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  • Entrope | Digital Demiplane

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

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

  • Erinyes

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

  • Abyss - Fortress of Indifference

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

  • Acheron - Avalas Cube

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

  • Grell | Digital Demiplane

    Grell Medium Aberration, Neutral Evil Hero Forge Mini Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 1994): A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn’t want to pierce or tear. Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature’s ability to manipulate electricity to sense and move also allow it to absorb lightning without harm. Although solitary by nature, grells sometimes gather in small groups called covens. Floating Ambushers. A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the paralyzed creature in its clutches. Alien Devourers. Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away. A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers’ way as they dispose of larger threats while waiting for the right time to strike. (From Monster Manual II 3rd Edition - 2002): These horrible, misshapen creatures resemble giant, floating brains with tentacles. They inhabit dungeons, underground passages, remote caves, and other places where light never reaches. Humanoids of all kinds are their favorite prey. This vicious predator has a large, bulbous body composed of wrinkled, light gray flesh that seems to float in the air of its own volition. Ten long, spiny tentacles hang from the bottom of its body, twisting in the air like ropes. A grell has a sharp beak that it uses for tearing the flesh of its prey, but no other visible facial features. Combat: A grell prefers to wait in ambush for potential prey. When a suitable target passes, the monster attempts to paralyze it with its tentacles, then escape to its lair with its helpless prey. Grells are cunning enough to avoid direct confrontations with large groups, since they are aware of the dangers that foes capable of teamwork can present. A grell occasionally shadows a group that is too large to attack directly, following along inconspicuously and using its Hide skill to stay out of sight. When a member of the target group lags behind, or the group is distracted by some other hazard, the grell attacks a straggler and tries to drag away its meal unnoticed. Grells also sometimes lurk near dangerous areas, such as pit traps, quicksand, or the lairs of other monsters, hoping to prey upon trapped, helpless, or wounded creatures. In melee combat, a grell can attack as many foes as it can reach, using as many of its tentacles as it wishes against any single opponent. It uses its bite only against paralyzed prey or as a last resort. Improved Grab (Ex): If a grell hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20, including a +16 racial bonus on grapple checks). If it gets a hold, it has the option to conduct the grapple normally, or simply use a single tentacle to hold the opponent (–20 penalty on grapple check, but the grell is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle damage. Paralysis (Ex): A grell’s tentacles are lined with small spiny barbs, much like a squid’s. (This is clearly a classic case of convergent evolution, since the two creatures are completely unrelated.) Any creature hit by a grell’s tentacle must make a Fortitude save (DC 14) or be paralyzed for 4 rounds. Blindsight (Ex): A grell is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 feet. The grell usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. Flight (Ex): A grell’s body is unusually buoyant. The creature continuously produces an effect like that of the flyspell, which it can use to move at a speed of 30 feet (perfect maneuverability). This buoyancy also grants the grell a permanent feather fall effect with personal range. Immunities (Ex): A grell is immune to electricity and paralysis effects. Tentacle Regeneration (Ex): Foes can attack a grell’s tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 19 (touch 12) and can withstand 10 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Skills: A grell gains a +2 racial bonus on Hide and Move Silently checks. (From Monstrous Manual - 1993): The grell is a fearsome carnivore that looks like a giant brain with a vicious beak and 10 dangling tentacles, each 6 feet long. Some grell are rogues, while others live in family units. The "civilized” grell is a hive or colony creature, much like an ant or a bee. but far more intelligent, arrogant and dangerous. Grell have a weird language composed of bird-like squawks and chirps, combined with tentacular motion and a limited telep¬ athy with other grell. Other creatures cannot learn the grell lan¬ guage, and they would not deign to learn the language of "lesser beings" (a synonym for "food" in their language). Combat : The grell's most common strategy is to use its natural levitation ability to hide in the upper reaches of large chambers, it can then drop silently on a victim, who suffers a “3 penalty to surprise rolls when attacked in this way. A worker grell attacks with all 10 tentacles; each one that hits grips the opponent (the grip can be broken with a successful bend bars lift gates roll). For each hit. the victim must roll a saving throw vs. paralysis, with a +4 bonus, or be paralyzed for 5d4 rounds. With two tentacles gripping the prey the grell can lift it up toward the ceiling and devour the prey when desired, A grell automatically hits paralyzed prey each round. Soldier grell often use weapons, including the tip-spear and the lightning lance* The tip-spear is an edged metal head which fits on the tip of a tentacle and is held there by suction; the weapon causes ld6 damage if used to slash, 2d6 if used to impale. Victims hit by a tip-spear must make a saving throw vs. paralysis, as if hit by a tentacle. The lightning lance delivers 3d6 points of electrical damage to those hit with it, though a successful saving throw vs. spells halves the damage A lightning lance starts with 36 charges: it can use one per round. Any hit against a tentacle (AC 4) renders it unusable, but sub¬ tracts no hit points from the grell s total. Grell regenerate lost or damaged tentacles in 1-2 days, and are immune to electrical at¬ tacks. Grell use strategy and tactics in their battles, and can attack more than one opponent each round. They are intelligent enough to allocate their tentacle attacks in an advantageous way. They use their beaks only against paralyzed prey. Habitat/Sodety: Grell have a distinct hierarchy. Each hive is led by a patriarch, who gives orders to the philosophers, who direct the soldiers and workers in their every day tasks. A hive occupies an underground complex, or travels by ship. Supposedly, all grell answer to a mysterious Imperator, a grell of great power who can unite all the grell for a common cause; to conquer a realm, a territory, or even a world. A grell mates but once in its 30-40 year life span. The female later lays a dutch of 2d4 eggs. Young are bom active and selfsufficient, but with only 1 Hit Die. They gain 1 Hit Die every two months until they reach adulthood. Ecology : Arrogant and vicious, grell hunt their territories to ex¬ haustion, then move on to more fertile places. A grell’s paralytic poison cannot be extracted from the crea¬ tures body, but parts of the monster s body can be used for spells or items relating to levitation or electricity. SoIdier/Worker: These are the common grell that form the bulk of a hive or a raiding party Occasionally a grell will become separated bom its fellows; these become rogues. Rogues carry no weapons, collect no treasure, and avoid sunlight. Philosopher : These grell serve as intermediaries between patri¬ archs and workers /soldiers. Some lead lesser grell in combat, and there is one philosopher for every 10 lesser grell encountered. Some philosophers (20%) wear powerful rings of protection, giv¬ ing them AC 0, About 10% of philosophers can cast spells as 2nd level wizards. Patriarch : Each hive has a patriarch, a huge, sedentary mass of flesh that directs the lesser grell. If the patriarch is taken to a ship, it can dig its many tentacles into the ship and animate it, even make it fly to other worlds. Alternate Versions Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Button Home Plane Unknown (Far Realm, any subterranean or ruins) Stat Block 5th Edition: - Monster Manual (2014) - 5eTools - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website (wild) - mojobob's website (colonial) Abilities - Barbed tendrils with paralysis poison - Beak attack - Blindsight - Immune to Lightning, Blinded, Prone - Flight Appearance The body of a grell is basically spherical and about five feet in diameter. It is clearly divided into two lobes, left and right. Its drab olive colored flesh is streaked with white. Various lumps, ridges, and veins give the appearance of an exposed brain. A ten-inch-long beak protrudes from one side, just above the base and directly on the major division of the lobes. The base of the body is fringed with hundreds of one- to three-inch-long tentacles. Ten six-foot-long tentacles trail from the bottom of the body. each pale green tentacle is as thick as a man’s arm, and has many small spines along the inner surface. Size Hero Forge: 1'11" (XL) Lore: Medium (5' diameter) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - 5e Monster Manual (2014) - Monster Manual II 3rd Edition (2002) - Monstrous Manual (1993) - mojobob's website (wild) - mojobob's website (colonial)

  • Achaierai | Digital Demiplane

    Achaierai Large Monstrosity, Lawful Evil Hero Forge Mini Kitbashed, double mini Description (from Planescape: Planes of Law Monstrous Supplement - 1995): “I’d rather not tell you about the achaierai, if you don't mind." [testily] “Why is that?" [calmly, hint of smugness] [pause] "There isn't much to tell." [reluctantly] “Why?" [persistently] "Because there isn't, there just isn't! Can't you get that through vour finned head?" [voice rises] "No. Tell me. Tell me about them." [smoothly] "They're foul fowl, foul fowl . FOUL FOWL, that's why! Just look out the window! Or can't you see through those slitted eyes of yours?!" "Calm down. There's nothing there. You're safe here." [pause] “Now, unburden yourself — it'll he better for—" [interjecting] "—oh, my gods!'' (points out window] “they're coming! Now! For me!" "Well, it's about time." [relieved tone: gestures to nearby technicians] “Restrain her." Written some three centuries ago by the playwright/mindsmith C. Emmet Runn. the above scene from Achaierophobia is a classic — at least on the plane of Acheron. The play is based on the true tale of a gray-elf woman, Fionara Silverbane, who had appointed herself the task of cataloguing all the lawful birdlife in the multiverse. Begun when she was only 400 years old, her travels led her to the iron cubes that comprise much of Acheron. In Avalas (the first layer of the plane], Fionara studied the achaierai. The large, flightless birds stood some 15 feet tall. Shaped like round, plump quail, the birds had four legs and tiny, atrophied wings. Their legs and beak shone with metallic glimmers. The birds' feathers were soft and came in glorious, yet curiously subdued, colors of dim leal, burnt russet, and shadgold. Then one day Fionara came across an achaierai recently deceased. Eager to per¬ form a closer examination, she began dissecting the bird. She had just opened up the breast cavity and was checking the bird's internal organs when two achaierai came through a tunnel toward her. Unbeknownst (then) to Fionara, achaierai are extraordinarily intelligent and highly organized. These two had arrived to cremate their Flockmate. The achaierai were revolted beyond measure at the sight of someone dissecting one of their own. They captured Fionara and presented her “crime" to the rest of the flock. To a bird, ail demanded reparation: They condemned her to feel the same overwhelming revulsion they had felt. Bui Fionara was a scientist and steeled herseif well. During the first few centuries of her captivity, she withstood whatever torments the birds devised. Curiously, the achaierai let Fionara keep her journals. She wrote in them daily, recording minute details about her captors. An entire century was devoted to the relationship between the achaierai and rust dragons. The birds had long domesticated some of these large, insecroid creatures, using them to burrow tunnels through the iron cubes of Acheron. The dragons were far more than mere work animals, however. A single remark from Fionara's journals sums up thc link between these two disparate species: "1 have never seen such . . . devotion between master and animal: it rivals that between Ayta, my cooshee [elven dog), and me." As the years progressed and the achaierai developed more and moie ingenious methods of torture, there developed a contest of wills between the lone gray elf and the achaierai flock. She would not submit - and ultimately she won, though in the end that’s what broke her. Fionara escaped to Sigil and delivered her journals to the grandson of a long-ago friend, and then promptly succumbed to madness. She was convinced the birds were after her, that this was ali some truly elaborate plot to break her. She spent her remaining decades in an insane asylum, where the mindsmith C. Emmet Runn interviewed Fionara. decided to become a playwright, and subsequently wrote an award-winning play about her (the first of many such plays for him). Combat : Achaierai are skilled opponents, using two of their Four legs to attack per round. Each successful hit causes 2d8 points of damage. If an opponent is 10 feet or taller (or is raised to that height), the achaierai can also bite with its exceedingly wicked beak, inflicting 3d 12 points of damage. The achaierai's metallic legs are AC -1, whereas its soft body is AC 8. In melee combat, however, the legs are the bird’s weak point. Should a leg sustain IS or more points of damage, the leg will break and the bird will try to flee. Its movement rate is unaffected until it loses two legs, at which point the rate is halved. If a bird loses three legs or is otherwise seriously wounded, it will release a stink cloud of black toxic smoke, filling a cubic area approximately 10 feet square. Those opponents caught within ihe cloud take 2d6 points of damage automatically and must save versus poison or suffer from insanity for 3 hours. In the confu¬ sion that follows, the bird drags itself away to safety at a movement rate of 6, using its pitifully short wings to help it scramble. As the absolutely last resort, achaierai use their domesticated rust dragons to defend their lairs. This is often a sacrificial gesture, however. The dragons create a diversion, allowing whatever remains of the flock to escape. Achaierai are gregarious birds, forming small flocks of 1d8 members. These smaller flocks frequently congregate, particularly during their sporadic migrations. As Fionara Silverbane noted in her studies, achaierai have no set pattern for migration. They simply gather togerher. attach harnesses to many of their rust dragons, and fly to another cube in Avalas. In her long sojourn with the birds, Fionara recorded only 14 such migrations. Achaierai mate for life, living some 30 years. Every year a mated pair produces a clutch of two eggs. The mortality rate among young achaierai is high - most notably because of their clutchmates. Achaierai reach adulthood at age three and can speak all bird languages and Planespeak (the planar equivalent of common). These birds have an interesting symbiosis with the rust dragons inhabiting Acheron. Achaierai periodically gather rust cocoons and care for the metamorphosing creatures inside until they hatch into rust dragons. Fionara Silverbane noted considerable affection between the two species, much like dogs and humans. The dragons help create tunnels in the metal cubes for the achaierai to make Their lairs. What the rust dragons receive in return — beside affection — not even Fionara could determine. Ecology : Found almost exclusively in the layers of Avalas and Thuldanin on the plane of Acheron, achaierai have been spotted on the Prime Material Plane, loitering in dark caverns and tunnels. They are carnivorous birds, though they supplement their diet with a considerable amount of iron, which exudes out of their exposed flesh and accounts for the high Armor Class of their legs. (from 3.5e Monster Manual I - 2003): A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal. Achaierais are massive, 15-foot-tall flightless birds that inhabit the plane of Acheron and are only occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste for torture. Achaierais speak Infernal. They weigh about 750 pounds. Combat : In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack. An achaierai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction. Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron, Outlands Stat Block 5th Edition: - DMDave,com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - 4 massive talons and beak attack - AOE black smoke causes damage, confusion - Regenerates injuries and lost limbs over 1-2 days - Magic Resistance Appearance A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal. Size Hero Forge: 11 ft. (XXL) Lore: Large (15 ft.) Suggested: Large to Huge Other Monikers None Sources - Forgotten Realms Wiki - Monster Manual v3.5 (2003) - Planescape: Planes of Law Monstrous Supplement (1995) - Monstrous Compendium: Fiend Foldio Appendix (1992) - Mojobob's Website

  • Lady's Maze - Cold Temple

    Lady's Maze - Cold Temple Lady's Maze - Cold Temple Author(s) Matt-GM, conspirator05h talespire://published-board/TGFkeSdzIE1hemUgLSBDb2xkIFRlbXBsZQ==/505440264c51efcc0c98638b7cb1db35 Board Link Features - Temple where the player grew up, haunted by the voices of dead mentors - Maze must be traversed with all left turns; every right turn teleports player back to start area - Maze briefly transitions to godsmen hall, playing a flashback where the player killed someone unnecessarily - 2nd flashback of a house on the Outlands, and a 2nd unnecessary killing - Frozen, sinister version of NewMarket Square map in Sigil’s Lower Ward Notes - I had a dangerous gelugon (ice devil) stalking the player through the maze like a minotaur - At the real square, the player got charmed by a succubus, and nearly murdered a crowd of hundreds with a cone of cold spell. The maze takes the player back to this square, to walk through a graveyard of frozen corpses Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/

  • 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

  • Aboleth | Digital Demiplane

    Aboleth Large Aberration, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire. Aboleths have never forgotten. Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan. Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards. Enemies of the Gods. The aboleths’ fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth’s body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution. (From Monster Manual 3.5e - 2003): The cool, refreshing water suddenly erupts in a storm of reaching, grasping tentacles. The tentacles connect to a primeval fish, 20 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped eyes, protected by bony ridges, are set one atop the other in the front of its head, which remains just beneath the surface as it attacks. The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. It despises all nonaquatic creatures and attempts to destroy them on sight. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds. Aboleths are cruel and highly intelligent, making them dangerous predators. They know many ancient and terrible secrets, for they inherit their parents’ knowledge at birth and assimilate the memories of all they consume. Aboleths are smart enough to refrain from immediately attacking land dwellers who draw near. Instead they hang back, hoping their prey will enter the water, which they often make appear cool, clear, and refreshing with their powers of illusion. Aboleths also use their psionic abilities to enslave individuals for use against their own companions. Aboleths have both male and female reproductive organs. They breed in solitude, laying 1d3 eggs every five years. These eggs grow for another five years before hatching into full-grown aboleths. Although the young are physically mature, they remain with their parent for some ten years, obeying the older creature utterly. Aboleths speak their own language, as well as Undercommon and Aquan. Combat : An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based. Psionics (Sp): At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Effective caster level 16th. The save DCs are Charisma-based. Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ABOLETH MAGE Among the watery tombs and dungeons they inhabit, the lords of the aboleths focus their efforts to achieve dominion through their study of wizardry. Their great power marks them as among the lords of all subterranean creatures. Still, these creatures, devoted to their arcane scholarship, spend most of their long lives alone. Combat : The save DC for the aboleth mage’s transformation tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher Constitution score. The save DC for its enslave ability (DC 16) is adjusted for its lower Charisma score, as are the save DCs for its psionic abilities: Hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18). Effective caster level 16th. The aboleth mage uses a number of spells, such as displacement, greater invisibility, and wall of force, to protect itself while seizing control of its foes with spells and innate abilities. Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0—daze, detect magic (2), resistance; 1st—alarm, charm person, color spray, mage armor, magic missile (2); 2nd—blur, bull’s strength, darkness, fox’s cunning, see invisibilty; 3rd—dispel magic, displacement, fly, lightning bolt; 4th—greater invisibility, phantasmal killer, scrying, stoneskin; 5th—hold monster, empowered lightning bolt, wall of force. (From Monstrous Manual - 1993): The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump fish , 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land. Combat: The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim’s skin transforms into a clear, slimy membrane in 1d4+1 rounds. If this occurs, the victim must keep the membrane damp with cool water or suffer 1d12 points of damage each turn. Cure disease cast upon the victim before the membrane completely forms stops the transformation. Otherwise, cure serious wounds will cause the membrane to revert to normal skin. Because its sluggish movement makes attacks difficult, the aboleth attempts to lure victims close by creating realistic illusions at will, complete with audible, olfactory, and other sensory components. The aboleth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth’s telepathic commands, although the victim will not fight on the aboleth’s behalf. The enslavement can be negated by remove curse , dispel magic, the death of the enslaving aboleth, or, if the victim is separated from the aboleth by more than a mile, a new saving throw (one attempt per day.) When underwater, an aboleth surrounds itself with a mucous cloud 1 foot thick. A victim in contact with the cloud and inhaling the mucus must roll a successful saving throw vs. poison or lose the ability to breathe air. The victim is then able to breathe water, as if having consumed a potion of water breathing , for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe air will suffocate in 2d6 rounds. Wine or soap dissolves the mucus. Habitat/Society: An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly. Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature. The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent’s knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes. An aboleth’s treasure consists of items taken from its slaves. The items are buried in caverns under a layer of slime resembling gray mud, recognizable by the distinctive rancid grease odor. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Far Realm, Sea of Fallen Stars, Prime Material (Underdark) Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - Dndbeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Magically enslaves other creatures and can psychically injure them - Probing telepathy tells aboleth a creature's greatest desires - AOE mucus cloud inflicts water-breathing disease - Tentacle attack inflicts water-breathing disease, potential acid damage - Legendary actions - Amphibious, swim speed Appearance The cool, refreshing water suddenly erupts in a storm of reaching, grasping tentacles. The tentacles connect to a primeval fish, 20 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped eyes, protected by bony ridges, are set one atop the other in the front of its head, which remains just beneath the surface as it attacks. Size Hero Forge: Mount (XL) Lore: Large (20 ft. long) Suggested: Large to Gargantuan Other Monikers None Sources - 5th Edition Monster Manual (2014) - Dndbeyond - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - Mojobob's website

  • Baator - Avernus

    Baator - Avernus Baator - Avernus Author(s) Matt-GM talespire://published-board/QmFhdG9yIC0gQXZlcm51cw==/21ccc9174f09a1a3a3e766969fe29663 Board Link Features - First layer of the Nine Hells - an endless battlefield between Devils (baatezu ) and Demons (tanar'ri ) in the Blood War - Strongly evil- and lawful-aligned - In the spots where there isn't lava, the blackened, basalt surface is rocky, jagged, and razor-sharp, making travel slow and dangerous - The blood-red sky is streaked with smoking fireballs that shoot from pits and volcanic calderas, striking land dwellers seemingly at random (but with a preference for the pure of heart) - The ruins of countless gate towns stolen from the outlands reside here, as well as even older structures - the remains of an infernal construction project from long ago, before the war came to Avernus - Gore-soaked rivers of blood streak across the layer, their bottoms thick with bones and giant fiendish leeches... the bloody streams eventually merge with the Styx, a black, oily scar of a river that can be used as an escape from hell (and to places even worse), but be warned: the Styx's poison waters steal the memories and identities of mortals – In addition to devil legions and demon hordes, there are innumerable other horrors in Baator, including Hellfire Engines , Hook Spiders , Maelephants , Bonespears , Hell Hounds , Rakshasas , Fhorges , fiend Larvae , Night Hags , Bezekira , and the dreaded Hellfire Wyrm . Notes - Literally hell; the souls of lawful evil mortals come here after they die; most are tortured for eternity, but a few become devils - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes; but there are a few secrets hidden around to explore - Portal (fire ring) can be closed with a hide volume - Abandoned building in the corner is covered in chains, gibbets, and prison shackles - a perfect place for an encounter with kytons (chain devils) - Hidden in some ruins is a fancy tea party table with food, drinks and a faustian contract to sign... perhaps a devil is offering an escape from hell if the player would only sign on the dotted line. If the player refuses, this whole tea party setup can be hidden with a hide volume, and "vanish" Assets from Tales Tavern None

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

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