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  • Crystal

    Crystal Dragon Crystal Dragon Gargantuan Dragon, Chaotic Neutral Hero Forge Mini Button Double mini, no kitbash, 2 variants below Description (From Fizban's Treasury of Dragons - 2021): Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. Inner Glow. When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Visions in Starlight. Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace. Crystal dragons’ connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon’s lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them. Glittering Hoards. For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing. Creating a Crystal Dragon Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters. Crystal Dragon Personality Traits d - 8Trait: 1 - If you’re not a thief or a frost giant, let’s talk! 2 - Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay? 3 - Jokes are as valuable as any gemstone and more fun to share. 4 - My empathy is a bottomless well. I can’t help but lose myself in the emotions of others. 5 - The stars have much to tell us, and folk need me to interpret what the stars say. 6 - All play and no work—those are the words I live by. 7 - I am always the first to offer a compliment. 8 - Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders! Crystal Dragon Ideals d6 - Ideal: 1 - Exploration. Yesterday is already known. Today is for something new. (Chaotic) 2 - Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good) 3 - Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral) 4 - Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any) 5 - Fun and Games. Play is learning, but without the boredom. (Chaotic) 6 - Control. Everyone is welcome, as long as they follow my rules. (Lawful) A Crystal Dragon’s Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed. The challenge rating of a legendary crystal dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high. Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 ((2d12)) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible . The starlight and the glow around any creature fades on initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects: Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day. Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region. Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice. Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal population near the lair returns to normal levels over the course of (2d12) days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate. (From 2nd Edition AD&D Monstrous Manual - 1991): Crystal dragons are the friendliest of the gem dragons, always curious about the world. Though they seldom seek out company, they willingly converse with visitors who do not try to steal from them. At birth, crystal dragons have glossy white scales. As the dragons age, their scales become translucent. Moonlight and starlight causes their scales to luminesce, while bright sunlight lends them a dazzling brilliance which makes crystal dragons almost unbearable to look at. Crystal dragons speak their own tongue and the tongue common to all gem dragons, and 10% of hatchling crystal dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Crystal dragons greatly prefer conversation to combat, and often use charm person early in any conversation. They do not initially hide, but if visitors become hostile, a crystal dragon will retreat immediately to observe its enemies with its special abilities, and plan an attack. Often, it uses its breath weapon first, to weaken and disorient enemies. Spells and other abilities are used as needed, with claws and bite a last resort. Breath Weapon/Special Abilities: This dragon’s breath weapon is a cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon’s mouth, and 25 feet wide at the base. Creatures caught in the blast can save vs. breath weapon for half damage, and must make a second saving throw vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be seen for miles. Creatures within 60 feet must save vs. breath weapon or be dazzled, incurring a penalty of -2 to attack rolls for one turn per age level of the dragon. A crystal dragon casts spells and uses magical abilities at 5th level, plus its combat modifier. Crystal dragons are born immune to light-based attacks and normal cold, and able to cast charm person at will. As they age, they gain these additional powers: Juvenile: color spray three times a day. Mature adult: suggestion three times a day. Very old: luckscale once a day. This allows the dragon to enchant one of its scales as a stone of good luck. The enchantment lasts one hour per age category of the dragon. Such scales are given to friendly visitors. Wyrm: control winds three times a day. Psionics Summary Level = HD Dis/Sci/Dev = 1/1/2 Attack/Defense = EW/M- Score = Int PSPs = 100 Clairsentience — Sciences: clairaudience, clairvoyance, precognition; Devotion: any. Habitat/Society: Crystal dragons prefer cold, open areas with clear skies, and they enjoy stargazing. They have been known to build snow forts, create beautiful snow sculptures, and throw balls of snow at various targets. They are fun-loving and mischievous. Crystal dragons are reasonably good parents, if somewhat irresponsible. Crystal dragons are hunted by some white dragons . However, a rare crystal dragon will adopt a young white dragon, to teach it to be friendly. Though generally friendly, they bear great enmity towards all giants, who sometimes try to enslave them. Ecology: Crystal dragons prefer gems and metal ores to all other foods. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Breath weapon deals radiant and heals dragon - Beams of starlight - Resistant to cold, radiant - Colossal claw, bite, and tail attacks - Psionic teleport - Psionic spellcasting - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Blindsight - Telepathy Appearance As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Size Hero Forge: 10'5" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Red Abishai

    Red Abishai Red Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Frightful presence - Charms dragons into fighting for them - Fiery bite and claws - Incites fanaticism in allies - Immune to fire, poison, and being frightened - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The Red Abishai most closely resemble their draconic kin, the red dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Blink Dog

    Blink Dog Blink Dog Medium Fey, Lawful Good Hero Forge Mini Kitbashed, single mini Description (from 3.5e Monster Manual I - 2003): A big canine with yellow-brown fur and large ears appears completely ordinary. And then it disappears in the blink of an eye and instantly reappears in a different location. The blink dog is an intelligent canine that has a limited teleportation ability. Blink dogs are social animals, often traveling in packs. They eat equal amounts of meat and plant matter. They avoid human lands but drive off evil humanoids that enter their territory. Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information. When not hunting, they are playful with each other but very protective of their pups, which outsiders sometimes steal to train as guard animals. Blink dogs and displacer beasts are natural enemies. Combat : Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking. Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action. Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting (from 2nd Edition Monstrous Manual - 1995): Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt. A blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack. Blinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return. Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls. They inhabit open plains and avoid human haunts. A lair will contain 3-12 (3d4) pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points damage/attack). These puppies can be trained and are worth between 1,000 to 2,000 gold pieces. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Basic Rules (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Short range teleportation - Keen hearing and smell - Bite Appearance A big canine with yellow-brown fur and large ears appears completely ordinary. And then it disappears in the blink of an eye and instantly reappears in a different location. Size Hero Forge: Medium Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - Mojobob's Website

  • Dao

    Dao Dao Large Elemental, Neutral Evil Hero Forge Mini Button Single mini, no kitbash, 7 variants below Description (From 5th Edition Monster Manual - 2014): Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn’t happy unless it is the envy of other dao. All That Glitters. The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These mazeworks are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice. Lords of the Earth. A dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking more laborers to mine the mazeworks of their floating earth islands. Proud Overseers. Dao force those they enslave to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service. (From 3rd Edition Manual of the Planes - 2001): Genies from the Elemental Plane of Earth, dao often run gem-mining operations there or on the Material Plane. They love to barter for power and wealth but are apt to discount lesser creatures as mere resources to be exploited, then thrown away. Resembling muscular humans in flowing silk robes, dao are almost always festooned with jewelry. Their natural forms are too tall to pass for human, but like many genies, they employ alter self to appear as a normal human or dwarf when it suits them. On the Plane of Earth, many dao live in a great underground complex called the Great Dismal Delve, where they force elemental slaves to toil in their gem mines. The Great Dismal Delve is the size of a continent and racked with frequent quakes, which dao find entertaining. The rivalries among those who would become the Great Khan of the dao are intense and unending. Elsewhere, bands of dao organize themselves in vast underground mazeworks led by an ataman or hetman, who rules with a stony fist over the other dao and whatever slaves do their mining for them. Dao speak Terran, Aquan, and Common.' Combat : In a fight, a dao rearranges the battlefield to suit it. Using wall of stone , passwall , and transmute rock to mud , it divides its foes, seals off (or creates) escape routes, and prevents them from maneuvering effectively. Then it eagerly puts its strength to the test, wading into the thick of a melee with both fists flailing. Spell-Like Abilities: At will - alter self, detect good, detect magic, gaseous form, invisibility, misdirection, passwall, persistant image, wall of stone ; 3/day - move earth, transmute rock to mud ; 1/day - grant up to three limited wish es (to nongenies only). These abilities are as the spell cast by a 19th-level sorcerer (save DC = 12 + spell level). Earth Master (Ex): A dao gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the dao suffers a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Push (Ex ): A dao can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the dao's opposed strength checks. (From 2nd Edition AD&D Monstrous Manual - 1991): A dao is a genie from the elemental plane of Earth. While they are generally found on that plane (though even there they are uncommon), the dao love to come to the Prime Material plane to work evil. Dao speak all of the languages of the genies, as well as Common and the tongue of earth elementals. The dao dwell in the Great Dismal Delve on their own plane and in deep caves, caverns, or cysts on the Prime Material plane. Dao settle pockets of elemental matter on their own plane, bending those pockets to their will and desire. A dao mazework contains 4d10 dao, as well as 8d10 elemental and non-elemental slaves. Each mazework is ruled by an ataman or hetman who is advised by a seneschal. The loyalty of a mazework’s ataman to the Great Dismal Delve is always questionable, but the seneschals are chosen by the khan of the dao, and their loyalty is to him alone. The khan of the dao lives at the center of the great mazework called the Great Dismal Delve. The land within the delve is said to be larger than most Prime Material continents. The Great Dismal Delve is linked to all manner of elemental pockets, so the khan can call forth whatever powers he needs. The population of dao in the delve is unknown, as is the number of slaves that constantly work the tunnels and clear away damage caused by the quakes which frequently shake it. Dao dislike servitude as much as efreet and are even more prone to malice and revenge than their fiery counterparts. The dao manage a thriving business of trade, driven by a desire for more power and access to precious gems. High on their list of hatreds are most other genies (except efreet, with whom they trade worked metals for minerals). They also have little use for other elemental creatures; the dao value these only if they can exploit them in some fashion. Combat: The dao’s magical abilities enable them to use any of the following magical powers, one at a time, once each per day: change self , detect good , detect magic , gaseous form , invisibility , misdirection , passwall , spectral force , and wall of stone . They can also fulfill another’s limited wish (in a perverse way) once each day. Dao can use rock to mud three times per day and dig six times per day. Dao perform all magic as 18th-level spellcasters. A dao can carry up to 500 pounds without tiring. Double weight will cause tiring in three turns, but for every 100 pounds of weight under 1,000, the dao may add one turn to the duration of its carrying ability. After tiring, a dao must rest for one hour. Dao can move through earth (not worked stone) at a burrowing speed of 6. They cannot take living beings with them, but can safely carry inanimate objects. Dao are not harmed by earth-related spells, but holy water has twice its normal effect upon these monsters. (from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992): NOBLE DAO: Noble dao are the rulers of the genies from the Elemental Plane of Earth. They command earth elementals, dao, xorn, and other slaves who toil for them searching for the gems they prize. Their attitude toward all other races can best be described as callous. Noble dao are bald and squat, and both sexes are fond of earrings, turbans, and heavy necklaces. Male dao nobles are fond of beards and moustaches, which they take great pride in and often sculpt into ridiculous points, curls, and blocky forms. Their skin varies in all the colors of earth and stone, from grey and brown to tan, white, and ebony. Their ears are pointed and their retractable fingernails are unnaturally durable claws of pure metal, capable of tearing through flesh and armor. These nails give their fingers a pudginess and a stiffness of movement that remains with them even in other forms. Combat: Dao enjoy combat only when they already know the result. Their stratagems and plans for both melee and war revolve around stacking the deck in their favor as overwhelmingly as possible before a dispute even begins. They are great fans of spies, bribery, and mercenaries and will never fight any battle when someone else can be paid to do it and suffer the losses. However, when forced to defend themselves, noble dao are rarely unprepared. They generally seek to summon reinforcements and delay opponents while a crushing counterattack or ambush is prepared. Noble dao can use any of the following spell-like abilities at will three times per day, one at a time: change self , detect good , detect magic , assume gaseous form , polymorph self , become invisible , fulfill the wish of a creature from the Prime Material Plane (in a perverse way), cause misdirection , passwall , create a spectral force , and create a wall of stone . Noble dao can cast sand whisper and dust curtain at will, turn rock to mud six times per day, and dig a dozen times per day. They can also cast repulsion , stoneskin , and domination once per day. Noble dao perform all magic at the 24th level of spell use. When in gaseous form, noble dao resemble a dusty cloud or sandstorm. It is possible for dao nobles to carry up to 2,000 pounds without tiring. Double weight will cause tiring within three turns. (For every 200 pounds of weight under 4,000 the dao may add one turn to the duration of its carrying ability.) After tiring, a noble dao must rest for six turns. Note that dao can move through earth (not worked stone) at a burrowing rate of 9. They cannot take living creatures with them. Noble dao are unaffected by all earth magics, but take three times normal damage from holy water. They are also immune to maze spells. Habitat/Society: Noble dao rule various rifts of the Great Dismal Delve in the Plane of Elemental Earth, although many of them spend much of their time at the side of the khan who rules them all. Stately processions between their rift estates and the court of the khan occur frequently; in times of unrest dozens of noble processions may wind their way across the Great Dismal Delve every day as dao nobles attempt to protect their estates, possessions, mining dispensations, and trading rights from infringement or destruction. A dao mazework far from the Sevenfold Mazework is usually home to 1-6 noble dao, 4-40 common dao, and 8-80 elemental and nonelemental slaves — vassals, servants, and miners who continually expand the dao estate. The Great Khan of the Dao rules in splendor in the Sevenfold Mazework, the city at the center of the Great Dismal Delve. The noble dao vary in power from the lesser atamen and hetmen who only visit the Sevenfold Mazework to the favored seneschals. The loyalty of the ataman or hetman who acts on the advice of a seneschal is always questionable, but the seneschals are always chosen by the khan of the dao, and their loyalty is to him alone. The miles of three-dimensional convolutions and magical distortions which make up the Sevenfold Mazework are said to confuse even minotaur slaves, but noble dao understand its windings, twists, and spirals instinctively. Since each noble is occasionally given the unavoidable honor of paying for and supervising additions to the mazework, the khan is able to expand it perpetually at very little cost to himself. More rarely, an obsolete, unfashionable, or over-traveled section is closed off and filled with rubble from new digging elsewhere. The mazework connects to pockets of all the elements, and gates connect it to the other elemental planes. Light in the mazework is kept deliberately dim, as it is entirely lined with mica, pyrite, hematite, and carefully cut, reflective semi-precious stones.light is reflected over and over again down the corridors. Bright lights are used as alarms to instantly alert nearby chambers of some emergency. Dim colored lights serve as signals for slaves and servants to attend to the nobles. Nobles of the court of the great khan live in self-contained sections of the Sevenfold Mazework known as halls or wings. A typical seneschal’s residence might contain 1-6 male dao nobles, 2-12 female dao nobles, 4-24 common dao, 2-12 minotaurs, 10-100 elemental and nonelemental slaves. Summoned elemental creatures are either special servitors, slave overseers, or pets. The home of a minor noble dao who keeps a primary estate far away in the provincial sections of the Great Dismal Delve is typically home to half as many occupants as indicated above. Female noble dao are responsible for the care and well-being of the slaves and the oversight of new excavations, though they may not choose where and how much to dig. This gives them considerable influence, though they are bound by custom to their mates in all other things. Some female dao are granted recognition as atamen and hetmen, but they are strictly excluded from the world of haggling and commerce (including the buying and selling of slaves). All dao consider trade too vulgar and dangerous for the female nobles to engage in. Some female dao nobles have, through special dispensations from the khan, been allowed to use their private holdings as the basis of lucrative money-lending businesses. Ecology: Seneschal dao extract as much work from the atamen and hetmen as they can, and, likewise, atamen and hetmen push their slaves as hard as they dare. They are sharp traders, always able to turn business to their advantage; they are notoriously hard bargainers, especially with creatures not native to the Elemental Plane of Earth. They are always willing to see how far they can push a mercenary before he will betray them. Noble dao tend to see others only in terms of how much profit can be made from them or how much power can be gained over them. Some dao take a perverse pleasure in destroying the possessions of others while increasing their own wealth and prestige. This is rare, as most noble dao would rather buy or steal a possession for themselves than destroy it. However, joy in the misfortune of others is an entrenched part of noble dao culture among the highest grades of nobles (those living in the Mazework itself). Building a new wing in the Sevenfold Mazework may become twice as difficult if the project is opposed by noble dao in wings nearby. Successful human traders have occasionally been sabotaged by envious dao. Dao nobles hate marid and djinn, but they are on speaking terms with efreet, who trade worked metal for minerals. All other elemental creatures are only of interest to the dao insofar as they can be exploited. Great Khan of the Dao The Great Khan of the Dao is also known by a multitude of titles including Ataman of the Mountains’ Roots, Caravaneer of the Sevenfold Path, the Perfect Compass, the Stone Sultan, Carver of Destiny, Master of Traders, the Fountain of Wealth, and Balancer of All Earthly Accounts. The Great Khan is always planning new engineering projects, and his followers surround him with new ideas for additions to the mazework, new caravans, financial tricks to turn greater profits on his trade routes, and inventions to increase the efficiency of his slaves. He is constantly accompanied and assisted in his work by 1-6 tasked builder genies, 3-30 common merchant dao, 2-20 common warrior dao, and 1-10 noble dao. The Great Khan has all the abilities of a noble dao and access to all the spells of the province of sand magic once per day. In addition he may cast suggestion at will merely by speaking for a full round — no gestures are required. He can cast maze once per month. He has 25 Hit Dice and maximum hit points. The khan is immune to all weapons made of metal or stone, though wooden weapons affect him normally. The khan is unusually fat for a dao, with none of the strength of limb that most of his nobles possess. However, his eyes are bright with schemes and he has a quick wit. He has a great interest in technological improvements such as optics, systems to transfer mechanical power from one set of belts and gears to another, alchemical findings, and developments in metallurgy and mining such as new pumps, shorings, and refining techniques. The audience chamber of the Great Khan is called the Hidden Fulcrum of the Dao. It is hidden deep within the Sevenfold Maze, and not even all the noble dao know where it is. Visitors who desire an audience are expected to bribe guards and even noble dao to win entrance to the corridors of power. These gifts or bribes are often discussed quite bluntly, and the amounts vary from 10-80,000 gp. Once a bribe is taken, nothing may happen or the fortunate visitor may be informed (within 1-4 weeks) that a few moments of the khan’s time have become available. All visitors are blindfolded and led through the mazework to the court, a process that requires several hours depending on which path is taken to the center. The khan has cunningly had the Hidden Fulcrum covered with mirrors that reflect his image all around the supplicants who visit him, so that his true location is very difficult to determine. The khan prefers to ask constant questions rather than listen to the pleading and presentations of visitors. Supplicants are often advised to strip themselves of wealth before entering the mazework, as the khan prefers that his subjects and his audiences be humble and poor. Those poor souls who arrive resplendent in finery and jewels are generally asked to make gifts of their riches to the khan. The Great Khan rarely leaves the environs of the Sevenfold Mazework; when he does it will be to accompany some vital caravan or to personally supervise the haggling for and obtaining of some great prize object or rare material needed for the magics found in the Mazework. (His caravans are usually comprised of 10-100 common dao and 1-3 noble dao.) The khan prefers to travel incognito when with merchant dao, as his well-known skills at appraising and haggling make others reluctant to deal with him if they recognize him. When the Great Khan of the Dao travels to the Prime Material Plane, his arrival is always preceded by a powerful earthquake capable of shaking down fortress walls and altering the course of rivers. Once he has arrived he generally travels to the accompaniment of smaller tremors, as his processions often take him through hills and mountains rather than over them. In the desert, his procession (containing no less than 2-200 jann and 2-16 dao) creates a huge sandstorm wherever it passes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - Aidedd.org - DnDBeyond - Monster Manual (2014) 3.5e: - d20srd.org 2nd Edition: - mojobob's website (& Noble Dao ) Abilities - Can move through earth or stone unhindered - Immense physical strength, constitution - Powerful Innate spellcasting - More powerful Dao could cast Limited Wish 1/day - Fists, maul that knocks targets prone - Sure-footed, cannot easily be knocked prone - Immune to earth-based attacks and magic, including petrification - Telepathy - Flight Appearance Resembling muscular humans in flowing silk robes, dao are almost always festooned with jewelry. Their natural forms are too tall to pass for human, but like many genies, they employ Alter Self to appear as a normal human or dwarf when it suits them. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. Size Hero Forge: 9' 2" (XL) Lore: Large (8-11 ft.) Suggested: Large to Gargantuan Other Monikers Shaitan, Earth Genie Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DnDBeyond - Archives of Nethys (Pathfinder) - 3rd Edition Manual of the Planes (2001) - 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992) - 2nd Edition Monstrous Manual (1991) - mojobob's website (& Noble Dao )

  • Yugoloths (Daemons) | Digital Demiplane

    In Dungeons & Dragons, the yugoloth fiends are often described as the most evil and duplicitous beings to ever exist, and perhaps the true masterminds behind the Blood War - an endless, hopeless feud between the chaotic demons of the Abyss and the devil legions of the Nine Hells. Yugoloths manipulate both sides as mercenaries, backstabbing everyone for their long-term advantage and profit. Learn more of the Yugoloths here, and download their miniatures from Hero Forge for use in your own games. Yugoloths (Daemons) Made with Hero Forge Mezzoloth Dhergoloth Canoloth Piscoloth Hydroloth Nycaloth (from Planescape Monstrous Compendium Appendix I - 1994 - [ credits] ) In Sigil, City of Doors, many seek the door to a better life. Among them enterprise, even opportunism, is a cardinal virtue. Their stories offer many examples of the poor hero who, by luck and pluck and a strong sword arm, found his way to riches. If that hero happened to betray a scalawag employer along the way, or perhaps fell away from the restrictive ideals of his early faith, the tales reduce such shortcomings to mere idiosyncrasies; some even promote them as wisdom, as a necessary adjustment to a hard world. Yet all these tale-spinners, who talk easily of shrewd oathbreakers and lovable roguish backstabbers, draw short and flare their nostrils at the insult that remains, even yet, unforgivable: “not worth a yugoloth.” Yugoloths are fiends that inhabit the Lower Planes of Acheron, Gehenna, the Gray Waste, and Carceri. They act as mercenaries in the Blood War, but they display a complete lack of loyalty. These cunning creatures turn on their employers for greater payment by another. Those who use yugoloths as mercenaries must have power over them before entering battle. Yugoloths fall into two categories. Greater yugoloths act as officers, ruling by strength alone. Lesser yugoloths, the rank-and-file, serve diligently for promises of power and wealth. They are divided as follows: Greater : arcanaloth, nycaloth, ultroloth Less er : dergholoth, hydroloth, mezzoloth, piscoloth, yagnoloth. There are also various guardian yugoloths, and the lesser marraenoloths, which are not covered here. Merrenoloth Arcanaloth Yagnoloth Oinoloth Ultroloth Baernaloth The yugoloths quarrel among themselves. Individually ferocious, they are inefficient formation warriors. The baatezu and tanar’ri use yugoloths in the Blood War only because each fears the other might gain an advantage by using them. Greedy and avaricious, yugoloths gladly turn on their employers for the right price. Fortunately for the yugoloths, battle reports rarely return to Baator or the Abyss. When they do, the offending yugoloths are hunted and punished with unimaginable torture. This does not deter further betrayals, for the greed of a yugoloth runs deep. Yugoloths are affected by various attack forms as noted below: Acid = no damage Cold = double damage Electricity (lightning) = full damage Fire (dragon, magical) = no damage Gas (poisonous, etc.) = half damage Iron weapons = no damage* Magic Missile = full damage Poison = no damage Silver weapon = full damage *If affected by normal weapons, full damage All yugoloths have the following spell-like powers, usable at will: alter self, animate dead, cause disease (reverse of cure disease ), charm person, improved phantasmal force, produce flame, and teleport without error . Yugoloths can also gate in their fellows when necessary. However, this is as much a liability as an asset. Due to their quarreling, bickering nature, gated yugoloths are 25% likely to turn on their summoner and aid the opponent. If the opponent wins, the traitorous yugoloth tries to cadge a reward for its help. THE BOOK OF KEEPING: Because yugoloths are servants and mercenaries, they are naturally prone to summonings and conjurations by spellcasters. When a mage summons a lower planar being, he is 40% likely to summon a yugoloth; otherwise he summons a gehreleth. However, an ancient tome details the processes of summoning yugoloths, both greater and lesser. Penned by some unknown hand, The Book of keeping relates much about the magical summoning and control of yugoloths, and even gives personal names of some greater yugoloths. Of course, any spellcaster foolish enough to utter one of these names needs strong protection, or the creature so named smites the summoner and devours his life force. At least four copies of The Book of Keeping exist, but their locations remain unknown. The only class that can use one of these tomes is the conjurer specialist wizard. He must be wary, however, for the greater yugoloths are powerful and vengeful. Even a skillful conjurer has trouble binding one, and the yugoloths’ memories are everlasting. THE GENERAL OF GEHENNA: Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna, ruler of everything there. Many ultroloths search for this great general in hopes of serving with him. They believe that service with the General of Gehenna grants power and prestige among the lower planar entities. Whatever the case, no one finds the General unless he desires it. His personal name is unknown, and even The Book of Keeping does not mention this powerful, thoroughly evil entity. Perhaps some secrets are best unrevealed. (from Planescape Faces of Evil: the Fiends - 1997 - [ credits] ) "To think like a yugoloth, you first have to empty your heart and mind of all you have learned in the past. You must achieve a state of unity within yourself, fully accepting all that you are today and all that you might be in the future. "Bid farewell to that self and float. Float in the darkness of your empty spirit. Now open the doors of your spirit and allow thoughts of Evil to filter in. Not "evil," mind you, but Evil. Petty larcenies and mild misdeeds mean nothing to you. You have your eyes on a much grander prize than the price of a mortal life. You want nothing less than the multiverse itself under your heel... yet still you are not the master of your destiny. After all, you have sold yourself to Evil. You are no more than a pawn on a chessboard, and no matter how high you strive to ascend, there will always be something mightier than you. "Does this then mean that you cease your striving? That recognizing your own insignificance means that you stop all struggle for life? It does not. Any effort you make, no matter how small, adds to the total. If you can tilt the balance with your weight, you seek to do so. And you seek to draw others to do so as well. "What means do you use to accomplish these ends? Bully works well on the less intelligent and the fearful. Sincere flattery works best on the insecure. Gold and gems win over those disposed towards greed. The offer of knowledge and power lures the would-be tyrants. You use any means at your disposal, always promising more. You draw all into your web, and once your pawns are trapped, you can place them anywhere on the playing field you desire. "Best of all, once the puppets have been gulled by seeing what they can achieve (remember to give them only a glimpse of that achievement, allowing them to do the actual work themselves), they'll pursue that end to the exclusion of all others. At that point, they're little more than rag dolls in your hands. "Some, of course, will not succumb to your blandishments. They are the better adversaries, the true challenges. Still, with foresight and planning - and perhaps even a bit of luck - the necessary factors will converge to drive the resistant foes straight into your arms. "Do you see? Though the yugoloths seek to become ascendant over all the creatures of the multiverse, though they jostle for position among themselves, their very lives are dedicated to the furthering of Evil. If they can add one more spirit to the side of darkness, if they can draw in millions of primes with simple words and sacrifices, they'll do it. They hate to give anything of themselves but they'll do even that, if necessary. "In short, yugoloths are the worst kind of fanatics, the sort who tenaciously do whatever it takes to realize their goals. They've spent coutnless eons scheming to drag the multiverse toward the pole of Evil, and they've laid their webs in every corner of the planes. They love nothing more than a challenge, and they seek out - an annihilate - any and all challenges to the supremacy of their guiding force. - The Unnamed THE LIES OF TRUTH - Enkillo the Sly: Look alive, berks, I've got loads to say and little time to say it. In my youth I walked from Mechanus to Limbo and every place in between, and folks everywhere always seemed to toss the same chant: The yugoloths are creatures of purest evil, the living representations of the worst the Lower Planes have to offer. They're said to survive by any means possible, drawing power through bluff, trickery, and a level of manipulation that makes the baatezu look like sodding primes. 'Course, all this is simply said . I've found precious little proof that the yugoloths meddle in anything more than the sale of arms and mercenaries to other fiends. And the 'loths sell themselves as much as possible. Their bashers spread across the Lower Planes like scum in a pond, signing up with whoever fronts 'em the most jink. That makes 'em invaluable. Naturally, those same 'loths occasionally follow their own desires instead and turn stag on their employers. That makes 'em hated. Like I said, speculation's everywhere. Folks can't stop rattling their bone-boxes about the yugoloths, even though the 'lothsd try to quash idle rumors and chitchat wherever possible - that is, unless it serves their purpose to let certain bits of the chant get passed on. See, despite their denials to the contrary, yugoloths are masters of manipulation. They know how to play most any berk they run across, using their top-shelf instincts for reading expressions and sensing intents. The best of 'em can turn a basher into a 'loth mouthpiece without ever letting the fool know what's happened. He'll run around spilling the secrets he's "stolen" without realizing he's spreading chant the 'loths want spread. The hardest part for the fiends, or so the theory goes, is coordinating their hidden truths and skillfully wovven lies. The yugoloths almost always play down their involvement in any action - unless they're too proud to keep quiet or they get caught red-handed pulling someone's strings. And even then, they shrug it off as a fluke, a rare occurance. Fact is, the canny fiends have a way of denying accusations that makes the questioner doubt [themselves]. Even happens to an old experience planewalker like myself from time to time. For example, here's part of a chat ol' Enkillo had on Gehenna with a golden-furred arcanaloth named Alcain Fem'at: AF: I'm sorry, but I'm not entirely sure of what it is that people expect of us. Mortals seem to think of us as monsters of blackest evil, manipulative predators that serve as handy scapegoats every time a bariaur sniffles or a slaad sneezes. I'll tell you now, I certainly don't have that kind of control over other people's actions, and I don't know many yugoloths that do. I will admit that a few of our number can't seem to let go of the belief that they must be evil incarnate. After all, we yugoloths are said to be the force that balances the baatezu and the tanar'ri, so we must be as wicked and base as they are, mustn't we? Take this down, if you would. We are simply merchants, if you feel the need to classify us so simply. We see the possibilities inherent for profit in the Blood War, and we act accordingly. We do the same in conflicts across all planes. To suggest that we control and steer these conflicts is utterly preposterous. If, on occasion, we seize an opportunity to gain ourselves the greatest profit, what of it? Any merchant in Sigil would do the same, yet no one accuses them of manipulating the entire multiverse. EtS : Really? What about the yugoloth texts that brag about controlling baatezu like marionettes? What about the thousands of times 'loth mercenaries turned stag on signed contracts just so they could steer the Blood War toward greater carnage? And what about the rumor that your race has somehow robbed the tanar'ri and baatezu of their power to teleport around the planes? AF : As to the first, I'm curious to know how you got access to those texts. But the truth is, we meant for those fictions to be discovered solely to gain a greater edge in our bargains with the baatezu. After all, if a client fears that you know more than he does, he'll often pay through the nose. As to the second, I'm sure the contracts you speak of were broken under the direct orders of our commanders, acting on their own discretion, to further yugoloth profits. And as to the third... well, you know rumors. We've been blamed for the wars on Acheron as well. EtS: Hold it, berk. If you meant for those sodding books to be discovered, doesn't that imply a strong bit of manipulation - sneaking around behind the scenes? AF : My boy, that's one small instance, a simple matter of business. The conspiracy theories levelled against us deal with manipulation on a much more cosmic scale. Really, it's ridiculous - even laughable - to think that we could possess such power. Why, if we did, we'd have long since taken over the multiverse, I would think. Oh dear... I seem to have a prior appointment. You will forgive this intrusion, I trust? I bid you good travels, little tiefling. That's when a sodding nycaloth hustled me out the door. I couldn't spy who the arcanaloth met with next, and try as I might (a story for another time), I couldn't get back in to see the berk. So that makes me think that Alcain wanted me to believe exactly what I believe now. But that makes me question myself. I know that Alcain was probably a liar, but he knows that I'd think that, but I know that he'd know I was on to him, but he knows that I know that he'd know that I was on to him... See what I mean about devious games, about wheels within wheels? The 'loths can't be trusted, plain and simple. The only thing to do is pay close attention to every syllable they utter, 'cause there's no telling which word might hold the key to their planes or peels. Better yet, stand back and watch 'em weave their webs from a distance. That's the only way to avoid their snares. Make no mistake. Despite their little smiles and claims of innocence, the yugoloths're born of evil. If they pretend to kind-heartedness, a body can be sure it's just a ruse. IN THE BEGINNING - Mowatt Ke'Mahn: Although I am firstly a hunter and a celebrated leader of warriors, I've led enough charges against the yugoloths to say that I know my enemies quite well. Their beginnings have been lost so far back in time that not even their own texts can bear any authority on the matter, but the yugoloths are generally agreed to have been spawned (perhaps by baernaloths) in the glooms of the Gray Waste, near the banks of the River Styx. Rising from the dusty plains of Oinos, the new fiends must have scrabbled toward civilization as so many other races have done throughout time. However long that may have taken, their history (suspect, of course) tells us that they came to realize their own perfection, seeking to create themselves as the essence of evil, bringing all in the multiverse toward an understanding of their patron force. But upon closer examination, dear Reader, the yugoloths found themselves contaminated with traces of chaos and law and so had to find a way to expunge their psirits of those taints. Yugoloth histories (most notably the Book of Derelict Magicks , though scholars have recently unearthed others) posit that one ultroloth created a gem called the Heart of Darkness, which it used to "purify" the yugoloths. This magnificent jewel spilled the law and chaos into the forms of the larvae nearby, which were then herded to the Abyss and Baator, where they evolved into the baatezu and tanar'ri. As for the clever ultroloth, he went on to become the legendary figure known as the General of Gehenna, whose wisdom guides the race even today. Is this tale a true one? Some certainly think it so. But I would be remiss if I failed to mention that current chant - especially talk on my beloeved Upper Planes - brands the yugoloths as hopeless liars. Just yesterday, it seemed as if everyone and his imp were ready to believe that the 'loths were indeed the first and greatest evil planar race, that they did indeed create (directly or otherwise) the baatezu and tanar'ri. Of course, dear Reader, the idea that the yugoloths are less than truthful is hardly news, but regardless, I think I spy on the horizon a backlash against 'loth proclamations of superiority. Still, the story of the General and his jewel certainly helps to explain why the yugoloths feel as though they can manipulate everything. Even if the tale of the Heart of Darkness is just a fable designed to make the yugoloths feel important, it's a terribly good one. The Truest Fiends. Of the three primary races of the Lower Planes - baatezu, tanar'ri, and yugoloth - the 'loths are the only fiends that don't arise from petitioners. They draw their strength directly from their planes of power: Gehenna (their new home) and the Gray Waste (their ancient birthplace). Granted, many baatezu and tanar'ri are spawned from their respective planes as well, but they supplement their numbers with fiends raised from petitioners. And the gehreleths derive their essence from their hideous god Apomps, not from the plane of Carceri. It's easy to see, then, why the yugoloths arrogantly consider themselves the only true planar fiends. Purged of the twin strains of law and chaos, they draw their reinforcements from the essence of the Lower Planes themselves. It's said that as soon as a yugoloth dies, another is reborn, spat out as a mezzoloth near the Wasting Tower on the Gray Waste or near the Tower of the Arcanaloths on Gehenna. It's easy to see, then, why the yugoloths arrogantly consider themselves the only true planar fiends. Purged of the twin strains of law and chaos, they draw their reinforcements from the essence of the Lower Planes themselves. It's said that as soon as a yugoloth dies, another is reborn, spat out as a mezzoloth near the Wasting Tower on the Gray Waste or near the Tower of the Arcanaloths on Gehenna. Legends say that these two spires (and perhaps another tower, locked away from mortal knowledge) focus the energies of the Lower Planes, attracting the power of evil and harnassing it for the yugoloths. That implies, dear Reader, that there are always at least a certain number of yugoloths in existence. (I say "at least" because the fiends can also breed naturally, which increases their population.) Supposedly, only the destruction of one of the yugoloth towers can render the 'loths dead for any significant length of time. True? False? Dear me, who can say? But it is true that the yugoloths claim to have rid themselves of law and chaos, claim to have driven these strains into larvae that would later evolve into the baatezu and tanar'ri. Scholars who believe this claim (what a notion!) have subsequently theorized that the yugoloths destroyed their own living spark when they drained the two ethical extremes from their spirits. That's why, some say, the fiends can't draw new recruits from larvae and why they've been forced to evolve their reinforcements from the planes. Those who lurk in the underground of fiendish knowledge feel that while the purge may have eliminated the true spirit from the yugoloths, it has ensured that their race is filled with the essence of evil. Now all the yugoloths have to do is keep the popular perceptions of evil from changing. For if those basic notions change, the very stuff of the Lower Planes will change, and that could spell the end of all of the yugoloths' plans. (from Manual of the Planes - 2001 - [credits] ) Possibly the greediest, most selfish beings in the Outer Planes, yugoloths reign supreme among the evil outsiders of Gehenna. Yugoloths often act as mercenaries for demons, devils, and other planar powers. They are enthusiasticf bodyguards and soldiers because they take such glee in hurting others, but they turn on their masters if the enemy makes them a better offer. They also make good tortuerers, because they delight in misery. The yugoloths are led by an ultroloth of surpassing power known as the General of Gehenna, who rules with an iron fist - exactly as far as his reach extends. There's no widespread of organized opposition to his rule, but yugoloths outside his immediate sphere of influence have little compunction about acting independently. The General rules from the Crawling City, a great metropolis supported by thousands of grafted-together legs that slowly wanders the volcanic Gehennan landscape. Whatever their form, yugoloths tend to have the smell of sulfur around them. In their native form, they leave a faint trail of ash unless they consciously choose not to. Yugoloths speak Abyssal, Draconic, and Infernal. Combat : In general, yugoloths are focused combatants. They choose one opponent out of a group and attack until it falls, then move on to the next foe. They fight at a frantic page, using their best attacks and spell-like abilities right away, even if they're not sure what they're facing. Summon Yugoloth (Sp): Yugoloths can summon others of their kind as though casting a summon monster spell, but they have only a limited change of success. Roll d%. On a failure, no yugoloths answer the summons. Summoned creatures remain for 1 hour, then return whence they came. A yugoloth that is itself summoned cannot use its own summon ability for 1 hour. Summoning a yugoloth poses a serious risk. There is a 25% chance that a summoned yugoloth turns on its summoner, attacking immediately (and hoping for a reward from whoever was threatening the first yugoloth). Yugoloth Qualities: Immunities (Ex): Yugoloths are immune to poison and acid. Resistance (Ex): Yugoloths ahve cold, fire, and electricity resistance 20. Telephathy (Su): Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Mezzoloth Dhergoloth Canoloth Piscoloth Hydroloth Nycaloth Merrenoloth Arcanaloth Yagnoloth Oinoloth Ultroloth Baernaloth

  • White

    White Dragon White Dragon Gargantuan Dragon, Chaotic Evil Hero Forge Mini Button Double mini, no kitbash, 3 variants below Description (From 5th Edition Monster Manual - 2014): The smallest, least intelligent, and most animalistic of the chromatic dragons , white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders. Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard. A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone. A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 ((3d6)) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ((3d6)) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 ((3d6)) piercing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of (3d6) days. (From Fizban's Treasury of Dragons - 2021): Creating a White Dragon Use the White Dragon Personality Traits and White Dragon Ideals tables to inspire your portrayal of distinctive white dragon characters, and use the White Dragon Spellcasting table to help select spells for a spellcasting dragon. White Dragon Personality Traits d8 - Trait: 1 - Talkative people are usually the most dangerous. I like to eat them first. 2 - I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies. 3 - I can recall many tidbits of lore picked up over the centuries but have no sense of their import. 4 - I don’t like the taste of warm blood and always rinse my mouth out with snow after a fight. 5 - Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies. 6 - I have named the wind that blows through my lair and speak to it often. It is my sole companion. 7 - I meet any challenge to my territory with aggression, even if I can’t win outright. 8 - I feel protective of smaller, weaker creatures that are tormented by larger monsters. White Dragon Ideals d6 - Ideal: 1 - Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any) 2 - Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any) 3 - Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil) 4 - Isolation. All creatures are either prey or rivals. What do you mean by “company?” (Any) 5 - Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil) 6 - Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful) White Dragon Spellcasting Age Spell Save DC Spells Known Ancient 16 gust of wind , ice storm (From 2nd Edition AD&D Monstrous Manual - 1991): White dragons , the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons. The scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white. White dragons speak their own tongue, a tongue common to all evil dragons, and 7% of hatchling white dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Regardless of a target’s size, a white dragon’s favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon’s detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite. Breath Weapon/Special Abilities: A white dragon’s breath weapon is a come of frost 70’ long, 5’ wide at the dragon’s mouth, and 25’ wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modifier. From their birth, white dragons are immune to cold. As they grow older, they gain the following additional abilities: Juvenile: ice walking , which allows the dragon to walk across ice as easily as easily as creatures walk across flat, dry ground. Mature adult: gust of wind three times a day. Very old: wall of fog three times a day, this produces snow or hail rather than rain. Wyrm: freezing fog three times a day. This obscures vision in a 100’ radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius. Habitat/Society: White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks. White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents. White dragons’ lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at. Although white dragons, as all other dragons, are able to eat nearly anything, they are very particular and will consume only food which has been frozen. Usually after a dragon has killed a creature with its breath weapon it will fall to devouring it while the carcass is still stiff and frigid. It will bury other kills in snow banks until they are suitably frozen. White dragons’ natural enemies are frost giants who kill the dragons for food and armor and subdue them for guards and mounts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Cold breath - Cold immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Size Hero Forge: 7'6"-7'8" (XXL) Lore: Medium to Gargantuan (85 ft. long) Suggested: Medium to Gargantuan Other Monikers Ice dragons, glacial wyrms Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - Basic Rules - DndBeyond - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

  • Chaos

    Chaos Dragon Chaos Dragon Gargantuan Dragon, Chaotic Neutral Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): The very personification of unpredictability, a chaos dragon is a whirling cyclone of barely controlled power. No two chaos dragons look exactly alike, and some people claim that even the same chaos dragon changes its form over time. While all chaos dragons are roughly the same in appearance— four powerful clawed limbs, mighty wings, long serpentine neck topped by a mouth full of dagger-sharp teeth, jagged-edged tail—each has unique markings and scale patterns that differentiate it from others of its kind. In general, chaos dragons seek to tear down structured societies and civilizations. Those that tend toward good might use positive means to effect change, but those tending to evil are merely violent and murderous. For a brief period of time, a sect of githzerai attempted to make a pact with the chaos dragons, thinking that they could use them just as their enemies, the githyanki, employed red dragons. The chaos dragons’ innate unpredictability and disloyalty ensured the failure of this effort, though the two kinds of creatures may still be encountered side by side in rare instances. A chaos dragon speaks Draconic and either Celestial (chaotic good and some chaotic neutral dragons only) or Abyssal (chaotic evil and some chaotic neutral dragons only). Combat : A chaos dragon opens combat with its confusion breath weapon, seeking to send its opponents into disarray. It uses its spell-like abilities against particularly vexing foes. Young and older chaos dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A chaos dragon has two types of breath weapon, a line of energy and a cone of confusion gas. The energy type of its breath weapon is determined randomly each time it uses the breath weapon by rolling d%: 01–20 acid, 21–40 cold, 41–60 electricity, 61–80 fire, 81–100 sonic. Even the dragon itself doesn’t know which type of energy it will emit before it actually breathes. Creatures within the cone of confusion gas must succeed on a Will save or be confused for 1d6 rounds plus 1 round per age category of the dragon. Spell-Like Abilities: 3/day—entropic shield, protection from law, chaos hammer; 1/day—cloak of chaos, dispel law, mind fog, mislead, word of chaos. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Nic the DM Homebrew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: confusion, random (acid, cold, fire, lightning or thunder) - Immune to whatever damage type its random breath weapon used last - Frightful Presence - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Innate spellcasting Appearance No two chaos dragons look exactly alike, and some people claim that even the same chaos dragon changes its form over time. While all chaos dragons are roughly the same in appearance - four powerful clawed limbs, mighty wings, long serpentine neck topped by a mouth full of dagger-sharp teeth, jagged-edged tail—each has unique markings and scale patterns that differentiate it from others of its kind. Size Hero Forge: 9'6" (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video with stat block) - Draconomicon: The Book of Dragons (2003) - realmshelps.net

  • Genies | Digital Demiplane

    Hero Forge miniatures for the jinn (a.k.a. Genies) are available to download for your own Dungeons & Dragons game, along with a lot of old 2nd edition lore, with the likely mythological accuracy of Disney's Aladdin. The lore could probably use a sensitivity screening by a well-paid expert which I definitely cannot afford. I don't think anything punches down, but if there's stuff in there that's especially upsetting, let me know and I'll likely take it down with apologies. Genies Made with Hero Forge Dao Djinn Efreet Jann Khayal Marid Qorrash (from 5th Edition Monster Manual - 2014 - [cred its] ) Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears, while two hundred mortal servants prostrated at its feet are proof that it is lord and master. Many treat their servants as valued members of their households. Evil genies freely threaten and abuse their thralls, but never to the extent that they can no longer work. In contrast to their love of servants, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn’t beholden to any noble genie, however, and will sometimes choose to defy a noble genie’s will and risk the consequences. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome — except as it is directed toward them by their worshipful servants. Their miraculous powers, the grandeur of their abodes, and the numbers of their servants allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms — even whole continents or worlds — bow down before them. (from 2nd Edition Secrets of the Lamp: Genie Lore - 1993 - [cred its] ) INTRODUCTION - CONSORTING WITH GENIES: Genies are the embodiment of magic, the physical form of the magic of the four elements. One of the four major genies - dao, djinn, efreet, and marid - rules each of the four provinces of magic - earth, air, fire, and water. They are the most dangerous of elemental spirits: capricious, arrogant, and very, very powerful. To face them is to face the storm, and the earth trembles at their touch. In addition to the four major genie races there are the jann, the markeen, and the many types of tasked genies. The jann are the weakest of the genies, and are composed of all four elements. They are able to survive best in Zakhara because they, although they are not masters of any element, are the most adaptable of the genie races. The markeen are outcasts, creatures that no longer deserve their standing among the great and powerful. The tasked genies are warped or cursed forms of the greater genies and the jann. They come in a hundred different shapes and sizes, all suited to special jobs, and most are very rare indeed. The five great lords who rule the genies include the four lords of the major elemental genies and the emir of the jann. Tasked genies have no rulers of their own but most obey the ruler that they or their ancestors have served. The markeen are outcasts among all of the genie races and obey no rulers but their own. All genies consider themselves superior to the non-genie races. Genies are even more fussy about precedence and status than humans and other ins (as the genies call other humanoid races). Though some wise men argue that this comes from their respect for the Loregiver and their love of order, wiser men know that it is simply because of their vanity and love of flattery. A man who understands this is well-armed against the dangers of the genies. Rivalry and War: Among themselves, the four major genie races act like factions in a quarreling family: they fuss and feud terribly with one another until someone else tries to intervene. Then they turn on the interloper and close ranks among themselves. Dao hate marid and djinn, but they remain on speaking terms with efreet, who trade worked metal to them in exchange for minerals. The earth genies are interested in other elemental creatures only insofar as they can be exploited. Their servitude to the yakmen galls them, and the other genies often remind them of their bondage out of spite. Djinn hate the efreet and will cooperate in any attempt to harm them. Despite their haughtiness, djinn respect individual achievement and will cooperate with other creatures of the elemental plane of Air rather than attempting to enslave them. The djinns' retainers may leave at any time, but many stay because they consider it an honor to serve. Marid have the least impact on others of any of the genie races; their attitude toward the rest of the world is that all other creatures are lesser beings. The marids' own concerns take up so much of their time that they have little effort to waste on what they see as the trivialities and irrelevancies of others. This usually includes the affairs of common marid as well, which is why almost every marid declares [themself] a noble in order to get the attention of the truly noble marid. Their absorption in their own affairs is a blessing for others, given the dangerous level of power of the marid nobles. When they do want something, noble marid stop at nothing to get itentire fleets may disappear from the oceans, storms rage, and rivers dry up or overflow. Efreet see all living things as either their servants or their enemies and they acknowledge no one but their caliphs and pashas as their masters. Their usual reaction to other races is either to force them into servitude or to destroy those who cannot be enslaved. This has made them greatly feared by other creatures of the elemental plane of Fire, but it has not won them any friends. Most salamanders, fire elementals, and other natives of the plane will gladly help those who wish to embarrass the efreeti. Common efreet are less concerned with enslaving others, but they have little choice but to obey their rulers. Warfare Among the Genies: Djinn and efreet hate each other, and they will often invade each other's realms. For the djinn, the rivalry is earnest but not all-consuming. For the efreet, it is a completely grim and serious war, conducted without mercy nor the expectation of it. Marid occasionally go on punitive expeditions against the other genies, just to remind them of their power. When they organize a war party it is usually led by a single noble marid, accompanied by up to fifty common marid and a dozen or more creatures from the elemental plane of Water. Code in Battle. Genies invariably think of themselves as honorable warriors, though they may not always act accordingly. Pointing out a genie's underhanded tactics is risky; the genie may apologize or might go into a berserk frenzy. Genie Rulers: The whims of genie rulers define the locations of their courts; for such are not settled in some fixed palace, fortress, or estate. Genie rulers can and do travel to the Prime Material plane, taking their courts along, to govern their particular elements as occasion demands. The marid do this most often and most unobtrusively; their expeditions to the salmon runs and red tides generally go unnoticed by land-dwellers. Likewise, the subterranean expeditions of the dao are only noticed because of the earthquakes they provoke. Of course, imagine what might happen if some wandering adventurers were to accidently stumble into a genie lord's court! Great Khan of the Dao. Kabril Ali al-Sara al-Zalazil rules the dao with a sure eye and an iron heart. The Great Khan of the Dao is known by a multitude of titles and honorifics, among them: the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain's Roots, the Stone Sultan, Carver of Destiny, Master of Traders, Caravaneer of the Sevenfold Path, and Balancer of All Earthly Accounts. Kabril is always planning new engineering projects, and his followers surround him with new ideas for additions to the Mazework, new caravans, financial tricks to turn greater profits on his trade routes, and inventions to increase the efficiency of his slaves. His royal desmense is vast, profitable, and continually expanding. He is constantly accompanied and helped in his work by no more than a handful of builder genies, dozens of common merchant dao, about ten common warrior dao, and a smattering of nobles. The Great Khan is unusually fat for a dao, with none of the strength of limb that most of his nobles have. However, his eyes are bright with schemes and he has a quick wit. He has a great interest in mechanical improvements in fields such as optics, clockwork systems, alchemical research, metallurgy, and mining advancements such as new pumps, more practical shorings, and new refining techniques. The audience chamber of the Great Khan is called the Hidden Fulcrum of the Dao. It lies deep within the Sevenfold Mazework, and not even all the noble dao know where it is. Visitors who desire an audience are expected to bribe guards and even noble dao to win entrance to the corridors of power. They often discuss these gifts or bribes quite bluntly: and the amounts vary from 10-80,000 gp. Once they take a bribe, nothing may happen or the fortunate visitor may be informed (within a month) that a few moments of the khan's time have become available. All visitors are blindfolded and led through the mazework to the court, a process that requires several hours depending on which path is taken to the center. The khan has cunningly seen to it that the Hidden Fulcrum is set with mirrors that reflect his image all around the supplicants who visit him, so that his true location is very difficult to determine. The khan, unlike other genie rulers, prefers to ask constant questions rather than listen to the pleading and presentations of visitors. Supplicants should strip themselves of wealth before entering the mazework, for the khan prefers that his subjects and his audiences be humble and poor. Those unfortunate souls who arrive resplendent in their best finery and most valuable jewels must make gifts of their riches to the khan. The Great Khan rarely leaves the environs of the Sevenfold Mazework; when he does it is generally to accompany some important caravan personally or to supervise the haggling for some great prize required for the magics found in the Mazework. His caravans are comprised of up to a hundred common dao and one or more noble dao. The khan prefers to travel incognito when traveling with merchants, as his well-known skill at appraising and haggling make others reluctant to deal with him if they recognize him. When the Great Khan of the dao travels to the Prime Material plane, a powerful earthquake capable of shaking down fortress walls and altering the course of rivers precedes his arrival. Once he has arrived, he generally travels to the accompaniment of smaller earth tremors; his processions often take him through hills and mountains rather than over them. In the desert, his procession will create a huge sandstorm wherever he passes. Great Caliph of the Djinn. Husam al-Balil ben Nafhat al-Yugayyim, Master of the Clouds and Son of the Breezes, is the ruler of the djinn. He is known by a long list of titles including, but not limited to, Ruler of All Djinn, Defender of the Heavens, Commander of the Four Winds, Prince of Birds, Storm of the Righteous, and Master of the Air. He is always attended by his courtiers; up to twenty noble djinn (half are his dancers and consorts), up to 400 jann, and as many as 100 common djinn at any given time. The Great Caliph of the Djinn rarely leaves his Citadel of Ice and Steel, where he is perpetually called upon to decide matters of state, matters of law, and matters of politics among his nobles. When he does leave, it is generally with an entourage of nobles to go hunting elemental creatures, although they will go occasionally to the lands of Zakhara to stir up trouble among the cities there. Infrequently, the Great Caliph will demand that a procession be held in his honor, such as at the anointment of a new noble djinn, or before a noble marriage. These processions are always grand affairs, involving at least 50 noble djinn, many hundreds of common djinn, and clouds of banners, flags, and streamers. The course of a procession often takes it in loops, rolls, and dives, and its meandering path often tours the plane of elemental Air for days or weeks. During these processions, hundreds of birds are released. Genie mages use wind magics to send clouds scattering across the sky in cloud races. Genie artists make cloud sculptures, building arches, minarets, and other places for djinn to gather while watching a procession pass through. A gentle breeze always surrounds the Great Caliph, stirring his hair and flowing garments. All hurled and ranged missile weapons are ineffective against him, as the winds protect him. Husam is fickle and easily bored, though he is not soft or incompetent. When great tasks are urgently required, he can rouse genie armies to victory and he can wrestle the fiercest monsters into submission. However, the Great Caliph prefers to win his battles by his wits rather than by the strength of his armies or his magic. Since the efreet that often harass the djinn are individually stronger than the djinn, this trait is common among lesser djinn as well. The Court chamber itself is at the center of the Citadel of Ice and Steel, with clear shafts running to the outer surfaces in all directions. Creatures who (willingly or unwillingly) gain an audience with the Grand Caliph must hover before him. If they cannot fly under their own power, the whirlwinds of the djinn guards support and buffet them as long as they remain before the Caliph: presenting oneself as an earthbound creature before the Great Caliph can be exhausting. The chamber of the court itself seems to be in perpetual motion, as its many layers of silk streamers constantly flutter in and out. In dealing with creatures not of the Elemental Plane of Air, the Great Caliph is merciful and often ends his recitation and judgment within a few minutes. When traveling to the Prime Material plane, a great blast of wind always signals the arrival of the Great Caliph of the Djinn. Once there, he will most often travel in a procession like one of the noble djinn, but the Caliph's procession will be of twice the usual size. The Sultan of the Efreet. The master of the City of Brass is Marrake al-Sidan alHariq ben Lazan. He is also called the Lord of Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Most Puissant of Hunters, Marshall of the Order of the Fiery Heart, the Smoldering Dictator, and the Crimson Firebrand. He rules from the Charcoal Palace at the center of the City of Brass, and his holdings include six fiery realms on the Prime Material plane. The Sultan observes few pleasures. Though he keeps a harim of a hundred and one courtesans, he rarely visits them. Instead, he lavishes his affections on two prize nightmares, steeds named Eversmoke and Black Onyx. It is whispered that he even sleeps in their stalls from time to time before important races. The Sultan wagers heavily, and his losses have sometimes beggared the city's treasury, but he always pays what he owes. The Sultan of the Efreet is constantly accompanied by a horde of fifty common efreet bodyguards, up to twenty entertainers, and as many as forty noble efreet courtiers, all vying for his attention and approval. This circus can be quite comical, with courtiers pushing one another aside to bend the ear of the Sultan, fireworks going off to gain his attention for an instant, and the utter silence that descends whenever the Sultan chooses to speak. However, laughing in the presence of these efreet worthies is invariably fatal; they take themselves very seriously indeed. The Sultan of the Efreet is immune to both magical and normal fire, and he is constantly surrounded by a nimbus of pale red fire and a halo of smoke. No amount of water or magic can douse his magical flames until he dies and is succeeded. Somehow the Sultan's Fire is transferred by the rites of succession. The Sultan sports a tiny goatee, his hands end in very long, almost knifelike claws, and his eyes constantly spark like fire. Because of his aurora of flame, the Sultan wears garb able to withstand extreme heat: generally armor of white-hot iron, but sometimes delicate pantaloons and robes made of tiny blackened links of adamantite. Audiences with the Sultan of the Efreet are held in an iron chamber at the center of his palace, a smoky blast furnace of a room with reddish light and little air, a stuffy and blazing court. Ornaments of alloyed gold and brass are everywhere, and chained fire elementals provide both heat and light. In fulfilling his military duties, the Sultan often organizes drills, marches, and parades of spit-and-polish precision. These occasions require the entire population of the City of Brass to turn out and watch. The spectacle of the Sultan's might marching by is impressive: thousands of efreet and other soldiers march through the streets, turning the squares and suqs into drillgrounds. When he travels to the Prime Material plane, the Sultan of the Efreet first appears as a firestorm that scorches the earth wherever he goes. He arrives in extremely hot environments like volcanoes, hot springs, and forest fires. The Sultan chooses these locations not out of any deference to ins' property or the lives of creatures unable to withstand fire, but simply for his own comfort in adjusting to the frigid temperatures of the Prime Material plane. Once arrived, he travels with a full military escort of 200 jann, up to twenty common efreet warriors, and a single noble efreet emir. These numbers are tripled when visiting the pashas of the Prime Material plane, whose loyalty he enforces with an iron fist. Great Padisha of the Marid. Kalbari al-Durrat al-Amwaj ibn Jari has hundreds of titles, many of them copied from her followers or adopted by them. She is the Great Padisha of the Marid, the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts. Her courtiers always include a sprinkling of noble marid, several hundred common marid, and dozens of visiting creatures of elemental Water ranging from tritons to hippocampi to giant seahorses. The Great Padisha can detect any spoken lie, which doesn't seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn't allow it to influence her actions as a ruler. The current Great Padisha's appearance is subject to dispute. At times it is said she has ebony skin the color of black pearl, a rounded face, and long tresses of coral red bound about her head like a turban and set with black opals. At other times it is said her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue that reveal richer cloth beneath. The marid court meets in the depths of the Citadel of Ten Thousand Pearls. The Padisha prefers to dazzle visitors with an initial display of her command of the seas, including unbalancing tides, schools of colorful fish swimming in dazzling patterns, or displays of bizarre luminescent creatures from the darkest recesses of the ocean's trenches. The Padisha's whim determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha'ir) are given her undivided attention and probed and questioned on every statement they make. She always appreciates unusual gifts, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding. The Padisha has kept her position by her political acumen, skill at maneuvering in the politics of honor, her competitive generosity, and her knack of making the haughty marid feel like members of the same tribe, rather than bitter rivals. Although the Great Padisha loves display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political danger of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times, and others when she must travel, she relocates her entire court, thus preventing any coup while she is away. When the Great Padisha appears on the Prime Material plane, she arrives as a localized monsoon, driving ships ashore, spitting waterspouts, drenching the countryside with flooding rains, flattening palms, and whipping up enormous waves. Once arrived, she generally travels with whales, sea monsters, and entire tribes of intelligent sea creatures such as mermen or tritons. Administrator Architect Artist Deceiver Guardian Harim Servant Herdsman (from 2nd Edition Monstrous Compendium: Al-Qadim Appendix - 1992 - [cred its] ) TASKED GENIES: Tasked genies may once have been genies of one of the four elemental realms. However, tasked genies have performed a single type of labor for so long that their forms have been permanently sculpted to suit their work. Their profession defines them and rules them; a tasked genie taken away from its work grows weak and sickly. Unlike most genies, tasked genies are not always uneasy or hostile in the presence of humans. They are still very proud of their superior skills, but their sense of worth is based on achievements, not birth. As long as they share an interest and aptitude for their craft and a willingness to defer to the genies' greater knowledge, humans can consort with tasked genies with no ill effect. Just as faerie creatures are more than mortal but less than divine, so are tasked genies among the most powerful spirits of the Land of Fate. Specifically, genies are elemental spirits which serve the unsympathetic forces of nature. They are free-willed, civilized, and highly intelligent. They eat, drink and reproduce just like humans, and they can die just as humans die. Their powers, however, inspire such fear and awe in the minds of [nongenies] that they are still worshipped and offered sacrifices as gods in remote and savage areas of the Burning Land. They can raise buildings overnight, their armies can appear and disappear from the field of battle, and their magic can whisk a person hundreds of miles in moments. Most genies prefer to dwell apart from humans, but tasked genies are equally at home in the wilderness and in the cities. Genies that live on the elemental planes rarely come to the Land of Fate unless called, but elemental genies and some tasked genies who live in the Burning World prefer uninhabited wildernesses, ruins, deserted houses, cemeteries, rivers, and abandoned wells. Those who trespass on the home of a genie are usually warned off by an attempt to frighten; stones are thrown at the intruders by invisible genies or sudden sandstorms spring up to blind, confuse, and misdirect. If the trespassing continues, the travelers are attacked and shown no mercy. Most of The genies of Zakhara are nomads of a sort; their camps among the desert and ruins and their lodgings in the cities may disappear in an instant (usually at dawn or dusk), whenever a genie tribe decides to move on. But their camps don't resemble the camps of nomads. They are often huge mansions or fortresses, yet they may vanish into the sands when discovered, like a dream fading in the morning light. At other times, however, genies in the wilderness take their discovery by others rather badly, and, instead of moving on, they try to force their discoverers away by throwing stones at them or by carrying them on the wind for many miles. For this reason, travelers through the desert often call out to the genies when approaching desolate lands and ask them for permission to pass through. Unlike the genies of the four elements, tasked genies have very little regard for the castes, classes, and social distinctions of humans, as their lives and their status among their kind are almost entirely dependant on merit. Tasked genies have no nobility, only masters of their craft. They will as soon work for a pauper as for a sultan, as long as there is work to be done. This lack of elitism does not mean that genies do not understand the nuances of politeness and proper etiquette. They may not think much of their master, but they will be unstintingly polite. Of course, genies can and do turn social conventions topsy-turvy when they are free to harass someone who has offended them or even just when the mood strikes them. Tasked genies fall into two main categories: those bound by their profession to a certain location and those kept inactive in some way for long periods between bouts of servitude. The first group comprises the helpful tasked genies, those who create fantastic foods, art, and monuments. The second group has nothing to do when not called upon by genie nobles or powerful sha'irs. They are slowly driven insane by their magical isolation, and for this reason they delight in shedding blood when released from service. These include the warmonger, slayer, and guardian genies. Messenger Miner Oathbinder Slayer Warmonger Winemaker Tasked genies must always be either paid or enslaved before they will render service to a nongenie. Architect, artist, guardian, herdsman, and winemaker tasked genies are almost always simply paid for their work, as enslaving them decreases the quality and length of their service. Slayers are almost always enslaved, as they are too dangerous to be allowed to roam free and they cannot be expected to uphold any bargain they make. Warmonger tasked genies may either be paid or enslaved, but in either case their true reward is the sight of victory on the battlefield. The sweeping events they set in motion often continue long after the warmonger genie has been imprisoned or sent away. Binding a particular tasked genie is a difficult undertaking requiring great wealth, wisdom, and patience. The procedure is equivalent to spell research, with the same costs and chances of success. Only a sha'ir may successfully learn the rituals for binding a tasked genie. The determination of success is made with the level of the spell being researched treated as equal to the tasked genie hit dice divided in half (round up). Thus, learning to bind a herdsman tasked genie requires as much effort as learning a second-level spell, while the ritual for commanding a guardian tasked genie will be discovered as if it were a seventh level spell. Once the initial research is done, the tasked genie may be bound or commanded as detailed for sha'ir abilities. Though only a single genie may be bound by a spell, some tasked genies will request aid from their brethren when commanded to undertake a large, short-term project for their masters such as shearing a huge herd of sheep or building fortifications in time to hold off invaders. Herdsman and builder tasked genies are particularly prone to calling on their kinfolk when presented with a huge task. These genies serve without demanding pay from the sha'ir so as to free their cousin from service more quickly. A sha'ir may bind no more than one tasked genie per year or face the wrath of the genie princes when he asks for an audience. All tasked genies are extremely long-lived. Guardians are the tasked genies with the greatest longevity; they can serve for 1,001 years, so their age is truly great. Others, such as winemaker and herdsman tasked genies, are more closely tied to the seasonal cycles of the Land of Fate, and this seems to have made them shorter-lived than most genies. Their lifetime is only twice that of a human. The other tasked genies fall somewhere in between, with a great deal of individual variation. Tasked genies kept from their tasks invariably live short lives. Genies occasionally take human lovers, but the result is almost always tragic. Those who love the genies lose all sense of reason and judgement and are often destroyed by their love for such a powerful spirit. Occasionally, however, the pair makes its peace and lives happily, almost always after a stormy courtship and almost always only after leaving human society. These liasons rarely produce children, but when they do the offspring have the powers, strength, and abilities of markeen, though they do not have a human double. Dao Djinn Efreet Jann Khayal Marid Qorrash

  • Solar

    Hero Forge: 7 ft. (XL) Lore: 9-10 ft. Suggested: Large to Gargantuan Solar Large Celestial, Any Good Hero Forge Mini Hero Forge Mini Description (From Dungeons & Dragons Monster Manual - 2015): A solar is godlike in its glory and power. On the battlefield, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow can strike a target dead on contact. So great is a solar’s celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. (from Planescape Monstrous Compendium Vol. I - 1994): Solars are the most powerful aasimon and the greatest celestial stewards. Solars are absolutely the most powerful servants of the good deities of the Upper Planes. Solars are mighty enough to be deities themselves, but they choose to serve rather than have worshipers. Combat: Solars are never surprised and are immune to attacks from nonmagical weapons and magical weapons of +4 or lesser enchantment, to energy-level loss from undead or magic, and to charm, confusion, death spell, domination, feeblemind, hold, imprisonment, and trap the soul spells. Each solar can cast a protection from evil spell wirh a 70-foot radius at will. This sphere also serves as protection from normal missiles and a minor globe of invulnerability if the solar desires. Solars can use any detect spell at will. When laying hands on a creature, a solar can bestow the ability to survive in any environment for up to 100 years. Lawful-good solars can summon 1 to 2 ki-rins; neutral good solars can summon 1 to 2 phoenix; and chaotic good solars can summon 1 to 2 greater titans. Solars can perform the summoning three times per day with a 75% chance of success per summons. Solars are not affected by cold, electrical, magic missile, petrification, poison, or any gas attack. They take no damage from acid attacks. They regenerate 7 hit points per melee round. Unless it is on its home plane, only the material form of a solar can be destroyed. Its spirit requires seven decades to reform. Each solar attacks four times per round with a sword that only it can wield. The weapon acts as a sword +5 (2d20 points of damage) and has all the properties of a sword of dancing and a vorpal sword. Solars also use an enormous composite bow with a magical quiver that produces any arrow of slaying the solar desires. Each bow attack has a +2 attack adjustment and slays any target it hits. A solar has spells as a 15th-level priest with major access to all spheres. In addition to the powers common to aasimon , solars have the following spell-like powers: animate object (3 times per day), antipathy/sympathy (3 times per day), astral spell (once per day), commune, confusion (3 times per day), control weather, creeping doom (once per day), dispel evil, dispel magic, Drawmij’s instant summons, earthquake (3 times per day), finger of death (once per day), fire storm (once per day), heal, holy word (3 times per day), imprisonment (once per day), improved invisibility, infravision (240 feet, always active), mass charm (3 times per day), permanency (3 times per day), polymorph any object or self (once per day), power word (any variety, once per day), prismatic spray (once per day), restoration (once per day), resurrection (3 times per day), shape change (3 times per day), symbol (any variety, 3 times per day), vanish (3 times per day), vision (once per day), wind walk (7 times per day), and wish (once per day). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 5th Edition: - D&D Monster Manual - Roll20 - DnDBeyond 2nd Edition: - Planescape Monstrous Compendium Vol 1. (1994) - mojobob's website Abilities - Flying Sword - Slaying Longbow - Blinding, searing light - Healing Touch - Detects Lies, Truesight - Flight - Miraculous Innate Spellcasting Appearance 2e: "They appear as large humans who have beautiful muscular bodies, white wings, and brilliant topaz eyes. Their skin and hair take on metallic coloration. A solar’s voice is deep and commanding, impossible to ignore, and their Charisma is 24." Size Hero Forge: 7 ft. (XL) Lore: 9-10 ft. Suggested: Large to Gargantuan Other Monikers Archangel Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website - Roll20 - DnDBeyond

  • Template - Elf City

    Template - Elf City Template - Elf City Author(s) Matt-GM, John-Fercher talespire://published-board/VGVtcGxhdGUgLSBFbGYgQ2l0eQ==/53b2fe504d06e9c0ccc77d8836cf3571 Board Link Features - Elegant marble walkways - Marble towers and Spires (Rivendell style, no interior) - Marble Great Halls (Rivendell style, no interior) - Gargantuan tree with wrapping marble stairwell (Lothlorien style) - Tree houses (no interior) - Terrain tilesets:earthy cobblestone roads, multiple elevations - Terrain tilesets: rocky grassland, multiple elevations - Terrain tilesets: majestic, tree-covered cliffs Notes - Took a few trees from a Rivendell map I found Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/

  • Aoskian Hound | Digital Demiplane

    Aoskian Hound Medium Monstrosity, Neutral Evil Hero Forge Mini Kitbashed, 2 familiar minis Description (from Planescape: In the Cage: A Guide to Sigil - 1995): Sigil’s indigenous watchdogs, called Aoskian hounds, are two-headed creatures with a nasty temper. Besides a double bite, these snow-white or pale tan death dogs boast a tremendous bark.... Knights of the post never tangle with Aoskian hounds if they can avoid them. Most are muzzled during the day and only allowed to roam by night. Their ghostly pale appearance and deadly quick reflexes have caused many a second-story man’s tumble into the street, and most have been thankful for the fall. After all, the Aoskian’s bark can stun a knight long enough for the watch to arrive. Cranium rats have their own niche, roaches and the like do well, and the night-stalking, two-headed Aoskian hounds are found nowhere else. Cranium rats still bring a 3-gp bounty from the Office of Vermin Control. Aoskian hounds cost from 20 gp (weaned) to 150 gp (grown and trained). They were first bred by the followers of the god Aoskar. The power’s been destroyed and nearly forgotten, but the hounds are thriving. AOSKIAN HOUND: AC 7; MV 15; HD 22; THACO 19; #AT 2; Dmg ld10/ld10; SA bark; 52 M (5’ long); ML steady (12); Int semi (4); AL N (E); XP 120. Notes: SA - The warning bark of an Aoskian hound is loud enough to stun opponents for 1-6 rounds unless they make a successful saving throw versus paralysis; when delivering its warning bark, the hound cannot attack with its bite. The blood of Aoskian hounds is used in creating Mordenkainen's faithful hound and hold portal scrolls and other magics relating to doorways. (from Planescape: The Factol's Manifesto - 1995): The Prison: The Prison’s located in The Lady’s Ward, the richest and most powerful in all of Sigil. It’s a forbidding (and foreboding) structure fully seven stories high. Unlike a lot of Sigil’s architecture, there’s nothing very graceful or soaring about its roofline. Systematically placed guard towers are the only enlivening feature of the roof. The effect’s somewhat dampened by searchlights that sweep the area constantly, day and night. (The searchlights consist of translucent gems on which continual light spells have been cast, with the resultant glow magnified through treated glass. - Ed.) Armed Mercykillen patrol the roofs walkways at all hours; they lead packs of Aoskian hounds that bay the moment they scent a prisoner outside his cell. (Homebrew writing on mimir.net by Jon Winter-Holt): THE HOUND: Planar Aoskian hound [he/him] / N[E] If you’re as curious as me about Dead Powers , then here’s another cutter I reckon you’d be interested in. It’s going to have to be the last one though, cutter, ’cause I’ve got a job to attend to y’know. Can’t stand around here rattling me bone box to you all day, even if there isn’t any point in the multiverse. Philosophy (or lack thereof) doesn’t wash the dishes, does it? Bear with me, okay, it’s been a long day. Where was I? Oh yeah, the Hound. As the name suggests, it’s a dog. An Aoskian hound, to be precise. They’re the two-headed vicious sods that the Red Death are so bloody fond of. Well, we’ve got one of them in here too. Of course, it’s more complicated than a mad dog. (The Athar’ll pike themselves when they hear this!) See, I reckon that the Hound might be (and I’ll emphasise “might”) a vessel containing the barmy spirit of Aoskar himself. Stop that laughing at once, berk, or I’ll be on me way now! I hear enough cackling on the ‘Wing as it is. Of course there’s reasons why I think that. I might be going barmy, but I ain’t gone stupid yet. Okay, try this for size. Aoskian hounds ain’t normally very smart, and they certainly don’t talk. I’ll swear this one says the word “Aoskar” when it barks, though. Of course, there’s more: the dog can open portals by howling. Not just any old portals mind; these are proper ones to and from the Cage. They don’t need keys to work ’em, neither. ‘Till we discovered that, the sodding dog kept on escaping. We set up magical planar wards to stop the portals, but the damn hound could still open ’em up! We eventually found that an anti-magic shell’d do the trick, but not before we lost the dog another time. What’s more, from its cell on the top floor of the ‘Wing the hound just stares out of the barred window. I’ll swear it’s looking across the Ditch to the Shattered Temple, and I’ll go further in saying that it whimpers at it stares. Believe me now? Perhaps if I told you the dog gets visitors, then you’d consider it? Yeah, visitors. In fact, it’s that barmy dabus, Fell (if there’s anyone who should be in the ‘Wing it’s him). ‘Course, it’s against policy to let a visitor see one of the inmates, so Fell leaves messages with us. No, he don’t write ’em, he hands ’em over in bottles. When you uncork the top, the rebus-pictures come billowing out (you’ve got to be careful not to shake the bottle around though, or they make even less sense than usual). Well, we couldn’t make head or tail of the messages. No, we didn’t give them to the dog; that’d be ridiculous! How could a dog open a bottle (even if it was Aoskar)? Why a hound, you ask? Good question, berk. Listen, much as I hate to admit it, there’s something in the Godsmen’s philosophy that strikes a chord with me. They go on about reincarnation and such, and it gets me thinking. When a power dies, does it get reincarnated? Maybe it does. Now, if that power didn’t do very well, it might come back as something less powerful like, say, an Aoskian hound? How futile’d that be? You get to the level of a power, only to come back as a lousy dog! Think about it… For the moment, we’re keeping a very tight grip on the dog’s collar. I happen to know that some splinter group of Signers calling themselves the Will of the One are very interested in getting their hands on the Hound. Shame that, ’cause they’re certainly not getting him; not while I still draw breath, at least. Signers? Make me sick, they do. Bitter, me? Never! There ain’t no point. Source : Jon Winter-Holt Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (Sigil) Stat Block 5th Edition: - aidedd.org (death dog, replace poison with bark, 15' cone DC12 con save or be stunned, repeat at end of future stuns, recharges on 5 or 6) - DnDBeyond (death dog) 2nd Edition: - ADND2e.fandom.com - Planescape: In the Cage: A Guide to Sigil (1995) Abilities - Warning bark stuns creatures - 2 heads for 2 bite attacks per turn - Keen hearing and smell Appearance These snow-white or pale tan death dogs have two heads. Size Hero Forge: Familiar (XL) Lore: M (5 ft. long) Suggested: Medium Other Monikers Aoskan hound, White death dogs Sources - ADND2e.fandom.com - mimir.net - Planescape: In the Cage: A Guide to Sigil (1995)

  • Mephits | Digital Demiplane

    I love these guys. In Dungeons & Dragons, mephits are basically imps made of elemental energy (like fire, water, smoke, ash, etc.). They're all written funny, mischievous, and evil in a petty way. But for low level players they can be pretty dangerous. In the old lore they were created by evil powers to be messengers/minions when I guess regular imps weren't available. Newer lore just says they're straight-up elementals. Mephit info and Hero Forge miniatures available here for your own game! Mephits Made with Hero Forge Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit (from Planescape Monstrous Compendium Vol. I - 1994 - [credits] ) Mephits are nasty messengers created by powerful planar creatures to perform evil missions. The 16 known types of mephit draw their substance from the Elemental, Paraelemental, and Quasielemental Planes: fire, radiance, water, ice, magma, ash, mineral, steam, air, smoke, earth, ooze, dust, salt, lightning, and mist. (The Quasielemental Plane of Steam provides both steam and mist mephits. Alone among the Elemental Planes, the plane of Vacuum holds no life, not even mephits. Mephits are thin, 5’ winged humanoids. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff of their home plane: Fire mephits burn, magma mephits drip lava, and so on. Mephits speak a common mephit tongue, and each speaks the language of its creator, if any. Most learn the common tongue to perform their duties. COMBAT : In battle, mephits attack with either their clawed hands or breath weapon. Damage varies by type of mephit encountered; see the following entries for details. Unless an attack lists a saving throw, no saving throw applies. All mephits can gate in other mephits once per hour. The number and type gated vanes by mephit type, but all mephits have a 25% chance of success. Mephits love tormenting helpless creatures and bragging about their latest evil accomplishments. They puff away at foul-smelling tobacco or pipeweed. They give themselves pompous, impossibly long names, such as “garbenaferthal, Sprite-slayer, Greatest of All Steam Mephits, Favorite of the Lower Planes.” Mephits assume a groveling, craven, yes-master stance to their bosses, [and] an air of arrogant superiority toward victims and each other. Mephits of the same type usually maintain a polite camaraderie. Different types often settle disputes with a friendly game of tug-a-demihuman. Mephits spend their time delivering messages, picking up packages on the Lower Planes, retrieving particular persons, delivering special magical items, or just spreading general mayhem (so folks don’t forget the Lower Planes are still there). Insufferable on missions, they fancy themselves important emissaries. Evil powers on the Lower Planes create mephits using a variant of monster summoning IV that incorporates aspects of contact other plane. They use the substance of an elemental plane to create a servant, usually as a stopgap or a substitute for less loyal underlings. Mephits do not betray their creators but do seem to irritate them, and so they lead brief, troublesome lives. Quickly created and destroyed, they have no predetermined life span. On some Lower Planes spellcasters use live mephits as signals in vendettas. Presenting one’s enemy with a mephit connotes a message, its nature indicated by the mephit’s type. The gift of a fire mephit indicates displeasure at the enemy’s action; an ice mephit means the enemy is forbidden to enter one’s home; a radiant mephitis a tr uce offering, and so on. The recipient destroys, employs, or frees the mephit as desired. Mephits are never given to friends, as anyone who has met one understands. Mephits usually need no food or drink. Unless otherwise noted, all mephit types can regenerate 1 hp per turn in contact with the stuff of their substance, or an appropriate environment (fire mephits in open flame, ice mephits in cold, and so on). Regeneration ceases when the mephit reaches 0 hp and dies. Mephits cannot heal by other means. (from Dungeons & Dragons 5th Edition Monster Manual - 2014 - [credits] ) Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit

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