top of page

Search Results

592 results found with an empty search

  • Storm Giant

    Storm Giant Storm Giant Huge Giant, Chaotic Good Hero Forge Mini Single mini, no kitbash, 4 variants below Description (From D&D 5th Edition Monster Manual - 2014): Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands. Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts. Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don’t compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean’s depths for signs, symbols, and omens of Annam’s favor. Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten. Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction. Solitary Lives. Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish. Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants’ exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture’s laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat. (From Volo's Guide to Monsters - 2016): Storm giants, the most powerful and majestic of giant-kind, are also the most aloof and the least understood. Uvarjotens aren’t just forces of nature; they are bound to nature, and are extensions of it, in mystical ways that humans find hard to comprehend. Ordning of Omens. Each storm giant knows its status in the ordning by the signals the universe sends them. Omens might be seen in the wheeling flight of a flock of birds, the patterns in sand left by a receding tide, the shapes of clouds, or any number of other natural phenomena. Storm giants that receive the greatest number of such messages generally rank highest, but the significance of individual signs can also affect one’s status. On the rare occasions when storm giants meet, omens and signs accompany each individual, making it plain to all present who ranks where. Arguments about ranking within the ordning are rare, but all the giants in the group studiously examine every sign for evidence that one among them might be the greatest yet, since the revelation of that fact would herald Annam’s return. Ever since Ostoria fell and Annam abandoned his children, no sole king or emperor has ruled over giantkind. According to legend, the arrival of such a leader will be presaged by signs and omens in all the elements of the world: the sky (air), the sea (water), the continents (earth), and the underworld (fire). All of these are realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and unmistakable. In the crawl of centuries since the empire’s collapse, the few signs manifested have been muddied, conflicting, and contentious. For an obvious reason, every storm giant has a strong personal interest in how soon Annam’s return comes to pass — they all want to live to see it. Some individuals gain a measure of immortality for themselves by merging with elemental forces. These storm giant quintessents are the most reclusive of their kind, lairing in remote and inhospitable sites surrounded by brutal winds and murderous weather. Without an emperor to serve as their political and spiritual head, the storm giants are adrift on an uncertain sea. Every possibility encapsulated in every sign is exhaustively examined. Debates over the meaning and validity of this or that omen are conducted across human kingdoms and spanning human lifetimes. Explorers and adventurers can find opportunity in this situation, since the giants sometimes hire agents that they dispatch to investigate portents and to retrieve items the giants need for their oracles. It’s dangerous work, for two reasons. The obvious one is that the task involves delving into Ostorian ruins that have been sealed for millennia. The less obvious one is that certain portents, if confirmed to be true, would indeed bring about the return of Annam, upending the giants’ social order and initiating a new age. Some would welcome such a change; others would oppose it bitterly and do all they could to stop it, possibly resorting to all-out war. Out for Themselves. In the absence of both Annam and a worldly emperor, storm giants recognize no higher authority. Human, elf, and dwarf kings, liches, grand sorcerers and wizards — all might amass what they consider great power, but they have no influence over the storm giants. Any who try extending their reach in that direction are guaranteed to come to grief. But as long as the world leaves the storm giants alone, the giants will leave the world alone. They wish neither good nor ill on the realms of humanity; they simply don’t give much thought to the matter, except on the rare occasions when humans crop up in a prophecy or are hinted at by an omen. When storm giants do interact with non-giants, those on the receiving end of their attention might question the notion that storm giants are “good” creatures. They respect the principle of the sanctity of life, but even the calmest of storm giants has a tremendous temper. When one is roused to anger, principle gives way to fury, and an offense committed by one person against a giant can bring furious retribution down on an entire community. A storm giant that destroys a town and kills innocents in a fit of rage is likely to regret it afterward and might offer payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully in the presence of a giant, but this is especially true of storm giants. Living on the Edge . Once they’re old enough to fend for themselves, storm giants spend most of their lives in contemplative isolation. Storm giants are capable of living wherever they choose, whether that’s atop a mountain, in a glacial cave, or at the bottom of the deepest oceanic trench. One kind of location that invariably draws their attention is an elemental crossing — where the Material Plane and the Elemental Planes intersect and interact. Elemental influence pervades the architecture of storm giants and lends a tempestuous, unearthly quality to their homes. Storm giants use elemental crossings for their own transplanar wandering, especially into the Elemental Plane of Air and the Elemental Plane of Water. The frequent whirlpools, tornadoes, and lashing rainstorms that buffet the passages to those two planes help to safeguard the giants’ homes and ensure their privacy. Although a storm giant prefers to live outside the company of other giants, it isn’t necessarily alone in its stronghold. Storm giants share their abodes with other creatures that are comfortable in the environment: a sea-dwelling storm giant, for example, might have a few merfolk, water weirds, or even a dragon turtle for companions, while a storm giant living on a mountain peak would extend a friendly hand to any pegasus that happened by, and might even welcome yetis into its home for a time if it believed they could be trusted. The giant’s guests are expected to be respectful, to make themselves useful, and to provide interesting conversation or other entertainment when the giant feels like being sociable. Moods of Stronmaus. Storm giants pay homage to Stronmaus, the eldest of Annam’s children, who is also the most joyful and the most prone to laughter and enjoying fellowship with his siblings. That image of Stronmaus is in sharp contrast to how storm giants are perceived in the world: aloof and dour. Nonetheless, it is an accurate one. In the giants’ legends, Stronmaus is subject to gray moods and deep brooding that are just as intense as his moments of good humor. It is also true that storm giants aren’t as humorless as popular notions paint them to be. They’re quiet and reserved when they’re by themselves, which is how they spend most of their time. But when they get together with others of their kind, they enjoy mirth, song, and drink as much as Stronmaus does. For the sake of their privacy and for the safety of smaller beings in the vicinity, these rare gatherings occur far from the presence of other creatures, thus perpetuating the giants’ reputation for always being gloomy and grim. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Water Stat Block 5th Edition: - D&D Basic Rules - D&D 5th Edition Monster Manual (2014) - DnDBeyond Abilities - Lightning Strike - Spellcasting - Great strength, size, constitution - Amphibious - Throws rocks Appearance Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. Size Hero Forge: 10'7' Lore: Huge (26 feet) Suggested: Huge to Gargantuan Other Monikers Uvarjotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - D&D 5th Edition Monster Manual (2014)

  • Bonespear

    Bonespear Bonespear Large Monstrosity, Unaligned Hero Forge Mini Kitbashed, double mini Description (from Fiend Folio - 2003): Bonespears are patient predators that live on many different planes. Named for the two long, wickedly barbed horns that grow from their heads, they are a menace to any creature they might perceive as food—a category that includes most anything that moves. Their home plane is Acheron, but bonespears have spread throughout the planes and can be found in even the most inhospitable climates due to their natural hardiness. Bonespears resemble large grasshoppers in shape. Their dark, carapaced bodies are 8 feet long, and they stand nearly 5 feet tall at the shoulder. Their heads are capped by a pair of 3-foot-long barbed horns. Only when the creature begins to hunt does it become apparent that the horns are not firmly attached to the creature’s head—long sinews connecting the head and the horns enable the bonespear to launch its horns at prey and reel them in to be consumed. Bonespears can sit for days on end, waiting for suitable prey to wander by. They typically choose barren, rocky places to conduct their hunts, and many bonespears lair underground. If more than a week passes without a sign of prey, the creatures move on until they find a food source. COMBAT: When a bonespear spots food, it reacts quickly. As soon as a target comes with 60 feet, the bonespear launches both horns at it and then attempts to reel it in by retracting the tough sinews that connect the horns to the creature’s head. Attach (Ex): If a bonespear hits with a horn attack, the horn buries itself in its target, held in place by numerous barbs on the horn’s surface. Each round thereafter that a creature remains impaled by a horn, it takes additional horn damage automatically and incurs a cumulative –1 circumstance penalty on attack rolls, saves, and skill checks. On the bonespear’s turn in subsequent rounds, it attempts to drag its prey closer (see below). A single attack with a slashing weapon against a tendon (made as an attempt to sunder a weapon) that deals at least 15 points of damage severs a horn from its tendon. A creature impaled by a severed horn takes 1d6 points of damage per round automatically until the horn is removed. Removing a horn (a full-round action) deals 2d8 points of damage to the victim, but if the character removing the horn makes a successful Heal check (DC 20), this damage is reduced to 1d4 points. Drag: After spearing a victim, a bonespear attempts to drag the victim closer on the bonespear’s turn in each subsequent round. This activity resembles the bull rush maneuver, except that the bonespear drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim’s. The bonespear gains a +4 bonus on its drag check if it is set in its immobile stance. Against a Mediumsize victim, the bonespear’s Strength modifier is +10, or +14 if it is set in its stance. A bonespear can draw in a creature from a distance of 10 feet or less and bite with a +4 bonus on its attack roll in the same round. Horns (Ex): Most encounters with a bonespear begin when it fires its two horns. If a horn misses its intended target, it is quickly reeled in. Reeling in a horn is a fullround action. Each horn has a range of 60 feet (no range increment). A bonespear will always try to hit a single target with both horns, but is capable of attaching to two different targets at the same time. Poison (Ex): A bonespear delivers its poison (Fort DC 25 negates) with each successful horn attack. Initial and secondary damage for the first horn is 2d4 Dex. Initial and secondary damage for the second horn is 2d4 Str. Fast Healing (Ex): A bonespear regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a bonespear to regrow or reattach lost body parts. Immobile Stance (Ex): At will, a bonespear can make itself virtually immobile by anchoring itself to the surrounding terrain with its six large, strong feet. In this stance, the bonespear receives a +20 stability bonus on opposed Strength checks to resist a bull rush or to otherwise be moved, and it cannot be overrun. (This bonus overlaps [does not stack] with the +4 stability bonus for having more than two legs.) This ability can be activated or deactivated as a free action. Vermin Traits: A bonespear is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60-foot range). (from Planescape Monstrous Compendium Appendix. II - 1995): Not all the hideous creatures of the planes are fiends. Some’re just natural predators who get by in a dangerous and unnatural setting. The bonespear’s one of these. It appears to be a relative of the cave fisher , and shares some of its cousin’s hunting tactics. Bonespears are found on some of the lawful planes, ranging from Carceri to Arcadia, and on parts of the Outlands a well. A bonespear’s a large, insectile creature with a hard, chitinous shell. Its head is a huge, misshapen sphere with a pair of jutting, barbed bone horns. Beneath these horns are the creature’s eyes and a gaping maw full of jagged teeth. Six pairs of thick, clawed legs line its body. The bonespear doesn’t use its legs for fighting, but likes to anchor itself to good, hard rock with its twelve feet. It’d take a basher with the muscle of a fire giant to move a bonespear that’s got itself set. Combat: The bonespear’s most dangerous weapon are the two horns that give it its name. Buried behind the horn sockets the bonespear’s got a large air bladder surrounded by tough, thick muscle. By suddenly squeezing the bladder, the bonespear uses a powerful blast of compressed air to fire its horns at anything that looks edible. The horns’re joined to the creature’s skull by a tough braid of sinew, and the sinew’s anchored in another muscle that can reel the horns in like a winch. The bonespear’s horns can be fired up to 40 feet away. If a horn’s attack roll exceeds the number required to hit by 4 or more points, the horn sticks in the victim like a harpoon. Otherwise, the bonespear drags its horn back for another shot — a process that takes a full round. If the horn hits but doesn’t stick, the victim just suffers the listed damage; if it hits and sticks, the victim incurs the damage, and the bonespear tries to reel him in. The bonespear can retract its horns with an effective Strength of 17. The round after a bonespear hools something, the victim and the monster both make Strength checks. Whoever rolls the highest number wins the contest. If the victim wins, he holds his ground and isn’t dragged any closer to the bonespear. If the bonespear wins, the victim is dragged 10 to 40 feet closer to its mouth. When the victim has been dragged up to the bonespear’s head, the monster attacks with its fearsome jaws. The bonespear’s barbed horns can be ripped out of a wound, if the creature removing the horns succeeds in a Strength check. Unfortunately, this inflicts 1d4+2 points of damage on the victim. The horns themselves are as sturdy as iron spears, but the sinew connecting them to the monster’s head can be severed. The sinew strand is AC 2 and can withstand 12 points of damage before being severed; only Type S weapons can do this. The bonespear takes no damage from having one horn severed, but if both horns are severed the creature’ll retreat fromthe combat. Bonespears don't move fast and don't hunt in open ground. They’re naturally inclined to seek good locations for ambushes. A bonespear might conceal itself in a thicket near a waterhole or wedge itself into a crevasse overlooking a path, and then wait for its prey to come near. Because of the creature’s skill in concealing itself and springing its ambush, its victim receives a -1 penalty to any surprise check. Habitat/Society: Bonespears’re solitary creatures; they don’t take to competition from their own kind, and fight vicious territorial battles over prime hunting ground. They mate only once every 3 years, and the female abandons the eggs as soon as she lays them. Not many bonespears reach adulthood. Generally, a bonespear’s regarded as a dangerous pest, and few Outlanders’ll rest until the creature’s driven away or killed. Bonespears keep their chosen hunting area clear of the telltale remains of their kills, burying bones, scraps of armor, and other such debris in shallow pits around their hiding places. A bonespear’s horn can make a short, serviceable spear in a pinch, equal to a javelin but not balanced for throwing. The tough, sinewy connective tissue can provide 40 feet of light, strong line for a cutter in need of some rope. Ecology: Young bonespears prey on birds and common animals such as rabbits and squirrels. As they grow toward their mature size, bonespears begin taking larger and larger prey. They’re not afraid to harpoon anything, and in some places bonespears pose a significant threat to minor fiendlings such as nupperibo or lemures . Despite their natural weaponry, bonespears are preyed on in turn by more powerful fiends. There are rumors of domesticated bonespears in some corners of Carceri or Baator. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Acheron, Gehenna Stat Block 5th Edition: - DMDave,com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Harpoon-like horns shoot 40 feet, impaling victims and dragging them to toothy maw - Barbed horns inflict damage even as impaled victims free themselves - Skilled at stealth, camouflage, and ambush Appearance Size Hero Forge: 6'2" (XXL) Lore: Large (8 ft. body) Suggested: Large Other Monikers Harpoon bug Sources - Forgotten Realms Wiki - Archive.org (Fiend Folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Dhour | Digital Demiplane

    Dhour Large Ooze, Neutral Evil Hero Forge Mini Kitbashed, single mini (from Planescape: Monstrous Compendium Appendix II - 1995): The dhours are a voracious race of dimensional hunters that haunt the Astral and Ethereal Planes. They’re large, amorphous, amoebalike creatures of translucent protoplasm. Strange organs and bizarre pulses of light shift and move in their bodies, and a large, three-lobed brain is suspended in the center of its mass. A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat. Dhours’re bound to the Astral and Ethereal Planes by the structure of their bodies; the only way they can leave is by using openings others have made. A dhour searches constantly for a recently used conduit or color pool, and then strikes out to capture and devour whatever made the disturbance. A dhour can maintain itself away from the Astral or Ethereal only by using its psionic powers: when it runs out of PSPs, it must return to its native planes. Generally, dhours take note of both physically present and astrally projecting travelers. They’re fond of lurking near color pools to waylay creatures nearing their astral destinations. Dhours can sense creatures passing through conduits in the Astral; a cutter might be instantaneously whisked through the Silver Void in the blink of an eye, only to be visited weeks later by a dhour that caught sight of him as he passed. In the Ethereal, dhours watch over curtains of vaporous color in much the same way as they guard color pools in the Astral. The chant is the dhours’re new to the planes. The Godsmen report that dhours’ve shown up on the Astral only within the last decade or so. A few bloods have managed to communicate with a dhour by means of telepathy or similar psionic powers. They say that the dhours’ minds are alien and unreadable, but that the creatures were able to make their thoughts known to them. The dhours display a keen sense of curiosity about the other planes and show some willingness to exchange information — but only when they’re not hungry. Combat: A dhour tries to attack its prey on the Astral or Ethereal Plane, but if it can’t catch up to its intended victim, it follows the poor sod wherever he goes. Once a dhour’s sighted a victim, it can use its psionic powers to enter any plane and attack its victim again and again. The only defense against this is to kill the dhour or stay in planar layers that can’t be reached from the Astral. Once a dhour’s set on a victim, it’ll keep trying to catch and devour him until it succeeds. The dhour attacks physically by lashing at its victim with a powertful pseudopod, delivering 4d4 points of damage with a blow. If it manages to grab hold of its prey by rolling a natural 19 or 20, it can throw itself over the poor sod and engulf him. The victim gets a saving throw versus paralyzation to pull free, but if he fails the dhour surrounds him. Engulfed victims immediately begin to suffocate (death follows the number of rounds equal to one-third the character’s Constitution score), and suffer 2d6+6 points of acid damage each round. While the dhour engulfs its victim it can lash out at any other nearby creatures with its pseudopods, but can’t move. Dhours are immune to Type B weapons and suffer only half damage from Type S weapons due to their amorphous structure. Successful attacks on dhours that’ve engulfed victims (or are in the process of doing so) cause the same damage to the victims as to the monsters. The dhour prefer to avoid mental combat unless it’s necessary to reach its chosen victim. It must use the science of probability travel to leave the Astral Plane, and therefore its ability to remain on any other plane is limited. The dhour uses its telepathic abilities to locate its prey and then set an ambush for the poor sod. Note that a dhour can often gain surprise by using invisibility or chameleon power in its attack. Dhours are considered monsters for purposes of using contact against them, but they don’t suffer this penalty against their one chosen victims. Habitat/Society: Dhours prefer to hunt alone, and are only rarely encountered in groups. The creatures aren’t territorial, but instead mark their chosen victims to warn off other dhours. The mark affects the victim’s psychic aura. It can be detected by the psionic power of aura sight, and removed using psychic surgery. No dhour’ll attacj a character who’s been marked by another dhour until the one that first sighted that prey is dead. From time to time, dhoursstup hunting ang gather in small bands or circles. There’s a 25% chance that any encounter with the dhours actually takes place during this nonaggressive cycle. Such circles comprise 2 to 8 dhours. The dhour circle seems to be the sole social activity of the monsters; they drift aimlessly through the Astral, all but ignoring the Void around them, communicating telepathically. The only time a dhour’ll converse with a cutter is when it’s travelling to or from a circle meeting. Although a dhour circle ignores anything except a direct attack, it’s still dangerous to be around — if the dhours notice any creatuers observing their circle, they’re likely to mark the intruders and seek the sods out later. Ecology: Dhours aren’t native to any known universe and likely came to the planes from some distant, alien, prime-material world. Their predatory habits and single-minded pursuit of prey are of great concern to any astral or ethereal traveler. No one knows the dark of why the dhours do qhat they do; some bashers’ve speculated that dhours devour more than the mere flesh of their victims. It’s rumored that priests can’t raise sods that’ve been eaten by a dhour, but this hasn’t been proven yet. Dhours appear to reproduce by amoebalike division, after gathering in their circles. A dividing dhour actually splits its hit point total in halves, and each new individual grows to full size and strength within 6 months. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, Ethereal Plane Stat Block 2nd Edition: - Mojobob's Website Abilities - Psionics, including plane shift - Pseodopod attack - Engulf attack suffocates and causes acid damage - Engulfed creatures suffer any damage inflicted on Dhour - Immune to bludgeoning, resistant to slashing - Telepathy Appearance They’re large, amorphous, amoebalike creatures of translucent protoplasm. Strange organs and bizarre pulses of light shift and move in their bodies, and a large, three-lobed brain is suspended in the center of its mass. A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat. Size Hero Forge: 5'6" (10')(XL) Lore: Large (8 ft.) Suggested: Large to Huge Other Monikers None Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Dracolich

    Dracolich Dracolich Huge Undead, Any Evil Hero Forge Mini Button Double mini, no kitbash, 3 variants below Description (From 5th Edition Monster Manual - 2014): Even as long-lived as they are, all dragons must eventually die. This thought doesn’t sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. Beyond Death. A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind. Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe. Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich’s phylactery. As the dragon’s flesh rots away, the spirit inside the gem returns to animate the dragon’s bones. If a dracolich’s physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon’s corpse, the dracolich’s spirit can take possession of that corpse to become a new dracolich. If the dracolich’s spirit gem is taken to another plane, the dracolich’s spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife. (From 3.5e Draconomicon: The Book of Dragons - 2003): The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew (see page 120). This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery (also see page 120), regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon, DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below). A dracolich appears as a skeletal or semiskeletal version of its former self, with glowing points of light in its shadowy eye sockets. (From 2nd Edition AD&D Monstrous Manual - 1991): The dracolich is an undead creature resulting from the unnatural transformation of a dragon . The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist. A dracolich can be created from any of the evil or neutral dragon subspecies. An evil or neutral dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semiskeletal dracoliches have been observed on occasion. The senses of a dracolich are similar to those of its original form, and it can detect invisible objects or creatures (including those hidden in darkness or fog) within a 10-foot radius per age category and also possess a natural clairaudience ability while in its lair equal to a range of 20 feet per age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form. It can cast each of its spells once per day and can use its breath weapon once every three combat rounds. A dracolich retains the memories and intelligence of its original form. Combat: Dracoliches are immune to charm , sleep , enfeeblement , polymorph , cold (magical or normal), electricity, hold , insanity, or death spells or symbols. They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms, but only magical attacks from wizards of 6th level or higher or attacks from monsters of 6 or more Hit Dice can injure dracoliches. The Armor Class of a dracolich is equal to the Armor Class of its original form bettered by -2 (for example, if the AC of the original form is -1, the AC of the dracolich is -3). Attacks on the dracolich, due to its magical nature, do not gain any attack or damage roll bonuses. Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its first battle, its morale rating permanently becomes Fearless (19 base). This assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich. (For instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD in one battle to receive the morale increase.) Once a dracolich receives the morale increase, it becomes immune to magical fear as well. The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form (a dragon’s fear aura). Opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) to resist the dracolich.s fear aura. The gaze of the dracolich’s glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws. (Creatures of 6th level or 6 Hit Dice or higher gain a +3 bonus to their saving throws.) If a creature successfully saves against the paralyzing gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich. The attack routine of a dracolich is similar to that of its original form. For example, a dracolich that was originally a green dragon brings down a weak opponent with a series of physical attacks, but it stalks more formidable opponents, attacking at an opportune moment with its breath weapon and spells. All physical attacks, such as clawing and biting, inflict the same damage as the dracolich’s original form plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or permanent, negates the chilling damage but not the paralyzation. Dracoliches cannot drain life levels. All dracoliches can attempt undead control (as per the potion of undead control ) once every three days on any variety of undead within 60 yards. The undead creatures’ saving throws against this power suffer a -3 penalty. If the undead control is successful, it lasts for one turn only. While undead control is in use, the dracolich cannot use its spells. If the dracolich interrupts its undead control before it has been used for a full turn, the dracolich must still wait three days before the power can be used again. If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host (see below). If there is no corpse in range for it to possess, the spirit is trapped in the host until such a time — if ever — that a corpse becomes available. A dracolich is difficult to destroy. It can be destroyed outright by a power word, kill or a similar spell. If its spirit is currently contained in its host, destroying the host when a suitable corpse in not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich spirit — that is, a spirit with no body and no host — is unknown, but it is presumed that it is drawn to the lower planes. Habitat/Society: The creation of a dracolich is a complex process involving the transformation of an evil or neutral dragon by arcane magical forces, the most notorious practitioners of which are the members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and wizards and/or priests, but especially powerful wizards and priests have been known to coerce an evil dragon to undergo the transformation against its will. Priest versions of this procedure are similar to the wizardly version described here, but priests still need a wizard’s assistance for certain aspects of the transformation process, while wizards never need a priest’s aid — though it is sometimes welcomed. The church of Tiamat, in particular, is working to eliminate the requirements for wizardly assistance. Any dragon is a possible candidate for transformation, although evil spell-casting dragons of old or older age are preferred. Once a candidate is secured, the wizards first prepare the dragon’s host, an inanimate object that will hold the dragon’s life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, jet, chalcedony, chrysocolla, citrine, epidote, moonbar, and morion (smoky quartz). The gemstone is often (though not always, by all means) set in the hilt of a sword or other weapon. The host is prepared by casting an enchant an item upon it and speaking the name of the evil dragon. The item may resist the spell by succeeding at a saving throw vs. spell as if it were an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it. Next a special potion is prepared for the dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control , a potion of invulnerability , and the blood of a vampire . When the dragon consumes the potion, the results are determined as follows (roll percentile dice): Roll Result: 01-10 No effect. 11-40 Potion does not work. The dragon suffers 2d12 points of damage and is helpless with convulsions for 1d2 rounds. 41-50 Potion does not work. The dragon dies. A full wish is required to restore the dragon to life. A wish to transform the dragon into a dracolich results in another roll on this table. 51-00 Potion works. If the potion works, the dragon’s spirit transfers to the host, regardless of the distance between the dragon’s body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely. Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse.under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable. The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll: -10 if the corpse is the spirit’s own former body (which can be dead for any length of time). -4 if the corpse is of the same alignment as the dragon. -4 if the corpse is that of a true dragon (any type). -3 if the corpse is that of a firedrake , ice lizard , wyvern , or fire lizard . -1 if the corpse is that of a dracolisk , dragonne , dinosaur , snake , or other reptile. If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days. (Note that it will not be able to cast spells with verbal components during this time.) At the end of seven days, the dracolich regains use of its voice and breath weapon. If the animated corpse is not the spirit’s former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and priestly turning of a dracolich. A proto-dracolich can neither speak or cast spells; further, it cannot cause chilling damage, use a breath weapon, control undead, paralyze with its eyes, or cause fear as a dracolich. Its Strength, movement, and Armor Class are those of the possessed body. To become a full dracolich, a proto-dracolich must devour 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body regardless of the distance. A proto-dracolich tirelessly seeks out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to 10% of its original body mass. (Total destruction of the original body is only possible through the use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration.) If a proto-dracolich is unable to devour its original body, it is trapped in its current state until slain. A proto-dracolich transforms into a full dracolich seven days days after its devours its original body. When the transformation is complete, the dracolich resembles its original body: It can now speak, cast spells, and employ the breath weapon of its original body in addition to having all the abilities of a dracolich. The procedure for possessing a new corpse is the same as explained above, except the assistance of a wizard is no longer necessary since casting magic jar is required only for the first possession. If the spirit successfully repossesses its original body it once again becomes a full dracolich. If the spirit possesses a different body it becomes a proto-dracolich and must devour its former body to become a full dracolich. A symbiotic relationship exists between a dracolich and the wizards and/or priests who create it. The group that creates the dracolich honors and aids its dracolich, as well as providing it with regular offerings of treasure items. In return, the dracolich defends its animating organization (or individual) against enemies and other threats, as well as assisting it in its members. various schemes. Like dragons, dracoliches are loners, but they take comfort in the knowledge that they have allies. Dracoliches are always found in the same habitats as the dragons from which they were created. Dracoliches created from green dragons, for instance, are likely to be found in subtropical or temperate forests. Though they do not live with their creators, dracoliches’ lairs are never more than a few miles away from them or at least one of their regular meeting places or refuges. Dracoliches prefer darkness and are usually encountered at night, in shadowy forests, or in underground labyrinths. Dracoliches continue to age just as dragons do, becoming more powerful as they enter new age categories. Ecology: Dracoliches are never hungry, but they must eat in order to refuel their breath weapon. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms. (For instance, if a dracolich was originally a red dragon , it prefers fresh meat.) The body of a destroyed dracolich crumbles into a foulsmelling powder with a few hours. This powder can be used by knowledgeable wizards as a component for creating potions of undead control and similar magical substances. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Negative Energy Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Aidedd - DndBeyond 2nd Edition: - mojobob's website Abilities - Breath weapon it had while alive - Immune to charmed, paralyzed, poisoned, exhausted, frightened, and any immunities it had while alive - Necrotic resistance - Magic resistance - Frightful Presence - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting (suggested) Appearance A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind. Size Hero Forge: 11 ft. (XXL) Lore: Huge to Gargantuan Suggested: Gargantuan Other Monikers Lich dragon, undead dragon Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - 3.5e Draconomicon: The Book of Dragons (2003) - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Lady's Maze - Timlin

    Lady's Maze - Timlin Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBUaW1saW4=/9420017042942ed4e3dabe96eba76271 Features - Walls built of ruined tenements from Sigil’s hive ward - Statue of the Lady of Pain at the maze Center - Maze endlessly loops on itself, secret portal exit (not part of current maze, instead I had an item puzzle get the players out) Notes - Maze from 2nd edition Planescape Adventure Book: A Well of Worlds (see module for info) to imprison Timlin, an ex-factol of Sigil Board Link Lady's Maze - Timlin Assets from Tales Tavern None

  • Hordlings | Digital Demiplane

    Chaos beasts can look like anything, and do! Maybe they start with 10 heads, then no heads, then eyes with fangs. Sometimes they're smoke monsters, bubbling piles of goo and tentacles, giant moths, or you, or me, or a kitty cat. They are the culmination of all possibilities. One touch infects you with chaos phage, and you might start to lose your form, then your mind, and then you're a new chaos beast. Learn more here, and download some freaky chaos beast miniatures for use in your own game. Hordling Small to Large fiend, Neutral Evil Hero Forge Mini Alternate Versions Size Hero Forge: Varies (XL) Lore: Small to Large Suggested: Small to Large Abilities - Random attacks and abilities according to physical form Stat Block 3rd Edition: - Realmshelps.net 2nd Edition: - Planescape: Monstrous Compnedium Appendix I (1994) - Mojobob's website Home Plane Gray Waste (majority), Carceri, Pandemonium, the Abyss Other Monikers Hordelings, Doomlings, Night Creatures Appearance They vary widely in size and appearance. Some are large, some small; some humanoid, some animal-like, some amorphous; some have wings or tentacles. No two look exactly alike, and they have no standard means of communication. Sources - Forgotten Realms Wiki - Planescape: Monstrous Compnedium Appendix I (1994) - Mojobob's website Description (From Planescape: Monstrous Compendium Appendix I - 1994): Hordlings are the uncounted hordes of the Gray Wastes. They form the majority of the population of that plane. They vary widely in size and appearance. Some are large, some small; some humanoid, some animal-like, some amorphous; some have wings or tentacles. No two look exactly alike, and they have no standard means of communication. Habitat/Society: There are an infinite number of hordlings on the infinite layers of the Abyss. They have no purpose or organization. Hordlings are petty and vile. They roam the Gray Waste, attacking those weaker than themselves. They sometimes serve under strong leaders, but few leaders maintain hordlings for long, for they are unruly, untrustworthy, and chaotic. Occasionally, evil mages summon hordlings to do their bidding. Normal summonings always produce a single hordling. The only known way to summon more than a single hordling into the Prime Material Plane is the Bringer of doom, a strange device created by arcane magic during the Age of Doom. The Bringer of Doom: So distant in the past is the Age of Doom that it cannot even be conceived of by mortals. This was a time of great lamenting, for the beings of that age had discovered magic and sciences too powerful to handle. Their passions overcame their sense and, in a wave of power, the race destroyed itself, leaving behind no remnant, save one. The Bringer of doom is a small box with a strange, circular red gem set in its lid. If the gem is touched and depressed, the box itself explodes in a blinding flash. So great is the force of the blast that everything within 100’ (including the user and the item itself) is destroyed utterly. The explosion opens a temporary, one-way rift to the Gray Waste from which 100-1,000 hordlings pour forth and destroy everything they encounter. Rarely (10% chance) some other, greater fiend comes through the rift as well. The Bringer of doom always reforms, to be discovered some time later. One account of the Bringer comes from a scrap of parchment found in the Desert of Yin, near the blasted tower of the evil mage Althabazzerid. “We have set up magical circles of protection, but we don’t know how long we can keep them up. I hope that my observations may be of help to my fellow researchers of the Mages’ Guild of MakBran. The assault against the black tower went well, the elven archers easily destroying Althabazzerid’s undead army while we dealt with his dragon allies. We had closed in and were in the midst of magical combat when Althabazzerid himself appeared on the tower’s battlements, protected by a multicolored sphere of light. He raised a small box in his left hand, and perhaps pressed a button on it — hard to tell from our vantage point. “At once there was a deafening blast, and the wizard and his tower were destroyed. A huge hole in space opened, and we could see into the dismal spaces of the Gray Wastes. A great crowd of horrid beings — a more fantastic mix of humans, beasts, and fiends cannot be imagined — began moving into our world. Some walked, some hopped, some dragged their deformed bodies along. They gibbered and screamed. Some spat fire, or gas, or acid. Some were horned, others bore tentacles. More and more came, destroying the elves by sheer press of numbers. They attacked without plan or strategy, yet their horrid deformations allowed them many advantages. “Then a great fiend flew out from the darkened sky of the Gray Wastes. It has assaulted unceasingly since then. Soon our magics will fail, and we will die either at the hands of the fiend or the press of the horde of darkness…” Ecology : Hordlings devour whatever they destroy, usually other hordlings. That there is otherwise no readily available food supply on the Lower Planes makes the endless, relatively weak hordlings common prey for more powerful beings. The physical appearance of a hordling may become important in play. The following list offers typical features, but many others are possible. Combat : Choose each hordling’s characteristics as the situation requires. These tables present traits that pertain to combat and flight. Other tables (below) give the appearance of individual hordlings. Choose AC, movement rate, Hit Dice, magic resistance, and size from this table, or roll ld4 for each characteristic: Roll AC MV HD MR SZ 1 3 6 6+3 0 S 2 2 9 7+2 5% M 3 1 12 8+1 15% L 1 0 15 9 30% H Arms # 1(1), 2(2-5), 4(6): Legs # 2(1-4) 3(5) 4(6): 1 multi-jointed 1 long, thin 2 telescoping (doubled reach) 2 short, bowed 3 short, thick 3 short, massive 4 long, thin 4 springing (20' range) 5 trunk-like 5 hopping (10’, any direction) 6 tentacles 6 telescoping (can add 50% height) Hands/Extremeties Feet/Extremeties 1 large, thick-fingered (g) 1 prehensile toes, long 2 clawed (h) 2 full hoofed (m) 3 taloned (i) 3 splayed hoofed (n) 4 pincered (j) 4 clawed (0) 5 barbed (k) 5 suckered 6 knobbed(1) 6 full webbed (swim at normal speed) Back Tail 1 humped 1 long, prehensile 2 hunched 2 short 3 knobbed mane 3 long 4 bristle-maned 4 long, clubbed (j) 5 fan-winged 5 long, barbed (k) 6 bat-winrged 6 none Fan-winged hordlings fly 18 (maximum ground speed 9). Batwinged hordlings fly 12 (maximum ground speed 12). Hordlings with hands, tentacles, or prehensile toes or tail can use weapons. Strength Mouth [Large(1-4), Huge(5-6)] 1 17 (+1/+1) protruding tusks (a) 2 18 (+1/+2) many small fangs (b) 3|18/50 (+1/+3)|long canines (c)#4|18/75 (+2/+3)|small tusks (d)#5|18/00 (+3/+6)|crushing teeth (e)#6|19 (+3/+7)|saw-toothed (e) Having created a hordling, assign its attacks according to its mouth, arm, tail, and leg attributes. The following table provides examples. Attack Table — Damage A) tusks: small 1d4; large 2d4; huge 2d6 B) fangs: small 1d6; large 1d8 C) long canines: large 1d6; huge 1d8 D) small tusks: large 1d8; huge 1d10 E) crushing teeth: large 1d4+2; huge 1d4+3 F) saw-toothed: large 1d3 (1d4 per round thereafter) huge 1d4 (1d6 per round thereafter) G) blow: one hit 1d4 + strength; two hits strangle for 2d4 + Str H) claw: 1d4+1 I) talon: 1d6 J) pincer: 1d4 K) barb: 1 per round and stuck fast (Strength check to escape) L) knob or club tail: 1d3 M) full hoof: 1d2 N) splayed hoof 1d3 For example, a hordling with two claws, crushing teeth, and a strength of 18/00 would attack at +3 and do 2-5+6/2-5+6/3-6+6. A hordling may also have special attacks (10%, chance) or defenses (20% chance). These tables list the abilities; roll randomly or choose: Special Attacks Table 1) Breath works as a small stinking cloud vs. one opponent in a 3’ range. 2) Gaze works as a ray of enfeeblement vs. one opponent in a 5’ range. 3) Legs can trip one opponent in melee as a trip spell. 4) Sound emanation works as a fumble spell against one opponent in a 5� range. 5) Double attacks for 1 round once per turn. 6) Acidic spittle missile once per turn (10� range, 2d4 damage) Special Defenses Table 1) Hit only by +2 or better magical weapons. 2) Immune to fire and acid attacks. 3) Immune to cold, gas, and poison attacks. 4) Immune to electrical and magic missile attacks. 5) Unaffected by illusions and mental attacks (charm, etc.). 6) Regenerates 1d4+1 hp per turn. Hordlings have infravision to 120’. Treat hordlings as having 5 Hit Dice for purposes of clerical turning of undead. Color Head Head Adornment 1 black-brown 1 wedge-shaped 1 bald 2 russet-red 2 comical 2 mane 3 orange-yellow 3 discoid 3 frills 4 olive-green 4 spherical 4 lumps 5 blue-purple 5 cubical 5 spikes (2-8) 6 gray-white 6 ovoid 6 horns (1-4) Neck Nose 1 thick 1 wide, protruding 2 thin 2 slits only 3 long 3 hanging snout 4 thrust forward 4 long, pointed 5 snaky 5 large, many warts 6 none apparent 6 beaked Ears Overall Visage 1 large, pointed 1 gibbering, drooling 2 small, pointed 2 glaring, menacing 3 drooping 3 twitching, crawling 4 large, fanlike 4 wrinkled, seamed 5 huge, humanoid 5 hanging, flaccid 6 none 6 rotting, tattered

  • Ethyk | Digital Demiplane

    Ethyk Small Beast, Unaligned Hero Forge Mini Hero Forge Mini Kitbashed, familiar mini Description (From P lanescape: Planes of Conflict Monstrous Sopplement - 1995): An ethyk is a small mammalian creature similar in size and habits to a lemur, but with the ability to mentally influence the actions of other creatures. It has one singular eye on its small head, a long, somewhat prehensile tail, and claws on its four tiny legs which can be used for climbing. Its fur is usually gray, brown, or a tawny red. Its single bulbous eye is yellowwhite with a large black pupil. While the ethyk is native to both layers of Bytopia, traveling adventurprs might take it anywhere. Combat: With hearing and a sense of smell far superior to that of humans, the ethyk cannot be surprised. Its single eye has infravision with a range of 10 feet. Its claws (1d2 points of damage each) and tooth-filled mouth (1d3) are small but dangerous, though it rarely needs to resort to physical combat when threatened. The ethyk can influence the minds of those around it, increasing the aggressiveness, contrariness, and argumentativeness in any creature directed at some creature other than the ethyk. The wild ethyk protects itself from predators by turning them against other creatures. This ability can be used six times each day. The ethyk’s influence has a range of 100 feet, and it affects a single creature per use for 3d4 rounds. The creature is allowed a saving throw vs. spell to resist the effect, with Wisdom bonuses added if applicable. A creature failing its saving throw feels angered and argumentative with another random target within 100 feet (excluding any ethyks). The influenced creature may attack the object of its anger (the creature must make a successful Wisdom check or be affected; an Intelligence check can be substituted for monsters with no Wisdom rating). Anyone who tries to restrain or hinder the influenced creature may be subjected to attack. Even if there is no physical attack, the target of the victim’s aggression consumes the influenced individual’s attention for the duration of the effect, and additional checks for attacks may be required, depending on the perceived level of provocation. The influenced victim argues with and challenges everything that the hapless random target says and does. If the target is known to the influenced victim, the latter brings up any past transgressions or mistakes that the target has committed, ruthlessly dredging up old arguments and opening old emotional wounds (if any). The victim’s verbal (if not physical) assaults are so brutal and belligerent that most NPCs eventually respond with violence if they are the target. While its enemies fight among themselves, the ethyk usually uses the distraction to slip away to safety. Habitat/Society: In its natural environment, the solitary ethyk lives in the forests of both ot Bytopia’s layers. Using its tail and its claws, the ethyk climbs and swings from tree to tree, only rarely descending to the grnund, usually to hunt rodents or collect fallen fruit or nuts. When captured by trappers, the ethyk is domesticated quickly. One trait that makes an ethyk a wonderful “pet” is its willingness to bond to an obviously superior creature, such as its owner. Once bonded, it uses its power to protect its master, on command if trained. Creatures influenced by bonded ethyks never focus their anger on the ethvk or its master. Trained ethyks ride on the shoulders of their masters, often watching their backs. Most remain well behaved in public, and can be issued simple commands such as “lie down”, “sit”, “up”, “no”, and “now” (usually the command to use its power. After a longer period of training — at least a year — they ran be taught to retrieve small objects, tie knots, and attack foes physically. Ecology: A skilled hunter in rural or urban areas, the ethyk eats rodents, small birds, snakes, and large insects. It also eats fruits, nuts, and other plant life, although it seems to prefer meat and can subsist on that alone. The ethyk contends with predators of all types, fending off wolves and birds of prey in its natural environment. Wild urban ethyki are a problem in some cities, living in the garbage of the alleyways and in ruined or abandoned buildings. In spite of the danger of hunting these beasts, they command high prices if brought live to market, though trapping them is an activity for the strong-willed! A thriving trade — including black market smuggling in more lawful areas — in pet ethyhs has arisen on the Outer Planes, and these creatures are beginning to appear in other worlds. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Bytopia Stat Block 2nd Edition: - mojobob's website Abilities - Alters mental state of other creatures, increasing aggressiveness to cause infighting - Claw and bite attacks - Climbing and acrobatic skills Appearance An ethyk is a small mammalian creature similar in size and habits to a lemur... it has one singular eye on its small head, a long, somewhat prehensile tail, and claws on its four tiny legs which can be used for climbing. Its fur is usually gray, brown, or a tawny red. Its single bulbous eye is yellowwhite with a large black pupil. While the ethyk is native to both layers of Bytopia, traveling adventurprs might take it anywhere. Size Hero Forge: Familiar (XL) Lore: Small (1 ft. long) Suggested: Tiny to Small Other Monikers Agressolemur Sources - P lanescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Light

    Hero Forge: 3 ft. (XXL) Lore: Small (variable composition) Suggested: Small to Large Light Small Celestial, Any Good Hero Forge Mini Hero Forge Mini Description (from Planescape Monstrous Compendium Vol. I - 1994) These energy creatures, swirling mists of light that shift constantly, are champions of good. Deep inside a light, rainbow colors change rapidly and randomly. Some reports imply that each good-aligned viewer sees in a light a memory of his finest moment in life, whereas evil viewers see the better life they might have led, had they made better choices long ago. These reports remain unconfirmed. Lights are created by the powers of the Upper lanes as familiars for good-aligned, high-level worshipers. On rare occasions they serve as companions on quests of limited duration. To request the help of a light aasimon , an adventurer must fast for three days and nights, meditating in total solitude. When the fast ends, the adventurer then bathes in a tub of holy water. The bathing ritual over, the adventurer then casts the spell find familiar (or, in the case of nonwizards, has someone else cast it). If everything is done properly and the subject is worthy, there is a 10% chance (+1% per level above 12th) that the assistance is granted. Paladins about to place themselves at peril in the name of goodness sometimes call for the assistance of a light and, if successful, become a tremendous force against evil. Less than 1,000 lights exist, and therefore one never stays with a master longer than a single mission. If the subject already has a familiar, the light never interferes with that relationship. Combat : Lights are never surprised in combat and are damaged only by +2 or better magical weapons. Good- or neutral-aligned characters must save vs. paralyzation every round they attack a light; a failed save means they miss. In contact with an evil creature, a light’s energy attack inflicts ld12 points of damage per hit. This attack does not affect creatures of good alignment. Because the attack is energy, nonmagical protection is not considered when determining the Armor Class of a light’s opponent; only the “pluses” of magical armor or other defenses offer protection, regardless of the opponent’s alignment. For example, if a light attacks a man in plate mail +3, his effective Armor Class is 7 (for the +3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4. In addition to those common to all aasimon , lights also have the spell-like abilities protection from evil (always active), dispel evil (3 times per day), continual light (7 times per day), light, bless, and hold person (7 times per day). Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic. Lights may only he destroyed on their home plane. If reduced to zero hit points elsewhere, they dissipate and reform on their home plane in one month. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block - Planescape Monstrous Compendium Vol 1. (1994) - Mojobob's website Abilities - Bestows visions - Permanent Sanctuary cast on itself - Radiant energy attack that bypasses nonmagical armor - Divine spells Appearance These energy creatures are swirling mists of light that shift constantly. Deep inside a light, rainbow colors change rapidly and randomly. Size Hero Forge: 3 ft. (XXL) Lore: Small (variable composition) Suggested: Small to Large Other Monikers Angelic Light, Light Aasimon, Light Angel Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Vol. I (1994)

  • Warmonger

    Warmonger Genie Warmonger Genie Medium Elemental, Lawful Evil Hero Forge Mini No kitbash, mount mini, 1 variant below Description (from Al-Qadim Monstrous Compendium - 1992): Warmonger genies are strategists and advisers to generals, laying plans for warfare among the genies’ emirs and caliphs. They are always found leading soldiers and mercenaries, and where there is no war for them to fight, they start one. A hairy genie with blood dripping from every hair, warmonger tasked genies tend to obesity. They are shorter than most other genies, a fact which causes them no end of anger and frustration. The typical warmonger genie stands 5’ tall and weighs over 200 pounds. For battle, warmonger genies wear the heaviest armor they can find and are generally found at the rear of their troops, observing from horseback or seated on a ridge overlooking the field. They are very fond of wearing sashes, medals, clusters of jewels or precious metal signifying military ranks and orders, as well as other accessories that attest to their bravery and skill. Combat: Warmonger genies are capable warriors but excel at leadership. Their leadership is both so inspired and so terrifying that troops under their command gain a +2 bonus to their morale as long as their leader lives. If a tasked warmonger genie is slain in the heat of battle, all troops aware of his death suffer an additional -2 penalty to morale. In melee, warmonger genies prefer weapons for mounted use: maces, picks, and scimitars. Their great strength gives them a +4 bonus to weapon damage. Warmonger genies can use each of the following spell-like abilities twice per day: cloak of bravery , suggestion , and enchanted weapon . They may use fear and remove fear at will. Habitat/Society: Warmonger genies live among their troops and worship their lords. They are completely loyal to their cause and will carry on with battle even if their lord requests they stop. They will, however, retreat when it is to their advantage, to renew the battle on more favorable terms. Generally, warmonger genies are summoned or hired to perform a specific task, such as defending a vital pass from imminent invasion or leading forces in a bid for conquest. They are so enthralled with their work, however, that they often refuse to stop at the limits that their leaders set. As long as a continued advance doesn’t overextend supply lines, push exhausted troops beyond their endurance, or otherwise appear to be militarily foolish, the genies will urge their lords to continue the fight. Their reasoning is simple: fighting now will prevent fighting later. They are also canny enough to play on their lord’s vanity. They will always assure him that bringing more land under his rule will serve the interests of others as well because of his enlightened and wise policies. In their hearts, warmonger genies see political figures as foolish and incapable of understanding the glories of soldiering. Many warmonger genies fancy themselves as profound philosophers; appealing to this conceit often brings respect from the genie. Ecology: Warmonger genies have no ecology. They destroy ecologies they encounter because they must requisition food and supplies from territories they march through, and they must allow their troops a certain amount of plunder for morale purposes. Repeated marching over the same territory during an extended campaign often results in the complete destruction or removal of any mounts, grain, livestock, water supplies, and other foodstuffs that the genie’s army can lay its hands on. Noncombatants starve in their wake. In addition to their purely strategic and tactical skills, they are administratively and politically skilled enough to understand how to create a climate of fear and suspicion conducive to turning entire nations into armed camps. They will ruthlessly carry out plans to bring all the reins of power under military control and then make every citizen of their nation as efficient as possible in contributing to the war effort. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Inner Planes, or Prime Material Plane Stat Block 5th Edition: - N/A (may write a homebrew eventually) 2nd Edition: - mojobob's website Abilities - Inspires fanatical loyalty and morale boosts in its troops - Innate spellcasting - Great strength in weapon attacks - Telepathy Appearance A hairy genie with blood dripping from every hair, warmonger tasked genies tend to obesity. They are shorter than most other genies, a fact which causes them no end of anger and frustration. The typical warmonger genie stands 5’ tall and weighs over 200 pounds. Size Hero Forge: 7-8 ft. (XXL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Tasked Warmonger Genie Sources - Forgotten Realms Wiki - Al-Qadim Monstrous Compendium (1992) - mojobob's website

  • Chimera | Digital Demiplane

    Chimera Large Monstrosity, Chaotic Evil Hero Forge Mini Kitbashed, mount mini, 1 variant below (from 5th Edition Monster Manual - 2014) A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack. Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras. Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing. Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off. Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked. (from Planescape: Monstrous Compendium Appendix II (1995): Monster of Legend: (Parenthetical statistics refer to a legendary sphinx. See text for details.) Hydras, chimaeras, gorgons, medusae - any number of bashers have encountered these creatures in the Prime Material Plane, but there aren’t so many of ’em out on the Great Ring. In fact, there’s usually just one, and that’s the archetype for all monsters of that sort, the one they made up all the stories about. Creatures of this type’re known on the planes as monsters of legend; they’re found throughout the Great Wheel, in places where mighty heroes can try to best them. The hills and gorges of Olympus, the first layer of Arborea, are home to unique examples of each of the creatures above. Similar examples for almost all pantheons can be found in their own celestial or infernal realms. A monster of legend’s very similar to its terrestrial counterpart, but it’s usually got even more of what makes its lesser kin dangerous. It’s bigger, stronger, meaner, and tougher than any normal member of its species. In most cases, it has enhanced variations of the creature’s normal powers or special immunities; for example, a legendary hydra might grow two heads each time one’s cut off, or a legendary lion might be completely invulnerable to all slashing and piercing weapons, or the stare of a legendary basilisk might be able to petrify characters who aren’t even looking at it. Naturally, this makes a monster of legend a downright dangerous beast to tangle with unless a cutter knows what its special vulnerability is. Monsters of legend‘re never randomly encountered or just blundered into. Player characters run across one only when they’re seeking it out or it’s after them. A PC party might be ordered by a power to retrieve a legendary monster’s treasure, or they might need the creature’s blood or whatever as an ingredient for a magical mixture. Similarly, a berk‘s got to find a way to make a power angry to get one of these on his trail. COMBAT: Monsters of legend are tough. They’re unique creatures, gifted with special powers and attack modes. The DM should create each one individually and assign it appropriate numbers and abilities. The numbers in parentheses above reflect the stats of a legendary sphinx, guarding an oracle of forbidden knowledge. It’s intended as an example of how the DM might stat out a monster of legend. ARMOR CLASS: At least four places better than a terrestrial equivalent. Normally an androsphinx is AC -2, so this legendary sphinx is AC -6. The DM decides that’s pretty tough. MOVEMENT: The monster’s movement rate should be equal to its lesser counterpart’s unless there’s a good justification for a change. The androsphinx’s movement stays the same. HIT DICE: Monsters of legend have a flat hit point total that should be at least equal to the maximum possible hit points for a normal creature of that type. An androsphinx has 12 Hit Dice, so at a minimum theJegendary sphinx should have (12x8) 96 hit points. The DM assigns it 10 hit points per die for 12n total. : Divide the hit point total by 5 to come up with an approximate number of Hit Dice for the monster of legend. In the example above, the legendary sphinx is effectively a 20-Hit-Die monster. Its THACO and saving throws should be calculated from this total. Table 39 in the DMG lists the THACO for a 16 HD+ monster as 5. NUMBER OF AITACKS: Generally the same as a normal member of the species, although a creature such as a hydra or kraken might have more heads or tentacles than normal. In the example of the sphinx, the DM decides that it attacks with two claws, just like an androsphinx, but that it also gains a bite attack since some other varieties of sphinx do. DAMAGE/ATTACK: Double or triple the base damage of the monster’s attacks to reflect the superior size and power of a creature of legend. The androsphinx normally claws for 2d6 pofnts of damage, so the DM doubles it to 4d6 and assigns an arbitrary bite for another 2d10. SPECIAL ATTACKS: As per the base creature, but possibly enhanced or slightly modified. Androsphinxes have the ability to cast spells as a 6th-level priest, so the DM decides that the legendary sphinx can cast spells as a 9th-level priest and use some of the gynosphinx’s spell-like powers to boot. The second special ability of an androsphinx is its roar; the DM decides that the roar of a legendary sphinx has the effects of the third and most powerful roar of an androsphinx, but causes double normal damage and acts as a horn of blasting. SPECIAL DEFENSES: Any special defenses possessed by the normal monster’ll be present in the legendary variety, possibly in enhanced form. Even if the creature doesn’t normally have any special defenses, a legendary monster almost always has defenses of an unusual nature. Some examples: - THA Complete invulnerability to slashing and piercing weapons, like the Nemean Lion: Hercules slew the beast by strangling it since nothing could pierce its hide. - Blood so corrosive or poisonous that any edged weapon damaging the creature must survive an item saving throw versus acid or be destroyed: Blood splashed on a hero fighting the monster might force a saving throw versus poison to avoid death! Or, optionally, drops of blood spilled on the ground might turn into scorpions, snakes, or some other complication. - A coat of shining scales that reflects any magical attack onto its caster, or that blinds any hero who gazes on the creature. - Complete immunity to a category of attacks: A creature immune to attacks of earth suffers no damage from stone or metal weapons and is immune to elemental earth spells. - Invulnerability or complete regeneration while a certain condition persists: For example, a monster might constantly regenerate damage while it’s in contact with the earth, but if it’s lifted into the air it can be damaged normally. Another monster might be immune to physical damage while the sun is in the sky, and so on. The DM can be creative, but it’s only sporting to leave some weakness or vulnerability for a clever hero to exploit. The search for a means to deal with an apparently invulnerable monster could be quite a challenge for a group of PCs! The DM decides that his legendary sphinx possesses a visage so incredibly beautiful that a hero who sees its face must successfully save versus spell or be fascinated and helpless for 2 to 12 rounds. The defense against this special power is a veil of gauze or some other thin fabric worn over the eyes. MAGIC RESISTANCE: Usually legendary monsters are immune to all spells except those that exploit a certain weakness or vulnerability in the creature. A legendary medusa may be affected by gaze reflection, while a legendary hydra might be damaged only by a spell that could physically remove one of its heads — for example, flame blade or disintegrate. Since the sphinx is a creature of the desert, the DM rules that it can be damaged only by spells capable of harming or affecting stone or sand — stone shape, passwall, transmute rock to mud, and the like. He decides that the sphinx suffers 1d6 points of damage per level of the caster when struck by such a spell. Otherwise magic is useless against the creature. SIZE: As per the normal variety of monster, but slightly larger. An androsphinx is size L (8' tall), so the DM decides that a legendary sphinx is size H (12' tall). MORALE: Monsters of legend are generally fearless (20). Otherwise, they wouldn't be legendary. XP VALUE: Generally, about 5 to 10 times the value for the base monster is probably appropriate, depending on how difficult it is to figure out the monster's vulnerability. In the case of the sphinx, the DM multiplies the XP value of an androsphinx by 5 to arrive at a value of 35,000 XP. Habitat/Society: Monsters of legend are closely associated with various pantheons and powers. As often as not, a legendary monster was created by a power to serve some specific purpose. A legendary serpent might be responsible for guarding a magical garden, or a legendary gorgon might have been ordered to destroy a particular realm and then left there to haunt the ruins after its task was accomplished. Consequently, slaying a monster of legend can be a chancy affair. Even if the heroes are successful, it's possible that the act might attract the attention of the power that placed the beast where it was. Hades'd be profoundly irritated if a band of mortal heroes came along and managed to slay Cerberus, and he'd be likely to look for ways to punish them. ‘Course, slaying a monster of legend can win a character great renown, fame, and fortune as well. That's the stuff that stories are made of. Ecology : As larger-than-life figures, legendary monsters typically exist outside of the local ecology or alter it utterly. A fire-breathing monster might reduce an entire realm to charred ruins and blowing ash, or a monster with poisonous blood might render a stream permanently poisonous just by passing over it. The effects are always spectacular and long-lasting. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3.5 Edition: - d20srd.org 2nd Edition: - mojobob's website Abilities '- Lion claw attacks, head bites - Ram head attacks with horns - Dragon head breathes fire - Flight Appearance The chimera has the hindquarters of a large, black goat and the forequarters of a huge, tawny lion. Its body has brownish-black wings like those of a dragon. The monster has three heads, those of a goat, a lion, and a fierce dragon. The goat head is pitch black, with glowing amber eyes and long ochre horns. The lion head is framed by a brown mane and has green eyes. The dragon head is covered with orange scales and has black eyes. Size Hero Forge: 6 ft. (XXL) Lore: Large (5'W x 10'L) Suggested: Large to Gargantuan Other Monikers Monster of Legend Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - 3rd Edition Monster Manual II (2002) - Monstrous Manual (1993) - Planescape: Monstrous Compendium Appendix II (1995) - 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

bottom of page