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  • Aoskian Hound | Digital Demiplane

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

  • Mephits | Digital Demiplane

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

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

  • Rast | Digital Demiplane

    Rast Medium Aberration, Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): Amid the cinders and soot of the Quasiplane of Ash, amid the choking clouds and wisps of smoke, the rast makes its home. The main body of the creature is fairly small — just big enough to hold its stomach and heart, really. Radiating outward are 10 to 12 spindly limbs (the creatures don’t seem to have a standard number), each ending in a barbed claw for tearing apart meat or digging through the soft ash. The limbs don’t flap or act in any way like wings, yet somehow the rast flies (perhaps in a manner similar to that of beholders ). The rast’s head sits atop a flexible neck, its mouth huge and obscenely full of teeth. Narrow red eyes peer out through the dark, sooty air of the plane. Combat: The piercing gaze of the rast strikes a chord deep within all creatures. Those who meet the monster’s stare must make a successful saving throw versus paralyzation or freeze in place for 1d6 rounds out of primal fear. No creature is immune to this effect, and magic resistance offers no protection against it. Fortunately, if a basher makes his saving throw, he’s safe from the rast’s gaze for the rest of the encounter. (’Course, he’s subject to the effect again the next time he runs into a rast…) Rasts enjoy attacking those held motionless in fear, but they’re canny enough to strike first at those not frozen. Once they’ve put any active foes in the dead-book, they tear into the paralyzed berks. Given that rasts have 10 to 12 limbs each, it’s no surprise that they usually attack with multiple claws. Fact is, in a single round they can make up to four claw attacks (inflicting 1d4 points of damage each), on either one or two foes. This flurry of raking blows often weakens even the toughest of enemies. Yet a rast has one other weapon in its natural arsenal — its savage jaws. If a rast elects to bite a foe rather than use its claws, it can make only one attack per round, but that single assault’ll cause a lot more pain. The bite of the creature inflicts 1d8+3 points of damage, and once it’s made a successful hit, the rast continues to grip the victim in its jaws, draining blood from the wound it created. The victim loses blood quite rapidly, suffering 1d4+4 points of damage per round. With its strong jaws, nothing can force the rast to release its prey unless it’s slain or subdued — or until the victim dies. Physically tearing the rast away from its target always results in the death of the poor sod to whom it’s attached. As natives of the Quasiplane of Ash, rasts are — in some way or another — creatures of cinder. They breathe ash, even consuming it when they can find no meat (though it won’t sustain them for long). And, being immune to fire and heat, they cannot burn. Rasts are canny combatants, using stealth and misdirection to ambush their victims. The Quasiplane of Ash is a harsh place with little prey, so they must be efficient hunters to survive. Habitat/Society: Rasts lair within the ash of their home plane, hollowing out small caves to house an entire pack. When not asleep, they fly out and hunt. The pack almost always operates as a unit, instinctively working together. Because prey is scarce, they must spend almost all their time on the hunt. Likewise, they must succeed in bringing down their quarry — a missed opportunity could lead to starvation. Rasts of a particular pack never resort to cannibalism, though they will attack and eat members of other packs. Rast pack wars are quick, bloody, and merciless. After all, when one rast kills another, it not only gains food but also eliminates a competitor. Ecology: Rast young are born in litters of 10 or more and must immediately fend for themselves as members of the pack. Those that become unable to take on their share of the hunting duties — the old, the sick, the feeble, and so on — are sent away, probably to become food for another hungry rast pack. (From 3.5e Monster Manual I - 2003): This vile creature must have at least a dozen long, spindly claws that hang from its bulbous, floating body. Its round head is almost all mouth, and its mouth is almost all teeth. Rasts swarm in isolated pockets on distant planes, particularly the Elemental Plane of Fire. Floating, fleshy sacks of teeth and claws, these insatiable creatures eat almost continuously. At its heart, a rast is a creature of ash and cinder, but it feasts on blood with a lust that would shame most normal beasts. A rast has anywhere from ten to fifteen claws, though it can only use four at once. A rast has a body about the size of a large dog’s, with a head almost as large as the body. It weighs about 200 pounds. Combat : Rasts attack with a frightening, brutal cunning. The creatures paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round. Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold. Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Ash, Elemental Plane of Fire Stat Block 5th Edition: - 5eSRD.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Paralyzing fear gaze - 10-12 claws for attacking - Blood-draining maw impossible to break free unless rast is incapacitated - Immune to fire - Flight Appearance This vile creature must have at least a dozen long, spindly claws that hang from its bulbous, floating body. Its round head is almost all mouth, and its mouth is almost all teeth. Size Hero Forge: 5 ft. (kitbashed) Lore: Medium (5' across) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - 5eSRD.com (homebrew) - v3.5 Monster Manual I (2003) - Planescape: Monstrous Compendium Appendix III (1994) - mojobob's website

  • Aasimon (angels) | Digital Demiplane

    The aasimon (apparently pronounced ASS) are the Judeo-Christian angelic beings of Dungeons & Dragons. They are created by good-aligned gods to act as messengers, but sometimes that message is "divine wrath," and a lot more physical than it is verbal. Generally they're extremely powerful warriors, so even their peaceful messages often have a weight of menace behind them. Learn more of D&D's angels here, and download their Hero Forge miniatures for use in your own games. Aasimon Made with Hero Forge Movanic Deva Agathinon Astral Deva Monadic Deva Light Planetar Solar (From Dungeons & Dragons Monster Manual - 2015 [credits] ): An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature. An angel doesn't require food, drink, or sleep. (from Planescape Monstrous Compendium Vol. I - 1994 - [credits] ) Danis Twelve-Fingers, an inebriated scribe in the Indusium tavern in Sigil, tells (to anyone who passes his spot on the floor) his experience as chronicler of a battle on the slopes of Mount Celesti a. Several legions of ba atezu scaled the slope from the Gray Waste to Arborea. a wizard who learned of the conflict hired Danis to record it. Danis did not leave Sigil; instead, the wizard let him survey the field clairvoyantly. “Awful, awful,” he says now. “First th’ fightin’, naturally, an’ then of a sudden I heard this call like a trumpet. Deafed me, it did. All th’ fiends turned, looked ’round, couldna see nothin’. Above sudden came this huuuge light from nowhere! It burned ’em! It burned ever’thing! It burned my brain!” He hiccups and adds, “Come on, basher, buy a bub for a good ol’ sod, ’ay?” Most who know Danis call him an addle-cove and discount his story. But there is a vertical crater 200 feet tall carved from the slope of Mount Celestia, like an enormous bite. This kind of dangerous magic is wielded by the aasimon, proxies of the powers of good on the Upper Planes. However, their magic is tempered by kindness and compassion. Aasimon answer the calls of their masters to intervene in mortal causes throughout the Upper Planes. Aasimon neither lie, cheat, attack needlessly, nor steal, and they are impeccably honorable in their dealings. In this, unfortunately, they are sometimes predictable and even vulnerable to manipulation. There are seven varieties of aasimon. The agathinon are warriors; the other six types (astral, monadic, and movanic devas, light, planetar, and solar) are collectively called celestial stewards. Warriors: The agathinon, the fighting forces of the Upper Planes, defend the borders of their planes against intruders. Warriors also face each other in endless cycles of “holy” wars. Gathering a vast host of agathinon warriors and whipping them into ideological fervor, one pantheon wages devastating campaigns against another, slaughtering thousands, even millions in the name of its particular brand of goodness. Despite their goodness, aasimon can hold a grudge; hard feelings still exist between pantheons over holy wars fought thousands of years ago. Celestial stewards: The mightiest and most just of the aasimon, the celestial stewards directly serve the powers of the Upper Planes. Although similar to one another, each steward has a particular role in the affairs of the Upper Planes Some are messengers, some render aid to mortal followers and still others act as scouts. Combat : Aasimon take the listed damage from the following attack forms: Acid = Half Cold = Half Electricity (lightning) = Half Fire (dragon, magical) = Full Gas (poisonous, etc.) = None Iron weapon = Full* Magic Missile = Full Poison = None Silver weapon = Full* *Unless immune to nonmagical weapons, in which case no damage is sustained. All aasimon have the spell-like powers: aid, augury, change self comprehend languages, cure serious wounds (3 times per day), detect evil, detect magic, know alignment, read magic , and teleport without error . They can travel freely throughout the Upper Planes and may enter the Astral and Prime Material Planes at the request of a greater power. Specific missions may briefly take an aasimon to the Lower Planes. The aasimon’s detect evil ability goes beyond the spell of the same name. Within 100 feet of a source of evil (strongly aligned individual, powerful evil magical item, and so on) the aasimon automatically detects its direction, strength, and general nature. An aasimon who gazes directly into the eyes of an evil creature learns its name, nature, and background. This power always functions automatically. Aasimon have a special power over mortals called celestial reverence . This power works only in the aasimon’s normal, unaltered form. When the aasimon invokes celestial reverence , a blinding flash of light draws the attention of all mortals in sight of it. Anyone viewing this spectacle must immediately save vs. paralyzation. Any person of good alignment who fails the save is struck by a strong protective love for the aasimon. Those of evil or neutral alignment who fail to save suddenly fear the aasimon’s power and do not attack. Evil creatures of fewer than 8 Hit Dice who fail their save flee the area immediately. The aasimon rarely use this ability, for goodness dictates that they avoid using their powers to manipulate others. Although aasimon cannot gate in others of their kind, they can send out a distress call that other good powers sense. If an aasimon does this, the closest enchanted good beings (for example, ki-rin, unicorns, and metallic dragons) immediately come to the rescue. This ability does not create or conjure good beings; it only alerts them. When on the Upper Planes and in dire need, good-aligned worshipers of the utmost faith and power are 20% likely to attract an aasimon’s help. Modify the chance if the worshiper is performing a mission for his or her church. DEVA (generic): Devas inhabit the good-aligned Outer Planes: Arborea, Arcadia, the Beastlands, Bytopia, Elysium, Mount Celestia, and Ysgard. These proxies of the powers appear as stunningly handsome male humans with large, feathery wings fanning gracefully from their shoulders. Devas are the cornerstone of the forces of good. With the agathinon, they are the powerful and trusted vanguard of the Upper Planes. Each of the three varieties of devas has a different task to perform in the scheme of the Upper Planes. The most common missions for each type appear below. The varieties are equal in status with no rivalry between types. Devas live in perfect harmony with other beings of the Upper Planes. Because the remnants of their material forms disappear at death, none has ever been examined. Devas have a close relationship with the other aasimon, particularly the planetars. In times of great need, a planetar leads a group of devas to perform some mission for a good power. Combat : Although they serve the cause of goodness, devas must often deliver their messages by the point of the swords. Devastatingly powerful warriors, they have the wherewithal to take the battle to the evil they oppose. In addition to those available to all aasimon, devas have the spell-like powers: cure diseuse (3 times per day), cure light wounds (7 times per day), detect lie, detect snares & pits (7 times per day), dispel magic (7 times per day), heal (once per day), infravision (always active), invisibility IO-foot radius, light, polymorph self, protection from evil, remove curse, remove fear, and tongues . Devas are immune to cold-based, electrical, magic missile , petrification, poison, normal fire-based, and gas attack spells. Except for monadic devas, who are not affected by fire of any type, devas take half damage from dragon and magical fire attacks. They take full damage from acid attacks. All devas are immune to attacks from nonmagical weapons. Movanic Deva Agathinon Astral Deva Monadic Deva Light Planetar Solar

  • Lady's Maze - Bahamut Temple

    Lady's Maze - Bahamut Temple Lady's Maze - Bahamut Temple Author(s) Matt-GM, Manpaka talespire://published-board/TGFkeSdzIE1hemUgLSBCYWhhbXV0IFRlbXBsZQ==/8cfca5ed4f2cbe808e36a6ad4bd007c9 Board Link Features - Player starts in a spooky graveyard at the bottom of the map - Hellish version of Bahamut’s temple in Sigil, where devils ransack the building - Descending stairs take you further up the floors of the temple - Boss battle against devils at the top of the map (duplicated to the bottom for the mist effect) Notes - Warning: Extremely performance-heavy map. Expect low frameates, and use hide volumes to conceal areas the players aren't (I put too many lights in the stained-glass windows and it really makes the game chug) - This map's a bit hard to explain, but it's based around a character's trauma, a Paladin of Bahamut who was manipulated by devils into attacking friends at a peaceful funeral Assets from Tales Tavern Lost Graveyard: https://talesbazaar.com/board/514

  • Air Sentinel | Digital Demiplane

    Air Sentinel Medium Elemental, Chaotic Good Hero Forge Mini Kitbashed, single mini Description (From Monstrous Compendium: Outer Planes Appendix - 1993): Air sentinels are beneficial spirits that reside on the Twin Paradise (Bytopia) layer of Shurrock. They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. They are jovial beings and will usually project a friendly expression and demeanor. Combat: By nature, air sentinels are nonviolent and loathe to enter combat. Unless something important is at stake, they will usually escape from battle with their impressive flying speed. If forced into combat, however, air sentinels will attack by means of a small electrical charge that they release from their hands. In appearance, these charges seem much like miniature lightning bolts. An air sentinel can fire two charges per round at one or two opponents. Each charge does 1-6 points of damage per hit. Because the charge is primarily electricity, metal armor is ignored when determining the target’s armor class. Air sentinels can also use a hug attack in combat if the need is sufficiently pressing. The sentinel attacks by wrapping both of its strong arms around an opponent (requiring only one attack roll) and then releasing a strong electrical attack. If the hug hits, the electricity will do 3-18 points of damage. Any being so damaged must make a system shock roll. If the roll fails the being will fall unconscious for 1-8 melee rounds. Air sentinels will never kill anyone (even an evil being) who is unconscious. They would consider such an act barbaric. Air sentinels also have a limited form of missile deflection. In any round, a sentinel can forfeit its attack and instead create a strong swirl of air around it. This air shield forces a -5 penalty on all missile attacks made against them. The air shield can be used three times per day and lasts for one round. Habitat/Society: Air sentinels perform a vital duty on the layer of Shurrock. They act as protectors for weaker kings that have found their way to the more robust layer of the Twin Paradises. Shurrock is rocked with booming thunder squalls and hard rains. its weather and terrain are both hardy and challenging to any who go there. Many has been the time a mortal has traveled to Shurrock only to find himself in grave danger from the unexpected weather. Air sentinels police the layer for beings in danger. They will rescue the newcomers and carry them off to one of the many large and sheltered caves that exist on Shurrock. The true origin of air sentinels is knowledge lost to the ages. They obviously bear an extremely close resemblance to djinn from the Elemental Plane of Air. Sages speculate that some deity or power from the Twin Paradises — having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather – made a pact with a group of djinn to travel to Shurrock and live there as guardians. Whatever deal was struck with those proud and noble air spirits is unknown, but surely it must have been a beneficial pact since the air sentinels have patrolled Shurrock for years uncounted. Ecology: The air sentinels are constantly increasing their number by breeding prodigiously. They have a fiercely strong sense of family and honor, and in many ways resemble the djinn they most likely evolved from. Due to their strength and agility — and, of course, to the generally good alignment of Shurrock – air sentinels have no natural enemies. They also appear to be, in a sense, immortal. Young sentinels will grow to an adult age and appear to get no older. But after a certain time (usually no more than 200 years) air sentinels will travel away, never to be seen or heard from again. Why this occurs and what happens to the air sentinels is unknown. Perhaps these proud, majestic beings simply pass into another state of being. Sages have no evidence one way or another. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Bytopia (Shurrock), Elemental Plane of Air Stat Block 2nd Edition: - Mojobob's Website Abilities - Electrical hand attacks ignore armor class - Hug damages, grapples and knocks enemies unconscious - Missile deflection - Flight Appearance They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Monstrous Compendium: Outer Planes Appendix (1993) - Mojobob's Website

  • Template - Sigil Clerk's Ward

    Templare - Sigil Clerk's Ward Template - Sigil Clerk's Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBDbGVyaydzIFdhcmQ=/e882942f45cb021a3ad9dbbd7f838f85 Board Link Features - Celestial District temples (half with interiors), libraries, shops, furniture - Celestial Threater (unfinished) - Government/Administrative buildings, courthouses - Repeating House block tiles - Some buildings from Planescape: Torment; Brothel of Slating Intellectual Lusts, Office of Advocate Iannis, Gonclave’s Tailory, Pestle & Kilnn’s Apothecary, Vrischika’s Curiousity Shoppe, Art and Curio Galleria - Entrances to Undersigil (Planescape: Torment) Notes None Assets from Tales Tavern None

  • Tieflings | Digital Demiplane

    In Dungeons & Dragons, Tieflings are mortals whose blood is mingled with a fiend. That said, many tieflings are born from fully normal, non-fiendish parents who have no idea why their child is the color crimson, or possessed of glowing fiery eyes, or a devil's horns, and their often sinister appearance makes them stand out in the worst way. Examples of tieflings (made in Hero Forge) are available here, including famous ones from Critical Role and Baldur's Gate 3, for use in your game. Tieflings Medium Humanoid, Any Alignment Hero Forge Mini Alternate Versions Size Hero Forge: Varies (XL-XXL) Lore: Medium Suggested: Medium Abilities - Fire Resistance (and perhaps others, depending on bloodline - Unique fiendish traits depending on fiendish parent (flying wings, hooves, claws, horns, fangs, tails, etc.) Stat Block 5th edition: - None (playable race) 2nd edition: - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2021) - 5th Edition Player's Handbook (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Planescape Campaign Setting (1994) - DnD WikiDot - DnDBeyond - Mojobob's Website Other Monikers Plane-touched, fiendlings, demonspawn, devil's child, Jester, Mollymauk, Karlach, Annah, Strix Appearance 5th edition: Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. 2nd edition: Superficially human, their appearance always betrays them: some sport small horns, other have pointed ears, scales, a cloven hoof, or just a wicked gleam in their eye that never leaves. Home Plane Where mortals dare to tread Description (from Planescape: Monstrous Compendium Appendix I - 1994 [credits] ) Tieflings are the offspring of the planes, as varied as the places they call home. Superficially human, their appearance always betrays them: some sport small horns, other have pointed ears, scales, a cloven hoof, or just a wicked gleam in their eye that never leaves. What they all have in common is a quick temper and a chip on their shoulder. They’re often confused with alu-fiends, erinyes, incubi, and succubi (which they’ll forgive), but never call a tiefling a bastard or a halfbreed. He’ll take it personal-like. Plane-touched is the word, or “sir” or “lady.” Tieflings prefer dark clothing: a shade of maroon like clotted blood, dark forest green, blue as dark as lapis, and a midnight black that absorbs all light are their favorite colors. Their clothing is almost always a tight-fitting set of leggings, a vest, and tunic, combined with a loose flowing cape or long jacket with tails. They don’t seem to walk so much as slither, and a basher never wants to see one in a rage-the howls are louder than Pandemonium and more dangerous than the Tenth Pit. Tieflings have no true society of their own; they are the outcasts of the planes, cast out of the Lower Planes, not trusted in the upper planes. Though many of them gather in Sigil, just as many others try to carve out a home in their own planes. They don’t trust others (what orphan does?), but their self-confidence is nothing short of astounding: a tiefling is said to have swum the River Styx because no one told him he couldn’t, and another climbed to the fifth heaven of Mount Celestia before the archons noticed him lurking among the shadows and cast him into the Abyss. Tieflings have a reputation as great but deceitful lovers. Their fickleness in affairs of the heart is legendary, and seems closely bound to their reputation as tricksters, liars, and frauds. Tiefling gamblers rarely find planars to fleece; they depend on the clueless and the young to line their pockets. Though tieflings are usually loners, a charismatic and powerful tiefling sometimes gains a small following of likeminded, young tieflings who hope to ride his coattails. These packs are called “schools,” though they teach hard lessons. Each school serves to glorify its founder and protect its members-it does little else. Some schools operate as informal thieves’ guilds, others are mage’s societies, but almost all of them collapse when the founder dies. Some of them are remembered, like the School of Sergory, which has continued in a way, but with most of them even the name dies. Sergory was a master thief and mage, and other schools somtimes take his name to inflate their own importance. How (or even whether) Sergory met his end is dark, and best kept that way. Tieflings are often persecuted by humans and others; “If there’s blame, find a tiefling,” “Don’t ever make a bet with a tiefling,” and “If a tiefling didn’t do it, he was just pressed for time” are common sayings in Sigil. Naturally, this makes tieflings a little defensive around others, but it doesn’t make them band together, as it might for other oppressed races. Good tieflings are doubly committed to their cause, as if trying to make up for the race’s bad reputation. Tieflings prefer to eat only meat, blood, bone, and marrow, preferably raw. They enjoy balaena blubber, gristle, and even roasted insects, which most races find disturbing. They drink strange concoctions of broth. oil. sulphur, and firewater, though they’ll hoist an ale with any bubber in Sigil if nothing else is available. When meat is unavailable, they can live for short perions on ashes, coal, and other mineral matter. Combat : Tieflings are determined, stubborn, wily, and occasionally berserk warriors and talented mages. All tieflings gain a + 1 bonus to Intelligence and Charisma, and suffer a - 1 penalty to Strength and Wisdom. All tieflings have infravision to 60 and can create darkness 15’ radius once per day. Mage tieflings prefer spells like burning hands, unseen servant, blur, deeppockets, haste, fear, and domination. Tiefling priests are well known for employing protection from good, enthrall, flame walk, and undetectable lie spells, though the Powers that grant these spells usually remain nameless. All tieflings suffer only half damage from cold and gain a +2 to saving throws versus fire, electricity, and poison. Because tieflings are not a brawny race, their weapons are light and quick, depending on speed and sharpness to make up for what they lack in weight and raw cleaving power. Despite its fragile appearance, tiefling weaponry is exceptionally deadly, not least because it is often poisoned. Typical weapons include the long sword, stiletto, throwing dagger, long spear, ranseur, hand crossbow, and scimitar. Punch daggers are also popular. Because almost half of all tieflings are ambidextrous, many fight in a two-handed style. Few tiefling warriors carry shields, prefering to rely on a form of well-crafted scale armor made from the hide of Lower Planar vermin. Player character tieflings can be fighters, rangers, wizards (including specialists), priests, thieves, or bards. They can also follow multi-classed roads: fighter/wizard, fighter/priest, fighter/thief, wizard/thief, and priest/thief. Teiflings can reach level 14 as wizards, 15 as rogues, 10 as priests, and 12 as fighters. Single-class characters can exceed these limits by two levels. (from Planescape Campaign Setting: A Player's Guide to the Planes - 1994 [credits] ) In the multiverse, few creatures are of pure lineage, and even fewer are what they seem to be. That's the greatest truth of the tiefling's existence. It's not advisable to ask a tiefling about his or her ancestors, as the answer wouldn't likely be pleasant. Part human and part something else, tieflings are the orphans of the planes. They can be described as humans who've been plane-touched. A shadow of knife-edge in their face, a little too much fire in their eyes, a scent of ash in their presence - all these things and more describe a tiefling. No planar would mistake a tiefling for a human, and most primes make the mistake only once. Tieflings live with both pride and shame of who and what they are. They have no culture of their own, and most are loners, which fits their background. Some slip into the edges of human society, becoming poets and artists who describe the corrupt fringes of the respectable world. Adventurous types often spend their years probing the unexplored edges of the multiverse, be it to survey strange lands or experiment in the forgotten niches of magical science. Humans don't trust tieflings (and deep inside they fear them), but they remain inexplicably fascinated by tieflings just the same. The plane-touched are often accused of secret plots and awful alliances — mostly without a shred of proof — because of who and what they are. A tiefling learns early that life is unfair and hard. [Their] reaction is to fight back and never let [their] foes see the pain. Other people, even other tieflings, simply aren't viewed as allies and often are automatically considered enemies. A tiefling doesn't take a friend until he learns the measure of his companion, and even then he'll never fully trust anyone. "I watch my own back," is an old tiefling quip. They maintain no hereditary blood-feuds, but tieflings take care of themselves without any thought of others' problems. Tiefling characters gain a +1 bonus on Intelligence and Charisma scores, but suffer a -1 penalty to Strength and Wisdom. Tieflings can be of any alignment save lawful good. They also gain a number of special abilities, based on their mysterious heritage: They possess infravision to a range of 60 feet and have the ability to create darkness, 15-foot radius once per day. Tieflings suffer only half damage from cold-based attacks, and they gain a +2 bonus to all saving throws vs. fire, electricity, or poison. Tieflings can be fighters, rangers, wizards (including specialist mages), priests, thieves, or bards. They may also pursue multiclass options, including fighter/ wizard, fighter/priest, fighter/thief, wizard/thief, and priest/thief. (From 5th Edition Player's Handbook - 2014 [credits] ) “But you do see the way people look at you, devil’s child.” Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her. “What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—” “Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?” “I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.” — Erin M. Evans, Brimstone Angels To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. Infernal Bloodline. Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. Self-Reliant and Suspicious. Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life. Met with Mistrust. Ignorant people tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life. Tiefling Names: Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny. Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta “Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary Tiefling Traits: Tieflings share certain racial traits as a result of their infernal descent. Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2. Age . Tieflings mature at the same rate as humans but live a few years longer. Size . Tieflings are about the same size and build as humans. Your size is Medium. Speed . Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance. You have resistance to fire damage. Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages . You can speak, read, and write Common and Infernal.

  • 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

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