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  • Dretch

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

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

  • Bebilith

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

  • Oathbinder

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

  • Githzerai Enlightened | Digital Demiplane

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

  • Oceanus

    Oceanus Dragon Oceanus Dragon Gargantuan Dragon, Neutral Good Button Hero Forge Mini Double mini, no kitbash, 4 variants below Description (From 3.5e Draconomicon: The Book of Dragons - 2003): The Oceanus dragon protects travelers along the River Oceanus, which connects the Upper Planes in the same manner that the River Styx links the Lower Planes, while jealously guarding its domain against evil creatures of all kinds. Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Though capable of flight, most Oceanus dragons prefer life in the water to that in the air. The typical lair of an Oceanus dragon is a hidden cave, either along a riverbank or completely underwater. Most Oceanus dragons spend little time in their lairs, instead patrolling a stretch of river in search of good-aligned creatures in need of assistance or evil creatures in need of punishment. Oceanus dragons speak Celestial, Draconic, and Aquan. Combat: Oceanus dragons prefer to end fights quickly, using their tranquility breath weapon and spell-like abilities to neutralize foes. However, they aren’t afraid to go toe-to-toe with particularly resistant opponents, using their lightning breath weapon, smite evil ability, and prodigious melee attacks to make short work of their enemies. Young and older Oceanus dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An Oceanus dragon has two types of breath weapon, a line of lightning or a cone of tranquility gas. Creatures within the cone must succeed on a Will save or become dazed for 1d6 rounds plus 1 round per age category of the dragon. Both breath weapons function normally underwater. Smite Evil (Su): Once per day an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe. Spell-Like Abilities: At will—detect evil; 3/day—control water, holy smite, water breathing; 1/day—control winds, dispel evil, holy word. Amphibious (Ex): Although Oceanus dragons are aquatic, they can survive indefinitely on land. Water Breathing (Ex): An Oceanus dragon can breathe underwater indefinitely and can freely use its breath weapon, spell-like abilities, and other abilities while submerged. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes (River Oceanus) Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: lightning, tranquility (dazed/stun) - Smites evil for massive damage - Immune to lightning - Colossal bite and tail attacks - Legendary Actions - Legendary Resistance - Can breathe in water or air - Innate Spellcasting Appearance Oceanus dragons appear much like great winged eels, with relatively short limbs ending in webbed fingers. Size Hero Forge: 4'3"-11' (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video and homebtew stats) - Draconomicon: The Book of Dragons (2003)

  • Diakk | Digital Demiplane

    Diakk Large or Medium Fiend, Neutral Evil Hero Forge Mini Kitbashed, mount mini,m 1 variant below (From Planescape: Planes of Chaos Monstrous Supplement - 1998): One of the most commonly found creatures in the glooms of the Gray Waste is the diakk. These large, flightness, birdlike beasts are hated predators. Diakka come in two types, the varath and the carcene. The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Even when the diakka are not directly encountered, all three glooms of the Gray Waste are filled with the sharp cries of the varath and the burbling croak of the carcene. They speak their own tongue as well as that of night hags and various other foul lower-planar inhabitants. Combat: The varath use their long, sharp bills to stab at opponents for 1d12 points of damage. The squat carcene rely on their claws in melee, causing 2d4 points of damage per strike. Both types of diakka wield a number of spell-like powers, including weakness (by touch, once per day), audible glamer (once per day), and jump (twice per day). Additionally, if there are four or more diakka, they can encircle a foe and perform the dance of weakening . This hypnotic dance requires the diakka to screech and croak at their foes for at least four rounds. The victims are then affected similarly to a ray of enfeeblement — their Strength scores are lowered to 5 for 13 rounds. This power ignores magic resistance (although the victim gets a saving throw), making it useful against even yugoloths or other fiends. Diakka are sneaky, devious, and cowardly in combat, using deception to their advantage when possible. They size up potential prey before going into battle, attacking only those they perceive as weaker than themselves. When their victims have been determined, the diakka attempt to circle around them, using their audible glamer power to make it sound as though their numbers are greater than they truly are. They then attack with their bills and claws, using weakness to supplement their savage strikes and jumps to bound in and out of combat. Habitat/Society: The diakka live in flocks comprising both varieties of the creatures. There are generally equal numbers of varath and carcene in any given flock, although the varath are sometimes more numerous. The carcene, being slightly more powerful and certainly more intelligent, are likely to become leaders of their flock. Though these flocks are organized under a single (or sometimes two) dominant leaders, there is no mutual respect or care among diakka. They will not put themselves in jeopardy for each other. Likewise, the diakka flocks avoid each other for fear of attack. The Gray Waste is a place of gloom and hate, and these prevalent residents are no exception. Sometimes night hags use diakka as guards or servants. This relationship is one of mutual hatred, but each believes it to be to their benefit. The dullwitted diakka don’t realize that the hags never make permanent allies and most eventually end up in the night hag’s stew pot. Hordlings consider diakka meat a staple in their diet, although not a few hordlings have ended up as meals for the diakka as well. Ecology: Diakka feed off the flesh of anything weaker than them that wander too close. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Gray Waste (Hades) Stat Block 2nd Edition: - mojobob's website Abilities '- Beak and claw attacks - AOE dance of weakening - Innate Spellcasting Appearance The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Size Hero Forge: 9' (XL) Lore: Large (8 ft.) Suggested: Large Other Monikers Diakka, diakkas Sources - P lanescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Abrian | Digital Demiplane

    Abrian Medium Beast, Chaotic Evil Hero Forge Mini Kitbashed, familiar mini Description (from Planescape: Monstrous Compendium Appendix II (1995): Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands. Some cutters say that abrian hunting parties’ve been sighted in Arcadia, Arborea, or Bytopia from time to time. An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Abrians are intelligent, but not extremely so – they rarely have much to say to anyone except one of their own, and often don’t have the sense to lay off prey that’s obviously too tough for them. A body shouldn’t expect to start a conversation with one, and more than a few berks’ve been put in the dead-book for trying. The abrians’ intelligence is more obvious when they hunt; the creatures are surprisingly cunning and clever in laying traps, cooperating in the chase, and using hit-and-run tactics in a fight. Combat: Abrians’re likely to attack anything they encounter, hoping to make it their next meal. They’re great nuisances in settled lands, where they often raid livestock and attack outlying farms. In wild areas, they’re especially dangerous, since they’ll usually try to drag down any party of travelers they run across. An abrian attacks by slashing with its serrated beak and delivering a powerful kick with one of its clawed legs. The abrian’s kick can easily kill or incapacitate a grown human. Abrians can’t wield weapons with their small forelimbs, but might be able to use a magical item such as a ring or a wand if the item is usable by characters of any class. Abrians also possess a shrill, piercing shriek that can disorient and deafen prey. The cry of a single abrian is only a nuisance, but if 4 or more are shrieking together, any creature within 20 feet must successfully save versus spell or be deafened for ld6 rounds. Deafened creatures suffer a -1 penalty to surprise rolls and have a 20% chance to miscast spells with a verbal component. If 8 or more abrians are shrieking, the effects above are doubled and the deafness lasts 1d4 hours. In addition, deafened victims suffer a -1 penalty to attack rolls and Armor Class due to inner ear damage. An abrian hunting flock often divides into 2 or more groups and makes hit-and-run attacks from several directions against tough opponents; while the prey is busy fighting one band, another’ll burst out of ambush and charge into their rear. The first band quickly withdraws, circles for an opening, and then dashes in when the enemy turns to deal with the second group. If the second group sirikes from concealment, its approach might not even be noticed by deafened enemies. Abrians have courage in numbers, but tend to retreat quickly when things don’t go their way. However, they’ll fight to the death to defend their lair. Habitat/Society: Abrians gather in small flocks, led by an older female of 3+6 Hit Dice and Average intelligence. The flock usually settles in one spot for several months at a time before moving on. Abrians favor caves, ruins, and dense forests or thickets for their communal nests. Usually, about one-third to one-half of the flock remains behind to guard the nest and the group’s treasure while the others set out on hunting forays that can last several days. An abrian nest usually contains a number of young equal to 25% of the adults. Young abrians have 1+1 HD and can kick once per round for 1d4 points of damage. A clutch of 1d6 eggs per 10 adults can also be found in the lair. Abrian eggs are worthless, but in some areas there may be a bounty on them. Females are the decision-makers of an abrian flock, but males lead the hunting parties. (The male and female of the species are nearly indistinguishable to non-abrians.) In addition to the flock leader, a flock has a 50% chance of including a shaman. The shaman is the second-oldest female, and has the spell ability of a 2nd-level priest with access to the spheres of all, animal, plant, and guardian. From time to time, a party of abrians led by one of the older females may engage in trade with other intelligent creatures. The abrians must be far away from their nest and they must be fairly well fed in order to view other creatures as anything except prey or a threat to their fledglings. Abrians appear to have little concept of civilized behavior or communication, and such meetings often end in disaster. Ecology: Abrians originated in Carceri or the Gray Waste and quickly spread to neighboring planes. They can now be found almost anywhere, as they cover great distances in their nomadic wanderings. Abrian hunters are encountered on the Upper Planes on rare occasions, although it’s far more common to find them in the Outlands or the Lower Planes. An abrian flock typically operates out of one lair for 4 to 6 months before moving (sometimes hundreds of miles) to a new hunting ground and re-establishing the nest. The creatures are voracious and lay waste to a large area before moving on. (from Fiend Folio (2003): The abrian is a human-sized flightless birdlike creature found in desolate reaches of the Outer Planes, particularly the Abyss. Abrians travel in large flocks and are far more intelligent than they look. Abrian flocks sometimes engage in trade with nomads and traveling merchants. An abrian looks vaguely like an ostrich, except that its black and red feathers are short and spiny. In place of wings, it has a pair of scaly, atrophied humanoid arms (use 1/2 its Strength score to determine an abrian’s carrying capacity). Its beak is hooked and razor-sharp. Abrians speak Abyssal. COMBAT: Abrians fight together in hunting flocks. Typically, the members of a flock spread out to surround a target and then dart up in pairs to flank the target. Augmented Critical (Ex): An abrian’s beak threatens a critical hit on a natural attack roll of 19–20. On a successful critical hit with a beak attack, it deals triple damage. Shriek (Su): The shriek of a lone abrian is supernaturally loud and distressing. An abrian can shriek as a standard action. Anyone within 20 feet of a shrieking abrian must make a Fortitude save (DC 12) or be dazed for 1 round. If at least four abrians are shrieking within 20 feet of a target, the target is also deafened for 1d6 minutes if it fails the save. If eight or more abrians are shrieking within 20 feet of a target, the target takes 1d10 points of sonic damage as well if it fails the save. An abrian is immune to its own shriek, as well as the shrieks of other abrians. Skills: Abrians have a +4 racial bonus on Spot checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Lower Planes Stat Block 5th Edition: - thirdoffifth tumblr (homebrew) 3.5 Edition: - 4plebs (fiend folio - 2003) 2nd Edition: - mojobob's website Abilities - Serrated beak and kick attacks - Deafening shriek - Clever hit-and-run attacks - Can wield lightweight items (including magical ones) in claws - Fast movement Appearance Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands.... An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Size Hero Forge: 5' (12') (XXL) Lore: Medium (7 ft. tall) Suggested: Medium Other Monikers None Sources - 4plebs (fiend folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Facet | Digital Demiplane

    Facet Medium Humanoid, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): War is imminent on the Inner Planes, but most folks don’t know it yet. A force of great power grows within the Quasielemental Plane of Salt. The vast army or beings known as facets is preparing a massive invasion of the Elemental Plane of Water. Facets are multiple creatures of salt with a single intellence. Rather than individual organisms, the facets essentially comprise a singular creature with many detachable appendages. All facets are part of all other facets. They work together the way the different portions of a singular individual do, never communicating but always in sync. The oncoming conflict could happen only on the Inner Planes. It’s a war that’ll be waged by the facets from the plane of Salt against the very plane of Water itself. The strange thing is, it’s a battle that may go on for quite some time before the creatures of Water even know it’s happening. See, the facets want to absorb all moisture, or so the chant says, and they’ve targeted the plane of Water as the perfect place to begin. When Water and Salt meet, the essences of these planes converge in a sea of extremely salty water. The facets wage their war there, leeching moisture away from the border-sea. As the facets absorb the liquids, ever more flows in from the plane of Water itself to replenish the border. Although the quantities involved (the amount of water and space) are infinity or nearly so, the potential exists for a great deal of Water’s power and essence to be drawn slowly away. Further, because the absorption of water allows the facets to reproduce, the threat will only magnify as time passes. Facets appear as 5-foot-tall, nearly featureless humanoids seemingly drawn of angular lines and composed entirely of salt crystals. They do not communicate with other creatures, nor seemingly with one another. Combat: A single facet is dangerous enough to most living, organic creatures. Unfortunately, they are rarely encountered alone. Singly or collectively, the danger lies in the facet’s ability to drain moisture from any source. In combat, a facet strikes with two spindly limbs, each inflicting only 1d4 points of damage. However, the attack also leeches some moisture from any creature comprised partially of water (virtually any living thing except for elemental creatures of stone, fire, or air). The next round, creatures struck by the facet automatically lose an additional 1d4 points of damage as they suffer the wound’s desiccating effect. The wounds from combat with a facet are known for the dry, chapped welts left behind. If a bark who encounters a facet has already been injured from other attacks that opened bleeding wounds, he suffers 1d6 points of damage from the creature’s salty strike, rather than 1d4. This is because the salt in the open wounds inflicts even more pain. However, the secondary damage of 1d4 points the following round does not increase. Obviously, creatures made of water (such as water elementals) are particularly susceptible to a facet’s attack. Against beings made solely or mostly of water, the blow inflicts 2d4 points of damage, and the secondary loss is likewise doubled to 2d4 points. It’s the secondary damage that sustains the facet as it draws water from an opponent’s body into its own. When the total damage inflicted from the secondary attack equals the facet’s own maximum hit points, it immediatly splits in two. Absorbing that amount of water allows it to create a new facet. This splitting process takes a full round in which neither facet can act. Once spilt, the two facets each have half the Hit Dice of the original, and it takes about a week for each facet to regain its full Hit Die potential. After splitting, the original facet can continue to attack, but it usually cannot split again (see Ecology for details). The newly produced facet can split, but not until it reaches its full growth a week later. Thus, in a given conflict with moisture-laden foes, a group of facets may double, but their number generally won’t grow any larger than that. A spell like create water , cast upon a facet, allows it to split immediately (if the creature is able). Transmute water to dust instantly slays a facet, even a combined facet (see below), if it falls a saving throw. Habitat/Society: It’s easiest to think of all facets as a singular being. Only then can a body truly tumble to the utter lack of interaction and communication among the otherwise separate individuals, yet understand the total efficiency with which they work together. About one-third of the total number of extant facets can be found inching their way through the border with the Elemental Plane of Water. Absolving the liquids in an ever-expanding horde. The rest are found in more centrally located portions of their own plane. Eventually, it seems, they will all march toward their goal. Chant has it that a master facet somewhere in the plane (perhaps the original creature) controls the actions of all other facets. Such an idea gives hope that there might be a way to stop the legions of facets that threaten the plane of Water. It’s probably too good to be true, however, for the facts seem to suggest otherwise. It’s more likely that all facets are equal to one another, each sharing a collective consciousness and each performing as a mere extension of that consciousness. Ecology: Thc facet is comprised entirely of salt crystals. Its sole motivation entails absorbing water. Water alone sustains and nourishes the creature, and the element’s absence drives it with an all-consuming thirst. Water also enables it to reproduce, splitting in two to create another fully formed facet (see above). Most facets can split just once in their entire lives. However, one in five facets is able to reproduce twice, and one in 20 can reproduce three times – so the population always has the potential to continue to expand in greater and greater amounts. As the facets march like an army toward the border with the Elemental Plane of Water, encountering larger and larger quantities of the life-sustaining liquid, folks calculate that their total number doubles every three weeks. Somewhere, sometime, this potential threat to the plane or Water (and possibly the rest of the multiverse) should be adressed by the powers that be – before it’s too late. Combined Facet: Facets have the ability to join their bodies together to become larger, composite entities. Up to five facets can assemble themselves into one gigantic creature. It takes 1d3 rounds to complete this action (and the same amount or time to separate again). A combined facet has as many Hit Dice as its respective parts (so five facets can join to become a 15 HD creature). The new monster has the THAC0 commensurate with its new form, and damage inflicted is equal to the combined total of all the members (so a five-facet beast has a THAC0 of 5 and inflicts 5d4 points or damage with each of its attacks). Combined facets made of two or three members are size L, while those made of four or five members are size H. All other stats remain the same. Number of facets HD THAC0 Dam/Att Size l member 3 17 1d4/1d4 M (5’) 2 member 6 15 2d4/2d4 L (8’) 3 member 9 11 3d4/3d4 L (12’) 4 member 12 9 4d4/4d4 H (15’) 5 member 15 5 5d4/5d4 H (18’) Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Quasiplane of Salt Stat Block 2nd Edition: - mojobob's website Abilities - Physical attacks drain moisture to inflict damage over time - Extra damage to already injured creatures - Extra damage to water-based creatures - Duplicates body after inflicting damage equal to its own hit point maximum - Can combine with other facets to become gigantic Appearance Facets appear as 5-foot-tall, nearly featureless humanoids seemingly drawn of angular lines and composed entirely of salt crystals. Size Hero Forge: 5'9"(XL) Lore: Medium (5') to gargantuan Suggested: Medium to Gargantuan Other Monikers Salt folk Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website

  • Hellfire Wyrm

    Hellfire Wyrm Hellfire Wyrm Gargantuan Fiend (Dragon), Lawful Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Monster Manual II - 2002): Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people. A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone. Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming. A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races. Combat : Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians.They keep to the air, slingingmindaffecting spells and withering breath attacks at their enemies. Breath Weapon (Su): A hellfire wyrm can breathe a 50- foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 2d8+13 points of bludgeoning damage.Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round. Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours. Dragons ignore the frightful presence effect of a hellfire wyrm. Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 20th; save DC 19 + spell level. Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any tiefling or devil may be assumed. Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. Immunities: A hellfire wyrm is immune to sleep and paralysis effects. Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage per round. It can suppress this aura as a free action. Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like asummon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition (different ages have their own stat block): - homebrew by thirdtofifth 3.5e: - realmshelps.net - 3.5e Monster Manual II (2002) Abilities - Hellfire breath that ignores fire resistance or immunity - Immune to fire, paralysis, sleep - Resistant to bludgeoning, piercing, slashing - Colossal claw, bite, and tail attacks - Crushing attack restrains enemies - Frightening Presence - Summon Baatezu - Magic resistance - Legendary Resistance - Flight - Change shape - Infernal aura - Keen senses, blindsight - Spellcasting Appearance A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone Size Hero Forge: 11 ft. (XXL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 3.5e Monster Manual II (2002) - realmshelps.net

  • Gear Spirit | Digital Demiplane

    Gear Spirit Tiny Celestial, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From Planescape: Planes of Law Monstrous Supplement - 1995): Gear spirits come in many different forms, but their function remains the same: to tend the great gears of Mechanus and to ensure that they run smoothly. Unlike modrons , gear spirits are individuals who have tasks and specific gears assigned to them. Because of this, their shapes vary widely. Though their name might indicate an incorporeal nature, gear spirits are actually pieces of living metal — machines who have free will. They are usually small, taking the form of a common mechanical device or tool. They have eyes, ears, noses, and so forth, but the placement of these is highly irregular. Individual spirits usually take a name based on their appearance. Some common names include Ball-and-Chain, Chair, Axle, and Padlock. Combat: Though it isn’t exactly a fearsome fighter, a gear spirit does have some abilities that give pause to those who face it in battle. For one thing, a gear spirit can change its arms to any tool it desires, including weaponry. It can even make a crossbow from itself, with unlimited bolts to fire. Another, more dangerous, quality is the spirit’s ability to meld with metal . As with a meld with stone spell, the gear spirit can merge with any kind of manufactured metal or machinery. Once it’s blended with a machine, it can command the mechanical device to obey its will. but only within the functions of the device. For example, although a gear spirit could unlock a door or fire a ballista, it could not make a lamppost attack a passerby - though it could make a wheel roll someone over. Lastly, a gear spirit has the ability to reduce armor . Every time a spirit strikes someone in melee combat who is wearing metal armor, the AC value of that armor is reduced by one point. (The ability is inactive in ranged combat.) Magic bonuses are the last to be destroyed, and Dexterity bonuses are unaffected. When armor loses its last point of AC, the armor is considered completely destroyed. Gear spirits are immune to mind-affecting spells and any spells that affect emotion. Like modrons, spells that drain life energy are also ineffective against these creatures. Furthermore, any attacks against these spirits involving fire, cold, or acid suffer a -1 penalty on all attack rolls; the creatures also gain a +1 bonus on saving throws versus these attack forms. However, gear spirits are highly vulnerable to rust, for their exterior decays at twice the rate of normal metal. There is no more horrifying fate for gear spirits than being shackled in a dank, wet cell and doomed to death by oxidization - except, perhaps, confronting a rust dragon . Habitat/Society: A gear spirit is unique to Mechanus, and its work on that plane is rumored to be essential for the smooth running of the gears. Thus, the modrons have, over the centuries, learned to dominate the gear spirits for the good of the gears. This means that the gear spirits are officially secured to their gears by the modrons — a fact that rankles the spirits just a little, even if what they are tied to is their beloved gears. Though they’re lawful, gear spirits have more personality than modrons, and they resent the feeling of being underlings to the modrons. There’s some spirits who’ve found that such servitude rankles more than just a little. These creatures slip away from their duties, leaving the cog to spin unsupervised. Though there’s only a small possibility that the gear’s motion may be disrupted, there’s certainly enough of a chance to warrant a modron task force to be sent after the errant spirit. Likewise, occasionally some gear spirits are affected by an urge very similar to the aborigine “walkabout”; that is, the gear spirits take it into their mind simply to wander off. In either case, it might take years to find the hiding or lost spirit, but the modrons’ll continue looking for it until it is brought back to Mechanus — for it�s only then that a new gear spirit can be formed. While a spirit’s gone, the modrons do their best to keep the gear from malfunctioning, but they simply don’t have the innate ties to it that a gear spirit does. Ecology: A gear spirit is inextricably tied to a gear, much like a nature spirit (such as a dryad ) is tied to a specific tree or place. The gear spirit, unlike these other spirits, can leave its place by taking a piece of the gear with it. This portion holds the essence of the gear: if the gear spirit loses or misplaces the piece, the spirit sickens and dies within a month. Likewise, if the spirit’s kept away from manufactured metals or machinery for a month, it dies. It simply can’t abide being away from metal. A few centuries ago it was reported that there was one gear spirit for every gear in Mechanus. If that’s the case, then there’s an awful lot of really small gears hidden away on that plane, because the population of gear spirits has grown considerably over the decades. The latest popular theory states that there’s several gear spirits to a gear, but that they all share part of the gear’s essence. This seems more likely than the one-to-one ratio hypothesis. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 2nd Edition: - mojobob's website Abilities - Can fabricate and control any kind of tool or weapon at will - Melds with metal or machinery to control mechanical devices - Weakens metal armor worn by opponents - Immune to necrotic, charm and other mind-affecting spells - Resistant to fire, cold, and acid damage Appearance Gear spirits are actually pieces of living metal — machines who have free will. They are usually small, taking the form of a common mechanical device or tool. They have eyes, ears, noses, and so forth, but the placement of these is highly irregular. Size Hero Forge: 3'(XL) Lore: Small (4' tall) Suggested: Tiny to Small Other Monikers Mechanus dryads Sources - Planescape: Planes of Law Monstrous Supplement (1995) - mojobob's website

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

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