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  • Deceiver

    Deceiver Genie Deceiver Genie Medium Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Monstrous Compendium: City of Delights -1993): Deceiver genies are servants of noble djinn and sometimes the most powerful of jann. They themselves are djinn perverted to a life of deception, sworn to mask the face of the world. Their true form is difficult to judge, but they are said to be tall and gaunt, with thin arms and legs, and large heads, hands, and feet. They have long fingers, blond hair, and striking eyes — one blue, one brown. Their skin is a mottled gray. Combat: Deceiver genies are cowards shrouded in a perpetual displacement effect, so the first attack on a deceiver genie always misses. However, creatures able to see through this illusion can attack them at their natural Armor Class of 4. These genies can use each of the following spell-like abilities at will: change self , delude , false vision , tongues , misdirection , undetectable lie , and whispering wind . Twice per day they can create distance distortion , massmorph , spectral force , and shadow masic . Once per day they can invoke disbelief , projected image , solipsism , and sundazzle . Once per week they can use a mass suggestion (up to 24 levels or HD of creatures) or create a permanent illusion , programmed illusion , or veil . Their illusions are equivalent to those cast by a 24th-level caster for purposes of dispel magic, duration, area of effect, and so on. However, their life of trickery renders them susceptible to their own game; deceiver genies save against illusion/phantasm magic at -1. Favorite tricks of deceiver genies include sending hapless victims over illusory bridges, chasing illusory oases, or even making them argue with one another over trivial matters. They also enjoy sending unnerving messages to sentries, caravan guards, and other watchmen. They have the minds of immature pranksters, and no trick is to low or too difficult. Deceiver genies will gladly give up food, sleep, and treasure in pursuit of a truly cruel scheme. The only trick they dislike is taking the place of others; although they can alter their outward appearance, they are uncomfortable being near others for more than a few minutes. They pretend to be someone else only when a larger plot requires it. If forced into melee, deceiver genies fight with a hysterical, terrified strength. On a natural roll of 20, their steel nails tear out an opponent’s eye. If the roll of 20 is 1 more than the genie needs to hit its target, both eyes are torn out. In either case, an immediate system shock roll is required to avoid passing out for 1d6 turns from the pain. Partially blinded foes strike at -2, and fully blinded opponents suffer a -4 penalty to all attack rolls, and all rules for blind-fighting apply. In most cases, deceiver genies call up spectral minions to serve them in battle. These are often reinforced by real minions of the same type; deceiver genies think the resulting chaos is hilarious. Habitat/Society: Though most deceiver genies serve other genies, they sometimes cooperate with others of their kind to build themselves a village and hide it in remote regions. They rarely speak the truth, even under magical duress — a deceiver genie under the influence of a charm monster spell or similar magic still lies constantly and shamelessly to its friends. These genies are dangerous to their masters when not constantly set to a task; when idle, they spin webs of lies, generally to provoke their masters into some disastrous action. Deceiver genies see the entire world as a fiction, a game, or a toy created for their manipulation and amusement. Deceiver genies aren’t very interested in wealth, but they’re great fans of the arts, which they consider a formal but fascinating form of lying. They will never harm a storyteller or tasked artist genie, though they may still confuse them. Anyone wishing to bind such a genie must always be on guard for its effects on and promises to one’s servants, cohorts, and loved ones as loyalty to a master does not include loyalty to a master’s retainers in the code of a deceiver genie. Ecology: Tasked deceivers eat, drink, and sleep as humans do. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting (illusion, enchantment) - Displacement effect causes enemy attacks to miss - Steel nails permanently blind opponents - Telepathy - Flight Appearance Their true form is difficult to judge, but they are said to be tall and gaunt, with thin arms and legs, and large heads, hands, and feet. They have long fingers, blond hair, and striking eyes — one blue, one brown. Their skin is a mottled gray. Size Hero Forge: 9 ft. (XXL) Lore: Medium (7 ft.) Suggested: Medium to Huge Other Monikers Tasked Deceiver Sources - Forgotten Realms Wiki - Monstrous Compendium: City of Delights (1993) - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Quill | Digital Demiplane

    Quill Medium Beast, Unaligned Hero Forge Mini Kitbashed, familiar mini Description (From Planescape: Monstrous Compendium Appdendix II - 1995): Quills are natural animals native to some of the most inhospitable reaches of the Great Wheel. They’re common enough in grassland or scrub all over the Outlands, but they’re also found in places where it doesn’t seem possible for a herbivore to exist. A body can run across a quill in the howling tunnels of Pandemonium, the iron battle-plains of Acheron, the fiery waste of Avernus, or the war-torn Plain of Infinite Portals. A sharp basher can make a meal of a quill when his rations’re running low and there’s nothing else to eat. He’s just got to be a little careful about catching his dinner. Quills look like large porcupines , but their spiny hide alternates with bands of tough, thick, leathery skin like an armadillo’s. A quill’s spines are much larger and more dexterous than a porcupine’s — each clump is rooted in a small but powerful muscle that can twitch and agitate the spines with surprising strength and speed. The creature’s tail is long and strong, with a dense clump of spines at the end. The quill’s been known to kill a human in mail armor with a single blow of its tail. Quills are voracious foragers and grazers who’ll chew their way through anything given enough time. They’ll eat razorvine , bloodthorn , or even chew on ironmaw roots, let alone less formidable vegetation such as grass or brush. Quills aren’t real tasty, but they’re better than nothing, and most fiends’ll try to kill and eat one if they’re hungry. ’Course, minor fiends like spinagons or imps are better off looking for an easier meal. Combat: Quills don’t normally initiate combat. When they encounter anything that looks human or demihuman, they’re inclined to keep a moderate distance and go about their business. If some addle-cove persists in trying to get too close, the quill’s first lines of defense are its throwing spines. Each round, the quill can fire 1 to 4 spines at any target within 20 feet, with a THACO of 20 (they’re not terribly accurate with fired spines.) The spines each inflict 1 to 3 points of damage per hit, and stick in the victim. (See below.) If that doesn’t deter an aggressor, the quill defends itself with its bite and its tail lash. The bite’s not much to worry about, but the tail’s capable of killing a full-grown human. A blow from the tail inflicts 1d6+1 points of damage, and leaves 0 to 3 (1d4- 1) spines stuck in the victim. The quill can’t fire spines and make its melee attacks in the same round. Attacking the quill bare-handed or with natural weaponry’s a bad idea. Each time the attacker scores a hit, the quill counterattacks with 1d4+1 spines, which each inflict 1 to 3 points of damage per hit. Even striking the creature with a hand-held melee weapon creates a counterattack of 0 to 3 spines (1d4-1). These incidental attacks strike with a THAC0 of 20, and any spines that hit stick in their target. The quill can be safely attacked with missiles or thrown weapons. Fighting a quill’s likely to mean that the attacker has a few spines stuck in him by the end of the combat. Quill spines are wickedly barbed. Removing a spine causes 1 goint of damage unless the character pulling the spine out passes an unmodified healing proficiency check or a Dexterity check at a -4 penalty. Leaving the spine in the wound prevents the wound from healing and activates a cumulative 10% chance per day that the wound festers. Festering wounds cause 1 point of damage per day per wound unless the victim survives a saving throw versus poison, and they continue to do so until the victim succeeds with three consecutive saves or is treated with cure disease . Habitat/Society: Quills usually gather in small family groups comprising a mated pair and several offspring of various ages. (Very young quills have just 1 Hit Die, and their spines are too soft to do any real damage, although they still hurt.) Quills aren’t particularly aggressive or territorial, and quickly withdraw from a confrontation with a predator. Quill spines can be modified for use as blowgun darts or other light weapons. With a successful check of the armorer proficiency, a basher could fix spines to his armor anywhere he’s wearing a level plate, such as his shoulders, knees, or elbows. The DM can decide how effective a deterrent this might be — generally, the spines look dangerous but offer no measurable combat effect. Ecology: Quills’re very useful because they take otherwise indigestible plant life and turn it into marginally digestible meat. Quill meat may not taste good, but it’ll sustain life, and in some quarters of the Lower Planes, it’s actually considered a delicacy. Quills are naturally reclusive and usually forage only by night, so they can be harder to find than a cutter’d think. Quills typically nest in labyrinthine earth burrows not much bigger than 1� to 2� feet in diameter. If they’re anywhere near their burrow when danger threatens, they’re likely to go to ground and wait it out. Even a determined fiend’ll think twice about trying to pull a quill out of its burrow. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, any outer plane with brush or scrub Stat Block 5th Edition: - None (try Giant Porcupine with ranged attack of Needle Blight ) 2nd Edition: - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website Abilities - Shoots barbed spines like projectiles - Spined tail lash, bite - Spines remain in victim, causing damage to remove - Spine injures often fester like a disease, causing damage over time Appearance Quills look like large porcupines, but their spiny hide alternates with bands of tough, thick, leathery skin like an armadillo’s. A quill’s spines are much larger and more dexterous than a porcupine’s — each clump is rooted in a small but powerful muscle that can twitch and agitate the spines with surprising strength and speed. The creature’s tail is long and strong, with a dense clump of spines at the end. Size Hero Forge: 4 ft. (kitbashed) Lore: Medium (4 ft. long) Suggested: Small to Large Other Monikers Quill rat, quill beast, spike fiend, thorn beast, razor spine Sources - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Buraq

    Buraq Buraq Large Celestial, Neutral Good Hero Forge Mini Kitbashed, mount mini Description (From Monstrous Compendium: AL-Qadim Appendix - 1992): The buraq are the horses of heaven, companions to princes and sultans of virtue and the saviors of many holy warriors. They choose their companions and call no rider master. The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop. Combat: Although the buraq can serve as a warhorse, it rarely takes any pleasure in such service. When it does serve in battle, it avoids the fray and prefers its master take a position of leadership without getting entangled in the melee. If necessary, it can strike with its hooves for 1d6 points of damage each or bite for 2d6 points. A foe hit by both hooves is automatically knocked down and trampled for an additional 2d6 points of damage per round until he spends a complete round getting out from under the buraq’s hooves. As a traveler, the buraq excels. It can gallop through the air at the same speed as on ground, though it requires a running start of at least three rounds before it launches itself into the air. A buraq cannot stop moving once it is airborne. A trip of any length can seem instantaneous to a buraq’s rider, because, if the buraq wills it, a time stop is in effect on its back. A buraq can use this ability to preserve the life of a mortally wounded, poisoned, or starving rider until it can reach help. Some riders have crossed great distances this way and lived lives that seemed much longer than those of common folk. A buraq can speak with animals at will and has the ability to comprehend languages three times per day. Habitat/Society: The buraq is a friend to the faithful and the deserving, but before it will consent to take a rider, the rider must gain its trust. This may either be done through a lifetime of good deeds, close personal attention to the buraq (currying, combing, braiding its mane), sharing of fresh fruit and sweets, bravery and generosity, and a willingness to sacrifice the rider’s goals and desires to fulfill the needs of others. The potential rider must show mercy and respect for each person while balancing his mercy with respect for the law and all the harsh justice it sometimes demands. Few meet the buraq’s standards, and even a single failure is enough to drive it away, never to return. A buraq always demands its master’s care and devotion in return for its service. In return, it offers good advice and counsel, and it will serve fearlessly in the face of danger. The buraq can travel across any terrain unerringly by day or night; it never gets lost because of its ability to navigate by the sun and by the stars. Although it can cross straits and narrow channels, it cannot cross oceans because it must rest on land every night. Herds of buraq are said to run free at the edge of the world and in the green fields of Elysium, the Twin Paradises, the Happy Hunting Grounds, Olympus, and the Seven Heavens. Ecology: The buraq has the usual needs of a fine horse, but it can survive without any physical nourishment at all. It thrives on the care and attention involved in feeding and grooming, rather than the food itself; the buraq can literally eat good intentions. Thus, it could be well maintained by a big-hearted beggar and it could wither away in the care of a distant, proud sultan. The feathers of a buraq’s tail are valuable in the creation of scrolls, especially scrolls of protection and clerical scrolls dealing with curative and protective magics. A buraq may occasionally visit a renowned or particularly pious congregation of the faithful or the hovel of a mystic and leave a single feather behind as a sign of the gods’ favor. Combined with inks made from precious stones and gold dust, this feather may be used to inscribe either a single scroll of protection or a scroll of up to 14 spell levels in any combination (two 7th-level spells, two 5th-level and one 4th-level, and so on). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium and other Upper Planes Stat Block 5th Edition: - 5esrd.com (homebrew) 3.5e: - d20pfsrd.com 2e: - Mojobob's Website Abilities - Travel of any distance seems instantaneous for anyone riding the buraq (Time Stop) - Innate spellcasting (magical or psionics) - Bite, hoof, trample attacks - Flight Appearance The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop. Size Hero Forge: Mount (XL) Lore: Large (6' long) Suggested: Large Other Monikers Horse of Heaven Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - Monstrous Compendium: AL-Qadim Appendix (1992) - Mojobob's Website

  • Demarax | Digital Demiplane

    Demarax Medium Monstrosity, Unaligned Hero Forge Mini Kitbashed, single mini (from Planescape Monstrous Compendium Appendix. II - 1995): There are some mighty strange creatures on the Great Road, and the demarax is one of the strangest. It looks like a jewelled lizard or gem-covered crocodile , with tiny crystals of a hundred different colors embedded in its dark hide. (The older it gets, the more obvious and profuse the gems become.) Its face is blunt and small-mouthed, and three jellow eyes are spaced evenly across its forehad. The demarax’s movements are slow and deliberate, and it’ often the butt of jokes about slow speed; the folk of Automata refer to a lazy basher as a “demarax walking uphill”. The truly unusual thing about the demarax is its diet — it eats spell crystals, the magical manifestations of summoning and contact other plane spells cast by wizard on prime-material worlds. A body could stick his hand in a demarax’s mouth and it wouldn’t bite him; spell crystals are the only things it eats. This means that a demarax doesn’t pose a threat to the typical traveler on the planes, but if that traveler’s got a trapped spell crystal, or one appears in the traveler’s vicinity, the demarax’ll single-mindedly try to get at its favorite food, no matter who or what gets in the way. Combat: Demarax’re highly magic resistant; in fact, they may be about the most magic-resistant creatures around. When one touches a spell crytal, it almost always fizzles. The demarax feeds on the spell’s remains. Its gem-studded hide is renewed by the process of devouring a spell crystal; the rock-hard crystals provide the demarx with an exceptional natural Armor Class. The demarax’s magic resistance extends to all other kinds of magic cast at it, so it’s a rare event when a spell actually affects one. The demarax is a generally inoffensive creature, and doesn’t go out of its way to start a fight unless it’s provoked or it senses a spell crystal on someone’s person. The demarax can sense a crystal up to 200 yards away; it also has the unusual ability to deceive a crystal into believing that the demarax itself is the intended recipient of the spell. The crystal instantly diverts itself from its course and streaks to the demarax, who happily devours it. On rare occasions, when the creature fails its magic resistance roll, it can be summoned in place of whatever the casting wizard really wanted. The demarax is too stupid to do much of anything except stare at its new surroundings and slowly starve to death for lack of food. If a demarax is provoked or attacked, it defends itself by lashing out with its powerful tail. The gems lining its tail are heavier and sharper than elsewhere on its body, and the demarax can deliver a serious blow. The creature can also fire magic missiles from its eyes, delivering a volley of three magic missiles up to three times a day. The demarax doesn’t like to do this, since this rapidly depletes the spell energy that sustains it, and makes it hungry again in a hurry. As a last-ditch defense, the demarax can release a whirling storm of partially-absorbed spell crystasl that scythe and spin around it to a range of 20 feet. Any creature in that area must make a successful saving throw versus paralyzation or be struck by a crystal, which inflicts one of the random effects below: d6 Roll: Effect: 1-2 Target confused for 1d4 rounds by a barrage of questions 3-4 Target blinded for 2d4 rounds by images of another world 5 Spell energy causes target to blink for 2d4 rounds 6 Target transported to Prime Material Plane by a remnant of a summoning spell Creating the crystal storm exhausts the demarax’s energy; if it does not feed on a crystal, it starves to death within 1d6 hours. Naturally, the demarax uses this ability only when its life’s in immediate and dire peril. Habitat/Society: Demaraxas travel alone or in small groups, roaming the Great Road in an endless search for the spell crystals they feed on. They’re barely intelligent enough to speak a few crude phrases of the common trade jargon of the planes, but a body shouldn’t expect lively repartee from a demarax. Their typical dialogue goes something along these lines: “S-s-seen crys-s-stals-s? Need crys-stals. Hun-gry. Hun-gry now.” Interestingly enough, the demarax possesses a perfect memory and a complete inability to lie. It may be dumb as astump, but it can repeat any conversation it’s ever had word for word, even if it has no idea what the other party may’ve been talking about. The demarax isn’t bright enough to understand the concepts of past, present, or future, so a cutter hoping to get some information from a demarax had better be ready to ask some stump-dumb questions, or he’ll find the demarax abandoning the conversation and resuming its search for food. One last thing about the demarax: Its hide is worth a lot to any cutter in need of some jink. The typical demarax is covered with the equivalent of 50 to 100 (1d6+4�10) gems worth 10 gp each. There’re only a small fraction of the crystals studding the demarax’s hide, but the rest are too small to be of any value. Ecology: As noted above, the demarax feeds on spell crystals. Somehow, the creature’s metabolism converts the magical energy contained in these crystals into the energy needed to sustain life. The demarax’s unusual body processes result in an incredible life span; a body can talk to a demarax who recalls conversations thousands of years old. Since the demarax’s body works on different systems than most living creatures do, it’s basically inedible. Nothing can digest the crystalline hide or flesh, so it’s without natural predators. Unfortunately, there are any number of bloods who’ll take a demarax for its hide. It is said by the Guvners that the demaraxes were created by the Powers of Law to reduce the chaos caused by the uncontrollable appearance of spell crystals. By devouring all crystals they come across, the demaraxes prevent a lot of chaotic things from happening. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands of any Lawful plane Stat Block 2nd Edition: - Mojobob's Website Abilities '- Eats spell crystals - Almost total magic immunity as spells are absorbed by crystals - High armor class - Shoots magic missiles from eyes - Tail attack covered in razor-sharp crystals - AOE crystal whirlwind attack that inflicts random magical effect - Summoning spell crystals sometimes summons demarax by accident Appearance It looks like a jewelled lizard or gem-covered crocodile, with tiny crystals of a hundred different colors embedded in its dark hide. (The older it gets, the more obvious and profuse the gems become.) Its face is blunt and small-mouthed, and three jellow eyes are spaced evenly across its forehad. Size Hero Forge: 11' (6') (XL) Lore: Medium (6' body) Suggested: Medium to Huge Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Mechanus - Clockwork Nirvana

    Mechanus - Clockwork Nirvana Mechanus - Clockwork Nirvana Author(s) Matt-GM talespire://published-board/TWVjaGFudXMgLSBDbG9ja3dvcmsgTmlydmFuYQ==/e735ffce477f5fe6cb0a2c8e5497f21c Board Link Features - The Plane of Ultimate Law, Mechanus is entirely made up of a series of colossal gears, pulleys, and other clockwork that recede into an infinite smokey haze. - Some gears are as large as continents, and their flat surfaces are habitated by entire species of creatures, kingdoms, empires, and divine domains - Gravity feels artificial, pulling creatures down to whatever surface of a gear is nearest. The underside of every gear is also traversable, allowing creatures to walk normally on either surface. - Gears are constantly in motion, and their rotation speed is inversely proportional to their size; Greybeards claim that if a single gear on Mechanus ever stopped turning, all time and space in the multiverse would cease to function. – Mechanus is inhabited by the most lawful souls in the multiverse, including bizarre constructs such as Modrons (who maintain the plane’s gears), Inevitables (who enforce mortal obedience to the universe’s most vital laws), gear spirits , living mathematical formulas, and even stranger things. There is also a species of mind-controlling ant centaurs that are constantly expanding their empire throughout the plane, known as Formians . Notes - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes - Portal (blue fire ring) can be closed with a hide volume - The flat surface of every gear has its own gravity, so players can run up and down the sides of any horizontal or vertical cog. - At the hub of nearly every gear, there's arrows indicating the direction they are rotating; depending on the gear's size and where the players stand, they are moved along the wheel at the start of each turn; if players move in the same direction a gear turns, they're able to travel much faster; if players move against the gear's rotation, their speed is reduced; players can use this to their advantage to slow enemies and hasten their own movement - If only the gears could really spin in Talespire! Assets from Tales Tavern None

  • Winemaker

    Winemaker Genie Winemaker Genie Medium Elemental, Neutral (Good) Hero Forge Mini Double mini, no kitbash Description (from Al-Qadim Monstrous Compendium - 1992): Winemaker tasked genies are creatures of the grape, dedicated to nurturing the vines and extracting the finest possible vintages. They are quiet creatures, tending to their fields and casks through the summer and winter and closely supervising the harvests. This genie has the head of a cat, the body of a dog, and a long trunk which it uses to crush grapes. It stands erect, with individuals varying between 4’ and 5’ tall. They weigh about 150 pounds, the males slightly more, the females slightly less. Winemaker genies do not wear cloth, but they do drape themselves in grape leaves during the growing season and are generally completely covered in grape juice during the harvest. Most such genies can speak many languages, so as to be able to travel the widest regions possible. Combat: Winemaker tasked genies are poor fighters, though when they are angered their frenzy can be quite frightening to watch. They use their trunk to catch and crush opponents, causing 1d6 points of damage. In addition, winemaker genies can spray their opponents with wine or other liquids they take into their trunk. This spray fills a cone 20’ long and 10’ wide at the base; each creature struck by it must make a saving throw versus paralyzation or be blinded by the stinging wine for 1d3 rounds. If only water is available to the genie, the blinding lasts but a single round. The winemaker tasked genie can use each of the following spell-like abilities three times per day: water walk (to walk over the vats while stirring), purify food and water , create water , goodberry , speak with animals , and detect poison . Once per week they can cast pass plant (through grapevines only), sunshine , and plant growth . Any fermented beverage or fruit juice made under the direction of a winemaker genie is held to high standards and is worth four times what a normal beverage might bring in the marketplace. Habitat/Society: Winemaker genies are travelers, wandering from harvest to harvest, never staying at a given vineyard for more than two years. Harvest time is the only festival time that winemaker genies celebrate; they are great drinkers and are capable of entertaining workers with wit, song, and even buffoonery at the genie’s expense. Unfortunately, a winemaker tasked genie’s taste for his own work typically leads to excessive drinking and a slow decay of his skills. Older winemaker genies may become eccentric vintners who cater to jaded palates, or they may become village drunks, madmen, and fools. Winemaker genies serve only so long as their masters do not mistreat them, do not adulterate or water their wines, and do not ask them to follow any particular method or rule, even the traditions of the vineyard. They demand complete latitude to make wine as they think best. The slightest disagreement may cause them to seek work elsewhere. Winemaker genies forced to their task are still capable of producing excellent wines, but their special touch may be lacking, and they decline into drunkenness and eccentricity much more quickly. Ecology: Winemaker genies get along well with wine snobs, drunks, satyrs, nymphs, centaurs, and hill giants. They are friendly to any race that appreciates their talents, and they have been found working for evil humanoids as well as for enlightened caliphs. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Plane of Water, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Crushing trunk - Blinding sprays of wine - Innate spellcasting - Creates expensive, high-quality fermented beverages or fruit juice - Telepathy Appearance This genie has the head of a cat, the body of a dog, and a long trunk which it uses to crush grapes. It stands erect, with individuals varying between 4’ and 5’ tall. They weigh about 150 pounds, the males slightly more, the females slightly less. Size Hero Forge: Large (XXL) Lore: Medium (4-5 ft. tall) Suggested: Medium to Huge Other Monikers Tasked Winemaker Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Faerie

    Faerie Dragon Faerie Dragon Tiny Dragon, Chaotic Good Hero Forge Mini Button Double mini, no kitbash Description (From 5th Edition Monster Manual - 2014): A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. Invisible Tricksters. The only warning of a faerie dragon’s presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.” Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. The Colors of Age. A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Color: Age Range: Red 5 years or less Orange 6–10 years Yellow 11–20 years Green 21–30 years Blue 31–40 years Indigo 41–50 years Violet 51 years or more (From Fizban's Treasury of Dragons - 2021): Creating a Faerie Dragon Use the Faerie Dragon Personality Traits and Faerie Dragon Ideals tables to inspire your portrayal of distinctive faerie dragon characters. Faerie Dragon Personality Traits d8 - Trait 1 - Some people say I have a short attention span, and that I’m easily distractable, but they don’t… oh wow, is that a lute? 2 - I do not constantly steal food. If you can’t keep track of your rations, that’s really a personal failing. 3 - I’m much smarter than I look, and if you can’t say the same, this is going to be a short conversation. 4 - Elf, dwarf, horse—you non-dragons all look the same to me. No offense. 5 - When I narrate what I’m doing in song, it makes everything feel more epic, don’t you think? 6 - The world is a product of my imagination. The fact that you think you exist when I’m not thinking about you is adorable. 7 - I’m quick to make friends and love winning over grumpy and stoic types. If they don’t yet appreciate my help, that just means they need more of it! 8 - I like to earn people’s trust, then lead them into dangerous situations and make off with their treasure while they’re distracted. Faerie Dragon Ideals d6 - Ideal: 1 - Benevolence. Jokes are one thing, but I won’t abide cruelty. My mischief brings joy to the downtrodden and ridicule to oppressors. (Good) 2 - Variety. How can anyone stand to do the same things over and over? I take any opportunity to shake things up by trying something new. (Chaotic) 3 - Fun. What’s the point of living if you’re not going to enjoy yourself? (Any) 4 - Humor. My jokes make life more interesting for everyone. Or at least for me. (Any) 5 - Energy. Boredom is worse than death. I’m not much for plans, but you can always count on me to make something happen! (Chaotic) 6 - Selfishness. Other creatures exist for my amusement. If tormenting them were wrong, why would I enjoy it so much? (Evil) Faerie Dragon Lairs Faerie dragons go where the fun is. For many, this means dwelling near portals to the Feywild, enjoying that realm’s unpredictable magic and boisterous revels. Yet it can just as easily mean residing among other peoples—stealing baubles from shrines, nesting in cluttered attics, or following explorers and other intriguing individuals on their travels. For as much as they love their homes and hoards, faerie dragons abandon both without a second thought if adventure beckons. Faerie dragon lairs are as varied and eccentric as their owners. Some resemble simple animal nests, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as a manor or convincing pixies to construct them a silken bower. The most elaborate faerie dragon lairs are modeled off those of larger dragons, featuring multiple chambers and cunning traps. Faerie Dragon Lair Features An example complex faerie dragon lair is built around several hollowed-out chambers inside a large dead tree. The tree is decorated with the dragon’s lesser treasures, its limbs draped with scrolls and scarves and set with glittering glass.... A typical lair has the following features: Trapped Entrance. Just inside the knothole that acts as the lair’s main entrance, the dragon has hidden a stolen hunting trap. Audience Chamber. The passage opens up into the audience chamber, where the dragon lounges on a pillow and entertains diminutive Fey guests (or, in lieu of Fey, a family of very confused squirrels). Hoard and Larder. Beyond the audience chamber are separate hollows for the dragon’s hoard (“shinies”) and larder (“nibbles”). Sleeping Chamber. The innermost cavity of the lair is the sleeping chamber, which the dragon has fastidiously lined with fragments of mirrored glass. The dragon preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before emerging in a thick briar patch. Lair Actions As they are presented in the Monster Manual , faerie dragons don’t have access to lair actions while in their lairs. At your discretion, a green or older faerie dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn’t have total cover against the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult terrain . Regional Effects The region containing a faerie dragon’s lair can be transformed by its presence, creating one or more of the following effects: Compulsory Offering. The first time a creature comes within 1 mile of the faerie dragon’s lair, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion. Malleable Time. Time is fluid within 1 mile of the faerie dragon’s lair, flowing somewhere between half and twice its normal speed. Mischief Afoot. Sapient creatures that spend a year within 5 miles of the faerie dragon’s lair feel the persistent urge to play pranks on others. If the faerie dragon dies, these effects fade over the course of (1d8) days. (from 2nd Edition Monstrous Manual - 1993): A chaotic offshoot of the pseudodragon , the faerie dragon lives in peaceful, tangled forests and thrives on pranks, mischief, and practical jokes. Faerie dragons resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butterfly wings, and huge smiles. Their colors range through the spectrum, changing as they age, from the red of a hatchling to the black of a great wyrm. The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge. All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the language of sprites , pixies , elves , and the birds and animals in their area. Combat: Faerie dragons can become invisible at will, and can attack, use spells, and employ breath weapons while invisible. They attack as 4-HD monsters, biting for 1-2 points of damage. Most (65%) faerie dragons employ wizard spells as a wizard of the level indicated on the accompanying chart; 35% employ priest spells of the following spheres: Animal, Plant, Elemental, and Weather. Almost all spells are chosen for mischief potential. The two most common spells of faerie dragons are water breathing and legend lore ; other favorites include ventriloquism , unseen servant , forget , suggestion , distance distortion , limited wish , obscurement , animal growth , and animate rock . A faerie dragon usually begins its attacks by turning invisible and using its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss for the next 3d4 minutes, during which time he is unable to attack and his Armor Class is decreased by 2. Even though he is unable to attack, the victim can keep his mind on the situation if he succeeds on an Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon’s effect. Faerie dragons avoid combat and never intentionally inflict damage unless cornered or defending their lairs. If attacked, however, they engage in spirited defense, ably supported by sprite and pixie friends, until the opponents are driven away. Habitat/Society: Faerie dragons make their lairs in the hollows of high trees, preferably near a pond or stream, because they are quite fond of swimming and diving. They often live in the company of a group of pixies or sprites. Faerie dragons take advantage of every opportunity to wreak mischief on passers-by, frequently using forest creatures to help them in their pranks. Though many of these pranks are spontaneous, months of preparation can go into a single, spectacular practical joke. A tell-tale giggle, which sounds like the tinkling of tiny silver bells, often alerts potential victims to the presence of invisible faerie dragons. Ecology: Faerie dragons eat fruit, vegetables, nuts, roots, honey, and grains. They are especially fond of fruit pastries and have been known to go to great lengths to get a fresh apple pie. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild, Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Disorienting euphoria breath - Superior invisibility - Limited telepathy - Magic resistance - Innate spellcasting - Flight Appearance A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. Size Hero Forge: 11 ft. (XXL) Lore: Tiny (1-1.5 ft. long) Suggested: Tiny 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

  • Entrope | Digital Demiplane

    Entrope Huge Aberration, Chaotic Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From P lanescape: Monstrous Compendium Appendix III - 1998): There are holes throughout the multiverse. Call them conduits, portals or any other name, they’re still holes. The Inner Planes are no exception. In fact, these planes in particular are full of tiny leaks where bits of one element seep into another plane. Some graybeards theorize that one day, in the far distant reaches of the future, the borders of the Elemental Planes will completely break down and all the elements will combine. Such a thing could signal the end of the multiverse, if it’s true. The Doomguard — ever interested in entropy — decided to make sure that it is true and to help the process along. Hence, their magicians and alchemists began devising a means to dissolve the barriers between the Elemental Planes. Hundreds of years of research, trials, and errors took place, but eventually they succeeded. They constructed magical creatures the Sinkers named entropes. Entropes feed on whatever makes up the borders separating the various Inner Planes. As they feed, the elements of the two planes blend and “bubbles” of foreign elements are introduced into alien planes. Eventually, the Doomguard hopes, the barriers will weaken enough so that the planes constantly bleed into each other, eventually becoming indistinguishable. The first batch of these beasts escaped Doomguard control and now wander about the Inner Planes on their own, chewing away at the fabric of reality wherever they see fit. The second group is more closely controlled. The entropes weren’t designed with aesthetics in mind: the elongated, wormlike creatures have multiple arms, eyes, and mouths. At least one set of arms is equipped with claws, and one large mouth among the rest bears a set of viciously pointed teeth. The Doomguard saw no reason to grant their creations the power of speech or communication. Entropes do understand planar common, however, the better to follow Sinker commands. Combat: Because the entrope can literally break down the fabric of reality, it’s nothing to fool around with. Anywhere within the Inner Planes, the beast can “eat” through elermental borders, creating a small, temporary hole in space leading to any other Inner Plane. The rent results in a mass of the foreign element bursting into the plane with great power. While the entrope itself isn’t harmed by this action, anyone within 25 feet is subject to the elemental explosion. The results depend on which plane the hole leads to (a decision made by the entrope): Air , Earth , Mineral , Ooze , Salt , Water : Matter or air explodes through the hole with great force, inflicting 3d10 points of impact damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet; they’re also stunned for 1 round afterward. Ash , Dust , Smoke , Steam : Particulate matter bursts through the tear, inflicting 2d6 points of impact damage (save versus breath weapons for half). What’s more, all victims must save versus poison or cough and choke for 1d6 rounds, incapacitated. Fire , Lightning , Positive Energy , Radiance : Raw energy gushes through the rent, inflicting 8d6 points of damage (save versus breath weapon for half). Ice , Magma : Energy (along with varying amounts of matter) erupts through the tear, inflicting 6d6 points of heat or cold damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet. Negative Energy : This hole sucks the life energy from all victims, draining one experience level from each. Vacuum : Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage (save versus breath weapon for half) on victims and requires them to make a save versus death magic to avoid being pulled into the plane of Vacuum before the hole closes. The entrope can open these holes once every three rounds. The rest of the time, it defends itself with two huge claws (1d8 points of damage each) and a gigantic tooth-filled maw (1d12 points of damage). The strange creature is also immune to the effects of all elements, even ignoring impact damage from thrown boulders or similar attacks. Graybeards know of only two ways to harm an entropy: strike it with a magical weapon of +2 or greater enchantment, or subject it to nonelemtntal-based spells such as cause light wounds , magic missile , and so on. Habitat/Society: These petulant engines of destruction hate everything. Even the very space that they occupy annoys them. Entropes seek the annihilation of all things. Needless to say, these creatures haven’t developed anything but antagonistic relations with anything that they’ve ever encountered, including one another. The Doomguard are able to control them only through judicious use of powerful magic. Since the entropes can literally eat their way through to other planes and are immune to all harmful elemental effects, they can be found on any of the Inner Planes. They attempt to destroy any creature that they meet. Fortunately, the powers of these beasts are entirely limited to the Inner Planes. Since the Outer Planes have no real “borders” as such, the entropes can’t affect the planes of the Great Wheel. Ecology: It’s no secret that Sinkers like to watch things fall apart. More than most factions, the Doomguard has always had an interest in the Elemental Planes. Why? Probably because it’s where the building blocks of the multiverse originated. What better place to watch things disintegrate? Better yet, why not hasten things a bit? So they did. The creation of the entrope was a great achievement for the Doomguard. The Sinkers carried out the creatures’ production and development in the faction foretress on the plane of Salt. The plan was conceived by the lord of that castle, and its completion is said to have been overseen by his great-granddaughter. Some speculate that if the Sinkers have the knowledge and resources to create such unstoppable monstrosities, what other sorts of horrors might they have ready to unleash upon the multiverse? The dark is, though, that the creation and maintenance of the entropes is as much as the Doomguard can presently handle. It’s unlikely that anyone need fear the faction producing more creatures of this sort of power and destructive capability anytime soon — though certainly, the entrope is bad enough. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Inner Planes Stat Block 2nd Edition: - mojobob's website Abilities - Eats nearby fabric of reality to create AOE elemental explosions - Claw, maw attacks - Immune to cold, fire, lightning, acid, poison, and thunder damage - Immune to nonmagical weapons Appearance The entropes weren’t designed with aesthetics in mind: the elongated, wormlike creatures have multiple arms, eyes, and mouths. At least one set of arms is equipped with claws, and one large mouth among the rest bears a set of viciously pointed teeth. Size Hero Forge: 5'9"(XL) Lore: Huge (20 ft. long) Suggested: Huge to Gargantuan Other Monikers None Sources - P lanescape: Monstrous Compendium Appendix III (1998) - 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

  • Erinyes

    Erinyes Erinyes Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From 5th edition Monster Manual - 2014): The most beautiful and striking of all lesser and greater devils , the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes. Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption. (From Homebrew D&D Behind the Screen Subreddit post by DoctorMisterProf - 2016): Three beautiful winged figures land on the steps of a resplendent structure of gold, silver, and marble. It is an Areiopagos, a place of celestial justice. The trio storm up the stairs and barge through the gigantic double doors startling a group of celestials chatting inside. Continuing inward the three figures ignore the bystanders as they approach the center of the building. There, sitting high on opulent thrones flanked by marble columns are nine magnificent archons . Arbiters, judges, philosophers, beings that seek to uphold law in its magnificence. With a quick bow the leader of the trio speaks with the strength of a thousand guardsmen. "Forgive me for our intrusion. There is another human actively evading those hunting him down for his crimes. I request permission to stop him." One of the archons with a head of a regal hawk looks down upon the three with stern eyes. Its voice, as firm as stone, carries the beauty of a harp. "His retribution will come. Mortals are short lived and their sins swiftly catch them." "But what if he finds a way out? What if he makes a deal? He has committed horrible acts and needs to pay!" Her passionate intonation rapidly grows louder as she speaks. The archon responds, his tone measured. "You believe he deserves justice?" "I believe he deserves punishment!" She shouts, words echoing off the silent columns. "I wish to…" The hawk headed archon silences her with a hand and leans back in its throne. "And that is why you will not receive authorization to leave. Punishment is not an end but a means to enact justice; and justice" The archon pauses, glaring at her like a disapproving father "is clearly not your aim. Speak not of this again." The leader of the three throws her hands up in disgust and gestures to her siblings to leave. As they storm back out the door and take flight, the three fume with frustration, with anger never experienced before. The siblings look at each other, knowing that each shares the same conviction. One by one they dive through the magnificent skies of Arcadia and plunge into the material plane where their quarry hides. The three swiftly catch the man cowering under a tree, hiding from his pursuers. Like the sword of the great warrior Damocles, the angels descend upon him. First, the eldest strikes, delivering a wicked blow that brings the man to his knees. The middle strikes next, knocking him to the ground. Finally, the youngest attacks, hammering the man's face into the earth. Standing over this beaten man bleeding in the dirt, the trio of angels look at each other. Their rage had not been abated; in fact it seemed to have grown. Below that feeling was something else, something primal and powerful. Joy, sadistic pleasure derived from their gleeful torture, giving him what they believed he deserved. As the night progressed, the angels grew ever more brutal with their attacks. They built off one another's progressively more brutal assaults. The first fashioned a rope from her hair, using it to lash and restrain their target. The second employed healing magic to allow for ever more brutal assaults. The third turned their weapons into the cruelest implements of torture. When the sun finally dared to peek above the horizon, the eviscerated corpse of the man lay dead on the earth. The three angles looked at each other, exhilarated, their pearlescent wings stained crimson by blood. There was no remorse in their eyes, no hint of guilt, but no satisfaction either. The hatred, a feeling nigh alien to them for centuries, still lurked in their hearts, muted but unremitting. One by one they took wing, returning home only to speak of this night in hushed whispers. But, as they ascended, gravity pulled back. Despite their efforts they were pulled earthward, slowly at first, but soon they were in free fall. Bracing for a crash the three hurdled through the ground, continuing ever downward. When they opened their eyes the three found themselves in a realm of fire and brimstone. Horrific screams could be heard in the distance and untold monstrosities lurked in the shadows. They knew they should be afraid, they should clutch their weapons and steel themselves for batte, but something deep within told them this was no longer hostile territory. With eyes that now burned with hellfire they examined each other and their new home. It was in that moment that they understood who they truly were. The feeling inside of them, the feeling that drove them wasn't mere anger or hatred… It was fury. -From “The Legend of the Erinyes" Littering the skies of Baator , Erinyes, also known as furies, are a common sight to any planar traveler. All are descended from three angels who fell from Arcadia eons ago and all still bear their likeness to this day. Erinyes are said to be beings of vengeance, but in the eons since the species was first born they have grown into much more. Physiological Observations: While almost all devils are twisted, horrific monstrosities, Erinyes appear to be beautiful men and women. They tend to be of an average height of 6ft with well-toned bodies. Almost angelic in a sense, the dark coloration of their wings and their fierce red eyes belie their true nature. The youngest Erinyes have wings of blood red that gradually darken to black as they age. Once an Erinys ages beyond a certain point, their wings begin to gradually shed feathers until only bone remains. These Erinyes are by far the oldest, most dangerous, and most sadistic of their kind. Erinyes tend to be outfitted in a manner that gives them a more intimidating visage. Spiky plate mail and helmets adorned with horns are incredibly common along with their flashy weapons. Erinyes typically use wicked serrated blades and longbows with barbed arrows. Often, Erinyes carry ropes woven from their own hair that are able to act autonomously in a manner not dissimilar to a serpent. Erinyes have developed numerous ways to utilize these ropes in combat. Most devils come into existence from the forsaken souls of the dammed. Erinyes however, are born in a manner most mortals would consider natural. An Erinys' parent can be another Erinys or one of the greater devils who tend to be fond of them. In a world full of bleak scenes and revolting creatures, an Erinys' beauty provides welcome respite. There is much philosophical debate over whether or not Erinyes are born innately evil. There is a common belief among many extraplanar scholars that Erinyes are born walking the line of good and evil. Their immediate parentage points them towards ill but their ancestry towards righteousness. Regardless of whether or not this is the case, any semblance of benevolence is swiftly and mercilessly beaten out of young Erinyes by their parents. Erinyes mature at about the same rate as humans, but their childhood is one of suffering and rigid order. When their parents and devilish society at large aren’t literally beating their worldview into them, young Erinyes spend their time learning and training. By the age of 10 years (as measured on the material plane) Erinyes are formidable warriors and possess a working knowledge of magic and the planes. It is at this point that these young Erinyes enter the forces of Baator proper to begin their eternity of service. There have been attempts by various good natured individuals to “rescue” Erinyes before they reach this point hoping to usher them to good. Unfortunately, these good intentioned missions are almost always deadly failures. Behavioral Observations: There are many different types of Erinyes with a diverse spectrum of personalities and worldviews. That said, there is one key principle that unites these vile creatures: the desire to punish wrongdoers. To some, it is a passing fancy, something not to be pursued with zeal but enjoyed as it comes. To others it is an obsession chased at every opportunity. While this may sound borderline virtuous, even a cursory examination of their methods and motivations reveals them to be as malicious as any denizen of the Nine Hells. True good comes from justice and penance, not punishment. Those of a pure heart do not seek to make wrongdoers suffer but rather to restore a karmic balance and (hopefully) to reform the wrongdoer into someone worthy of redemption. Punishment is often the means with which this end is reached. To an Erinys however, punishment is the end. The thrill of vengeance, the joy of making others suffer is drives them. The twisted sense of justice is but a thin justification for their wicked hearts. These seemingly conflicting ideals are a carryover from their angelic heritage twisted by the cruelty of Baator. A criminal who repents for his sins and has a true change of heart will receive no mercy from an Erinys. Erinyes are also bound to a deep sense of honor reinforced by both the strict hierarchy of hell and their ancestry. They make soldiers that are brutally efficient and, most importantly, loyal to the end. It is exceedingly rare for an Erinys to engage in an act of deception, they prefer to act frankly and decisively. This is one of the man distinguishers from succubi. Societal Observations: Erinyes exist in a strange place within the fiendish caste system. While most devils are born at the very bottom and constantly attempt to claw their way up the ranks, Erinyes are born about halfway up the ladder but have almost no hope of promotion. This strange placement coupled with their sense of honor makes them favored agents of greater devils, as Erinyes are powerful enough to be quite useful but are not a threat to one's status. Thus, many Erinyes are privy to information or powers that their masters would usually keep to themselves. Some leverage this to gain more influence within the infernal hierarchy or preferred appointments. The one chance an Erinys has for promotion is to become a pleasure devil. These greater devils occupy some of the highest levels of Baator and almost exclusively spend their time corrupting virtuous mortals. Only Erinyes that operate on the material plane (known as Alecto) are eligible to be promoted. Many actively resist promotion as it precludes them from engaging in the activities they revel in such as combat, command, and torture. These Erinyes get much more satisfaction out of their current lot than they would from promotion. However, those that truly excel at condemning the souls of mortals, strive for a chance to become something greater. Erinys Specialties: Erinyes can be roughly divided into three main disciplines within the Nine Hells. The first are the Alecto who work on the mortal plane. These individuals engage in many activities, almost all of which involve collecting souls for their masters. They have been known to hunt down wrongdoers on the path to atonement to slowly and mercilessly cut their journey short assuring their soul makes its way to the Shelves of Despond. The Alecto are also the Erinyes who coerce individuals to the lure of evil. Whether it is taking the form of an individual so alluring one is willing to sell their soul for a night with them or taking a position as a trusted advisor coaxing a leader down a darker path. However, it is rather uncommon for an Erinys to have the patience for such slow subversive methods as most prefer to act more decisively. The few devious Erinyes who revel in this work are the select few who are able to ascend to the rank of pleasure devil. The job many Alecto take the most pleasure in carrying out is the execution of Faustian pacts, particularly those that involve vengeance, punishment, or the dreaded "Curse of the Erinyes". Taking after their progenitors, Erinyes are adept at exacting vengeance and punishment. They delight in creative and gruesome ways to cause agony to extract every last bit of suffering from an individual before sending them below to begin the process anew. Often, a jilted lover or irked business partner will call an Erinys down only to be horrified at the sheer depraved lengths Erinyes are willing to go when exacting said revenge. Megaera is the second class of Erinyes. Their vocation is coveted by the vast majority of Erinyes. Megaera are always selected from members of the other two groups who prove themselves to be particularly adept at torture. These individuals spend their time tormenting the souls of a select group of the dammed. Megaera have a particular talent for inflicting what they call "justice" upon those who commit particularly barbaric crimes. Slowly, and for as long as possible, Megaera sadistically torment these souls driving them slowly mad. Megaera are by far the most dangerous and cruel Erinyes to encounter. Fortunately, unless your soul has been condemned it is extremely unlikely to meet one. Tisiphone is the final designation of Erinyes. They are the guardians, the vanguards, and the soldiers. Tisiphone are the Erinyes one sees patrolling the skies of the nine hells, leading contingents of lesser devils on the fields of war, called to the side of greater devils in combat, and even serving as infernal lawyers in the Diabolical Courts of Abriymoch. Tisiphone are the most numerous of Erinyes as they serve a relatively unique niche within Baator. As only a select group of Alecto are even eligible for advancement within the hierarchy, greater devils place much trust in the Tisiphone, using them for special tasks and important duties. Tisiphone are, in turn, more loyal and reliable than any other devil. While the most exceptional of Tisiphone do not get promoted, they are assigned to the most coveted of positions, such as high level commanders or interdictors. The Curse of the Erinyes: One of the greatest horrors a mortal can call down upon another is the Curse of the Erinyes. Unlike the majority of curses, the Curse of the Erinyes can only be invoked through a direct pact with an Erinys. Once the agreement has been reached the invoker's soul is forfeit and the Erinys who made the pact will descend upon its target. The process is slow, horrific, and almost undetectable as only a minor tracking curse can be identified by even the greatest clerics. First the Erinys brings misfortune upon their quarry. Slowly, their trust in their friends, family, society, and even reality itself is eroded. Second, an unnatural hunger sets in coupled with revulsion for food. No amount of consumption will sate this hunger and often, food only exacerbates the suffering. Third, sickness finds its way into the target's life. It doesn't always descend upon the target of the curse however, those they care about could instead be struck deathly ill. Fourth, madness descends upon the target. The process is slow and surreptitious as Erinyes take great care to personalize the creeping onset of madness, consuming even the strongest of will. Unlike magical insanity, this madness is not easily reversed for the process is insidious in its mundanity. Finally, death comes for the target. It is not swift, it is not peaceful, it is not merciful. Death is usually the most torturous part of the endeavor. Truly a fate no soul with an iota of a conscious would honestly wish upon another. The entire process can take months if not years, turning the very world into the subject's own living hell. If an Erinys is successful in their endeavor, they will collect both the souls of both he who called down the curse and he who it was called upon. The Erinys often makes sure the two individuals meet upon their arrival to the river Styx. It is possible to remove the curse of the Erinyes, but it is a task only completed by the cursed. Unlike many other curses, the Erinys must be warded off for it will not relent. One must first complete a right of purification and, if a patron of good answers the call, a grand task of atonement must be undertaken to ward off the tormentor. The few who successfully ward off the curse may gain the favor of their patron to champion the cause of good. Variants: White Winged- These Erinyes do not inherit the tarnished wings of their parents. Their wings retain the milky hue of angels making them natural deceivers. From a young age these Erinyes are pressured into using their appearance to take advantage of those foolish enough to trust them. These individuals are arguably the most dangerous of all Erinyes as their skills of manipulation and subterfuge become incredibly potent over the eons. Redeemed- Every now and then an Erinys will reject their parentage and seek to redeem themselves in the eyes of good. These individuals steal away from the deep reaches of Baator and seek forgiveness. The denizens of the upper planes are not fools however and it may take thousands of years to gain their trust. Redeemed are most often encountered on the neutral or material planes where they prove their worth through selfless acts. Wings of Hades - The most powerful and dangerous of all Erinyes. Wings of Hades are ancient creatures having survived and grown through thousands of years in the lower planes. These beings surpass the caste system of the Nine Hells to exclusively hunt the denizens of the upper planes. Wings of Hades have all but lost the beauty of their brethren. Their feathers have fallen from their wings, their skin has hardened into a wrinkled carapace, and hair has grown long and bedraggled. Their hair now attempts to grab and drain the life out of anything that gets too close. Those who have made allegiances within the upper planes must be wary; the Wings of Hades are one of their greatest threats. DM's Toolkit: Erinyes are interesting creatures. While they're unilaterally described as attractive to humans and the like, they are not usually described as seducers. Furthermore, their origin in Greek mythology has nothing to do with seduction or temptation. These are beings of punishment and vengeance. If you need a sexy demonic seducer, the succubus and incubus fill the role perfectly. It is a disservice to Erinyes everywhere to just treat them like succubae. The Curse of the Erinyes can make for an interesting plot development. It places the target on a timer to complete whatever task set before them and it should make them loathe whoever placed the curse upon them. If a player sets you up to place it upon them, it can be a great way to guide the party in a particular direction. It is very likely any extraplanar travelers will encounter an Erinys at some point. They are often used as couriers, scouts, soldiers, and guards. Of all the devils, Erinyes are some of the most combative and will likely treat the party with disdain at best. Erinyes on the material plane tend to be less subtle than most other devil agents. While a more cunning devil will be the grand vizier manipulating the king into allowing horrible individuals to influence his kingdom, an Erinys may be the king's head general yelling "THIS MEANS WAR!" Make good use of the ropes Erinyes carry with them in combat. Having a tool constantly attempting to ensnare, trip, and hinder attackers can turn the tide of a fight. (From Planescape: Monstrous Compendium Appendix I - 1994 - lore and politics very obselete): Erinyes, most unusual of the baatezu, do not appear gruesome or disgusting but attractive, a fitting characteristic considering their mission. Erinyes are female, but can look like mortal men or women of any race, and always the most perfect physical specimens. They cannot, however, pass for mortals, for their huge, feathery wings mark them as denizens of Baator. Erinyes can communicate through telepathy, but prefer direct speech when luring mortals. They can speak any known language. Cunning and evil, the solitary erinyes have the special duty among the baatezu of tempting mortals. Even though the erinyes are lesser baatezu, they report directly to the Dark Eight outside the normal chain of command. Only 500 erinyes exist at any one time. Lesser baatezu are promoted to fill out their numbers. As tempters, the erinyes can do something no other baatezu can do, not even the pit fiends: enter the Prime Material Plane unsummoned. There it tries, through its charm person power and its comely form to lure mortals back to Baator. They cannot bring anyone or anything with them when they pass into the Prime Material Plane, and they can only bring one person back when they return. They cannot bring back inorganic matter, so victims arrive in Baator without possessions. Mortals so trapped are doomed to die in the inhuman plains of Baator unless their own strength can save them. A mortal who dies this way becomes a lemure and serves forever as a soldier of Baator. Because of this power to tempt and doom mortals, most baatezu respect the erinyes. Unlike other baatezu, the erinyes often refuse promotion from their station. Many do not wish to give up the special status afforded to them and return to the routine ranks of Baator. Combat : Erinyes prefer to use powers rather than fight physically, but they can wield any weapon with proficiency. An erinyes can cause fear in any creature that looks upon it. The victim must save vs. rod, staff, or wand or flee in panic for 1d6 rounds. Erinyes carry a rope of entanglement that they use in combat or to bind unsuspecting victims. Erinyes possess a powerful charm person ability that works against any target the erinyes looks on within 60 feet, even if the victim does not look back. The victim must immediately save vs. spells as if half his current level. For example, an 8th-level warrior would save as though he were 4th level. Failure means the victim becomes completely loyal to the erinyes and does anything to protect and obey it, even when that means the death of the victim or loved ones. Fortunately for mortal beings, an erinyes can only charm one person at a time. The effects of the charm last until the erinyes releases the victim or dies. In addition to those available to all baatezu, an erinyes can use the spell-like powers detect invisibility, invisibility, locate object, polymorph self , and produce flame . Once per day it can attempt to gate in either 1 to 8 spinagons (50% chance) or 1 to 4 barbazu (35% chance). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Monster Manual (2014) - Roll20 - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Hellish, poisonous longbow and longsword - Rope of entanglement - Skilled at parrying - Summon devils - Telepathy, truesight - Magic resistance - Flight Appearance The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Size Hero Forge: 9'7" (XL) Lore: Medium (6 ft.) Suggested: Medium to Large Other Monikers Fallen angels, avenging angels, chthonic angels, vengeance devils, eumenides, furiae, dirae Sources - D&D Behind the Screen Subreddit - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - DnDBeyond - Mojobob's Website - MrRhexx's youtube video

  • Abyss - Fortress of Indifference

    Abyss - Fortress of Indifference Abyss - Fortress of Indifference Author(s) Matt-GM talespire://published-board/QWJ5c3MgLSBGb3J0cmVzcyBvZiBJbmRpZmZlcmVuY2U=/4251623b4157eafd5f8a918df16a857c Board Link Features - 5 floors of abyssal tower, very tall, very cramped - Mortal prisoners and undead zombies grafted into the floors and walls of the entire tower - 4th floor infested by demonic insects (Chasme), eggs everywhere - Vrocks, bodaks, succubi, nabassu, nalfeshnee, and other demons within Notes - Map based on 2nd edition Planescape Adventure in Hellbound: The Blood War ("Squaring the Circle") - Interior is very cramped - No hide volumes yet - Lighting unfinished - Might need to duplicate the top 2 floors at ground level if navigation becomes too difficult Assets from Tales Tavern None

  • Acheron - Avalas Cube

    Acheron - Avalas Cube Author(s) Matt-GM talespire://published-board/QWNoZXJvbiAtIEF2YWxhcyBDdWJl/a276004c421374caecd507a62494c035 Features - Afterlife of endless, pointless war, where go the souls of warmongers, sellswords, soldiers without cause, and war criminals who were "just following orders" - Deathless legions of humans, orcs, and goblins endlessly battle on top of enormous, cube-shaped chunks of iron floating in cold nothingness... the cubes occasioanlly collide with each other, creating violent tremors, great dents and chasms on the surface of each cube, and allowing invasions to occur - Visiting mortals are often forcefully conscripted into one army or another – Other inhabitants include the towering, sadistic Achaierai , the Bladelings of Ocanthus, hulking Cadaver Collectors , wild fhorge , hook spiders , hell hounds , bonespears , and entropic Rust Dragons . - Every face of each cube is strewn with broken weapons, siege equipment, torn banners, and piles upon piles of corpses - The cubes are pierced by a network of cylindrical tunnels and square caverns, where the deathless legions of Acheron rest and shelter from enemies and cube collisions - The fiendish river Styx bubbles out of the pits of some cubes, only to disappear down another chasm or tunnel... the river somehow connects several floating cubes, and is a way to travel between the lower planes of existence... but swimming the Styx is imposible, for to touch its poison waters is to have one's memory and identity erased forever. One must hire a yugoloth ferryman, known as a Merrenoloth, to traverse the waters safely. Notes - Basically a hell dimension for war criminals, and the major afterlife of warmongering orcs and goblins, or those that worship an evil god - Portal (blue fire ring) can be closed with a hide volume - Gravity is relative in Acheron, so players and monsters can walk on any face of the cube, or the wall or ceiling of any tunnel or interior chamber, be they horizontal or vertical. Recommend switching on "flying" for any mini that tries to traverse the side of a cube or wall - Tunnels and caverns inside the cube all have hide volumes, though it can be a bit tricky to select the right hide volume, as the tunnels are stacked on top of each other; worst case, copy-paste the cube's interior passages to a new board to make it easier for players to navigate Board Link Acheron - Avalas Cube Assets from Tales Tavern None

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