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- Githzerai Enlightened | Digital Demiplane
Githzerai Enlightened Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond Abilities - Martial arts that deal psychic damage - Temporal strike sends target briefly forward in time (disabling) - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics). including plane shift, teleport - Slow fall Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'5"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - DndBeyond
- Oceanus
Oceanus Dragon Oceanus Dragon Gargantuan Dragon, Neutral Good Button Hero Forge Mini Double mini, no kitbash, 4 variants below Description (From 3.5e Draconomicon: The Book of Dragons - 2003): The Oceanus dragon protects travelers along the River Oceanus, which connects the Upper Planes in the same manner that the River Styx links the Lower Planes, while jealously guarding its domain against evil creatures of all kinds. Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Though capable of flight, most Oceanus dragons prefer life in the water to that in the air. The typical lair of an Oceanus dragon is a hidden cave, either along a riverbank or completely underwater. Most Oceanus dragons spend little time in their lairs, instead patrolling a stretch of river in search of good-aligned creatures in need of assistance or evil creatures in need of punishment. Oceanus dragons speak Celestial, Draconic, and Aquan. Combat: Oceanus dragons prefer to end fights quickly, using their tranquility breath weapon and spell-like abilities to neutralize foes. However, they aren’t afraid to go toe-to-toe with particularly resistant opponents, using their lightning breath weapon, smite evil ability, and prodigious melee attacks to make short work of their enemies. Young and older Oceanus dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An Oceanus dragon has two types of breath weapon, a line of lightning or a cone of tranquility gas. Creatures within the cone must succeed on a Will save or become dazed for 1d6 rounds plus 1 round per age category of the dragon. Both breath weapons function normally underwater. Smite Evil (Su): Once per day an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe. Spell-Like Abilities: At will—detect evil; 3/day—control water, holy smite, water breathing; 1/day—control winds, dispel evil, holy word. Amphibious (Ex): Although Oceanus dragons are aquatic, they can survive indefinitely on land. Water Breathing (Ex): An Oceanus dragon can breathe underwater indefinitely and can freely use its breath weapon, spell-like abilities, and other abilities while submerged. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes (River Oceanus) Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: lightning, tranquility (dazed/stun) - Smites evil for massive damage - Immune to lightning - Colossal bite and tail attacks - Legendary Actions - Legendary Resistance - Can breathe in water or air - Innate Spellcasting Appearance Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Size Hero Forge: 4'3"-11' (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video and homebtew stats) - Draconomicon: The Book of Dragons (2003)
- Diakk | Digital Demiplane
Diakk Large or Medium Fiend, Neutral Evil Hero Forge Mini Kitbashed, mount mini,m 1 variant below (From Planescape: Planes of Chaos Monstrous Supplement - 1998): One of the most commonly found creatures in the glooms of the Gray Waste is the diakk. These large, flightness, birdlike beasts are hated predators. Diakka come in two types, the varath and the carcene. The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Even when the diakka are not directly encountered, all three glooms of the Gray Waste are filled with the sharp cries of the varath and the burbling croak of the carcene. They speak their own tongue as well as that of night hags and various other foul lower-planar inhabitants. Combat: The varath use their long, sharp bills to stab at opponents for 1d12 points of damage. The squat carcene rely on their claws in melee, causing 2d4 points of damage per strike. Both types of diakka wield a number of spell-like powers, including weakness (by touch, once per day), audible glamer (once per day), and jump (twice per day). Additionally, if there are four or more diakka, they can encircle a foe and perform the dance of weakening . This hypnotic dance requires the diakka to screech and croak at their foes for at least four rounds. The victims are then affected similarly to a ray of enfeeblement — their Strength scores are lowered to 5 for 13 rounds. This power ignores magic resistance (although the victim gets a saving throw), making it useful against even yugoloths or other fiends. Diakka are sneaky, devious, and cowardly in combat, using deception to their advantage when possible. They size up potential prey before going into battle, attacking only those they perceive as weaker than themselves. When their victims have been determined, the diakka attempt to circle around them, using their audible glamer power to make it sound as though their numbers are greater than they truly are. They then attack with their bills and claws, using weakness to supplement their savage strikes and jumps to bound in and out of combat. Habitat/Society: The diakka live in flocks comprising both varieties of the creatures. There are generally equal numbers of varath and carcene in any given flock, although the varath are sometimes more numerous. The carcene, being slightly more powerful and certainly more intelligent, are likely to become leaders of their flock. Though these flocks are organized under a single (or sometimes two) dominant leaders, there is no mutual respect or care among diakka. They will not put themselves in jeopardy for each other. Likewise, the diakka flocks avoid each other for fear of attack. The Gray Waste is a place of gloom and hate, and these prevalent residents are no exception. Sometimes night hags use diakka as guards or servants. This relationship is one of mutual hatred, but each believes it to be to their benefit. The dullwitted diakka don’t realize that the hags never make permanent allies and most eventually end up in the night hag’s stew pot. Hordlings consider diakka meat a staple in their diet, although not a few hordlings have ended up as meals for the diakka as well. Ecology: Diakka feed off the flesh of anything weaker than them that wander too close. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Gray Waste (Hades) Stat Block 2nd Edition: - mojobob's website Abilities '- Beak and claw attacks - AOE dance of weakening - Innate Spellcasting Appearance The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Size Hero Forge: 9' (XL) Lore: Large (8 ft.) Suggested: Large Other Monikers Diakka, diakkas Sources - P lanescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website
- Abrian | Digital Demiplane
Abrian Medium Beast, Chaotic Evil Hero Forge Mini Kitbashed, familiar mini Description (from Planescape: Monstrous Compendium Appendix II (1995): Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands. Some cutters say that abrian hunting parties’ve been sighted in Arcadia, Arborea, or Bytopia from time to time. An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Abrians are intelligent, but not extremely so – they rarely have much to say to anyone except one of their own, and often don’t have the sense to lay off prey that’s obviously too tough for them. A body shouldn’t expect to start a conversation with one, and more than a few berks’ve been put in the dead-book for trying. The abrians’ intelligence is more obvious when they hunt; the creatures are surprisingly cunning and clever in laying traps, cooperating in the chase, and using hit-and-run tactics in a fight. Combat: Abrians’re likely to attack anything they encounter, hoping to make it their next meal. They’re great nuisances in settled lands, where they often raid livestock and attack outlying farms. In wild areas, they’re especially dangerous, since they’ll usually try to drag down any party of travelers they run across. An abrian attacks by slashing with its serrated beak and delivering a powerful kick with one of its clawed legs. The abrian’s kick can easily kill or incapacitate a grown human. Abrians can’t wield weapons with their small forelimbs, but might be able to use a magical item such as a ring or a wand if the item is usable by characters of any class. Abrians also possess a shrill, piercing shriek that can disorient and deafen prey. The cry of a single abrian is only a nuisance, but if 4 or more are shrieking together, any creature within 20 feet must successfully save versus spell or be deafened for ld6 rounds. Deafened creatures suffer a -1 penalty to surprise rolls and have a 20% chance to miscast spells with a verbal component. If 8 or more abrians are shrieking, the effects above are doubled and the deafness lasts 1d4 hours. In addition, deafened victims suffer a -1 penalty to attack rolls and Armor Class due to inner ear damage. An abrian hunting flock often divides into 2 or more groups and makes hit-and-run attacks from several directions against tough opponents; while the prey is busy fighting one band, another’ll burst out of ambush and charge into their rear. The first band quickly withdraws, circles for an opening, and then dashes in when the enemy turns to deal with the second group. If the second group sirikes from concealment, its approach might not even be noticed by deafened enemies. Abrians have courage in numbers, but tend to retreat quickly when things don’t go their way. However, they’ll fight to the death to defend their lair. Habitat/Society: Abrians gather in small flocks, led by an older female of 3+6 Hit Dice and Average intelligence. The flock usually settles in one spot for several months at a time before moving on. Abrians favor caves, ruins, and dense forests or thickets for their communal nests. Usually, about one-third to one-half of the flock remains behind to guard the nest and the group’s treasure while the others set out on hunting forays that can last several days. An abrian nest usually contains a number of young equal to 25% of the adults. Young abrians have 1+1 HD and can kick once per round for 1d4 points of damage. A clutch of 1d6 eggs per 10 adults can also be found in the lair. Abrian eggs are worthless, but in some areas there may be a bounty on them. Females are the decision-makers of an abrian flock, but males lead the hunting parties. (The male and female of the species are nearly indistinguishable to non-abrians.) In addition to the flock leader, a flock has a 50% chance of including a shaman. The shaman is the second-oldest female, and has the spell ability of a 2nd-level priest with access to the spheres of all, animal, plant, and guardian. From time to time, a party of abrians led by one of the older females may engage in trade with other intelligent creatures. The abrians must be far away from their nest and they must be fairly well fed in order to view other creatures as anything except prey or a threat to their fledglings. Abrians appear to have little concept of civilized behavior or communication, and such meetings often end in disaster. Ecology: Abrians originated in Carceri or the Gray Waste and quickly spread to neighboring planes. They can now be found almost anywhere, as they cover great distances in their nomadic wanderings. Abrian hunters are encountered on the Upper Planes on rare occasions, although it’s far more common to find them in the Outlands or the Lower Planes. An abrian flock typically operates out of one lair for 4 to 6 months before moving (sometimes hundreds of miles) to a new hunting ground and re-establishing the nest. The creatures are voracious and lay waste to a large area before moving on. (from Fiend Folio (2003): The abrian is a human-sized flightless birdlike creature found in desolate reaches of the Outer Planes, particularly the Abyss. Abrians travel in large flocks and are far more intelligent than they look. Abrian flocks sometimes engage in trade with nomads and traveling merchants. An abrian looks vaguely like an ostrich, except that its black and red feathers are short and spiny. In place of wings, it has a pair of scaly, atrophied humanoid arms (use 1/2 its Strength score to determine an abrian’s carrying capacity). Its beak is hooked and razor-sharp. Abrians speak Abyssal. COMBAT: Abrians fight together in hunting flocks. Typically, the members of a flock spread out to surround a target and then dart up in pairs to flank the target. Augmented Critical (Ex): An abrian’s beak threatens a critical hit on a natural attack roll of 19–20. On a successful critical hit with a beak attack, it deals triple damage. Shriek (Su): The shriek of a lone abrian is supernaturally loud and distressing. An abrian can shriek as a standard action. Anyone within 20 feet of a shrieking abrian must make a Fortitude save (DC 12) or be dazed for 1 round. If at least four abrians are shrieking within 20 feet of a target, the target is also deafened for 1d6 minutes if it fails the save. If eight or more abrians are shrieking within 20 feet of a target, the target takes 1d10 points of sonic damage as well if it fails the save. An abrian is immune to its own shriek, as well as the shrieks of other abrians. Skills: Abrians have a +4 racial bonus on Spot checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Lower Planes Stat Block 5th Edition: - thirdoffifth tumblr (homebrew) 3.5 Edition: - 4plebs (fiend folio - 2003) 2nd Edition: - mojobob's website Abilities - Serrated beak and kick attacks - Deafening shriek - Clever hit-and-run attacks - Can wield lightweight items (including magical ones) in claws - Fast movement Appearance Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands.... An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Size Hero Forge: 5' (12') (XXL) Lore: Medium (7 ft. tall) Suggested: Medium Other Monikers None Sources - 4plebs (fiend folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Facet | Digital Demiplane
Facet Medium Humanoid, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): War is imminent on the Inner Planes, but most folks don’t know it yet. A force of great power grows within the Quasielemental Plane of Salt. The vast army or beings known as facets is preparing a massive invasion of the Elemental Plane of Water. Facets are multiple creatures of salt with a single intellence. Rather than individual organisms, the facets essentially comprise a singular creature with many detachable appendages. All facets are part of all other facets. They work together the way the different portions of a singular individual do, never communicating but always in sync. The oncoming conflict could happen only on the Inner Planes. It’s a war that’ll be waged by the facets from the plane of Salt against the very plane of Water itself. The strange thing is, it’s a battle that may go on for quite some time before the creatures of Water even know it’s happening. See, the facets want to absorb all moisture, or so the chant says, and they’ve targeted the plane of Water as the perfect place to begin. When Water and Salt meet, the essences of these planes converge in a sea of extremely salty water. The facets wage their war there, leeching moisture away from the border-sea. As the facets absorb the liquids, ever more flows in from the plane of Water itself to replenish the border. Although the quantities involved (the amount of water and space) are infinity or nearly so, the potential exists for a great deal of Water’s power and essence to be drawn slowly away. Further, because the absorption of water allows the facets to reproduce, the threat will only magnify as time passes. Facets appear as 5-foot-tall, nearly featureless humanoids seemingly drawn of angular lines and composed entirely of salt crystals. They do not communicate with other creatures, nor seemingly with one another. Combat: A single facet is dangerous enough to most living, organic creatures. Unfortunately, they are rarely encountered alone. Singly or collectively, the danger lies in the facet’s ability to drain moisture from any source. In combat, a facet strikes with two spindly limbs, each inflicting only 1d4 points of damage. However, the attack also leeches some moisture from any creature comprised partially of water (virtually any living thing except for elemental creatures of stone, fire, or air). The next round, creatures struck by the facet automatically lose an additional 1d4 points of damage as they suffer the wound’s desiccating effect. The wounds from combat with a facet are known for the dry, chapped welts left behind. If a bark who encounters a facet has already been injured from other attacks that opened bleeding wounds, he suffers 1d6 points of damage from the creature’s salty strike, rather than 1d4. This is because the salt in the open wounds inflicts even more pain. However, the secondary damage of 1d4 points the following round does not increase. Obviously, creatures made of water (such as water elementals) are particularly susceptible to a facet’s attack. Against beings made solely or mostly of water, the blow inflicts 2d4 points of damage, and the secondary loss is likewise doubled to 2d4 points. It’s the secondary damage that sustains the facet as it draws water from an opponent’s body into its own. When the total damage inflicted from the secondary attack equals the facet’s own maximum hit points, it immediatly splits in two. Absorbing that amount of water allows it to create a new facet. This splitting process takes a full round in which neither facet can act. Once spilt, the two facets each have half the Hit Dice of the original, and it takes about a week for each facet to regain its full Hit Die potential. After splitting, the original facet can continue to attack, but it usually cannot split again (see Ecology for details). The newly produced facet can split, but not until it reaches its full growth a week later. Thus, in a given conflict with moisture-laden foes, a group of facets may double, but their number generally won’t grow any larger than that. A spell like create water , cast upon a facet, allows it to split immediately (if the creature is able). Transmute water to dust instantly slays a facet, even a combined facet (see below), if it falls a saving throw. Habitat/Society: It’s easiest to think of all facets as a singular being. Only then can a body truly tumble to the utter lack of interaction and communication among the otherwise separate individuals, yet understand the total efficiency with which they work together. About one-third of the total number of extant facets can be found inching their way through the border with the Elemental Plane of Water. Absolving the liquids in an ever-expanding horde. The rest are found in more centrally located portions of their own plane. Eventually, it seems, they will all march toward their goal. Chant has it that a master facet somewhere in the plane (perhaps the original creature) controls the actions of all other facets. Such an idea gives hope that there might be a way to stop the legions of facets that threaten the plane of Water. It’s probably too good to be true, however, for the facts seem to suggest otherwise. It’s more likely that all facets are equal to one another, each sharing a collective consciousness and each performing as a mere extension of that consciousness. Ecology: Thc facet is comprised entirely of salt crystals. Its sole motivation entails absorbing water. Water alone sustains and nourishes the creature, and the element’s absence drives it with an all-consuming thirst. Water also enables it to reproduce, splitting in two to create another fully formed facet (see above). Most facets can split just once in their entire lives. However, one in five facets is able to reproduce twice, and one in 20 can reproduce three times – so the population always has the potential to continue to expand in greater and greater amounts. As the facets march like an army toward the border with the Elemental Plane of Water, encountering larger and larger quantities of the life-sustaining liquid, folks calculate that their total number doubles every three weeks. Somewhere, sometime, this potential threat to the plane or Water (and possibly the rest of the multiverse) should be adressed by the powers that be – before it’s too late. Combined Facet: Facets have the ability to join their bodies together to become larger, composite entities. Up to five facets can assemble themselves into one gigantic creature. It takes 1d3 rounds to complete this action (and the same amount or time to separate again). A combined facet has as many Hit Dice as its respective parts (so five facets can join to become a 15 HD creature). The new monster has the THAC0 commensurate with its new form, and damage inflicted is equal to the combined total of all the members (so a five-facet beast has a THAC0 of 5 and inflicts 5d4 points or damage with each of its attacks). Combined facets made of two or three members are size L, while those made of four or five members are size H. All other stats remain the same. Number of facets HD THAC0 Dam/Att Size l member 3 17 1d4/1d4 M (5’) 2 member 6 15 2d4/2d4 L (8’) 3 member 9 11 3d4/3d4 L (12’) 4 member 12 9 4d4/4d4 H (15’) 5 member 15 5 5d4/5d4 H (18’) Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Quasiplane of Salt Stat Block 2nd Edition: - mojobob's website Abilities - Physical attacks drain moisture to inflict damage over time - Extra damage to already injured creatures - Extra damage to water-based creatures - Duplicates body after inflicting damage equal to its own hit point maximum - Can combine with other facets to become gigantic Appearance Facets appear as 5-foot-tall, nearly featureless humanoids seemingly drawn of angular lines and composed entirely of salt crystals. Size Hero Forge: 5'9"(XL) Lore: Medium (5') to gargantuan Suggested: Medium to Gargantuan Other Monikers Salt folk Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website
- Hellfire Wyrm
Hellfire Wyrm Hellfire Wyrm Gargantuan Fiend (Dragon), Lawful Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual II - 2002): Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people. A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone. Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming. A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races. Combat : Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians.They keep to the air, slingingmindaffecting spells and withering breath attacks at their enemies. Breath Weapon (Su): A hellfire wyrm can breathe a 50- foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 2d8+13 points of bludgeoning damage.Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round. Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm. Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 20th; save DC 19 + spell level. Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed. Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. Immunities: A hellfire wyrm is immune to sleep and paralysis effects. Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage per round. It can suppress this aura as a free action. Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like asummon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition (different ages have their own stat block): - homebrew by thirdtofifth 3.5e: - realmshelps.net - 3.5e Monster Manual II (2002) Abilities - Hellfire breath that ignores fire resistance or immunity - Immune to fire, paralysis, sleep - Resistant to bludgeoning, piercing, slashing - Colossal claw, bite, and tail attacks - Crushing attack restrains enemies - Frightening Presence - Summon Baatezu - Magic resistance - Legendary Resistance - Flight - Change shape - Infernal aura - Keen senses, blindsight - Spellcasting Appearance A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone Size Hero Forge: 11 ft. (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 3.5e Monster Manual II (2002) - realmshelps.net
- Gear Spirit | Digital Demiplane
Gear Spirit Tiny Celestial, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Planes of Law Monstrous Supplement - 1995): Gear spirits come in many different forms, but their function remains the same: to tend the great gears of Mechanus and to ensure that they run smoothly. Unlike modrons , gear spirits are individuals who have tasks and specific gears assigned to them. Because of this, their shapes vary widely. Though their name might indicate an incorporeal nature, gear spirits are actually pieces of living metal — machines who have free will. They are usually small, taking the form of a common mechanical device or tool. They have eyes, ears, noses, and so forth, but the placement of these is highly irregular. Individual spirits usually take a name based on their appearance. Some common names include Ball-and-Chain, Chair, Axle, and Padlock. Combat: Though it isn’t exactly a fearsome fighter, a gear spirit does have some abilities that give pause to those who face it in battle. For one thing, a gear spirit can change its arms to any tool it desires, including weaponry. It can even make a crossbow from itself, with unlimited bolts to fire. Another, more dangerous, quality is the spirit’s ability to meld with metal . As with a meld with stone spell, the gear spirit can merge with any kind of manufactured metal or machinery. Once it’s blended with a machine, it can command the mechanical device to obey its will. but only within the functions of the device. For example, although a gear spirit could unlock a door or fire a ballista, it could not make a lamppost attack a passerby - though it could make a wheel roll someone over. Lastly, a gear spirit has the ability to reduce armor . Every time a spirit strikes someone in melee combat who is wearing metal armor, the AC value of that armor is reduced by one point. (The ability is inactive in ranged combat.) Magic bonuses are the last to be destroyed, and Dexterity bonuses are unaffected. When armor loses its last point of AC, the armor is considered completely destroyed. Gear spirits are immune to mind-affecting spells and any spells that affect emotion. Like modrons, spells that drain life energy are also ineffective against these creatures. Furthermore, any attacks against these spirits involving fire, cold, or acid suffer a -1 penalty on all attack rolls; the creatures also gain a +1 bonus on saving throws versus these attack forms. However, gear spirits are highly vulnerable to rust, for their exterior decays at twice the rate of normal metal. There is no more horrifying fate for gear spirits than being shackled in a dank, wet cell and doomed to death by oxidization - except, perhaps, confronting a rust dragon . Habitat/Society: A gear spirit is unique to Mechanus, and its work on that plane is rumored to be essential for the smooth running of the gears. Thus, the modrons have, over the centuries, learned to dominate the gear spirits for the good of the gears. This means that the gear spirits are officially secured to their gears by the modrons — a fact that rankles the spirits just a little, even if what they are tied to is their beloved gears. Though they’re lawful, gear spirits have more personality than modrons, and they resent the feeling of being underlings to the modrons. There’s some spirits who’ve found that such servitude rankles more than just a little. These creatures slip away from their duties, leaving the cog to spin unsupervised. Though there’s only a small possibility that the gear’s motion may be disrupted, there’s certainly enough of a chance to warrant a modron task force to be sent after the errant spirit. Likewise, occasionally some gear spirits are affected by an urge very similar to the aborigine “walkabout”; that is, the gear spirits take it into their mind simply to wander off. In either case, it might take years to find the hiding or lost spirit, but the modrons’ll continue looking for it until it is brought back to Mechanus — for it�s only then that a new gear spirit can be formed. While a spirit’s gone, the modrons do their best to keep the gear from malfunctioning, but they simply don’t have the innate ties to it that a gear spirit does. Ecology: A gear spirit is inextricably tied to a gear, much like a nature spirit (such as a dryad ) is tied to a specific tree or place. The gear spirit, unlike these other spirits, can leave its place by taking a piece of the gear with it. This portion holds the essence of the gear: if the gear spirit loses or misplaces the piece, the spirit sickens and dies within a month. Likewise, if the spirit’s kept away from manufactured metals or machinery for a month, it dies. It simply can’t abide being away from metal. A few centuries ago it was reported that there was one gear spirit for every gear in Mechanus. If that’s the case, then there’s an awful lot of really small gears hidden away on that plane, because the population of gear spirits has grown considerably over the decades. The latest popular theory states that there’s several gear spirits to a gear, but that they all share part of the gear’s essence. This seems more likely than the one-to-one ratio hypothesis. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 2nd Edition: - mojobob's website Abilities - Can fabricate and control any kind of tool or weapon at will - Melds with metal or machinery to control mechanical devices - Weakens metal armor worn by opponents - Immune to necrotic, charm and other mind-affecting spells - Resistant to fire, cold, and acid damage Appearance Gear spirits are actually pieces of living metal — machines who have free will. They are usually small, taking the form of a common mechanical device or tool. They have eyes, ears, noses, and so forth, but the placement of these is highly irregular. Size Hero Forge: 3'(XL) Lore: Small (4' tall) Suggested: Tiny to Small Other Monikers Mechanus dryads Sources - Planescape: Planes of Law Monstrous Supplement (1995) - 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
- Architect
Architect Genie Architect Genie Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Al-Qadim Monstrous Compendium - 1992): The builder genies were once dao, but they have been reshaped by a life of construction and design. They are common in the Great Dismal Delve, but they are also sometimes bound by sha’ir to serve human princes. Some of them have been given to other noble genies as gifts from the noble dao. Their powers are responsible for many of the tales told of cities springing up overnight at the command of the genies. Builder genies are bald and muscular like the dao, and they share the same taste in clothes and jewelry. They are often branded with a dao symbol denoting ownership, usually on the hand or forehead. They almost always carry drawing compasses and rulers, plumb bobs, chalk, levels, trowels, and builders’ squares. Builder genies live for their work; they want to be remembered for what they have done rather than for what pleasant genies they were to work with. This generally means that they are merciless on themselves and others when their work is at stake. The greatest compliment one can pay a builder genie is to admire his work; the greatest insult one can offer is to compliment the builder while criticizing his work. Builder genies don’t care what they build; waterwheels or mosques with a dozen minarets receive equal care and planning. In all cases, builder genies will demand the longest-lasting and most expensive materials. Due to these stringent demands, the cost of a building designed or built by a builder genie will be four times the normal cost. It will have twice the strength and twice the useful life of a normal building. Builder genies can imitate the style of any building they have seen, though they can only reproduce the structural details of buildings they have been able to examine closely for a day. They prefer to work in a style appropriate to the setting of a building, but they will build an opulent mausoleum in the middle of a poor fishing village if their master so commands. They will not hesitate to tell their master exactly why such a building is inappropriate among the dhows and huts, however. While their master’s project is always completed if at all possible, its final form may not be exactly what the patron had in mind. Builder genies can be notoriously literal in obeying instructions, and they can also bend instructions to suit their personal whims. Builder genies are slaves to the dao, and they resent the dao without being able to overthrow them. They are on excellent terms with the xorn, earth elementals, and pech. They are always willing to destroy existing structures to make way for their new, improved ones, although in the case of a masterwork, the builder genie may tear down the old and then rebuild it with improvements that only a master architect or stonemason might recognize. Builder genies judge others on their building achievements. Races that have not built mansions, bridges, and graceful gates do not rate as civilized. Builder genies have great respect for the disciplined and exact hives and warrens of giant insects. Combat: A builder genie may use each of the following spelllike abilities three times per day: minor creation , vacancy , and warp wood . They may use each of the following once per day: stone shape , stone tell , and passwall . Once per month they may grant a wish related to buildings or construction. Builder genies have a stupendous ability to find and exploit the weak points of any structure. When they direct the fire of siege engines against fortifications, structural damage done by the attackers is increased by 50%. A builder genie can collapse unfortified buildings and underground works in one turn if allowed to study them for an hour. Unless a builder genie is commanded to defend a building, it will prefer to avoid combat and simply repair minor damage after a battle is resolved by others. If commanded to, a builder genie will defend its worksite, but it cannot be commanded to take part in battles outside buildings or in buildings it has had no part in making. Much like their dao brethren, builder genies prefer to let others do their fighting for them and will balance the odds in their favor as much as possible before a battle. They enjoy using mazes, battlements, and secret passages to lead opponents on chases through entire buildings that they have prepared with traps and ambush sites. In desperation, a builder genie may collapse part of a building it is working on to kill opponents who might otherwise destroy the whole project. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth , or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting - Can move through earth or stone unhindered - Immense physical strength, constitution - Masters of finding structural weak points, double damage against structures - Immune to earth-based attacks and magic, including petrification - Telepathy - Flight Appearance Builder genies are bald and muscular like the dao, and they share the same taste in clothes and jewelry. They are often branded with a dao symbol denoting ownership, usually on the hand or forehead. They almost always carry drawing compasses and rulers, plumb bobs, chalk, levels, trowels, and builders' squares. Size Hero Forge: 9'2" (XL) Lore: Medium (7 ft.) Suggested: Medium to Gargantuan Other Monikers Builder Genie, Tasked Architect Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website
- Sea Serpent
Sea Serpent Sea Serpent Gargantuan Dragon, Neutral Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From Fizban's Treasury of Dragons - 2021): Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors’ worst nightmares. Their strong fins propel them through the water at great speed. Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship’s crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors’ corpses floating frozen amid the wreckage of their ships. Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship’s crew sacrifice one or more of their own. Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors’ trinkets, and pirates’ booty. (From 2nd Edition AD&D Monstrous Manual - 1991): Sea wyrms are elongated legless and wingless sea dragons found in tropical and subtropical seas. Probably one of the sources for the tales of legendary sea serpents , these lazy creatures rarely attack anyone or anything not intruding on their territory. They are usually serene and majestic, often venturing quite close to land if left undisturbed. Occasionally, a family of sea wyrms will be seen traveling together by sailors who venture into deeper seas. Combat: Sea wyrms grow larger, but not particularly stronger, as they age; thus, the bite and constriction of a baby sea wyrm are just as damaging as that of its elders. Though they are normally nonaggressive, sea wyrms will attack ships or creatures who invade what they consider to be their territory. All sea wyrms can bite for 2d6 (2-12) points of damage and constrict for 3d8 (3-24) points. If attacking a ship, every 10 points of constriction damage acts as 1 hull point versus the vessel. If the ship is smaller than the sea wyrm, the wyrm can completely encircle the entire vessel, roll it over, and drag it beneath the waves. Because of this, they are greatly feared by fishermen and others who usually have smaller boats. Adult and ancient sea wyrms have other attacks as well. If they make a bite attack and score 5 more than they need to hit, they have swallowed their prey whole. The victim takes normal damage (2d6) from the bite and an additional 2d6 points of damage per round thereafter from stomach acids. The usual methods may be employed to escape from the creature’s stomach. At any time an adult or ancient sea wyrm may choose to forgo its normal attack and use its breath weapon instead. This is a cone of sleep gas 5 feet wide at the base, 30 feet wide at the far end, and reaching 30 feet. Those caught in the cone must save vs. breath weapon or fall asleep for 3d8 (3-24) rounds. The wyrm can use this attack only once per day. Habitat/Society: Sea wyrms lair in underwater caves or in remote caves on islands. They can breathe equally well in air or water and move about on land by slithering like a snake . They eat just about anything but are particularly fond of fish and fruit. They have been known to slither around a fruit tree and constrict it in an attempt to get at fruit which is beyond their normal reach. Sea wyrms live in small family groups until the babies are old enough to forage for themselves. When three are found together, they are always a mated pair and their baby. Two sea wyrms found together are always a mated pair, as they mate for life. The female produces one egg at a time, which is jealously guarded by both until the young sea wyrm hatches. If captured as babies, sea wyrms make loyal and affectionate pets for sea peoples such as merfolk , tritons , or nereids , willing to fight to the death to defend their companions. Ecology: Sea wyrms claim undersea or island caves for their lairs and defend the territory around it up to about two miles. They range up to thirty miles from home to feed. Though they produce no useful by-products, there is a growing market in sea wyrm eggs among traders who wish to raise a mobile guard to defend their ships while at sea. Some merchants deal in sea wyrm skins, which bring 1,000 to 3,000 gp. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Elemental Plane of Water Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Freezing rime breath - Immune to cold - Colossal bite and tail attacks - Constrict and crush with serpentine body - Siege monster wrecks ships and structures - Legendary Actions - Legendary Resistance - Amphibious, fast swimmer Appearance It resembles the classical sea monster: serpentine body, webbed flippers, dragonlike head Size Hero Forge: 4'3"-11' (XXL) Lore: Huge to Gargantuan Suggested: Huge to Gargantuan Other Monikers Sea drake, sea wyrm Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website
- Howler | Digital Demiplane
Howler Large Fiend, Chaotic Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Mordenkainen's Tome of Foes - 2018): A far-off wail precedes the sight of a howler. Even at a distance, one’s mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t enough to stand up against them, and even one’s sanity is at risk. Prowlers from Pandemonium . These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack’s undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty. Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy’s ability to use spells and other powers. (From 3.5e Monster Manual - 2003): This creature looks like some gaunt, bestial hound or feline, with a mane of bristling quills. Howlers live on planes where chaos and evil hold sway; they originate on the plane of Pandemonium. These beasts hunt in packs, racing through caverns to wear down their prey and rend it to bits. A howler is about 8 feet long and weighs about 2,000 pounds. Although they are surprisingly intelligent, howlers do not speak—they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal. Combat : Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage. Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mindaffecting effect. Training a Howler: Small and Medium infernal creatures such as quasits, abyssal orcs, and even succubi sometimes use howlers as mounts or pack animals. Larger and more powerful demons use them like hunting dogs. Although intelligent, a howler requires training before it can bear a rider in combat. To be trained, a howler must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly howler requires six weeks of work and a DC 25 Handle Animal check. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461–920 pounds; and a heavy load, 921–1,380 pounds. A howler can drag 6,900 pounds. (Planescape: Planes of Chaos Monstrous Supplement - 1994): Howlers are the keening brood-hounds or Pandemonium, the singers of dementia who cluster around the great rocky spires in those plunging caves. In that eternally night-lit plane the howlers are drawn to shriek their madness to the moonless heavens. The howlers are gigantic beasts, four-legged, with the burly backs of oxen and scales glinting through their matted red fur. This fur spreads into a thick ruff of trembling quills that frame their simian faces. Their front claws are the clotted knots of coarse fingers too long crnshed under the beastly weight, their back feet are hooved. When they cry, they rock back until they almost stand and throw their muzzled faces toward the missing sky. Lips pursed into a perfect O, they howl the voices of madness. Combat: Although brutish and cruel, howlers aren’t particularly aggressive beasts. Scavengers by nature, they seldom attack groups larger than their own numbers or any that seem more capable of defending themselves. When a howler pack does attack, it usually singles out a weak victim, while trying to hold the rest at bay. If this proves impossible, the howler pack breaks and flees. This doesn’t mean, however, that howlers are weak opponents. Far from it — their own cowardice makes them formidable opponents. When a howler pack does attack, it is determined and ruthless. All energy is devoted to bringing down the prey. In actual battle, howlers can choose from several attack forms. Normally they rush in on the first round of combat, attempting to get within biting distance as soon as possible. The rush and the round that follows are the two most dangerous moments or any howler attack. As they rush forward, their neck bristles rise to form a spined shield, reducing their Armor Class to 3. If the howlers move 120 reel or more in the charge, they gain a +2 bonus to their chance to hit and their damage is doubled for carrying the charge through. Finally, while in their frenzied charge, the howlers are immune to all morale checks. Once in combat, howlers fight by snapping their powerful jaws and savagely slashing with their erect neck quills. The quills can only be used on those at the creatures’ forward flanks and aren’t particularly accurate (-2 on the chance to hit). Each successful hit jabs the person with 1d4 quills, and each quill causes 1d4 points of damage. Creatures struck by the quills must make a saving throw versus breath weapon for each quill. For each save that is failed, the quill remains embedded In the victim. The victim’s attack rolls are reduced by 1. Removing quills takes 1d6 rounds and causes an additional 1d3 points of damage. Habitat/Society: Howlers are beasts native to the tunnels of Pandemonium and are not naturally found on any other plane. Even within Pandemonium they aren’t found everywhere. They stay far from the settled regions and the small tunnels, preferring the larger curved passages that pass for plains and grassland. On these plains they hunt in packs; for they are carnivorous scavengers. There is no hard and fast size for a howler pack, as is the way of the animal kingdom. Packs range from 2 to as many as 20 members. This number includes bulls, females, and kits. (Of a pack, it is the bulls who defend the others, hence the small number met in a normal encounter) The packs scour the land. searching for anything edible. As news of their migrations travels through the tunnels, other dwellers in Pandemonium brace themselves for the agony that is sure to come. Howlers are aptly named, for their howls cut through the whistling wind with the pitch of madness. Their cries have the same effects as the winds of Pandemonium, gradually driving those who hear them to insanity. Whenever a howler lets loose its cry, all within hearing distance, whether indoor or out, must make a check as if they were exposed to Pandemonium’s winds. A howler’s cry lacks the full strength of the winds — their keening pitch can never push a chancier beyond Stage 3 (Hysteria). Characters who have already reached Resignation exhibit all their tics and twitches when the howlers sing. Even on other planes, a howler’s effect travels with it. It is fortunate that howlers don’t bay all the time. In that regard they are more like common dogs . They howl and keen occasionally, when the circumstances are right. As pack animals, they howl when they are lonely — kept in the stable apart from their masters, for example. They howl during the rutting season and when their territory is challenged. They howl when cornered. The DM has final say over when the beasts bay to the blackness. Ecology: Howlers would be just another bane of Pandemonium were it not for those in the tunnels who can capture and tame the beasts to be good riding and pack mounts. A howler has the carrying capacity of a draft horse , and is far better adapted to traveling the twisted tunnels than a simple horse. Some wizards claim the howlers sing secrets of the planes, a code concealed in their pitch and their keening. Others think the wizards have been howled mad by their studies. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Pandemonium Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Mind-Breaking howl cripples with fear - Rending bite causes psychic damage if target is frightened - Pack tactics - Immune to frightened - Resistant to cold, fire, lightning, nonmagical attacks Appearance This creature looks like some gaunt, bestial hound or feline, with a mane of bristling quills. Size Hero Forge: Mount (3')(XL) Lore: Medium (dog, 3-4' long), Large (lion, 7' long) Suggested: Medium to Huge Other Monikers None Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - 3.5e Monster Manual (2003) - Planescape: Planes of Chaos Monstrous Supplement (1994) - Angry Golem Games - DndBeyond - 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










