ability to move around the battlefield and set up spells to hinder or kill their opponents. Generally, time dragons start with their most powerful spells, weakening any who survive with their ravaging time breath. Time dragons never willingly fight to the death. Ecology : Only disasters or other creatures can kill time dragons. The passage of time itself cannot. As such, they are the only truly immortal nondeific dragons. Because of their unique ties to the timestream, time dragons age randomly. Knowing the age category of a time dragon does not, therefore, give an accurate estimation of its age, as shown on the following chart. To use this chart, roll for each age category the dragon has to see how long it took for it to reach its current level of maturity (and to give you an idea of its actual age). d%* Time up to 05 = 5d12 minutes 06 - 15 = 1d12 hours 16 - 25 = 1d6 days 26 - 35 = 1d4 weeks 36 - 45 = 1d12 months 46 - 65 = 1d10 years 56 - 85 = 1d10 decades 86 - 00 = 1d10 centuries above 00 = 1d2 millenia * For each age category the dragon possesses, add 5% to this roll. Time dragons younger than great wyrms can go months without eating, but doing so makes them lethargic. As dragons, they can eat anything and frequently do so, not bothering with bunting down living food. Environment : Time dragons can and do live anywhere they find air to breathe. They prefer remote locations for their lairs, although as seminomadic creatures they rarely claim a place as a lair for more ihan a few years. Great wyrms often relocate their lairs to some distant point in time, such as before the rise of humanoids or after their fall. Typical Physical Characteristics: A wyrmling time dragon's scales appear silvery white and lack black stripes or a black eye mask As the time dragon approaches very young, its mask and stripes grow in and its scales darken. The black stripes gradually change as the time dragon ages, each moving back along the length of its body and reappearing again near its eye mask when the twelfth stripe runs off the tip of its tail. Society : Time dragons have no society. They live apart from one another and other living creatures, preferring to spend the time they deign to socialise with deities and other powerful immortals. Roughly once a millenium, a group of four to ten time dragems comes together for the purpose of procreation. As soon as all the females in the group have been fertilised the dragons disband and, likely, never again see one another. Treasure : Time dragons rarely put much effort into their hoards, abandoning and rebuilding them hundreds of dines over the long course of years. A time dragon does jealously guard any piece in its board that measures time, from a mundane sundial to a mechanically wondrous waterclock. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Anywhere with air and food Stat Block 5th Edition (different ages have their own stat block): - Planescape: Morte's Planar Parade (2023) - DndBeyond 3.5e: - Dragon Magazine #359 (2007) Abilities - Time breath causes force damage and de-syncs creatures from time - Slows time against enemies - Time slips to teleport away from attacks - Rend attacks inflict force damage - Legendary Reactions - Legendary Resistance - Lair Actions with temporal effects - Flight - Blindsight - Creates time gates of up to 8,000 years - Reincarnates 1d100 years after death in a random plane of existence Appearance Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Size Hero Forge: 10'7" ft. (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers Chronology dragon, ageless dragon, epoch dragon Sources - Planescape: Morte's Planar Parade (2023) - DndBeyond - Dragon Magazine #359 (2007)
- Limbo - Plane of Chaos
Limbo 01 Author(s) Matt-GM talespire://published-board/TGltYm8gMDE=/356d3c724b36ed4d11d6ac986f06be2f Features - Plane of chaos; pockets of primordial earth, fire, water, electricity, and stranger elements are constantly manifesting and crashing together in all directions; an endless, rapid cycle of creation and destruction. - Inanimate objects such as houses, plants, trees, islands, and castles also spring into being for short periods of time at random locations; weird junk can be found everywhere; temporary life forms can manifest as well. - Medieval guard tower and disintegrating warship feature in the background. - Majority of space is a muddy "chaos soup" made of water/earth/air that is not breathable; newcomers unfamiliar with the plane often suffocate. - Creatures familiar with the space learn to mold chaos matter with their minds, creating pockets of breathable air, stone roads to walk on, wind to propel themselves forward, etc. - A mind can create literally anything in Limbo, of a size and complexity limited only by a creature's mental ability. - One of the few native species is the "Slaadi;" chaotic toad demons that attack visitors, inflicting horrific transformations on victims to create new Slaad - Enlightened githzerai monks have learned to build monasteries and whole cities out of chaos matter, making the plane their home; they are somewhat xenophobic and isolationist but can sometimes be an ally in the chaos. – Other natives include chaos imps , gibbering mouthers , body-warping chaos beasts , and the terrible chaos dragons . Notes - Very heavy map performance-wise; beware low framerates - Still not fully happy with the lightning/atmosphere, very WIP; changing it all the time. Chaos! – Original seafaring ship (before disintegration) by Istallri & Scarnor (board : https://talestavern.com/slab/ship-collection-by-istallri-scarnor/ ) - Githzerai and slaadi minis from Gonsplitters, MZ4250, and various artists in awesome TS community creature content. Board Link Limbo - Plane of Chaos Assets from Tales Tavern None
- Harim Servant
Harim Servant Harim Servant Medium Elemental, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Harim servant genies serve many purposes. They guard the women of a harim, but also entertain them and perform minor tasks around the harim area. Most harim servants are males, tall and muscular, but not especially handsome. They dress in well-made clothing of fine fabric, yet of simple design. Tasked harim servants are desired by many harim owners, including other genies. When they work for other genies, they tend to be less protectors and guardians, and more menial servants, so most enjoy working for “lesser beings”, because it builds their own importance. Combat: Tasked harim servants can cast each of the following spells three times per day: cantrip , control temperature 10’ radius , mending , minor creation , and major creation . They can cast alarm and create food and water once per day. They cast as if they are 9th-lcvel wizards or priests, and they use their spells to protect, entertain, and serve the women of the harim. Tasked harim servants are also versed in melee combat. They normally carry two weapons, often a pair of great scimitars — due to their size, strength, and skill, they have no problem wielding both weapons at the same time. Without weapons, tasked harim servants attack with their fists. Habitat/Society: Harim servants act almost in a fatherly manner toward their charges, seeking to guide, protect, and help. Female harim servants are strong matrons who seek to bring order to the harim. Both genders demand respect and do not hesitate to punish unruliness, though they generally try to combat problems by offering caring and a sense of family. The genies take care of all the needs of the women, from mending and cooking to guarding and footbathing. They use cantrip liberally for cleaning and entertainment, using other spells as necessary to increase the comfort of the harim. They have nonweapon proficiencies in healing, sewing, cooking, and local and ancient history. The genies also serve as storytellers, entertaining with legends, tales of genies, and amusing jokes. Some tasked harim servants have other skills, such as singing or dancing, which they can teach to the harim women. Harim servants demand little pay, receiving gratification from doing a good job and the adoration of their “daughters”. Though they answer to the harim’s master, the genies tend to develop an emotional attachment to the members of the harim. If any of their requirements aren’t met, or if they’re bound to service, they twist their duties toward other purposes. They become less servants to the harim masters and more servants to the harim members. While the genies follow the letter of the masters’ orders, they seek to avoid the spirit. In some rare instances, a genie might aid a woman to escape or to pursue an affair, or it might even become a paramour itself, but the offense to the genie or his charges must be great before actions like these are taken. Other genies do not approach the women of a harim protected by a tasked genie unless the harim servant genie chooses to allow them access (for example, if the harim master is cruel, and the tasked genie knows another genie who will help and protect one of the harim women). There are a few tasked genies devoted to looking after the men of a selama. They have similar attitudes to harim servants, wishing the best for their charges and for the whole selama. Tasked harim servants get along well with most “lesser races”, particularly women. Since they are so attuned to the needs of the harim, they can often empathize with women they encounter outside the harim. If asked for advice, however, they tend to suggest clothing and actions more suited to a harim girl than to an adventurer or merchant, and they often try to pamper and guide women they meet. A tasked harim servant goes insane if its harim is taken away or severely harmed. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities -Innate Spellcasting - Dual-wields enormous scimitars - Telepathy - Flight Appearance Most harim servants are males, tall and muscular, but not especially handsome. They dress in well-made clothing of fine fabric, yet of simple design. Size Hero Forge: 9 ft. (XL) Lore: Medium Suggested: Medium to Huge Other Monikers Harem Djinn, Tasked Harim Servant Genie Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- Displacer Beast | Digital Demiplane
Displacer Beast Large Monstrosity, Lawful Evil Hero Forge Mini Kitbashed, mount mini (From 5th Edition Monster Manual - 2014): This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast’s eyes glow with an awful malevolence that persists even in death. Unseelie Origins. Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn’t take long for the displacer beasts to use their malevolent intelligence to escape their masters. Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight. Love of the Kill. Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction. Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its packmates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans. Prized Guards and Pets. Intelligent evil creatures favor displacer beasts as pets, but a displacer beast enters such an alliance only if it appears beneficial. A displacer beast might guard a vault or act as a bodyguard for a prominent individual. (From 3.5e Monster Manual - 2003): This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads. The displacer beast is a savage and stealthy carnivore that resembles a puma in some respects. Displacer beasts favor small game but will eat anything they can catch. They regard all other creatures as prey and tend to attack anything they meet. They have a deep-seated hatred of blink dogs, and the two attack each other ruthlessly when their paths cross. A displacer beast is the size of a Bengal tiger, about 9 feet long and weighing about 500 pounds. Displacer beasts speak Common. Combat : Displacer beasts tear at opponents with their tentacles and bite foes that get close. Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect. Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks). Skills: A displacer beast has a +8 racial bonus on Hide checks, thanks to its displacement ability. Displacer Beast Pack Lord: Due to the bizarre nature of their anatomy, displacer beasts are unusually likely to produce mutant offspring. These whelps can grow to tremendous size, reaching a length of 20 feet and standing almost 10 feet high at the shoulder. Pack lords, as these gigantic displacer beasts are known, frequently lead bands of their smaller fellows. Except for their freakish size and strength. (From Monstrous Manual - 1993): The displacer beast is a magical creature that resembles a puma with two powerful black tentacles growing from its shoulders. Very rare, they stay far from human habitations. The displacer beast has the blue-black coloring of a dark panther,and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 Lbs. They have 6 legs. Tentacles are tipped with rough horny edges that can inflict terrible wounds. Their eyes glow bright green, even after death. Combat: The displacer beast is a fierce, savage creature that hates all forms of life. Highly aggressive, the displacer beast will attack on sight, using its tentacles to inflict 2-8 (2d4) points of damage to its victims. Their main advantage in combat is their magical power of displacement, which allows them to appear to be some 3 feet from their actual location. Anyone attacking a displacer beast does so at -2 on his attack roll. In addition, the beasts save as 12th-level fighters; adding +2 to their die rolls. To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature’s left, 8-9, to the right. On 10, the illusion is behind the beasts actual position. Although this ability is magical, the beast�s location can not be determined by dispel or detect magic . Only true seeing will reveal its position. Displacer beasts will not use their claws or teeth unless near death, or when in combat with a very large opponent. If they do employ them, each claw does 1-3 points of damage, and each bite does 1-8 points of damage. Habitat/Society: Displacer beasts are carnivores. Unless they are raising young, they usually run in packs, carving a savage swath of destruction as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never fight among themselves. The pack is a well-run and highly efficient killing machine. When encountered in packs, displacer beasts are more than a match for many large creatures and have been known to make a meal of orcs , goblins , and bands of men. Any creature entering their territory is viewed as potential prey. Displacer beasts mate in the autumn, and the young are born in spring. A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats , are born without tentacles and reach maturity, though not full size, within 4 months. They remain in the cave until their displacement abilities are fully developed. This is followed by a two month period during which the cubs are taught how to hunt. When this is completed, the family group disbands and the monsters wander off to join separate packs. While raising young, the monsters are fiercely protective of their lairs. One adult always remains with the cubs, usually the female, while the other goes off to hunt. Dead prey is dragged back to the lair to be eaten by the family. Lairs are littered with the bones, equipment, and the treasures of its victims. Naturally vicious and almost evil at times, displacer beasts harbor an undying hatred of blink dogs . Many theories attempt to account for this enmity. Some sages believe it springs from antipathy in temperaments — the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. Others argue that it is the displacement and blink abilities which cause this antipathy — the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions. Encounters between the two breeds are rare however, since they do not share the same territory. Ecology: Displacer beasts have little to fear from other large predators, save perhaps trolls or giants. Some wizards and alchemists value their hides for use in certain magical preparations, and will offer generous rewards for them. The eyes of a displacer beast are a highly prized, if uncommon, good luck charms among thieves who believe that they will protect the bearer from detection. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Barbed tentacle attacks - Displacement illusion makes beast appear where it's not - Supernatural avoidance - 6 clawed feet for extra threat (but no attack in 5e?!) Appearance This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads. Size Hero Forge: Mount (XL) Lore: Large (9-12 ft.) Suggested: Large to Huge (pack lord) Other Monikers Dirlagraun, omlarcat Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - Mojobob's Website
- Guardian
Guardian Genie Guardian Genie Large Elemental, Any Lawful Hero Forge Mini Double mini, no kitbash Description (from Al-Qadim Monstrous Compendium - 1992): Guardian genies are powerful spirits sworn to defend specific items and locations tirelessly and without fail. They were once efreet, but have been reshaped to be both sleepless and loyal to the exact wording of their oath. Guardian tasked genies have one face which watches forward and another which watches backward. They have dark red skin as thick as rhinoceros hide and are completely bald. They have four powerfully muscled arms, which make them formidable in combat. A typical guardian genie stands 10’ tall and weighs 2,700 pounds. Guardian genies do not wear armor, as their thick hide and magical nature make them very difficult to hit, and armor would merely slow them down. Some of their masters, however, occasionally give them protective magical items, which they are expected to use. Combat: Guardian tasked genies move with inhuman speed despite their bulk, gaining a -4 initiative modifier in all forms of combat (although their initiative result never drops below 0). They target spell-casters before all others. Guardian genies are able to wield weapons in all four hands simultaneously without penalty. They can engage and attack up to four opponents at once, though they usually concentrate their attention on just one or two. Their preferred weapons are scimitars, cutlasses, great scimitars, and throwing axes and daggers. When using weapons they gain all the benefits of a Strength ability of 20. The hearing of guardian genies is acute enough to pick up a feather falling onto a stone at a hundred paces; this, combined with their 360-degree vision, makes them impossible to surprise. Guardian genies never sleep. Due to their innate magical ability, guardian genies can use each of the following spell-like powers twice per day: shout , alarm , silence (15’ radius) , detect invisibility , guards and wards , wyvern watch , and sepia snake sigil . They can employ blade barrier once per day. Guardian tasked genies are unaffected by all illusion/phantasm and enchantment/charm spells. All other magic affects them normally if it overcomes their magic resistance. Guardian genies can breathe a cloud of green fire 30’ in diameter directly in front of themselves once per day. The cloud of fire causes 14d6 points of damage to those caught in its area of effect, with a save allowed versus breath weapon for half damage. The cloud resembles the fiery breath of the fire eaters sometimes seen in the suqs and bazaars of Zakhara. Guardian genies have a 20% chance to possess powers in addition to the ones listed above and a 30% chance to have powers that simply replace 1-4 of the above powers. Examples might include flight , detect lie , the ability to shape glyphs of warding or explosive runes , hold portal , dimension door , and other abilities that might be expected to help a guardian. Habitat/Society: Guardian tasked genies are solitary creatures and dislike social interaction. They speak in very clipped sentences if required to, but they do not encourage questioning. In fact, they are completely humorless about their tasks, following out their routines and procedures with methodical precision. They are perfectly willing to describe what they are guarding and who commanded them to guard it, though they will not tell anyone about what they can do to prevent its theft. (One of the conditions of their service is that they be told everything about the items left in their care.) Guardian genies will not guard living creatures. Guardian genies cannot be bribed and will attack any creature that attempts to do so. Guardian tasked genies have no love of death and violence, although they are more than competent at dealing out both. If possible, they will use threats and warnings rather than immediately resorting to magical or physical combat. Guardian tasked genies serve for limited periods of time; when their tour of duty at a given site is up, their services must be renegotiated. Since their contracts are typically for 101 or 1001 years, their former masters are often not around to renew their arrangements. Ecology: In some ways, guardian tasked genies are frustrated creatures, for they can never finish a task and go on to do something else as craftsmen genies of various kinds can. They are required by their nature to be constantly vigilant. No genie will touch a treasure guarded by the tasked guardian genies, though they may advise others how a guarded treasure might be taken. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Breath weapon: green flame - Incredible strength, speed, constitution - 4 arms wielding 4 weapons at once - Incredible hearing, never sleeps, impossible to surprise, eyes literally on the back of its head - Powerful Innate Spellcasting - Immune to illusion and charm spells - Magic resistance - Immune to fire - Flight - Telepathy Appearance Guardian tasked genies have one face which watches forward and another which watches backward. They have dark red skin as thick as rhinoceros hide and are completely bald. They have four powerfully muscled arms, which make them formidable in combat. A typical guardian genie stands 10’ tall and weighs 2,700 pounds. Guardian genies do not wear armor, as their thick hide and magical nature make them very difficult to hit, and armor would merely slow them down. Size Hero Forge: 9'8" (XXL) Lore: Large (10 ft.) Suggested: Large to Gargantuan Other Monikers Sentinel Djinn, Tasked Guardian Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website
Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None
- Hell Hound | Digital Demiplane
Hell Hound Medium Fiend, Lawful Evil Hero Forge Mini Hero Forge Mini Kitbashed, mount mini Description (From 5th Edition Monster Manual - 2014): Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions. Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils , fire giants , and other evil creatures that use them as guard animals and companions. Burning Hunger . Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound’s evil disposition means that the creature can’t be trained to be anything other than a ruthless killer. If a hell hound isn’t allowed to indulge its malevolent hunger, it quickly abandons or turns against its master. (From Monster Manual v3.5 - 2003): The creature resembles a big, powerfully built dog with short, rust-red fur; its markings, teeth, and tongue are sooty black. It has red, glowing eyes. Hell hounds are aggressive, fire-breathing canines from the plane of Acheron. Specimens are frequently brought to the Material Plane to serve evil beings, and many have established indigenous breeding populations. A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds. Hell hounds do not speak but understand Infernal. Combat : Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing prey relentlessly. A hell hound’s natural weapons, as well as any weapons it wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitutionbased. Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. NESSIAN WARHOUND: The Lords of the Nine, the great devil princes who rule over the Nine Hells, keep vast kennels of hell hounds. From the fiery pits beneath the palace of Asmodeus in Nessus, the lowest of the Nine Hells, come the Nessian warhounds, a terrifying breed of hell hound. Nessian warhounds are coal-black mastiffs the size of draft horses, often fitted with shirts of infernal chainmail. Nessian warhounds resemble hell hounds, except as otherwise noted. Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution-based. Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it bites an opponent, as if its bite were a flaming weapon. (From Monstrous Manual - 1993): Hell hounds are fire-breathing canines from another plane of existence brought here in the service of evil beings. A hell hound resembles a large hound with rust-red or red-brown fur and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder, and has a distinct odor of smoke and sulfur. The baying sounds it makes have an eerie, hollow tone that send a shiver through any who hear them. Combat: Hell hounds are clever hunters that operate in packs. They do not bay like normal dogs while hunting. They move with great stealth, imposing a -5 penalty to opponents’ surprise rolls. One or two of the pack sneak up on a quarry while the others form a ring around it. The first hell hound then springs from ambush, attacks the nearest victim, and attempts to drive the others toward the rest of the pack. If the prey does not run away, the rest of the pack closes in within 1d4+2 rounds. If hell hounds are pursuing fleeing prey, they might bay. Hell hounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of damage for each of the hell hound�s Hit Dice. A successful saving throw vs. breath weapon cuts the damage in half. The hell hound then attacks with its teeth. The hell hound can continue to exhale flame while biting. If the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim. Hell hounds have a variety of defenses. They are immune to fire. Their keen hearing means they are surprised only on a 1 or 2 on 1d10. They can also see hidden or invisible creatures 50% of the time. Habitat/Society: Hell hounds are native to those extradimensional planes notable for their hot, fiery landscapes. There they roam in packs of 2d20 beasts. The hell hounds on the Prime Material plane are summoned there to serve the needs of evil creatures. Most of them later escape to the wild. Hell hounds may have 4 to 7 (1d4+3) Hit Dice. The more Hit Dice a hell hound has, the larger it is and the more damage it causes. Each pack is led by a 7-Hit Die hell hound. The leader drives off other 7 HD rivals, who form their own packs. The diet of hell hounds is similar to that of normal canines. They roam a wide area of 1d10+4 square miles centered on their den. Pack territories may overlap. They do not easily reproduce on the Prime Material plane. Only 5% of encounters include puppies. Such puppies are born in litters of 2d4. They burp flame uncontrollably at least once a day. The flames are harmless aside from the tendency to set fire to anything flammable in the area. Newborn puppies are at 10% of the adult growth; they quickly grow an additional 5% each month and reach full adult growth (4 HD) in 1� years. While growing they can attack with their incendiary bite. Hell hound puppies up to two months old inflict 1 point of damage. Older ones add an additional 1 point for each additional six months of growth. Prey is usually eaten where it is slain, though hell hounds occasionally haul a carcass back to their den for later meals. Hell hounds are also similar to normal canines in that they may act as retrievers. Some objects are specifically sought; this is especially the case in trained hell hounds. Other hell hounds are simply playful and use the retrieved items as toys. They especially like noisy bags and pouches filled with their late victims’ treasures. Flammable containers eventually burn and spill their contents in or around the den. Parchments are rarely found here unless protected by nonflammable containers. Ecology: Hell hounds have little place in the ecology of the normal world. They are dangerous annoyances prone to cause fires wherever they hunt. Hell hounds cause more forest fires than any other creature except for humanoids. Hell hounds have their uses, though. Because of their ability to easily detect hidden or invisible creatures, hell hounds make excellent watch dogs, especially for intelligent monsters such as fire giants . Hell hounds can be domesticated if raised from puppies, but there is a 10% chance each year that domesticated hell hounds go wild. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Lower Planes (Acheron, Baator) Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - AOE fire breath - Bite inflicts piercing and fire damage - Keen hearing and smell - Pack tactics - Immune to fire - Fast movement Appearance A hell hound resembles a large hound with rust-red or red-brown fur and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder, and has a distinct odor of smoke and sulfur. The baying sounds it makes have an eerie, hollow tone that send a shiver through any who hear them. Size Hero Forge: Mount (5'8")(XL) Lore: Medium (4.5 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Helps - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - mojobob's website
- Herdsman
Herdsman Herdsman Medium Elemental, Neutral Hero Forge Mini No kitbash, mount mini Description (from Al-Qadim Monstrous Compendium - 1992): Capable of running all day with their herds, herdsman tasked genies are dedicated and sociable creatures. They live to provide for their animals, and they take their nourishment from them as well, often in the form of blood drained from small puncture wounds or from their milk. Herdsman genies are short and wiry, with very quick hands and heavy brows. Their skin is dark and wrinkled from years of exposure to the sun and wind. Their hair is dark as jet and falls in loose curls (though the sun soon bleaches it to a reddishbrown in those who do not wear head coverings). Herdsman genies smell like their animals and often also have a vaguely rancid smell from the overripe milk products they eat. Combat: Herdsman genies only fight in self-defense or in defense of their herds. A group of them will use short composite bows (30%), spears (40%), and short swords (30%). Some tribes use lassoes when they wish to capture prisoners. In addition, herdsman genies can use each of the following spell-like abilities once per day: phantom steed , dust devil , remove fear , and flame brand . They are excellent riders and can fire missile weapons from horseback at full gallop with no penalty. Their tactics revolve around keeping their opponents away from their herds and the slower members of their groups. If that is unsuccessful they may, in desperation, attempt to stampede the herd into their opponents. (If a group saving throw versus spell fails for the herd, the entire herd stampedes as directed). Habitat/Society: Herdsman tasked genies are more commonly solitary, though they gather in groups when the size of their herds requires it. Their lives are completely centered around the welfare of their herds, and they are entirely willing to disobey their masters if they are ordered to take a herd into danger or into unfavorable land where the animals are likely to perish. Herdsman genies take blood from their charges, which must be carefully drained so as not to weaken the animal and must be drunk immediately. They also take the milk and make it into various fermented drinks, cheeses, curds, and yogurts. Herdsman tasked genies are very fond of races of all kinds, and contests are often held within and among groups of herdsman tasked genies to determine the fastest runner. Some of these races are made more difficult by following the pack of runners with a stampeding herd of bulls, camels, or goats. Camel and horse races are also common, and sports played mounted are often tumultuous all-day affairs with complex rules and scoring systems. Wagering and haggling are also favored activities of the male herdsman tasked genies. Young female herdsman genies take part in foot races, but they prefer roping, branding, shearing, and trick riding contests to mounted team sports. All groups of herdsman genies are extremely mobile. If they feel threatened, they may stealthily force march their animals an entire night’s travel across the plains with no ill effect on either themselves or their animals. They may do this once a week. This ability requires a cooperating group of genies and cannot be attempted by a lone herdsman. Some groups of herdsman tasked genies have adopted the religions of Zakhara, and, like all new converts, they are zealous in their faith. These groups will try to convert others they meet, and they don’t mind if they must force the convert to make up his mind. Ecology: Herdsman tasked genies tend to push out both competing nongenie herdsmen and predators which might threaten their herds. They know when a given area has been grazed to the point of temporary exhaustion and will move on, but they have little regard for the artificial boundaries of sultanates, sheikdoms, and even the fences of farmers. This unwillingness to acknowledge the authority of settled groups often leads them into conflict, although they moderate this tendency if their master specifically admonishes them about it. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Innate Spellcasting - Uses ranged weapons while mounted with no penalties - Controls herd to stampede, trample enemies - Immune to desert heat & environmental effects - Telepathy Appearance Herdsman genies are short and wiry, with very quick hands and heavy brows. Their skin is dark and wrinkled from years of exposure to the sun and wind. Their hair is dark as jet and falls in loose curls (though the sun soon bleaches it to a reddish brown in those who do not wear head coverings). Herdsman genies smell like their animals and often also have a vaguely rancid smell from the overripe milk products they eat. Size Hero Forge: 7" (XL) Lore: Medium (6 ft.) Suggested: Medium to Huge Other Monikers Shepherd Djinn, Tasked Herdsman Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website












