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  • Gelugon

    Gelugon Gelugon Large Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Monster Manual (2014): Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells , tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their pit fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters. (From Planescape: Monstrous Compendium Appendix I - 1994): Gelugons are ferocious baatezu that live in frigid Cania. They look alien, with 12-foot insectlike bodies, claws on hands and feet, and sharp pincers at the mouth. Their heads bulge with multifaceted eyes. The gelugon has a long, thick tail covered with razor-sharp spikes. Second in power and station only to the pit fiends, gelugons are the guardians of Caina, the frigid eighth layer of Baator. Because Caina is a single layer away from the heart of Baator, the pit fiends have placed great trust in the gelugons. Gelugons are the only baatezu native to Caina. Although other varieties of baatezu occasionally come to this cold place, they dislike it and prefer the hotter layers. Gelugons are unique in baatezu society in that they both lead and serve in their layer’s armies. It is unknown how they choose their leaders. The only portal to the fortress of Malsheem on Nessus, the lowest layer of Baator, lies at the bottom of a deep pit in Caina, guarded at all times by 9,999 gelugons. Wholly unnatural creatures, gelugons can only be created by promotion from lower stations. When a gelugon has performed well, it may be promoted to pit fiend. Such promotion is difficult: First, the gelugon must serve flawlessly for 777 years. Any blemish on its record eliminates it from the promotion list. But 777 years of perfect service is the easy part. If the gelugon is selected to become a pit fiend, it enters the Pit of Flame, where it is tormented for 1,001 days. After almost three years of hideous, painful torture, the former gelugon emerges as a pit fiend. Combat: Gelugons are extremely strong, with 18/76 Strength (+4 damage adjustment). They attack four times per round with their two claws (1d4 points of damage), pincers (2d4 points), and tail (3d4 points and paralysis) instead of weapons. The tail radiates cold like the wind of Caina itself: the victim must save vs. paralyzation or be paralyzed by numbing cold for 1d6 rounds. The gelugon may direct each of its four attacks against a different opponent. One in four gelugons carries a long spear (2d6 points of damage plus Strength bonus). Those struck by the spear must save vs. paralyzation or be numbed by cold (slow for 2d4 rounds). In addition to those available to all baatezu, the gelugon can use these spell-like powers: detect invisibility (always active), detect magic , fly , polymorph self , and wall of ice . They can attempt to gate in 2 to 12 barbazu (50% chance, once per day), 2 to 8 osyluth (35% chance, once per day), and 1 to 2 gelugons (20% chance, once per day). Because gelugons guard the front of Baator’s lowest layer, there is a 25% chance that a pit fiend comes to aid them if the gelugons are losing in combat. Gelugons can see perfectly in total darkness, and regenerate 2 hit points per round. They radiate fear in a 1 foot radius (save vs. rod, staff, wand or flee in panic for 1 melee rounds). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Stygia, Cania) Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Wall of Ice - Ice spear slows victims - Claw, bite, tail attacks do additional cold damage - Summon devils - Devil sight pierces magical darkness - Magic resistance Appearance Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in combat. Size Hero Forge: 11 ft. (XL) Lore: Large (10-12 ft.) Suggested: Large to Huge Other Monikers Ice devils Sources - Forgotten Realms Wiki - Basic Rules (2014) - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I - DnDBeyond - Mojobob's Website

  • Sigil - The Ditch

    Sigil - The Ditch Sigil - The Ditch Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBIaXZlIFdhcmQgRGl0Y2g=/44ed76dd4a7e945841b0d3b96d2732ec Board Link Features - Enormous scar dividing the lower ward from the hive, full of polluted water, trash, dead bodies - Crumbling bridges cross the watery chasm - Extensive city sections on both sides of the river, showing the sharp contrast between the industry of the lower ward and the desperate slums of the hive - Hidden portal on the banks of the ditch Notes - Extensive use of Sigil Hive and Lower Ward templates Assets from Tales Tavern None

  • Modrons | Digital Demiplane

    The modrons are weird, polygonal magipunk constructs from old Dungeons & Dragons. Some folk hate them, as their goofy, cartoonish unrealism clashes with their epic grimdark fantasies. But sometimes the cute creatures end up being the most disturbingly creepy of all. Modrons are from Mechanus, the clockwork Nirvana of the D&D cosmos, and they are lawfully-aligned beyond all mortal comprehension. Lore and miniatures are here for use in your own game. Quite hard to make in Hero Forge! Modrons Made with Hero Forge Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon (from D&D 5th Edition Monster Manual - 2014 - [ credits] ) Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.” Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. Rogue Modrons. A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. (from Planescape Campaign Setting Monstrous Supplement - 1994 - [credits] ) What's a mortal to make of the modrons, those strange creatures of absolute order who whir and click on the plane of Mechanus? Theirs are not like other lives - even the infinitely subtle baatezu are more comprehensible than these thronging drones. To an outsider it appears the modrons have no existence other than as a whole. Indeed, there is a saying: "To look at one modron is to look at all of them." It is only logical, as it is with all things modron, that they are native to the orderly plane of Mechanus. The two, plane and modrons, probably would not exist without each other — modron society defines the plane, just as the plane shapes them. To understand the modrons, a being must stop thinking like a person, like an individual. Only then can anyone hope to comprehend the patterns of modron life. Modrons are strictly divided into fourteen castes. Castes are hardly unique, but the modron approach to them is. Not only does each rank have its own functions, but each also has its own body shape, so the rank of any modron can be readily identified by the creature's appearance. Ruling over the castes is Primus, the One and the Prime. It and the plane are one in thought and deed; as Primus turns, so do the wheels of Mechanus. Combat : Regardless of rank, all modrons possess certain abilities and immunities, but because of rank, certain modrons - the hierarchs — possess additional abilities. Whether any of these immunities and powers exist as properties of their race or from association with the plane of Mechanus, no one knows. Most scholars think these powers are natural to the race, as none are lost by modrons operating off the plane of Mechanus. All modrons are unaffected by any illusions or magic that affects the mind, such as beguikment, charm, domination, hold, hypnosis, and sleep. Fear and other emotion spells are similarly ineffective against a modron, as are attacks drawing upon the Positive and Negative Energy Planes (including life-draining powers). All modrons save vs. cold, fire, and acid attacks with a +1 bonus, and they suffer damage from such attacks with a -1 modifier per die. Modron hierarchs are never surprised, and their precision of order always allows them to determine their specific place in the initiative sequence of all attack rounds. Thus, they never roll for initiative, and the DM chooses when they will act. Typically, this comes at the most effective moment, just before the swordsman's blade arcs through the air or the wizard utters the final word of a spell, and so on. The elite modrons also can perform the following spell-like abilities, once per round, at will: clairaudience, clairvoyance, command, dimension door, teleport without error, and wall of force. They also are capable of traveling on the Astral and Ethereal Planes, but will never do so unless ordered by Primus. All hierarchs can communicate telepathically, and the range of this power is as follows: Rank : Decaton = 44 miles Nonaton = 63 miles Octon = 80 miles Septon = 190 miles Hexton = 216 miles Quinton = 238 miles Quarton = 384 miles Tertian = 405 miles Secundi = 420 miles Primus = All Mechanus Septon Hexton Quinton Quarton Tertian Secundus Primus Habitat/Society: To understand modron society, one must abandon all understanding of the self. In such forgetting comes knowledge, so with the surrender victory is gained. Should the scholar retain the slightest glimmer of who he is, his words are tainted and his observations lies. It is said that those able to strip their souls so bare become modrons, themselves, and their spirits become different from their shells. It is a fundamental property of the modrons that each rank can only comprehend the existence of the rank directly above and below it. For example, the monodrones obey the will of the duodrones, but they cannot even conceive of the existence of the tridrones. When a monodrone sees a tridrone, it does not see a modron, and it could not even say what it sees. Some aphasia apparently breaks the link between the sight of the higher modron and what it actually is. This blindness leads to an interesting conclusion, as each rank believes that those immediately above it are the highest form of life and the fountainhead of supreme logic. Thus, Primus's lordship is secret from all modrons but the four secundi, who pass his edicts on to the nine tertians, who in turn pass these to the quartons (who have no knowledge or understanding of either the secundi or Primus), and so on. There is an awareness of all ranks below a modron's station, yet communication is exclusively limited to adjacent ranks. It would seem that the monodrone is almost as alien to the tridrone as the tridrone is to the monodrone. This is not the result of elitism. Rather, the strict order observed by the race completely negates the slightest necessity for communication beyond immediate inferiors and superiors. A modron's perception of its immediate superiors should not be mistaken for deification, either. What others might call a god, the modrons cannot imagine, for they are unable to conceive of such an individual existence. Instead, all life and direction spring from a pool of logical action - all that is right happens because it must inescapably be, and all that is wrong is that which must not be. These metal limitations make dealings with modrons a challenge. Within each rank there is no individuality, either in form or thought. All modrons call themselves "we," and a character has no way of knowing if the pentadrone he spoke to today is the same as the one who held the same post yesterday. This would be minor if the modrons weren't so bureaucratically driven, requiring strangers to appear and reappear before clerks, courts, and boards. Some travelers solve the problem with a brush and paint, marking modrons with runes simply to tell them apart. Unless instructed to remove these marks, a modron may wear a splash of color or a strange sigil for the rest of its life, for they don't seem to notice the markings themselves. Even the size of modron society is rigidly fixed. In each rank there are only a set number of modrons. Should a modron of any rank die, an available candidate from the next lowest rank is promoted, and then the gap in the lower rank is filled by promoting from the still lower rank. This continues until the rank of monodrone is reached. With no lower ranks, the creatures at this level reproduce by fission, as one of their members mysteriously divides into two. (Given this, the claim that all modrons are one might be truer than it first seems.) Promotion occurs seemingly by accident. As soon as a vacancy occurs, the nearest modron of the next lowest rank is recruited to ascend. Since they have no individuality, there's no point in trying to promote the "best and the brightest"; all modrons of a given rank are deemed equal. Promotion is traumatic — not only does the chosen modron undergo a wrenching change of shape to the new rank's form, but it suddenly gains an understanding of a world previously veiled to it: the existence of a yet superior rank. Imagine the shock of a duodrone, who knew only of monodrones, duodrones, and tridrones, when it suddenly discovers those inexplicable creatures around it are quadrones and members of its own race! On the other hand, the newly promoted modron seems to adapt to its new form instantly, and it is the humanoid observer who is often most shaken by the experience. From greatest to least, the castes of the modrons are listed below. Numbers are not given for the modrons, since no scholar has yet produced the definitive organization chart of these creatures. After each name is a brief description of that rank's duties in their realm of Mechanus. Primus: Absolute ruler of all modrons Hierarch Modrons Secundi: Viceroys of the four quarters Tertians: Judges Quartons: Rulers of the four regions of the four quarters Quintons: Bureau chiefs and records keepers Hextons: Generals of the armies of modrons Septons: Inspectors Octons: Governors of the four sectors of the four regions of the four quarters Nonatons: Police supervision Decatons: Physical welfare of base modrons Base Modrons Pentadrones: Lesser police, law enforcement Quadrones: Multiple complex tasks, supervision Tridrones: Multiple tasks, minor supervision Duodrones: Complex tasks Monodrones: General laborers Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon The realm of the modrons occupies 64 of Mechanus's coglike wheels, called sectors, and each is governed by an octon. The sectors in turn are grouped into foursector regions, overseen by the 16 quartons, and each group of four regions, called quarters, is supervised by one of the four secundi. And, of course, all of it is ruled by Primus. Born through parthenogenesis, modrons have no family, tribe, or clan. Instead they live in rigid numerical units called, for lack of a better word, battalions. This makes them sound more warlike than they really are, although modrons have standing armies that are not to be trifled with. Although some less-informed scholars state that no modron acts except by the orders of a superior, this is not perfectly accurate. In general, a modron can act and react to a situation on its own, provided the situation falls within the range of its purpose. Thus, monodrones, who can only fulfill a single task at any given time, are rightly seen as incapable of reacting. As one moves higher through the ranks, the range of choices and reactions available to any given modron increases. Even so, modrons are notorious for their predictable and rigid reactions to events. It should be no surprise that the goal and purpose of every modron is to organize Mechanus in the most orderly fashion possible, but their goal is not limited to only their 64 wheels or even Mechanus itself. Given the opportunity, they would spread their rigid pattern of organization over the entire multiverse. Fortunately for the rest of the planes, order is constantly challenged by chaos, even in the clockwork vastness of Mechanus. Since even the slightest imperfection to order is enough to disturb the harmony modrons seek, they seldom find the time or resources to carry their crusade to other realms or planes. Modrons speak their own precise, mathematical language, but those of duodrone or greater can manage at least some of the trade tongue found throughout the planes. Modrons fulfill many roles within Mechanus. They maintain parts of the sphere and are maintained by it. They make war with their enemies and trade with their neighbors. Together, they are one living social entity. Those few that venture outside their plane (on orders from their superiors) will always attempt to bring order out of chaos, sense out of nonsense. Modrons are not completely without their uses to the rest of the multiverse. Their single-minded pursuit of order has a certain usefulness in some fields. On rare occasions, nonmodrons can hire members of this race for particular tasks. The process is never simple, since the potential employee can never make the decision itself - all requests must be approved by its superiors. Usually the request has to pass through several ranks before an answer is given. If permission is granted, some wizards find modrons to be amazingly useful as librarians, and merchants may retain them as bookkeepers, although such modrons must always be watched for overzealousness. Sometimes their understanding of order, far deeper than that of most other beings, defies human understanding. In one library, all the books might be arranged by subject, in another by the first letter of the first word, and in yet a third by the page where the last diagram appears. All three might be vital keys in the overall order of the modron universe. Order, after all, does not necessarily need to be understandable. The bodies of modrons slain anywhere immediately disintegrate. It is suspected that whatever energies were trapped within the creature's mortal form find their way back to Mechanus and merge with the energy field of the plane. This field is what sustains the modron race. Although modrons eat physical food, it is not the substance that sustains them, but the energy essence contained therein. So long as the modrons are able to draw upon this essence, they can continue to split and perpetuate their kind. In fact, it is speculated that the only means to truly crush this race is to cut it off from this energy pool. Given the impossibility of this feat, it is fortunate that modrons are not a particularly aggressive race. Who, after all, could withstand a single-minded army that constantly regenerated itself? PRIMUS (THE ONE AND THE PRIME): Primus is the ruler of all the modron realm. It and it alone understands the whole structure of the modron race, since it sits at its pinnacle. From there it decrees what is order, writes the laws, and establishes the rules and regulations. All other modrons exist to carry out the plans and obey the rules of Primus. Failure to meet this powerful creature's standards will result in a modron being declared rogue and sentenced accordingly. Primus is a huge being who rises from an energy pool in the central part of its great tower at the center of the plane (although Primus also may appear as a normal androgynous human). In giant form Primus's hands are unseen, for the right one is swathed in bright rainbow hues and the left is covered with inky dark clouds. Within Mechanus, Primus has the status of a greater power, except it is possible for Primus to die, albeit only under near-impossible conditions. Its sole concern is for the modrons. It does not send avatars to other planes or even take part in the normal bickering and wars of the planar powers. All modrons with priestly powers gain their spells directly from it. The death of Primus does not break the link in modron society, for like all gaps, the vacancy is filled by promotion of the one of the secundi. However, the process usually creates turmoil since, without a Primus, chaos is allowed to enter into the perfection of modron society. Some scholars have mistakenly interpreted this chaos as civil war within this orderly race. The first act of the new Primus is to return order to its race, a process which can take some time. Rogue Units: Even in the perfect modron world there is disorder, and sometimes this disorder strikes at the very fabric of the modron society. When this happens, a modron may go rogue. This is most common in the base modrons, although there are cases of a few hierarchs being affected this way (but certainly never any hierarch of quarton status or higher!). Rogue modrons do not act in accordance with Primus's wishes and directives, but break laws, disobey orders, and sometime become violent. These rogues are hunted down, usually by the pentadrones under the command of the nonatons. Once captured, the rogue is tried and sentenced according to the laws of Primus. For a lowly base modron, this is a bewildering series of events, as strange beings (hierarch modrons) describe the crimes committed and the punishment that is due. It can only seem like the judgment of angels upon a hapless mortal, and many sages would dearly love to know just what modron theology makes of the whole thing. The Armies of the Modrons: There are 36 great armies in the realm of the modrons, each a powerful fighting force. Each of the 16 regions of the plane has its own army, and the secundi have two armies each, in addition to their regional forces. The tertians have three to aid in law enforcement and punishment. The final nine armies are stationed outside of Primus's tower and serve as a reserve force, should they be needed. Each army is commanded by a hexton and is comprised of four corps. Each corps is led by 40 pentadrones in a telepathic hook-up with the hexton general. Each corps has two divisions commanded by 20 pentadrones, and each division has four brigades led by 10 pentadrones. Each brigade has four regiments, each one being the standard tactical unit, led by five pentadrones. There are 70 officers, 192 NCOs, 252 messengers, and 2,628 line troops in a brigade, for a total of 3,142. A regiment consists of two "battles" plus a squad of winged monodrone messengers and a special squad of 12 pentadrones. Each battle is led by four quadrones and consists of six companies of monodrones, two companies of duodrones, a special company of tridrones, a squad of quadrones, and another squad of messengers. The eight regular companies are each divided into two wings plus a headquarters unit. Each company consists of 12 squads and three officers. A squad numbers 12 troops and will contain an NCO of the same type as the troops. Special units of messengers, "shock troops," and the like may be attached to the headquarters' units of brigades, divisions, and corps. (from 4th Edition Dragon Magazine #414 - 2012 - [credits] ) ECOLOGY OF THE MODRON by R. James: As any learned blood knows, the Great Axioms of the Multiverse are eternal and immutable; they simply exist and cannot be manipulated. Or so I once believed! I’m telling you now, berk, that the universe we perceive around us is mere illusion, an elaborate construct devised by enigmatic beings beyond our ken. You’ve heard of the Far Realm, the plane of nightmares and madness, yes? Well, it has a twin, a realm of law and orderly thought distilled to its purest form. It is from this plane that reason and judgment were born, gifts to us from the Prime Architect. I have communed with the Architect’s minions, glorious beings of ordered thought and perfect reason. They appeared before me in the guise of geometric clockwork entities, bizarre hybrids of metal and flesh. They spoke of a vile malignancy spreading throughout their order, a plague of emotion and dissonance that has erupted into a great civil war. Even now, the conflict threatens to spill into our own cosmos. Listen and heed my words! Everything we believe to be real is a lie. Awaken to the truth before it’s too late! The unraveling of our reality is nigh. Pray not to the gods for salvation, for even they are powerless to stop the Great March of the Modrons. -Ravings of ex-factol Habaro, the Fraternity of Order The March of Time: Living constructs of geometric design, modrons are paragons of absolute order and largely alien to mortal comprehension. Since time immemorial, these enig¬ matic beings have retreated from the cosmos for centuries at a time only to reemerge periodically on an epic scale—tens of thousands of them gating in from their bizarre clockwork dimension to march a grand circuit across known existence. As planar scholars and doomsayers are quick to point out, the end of the next cycle is nearly upon us. If history is any indicator, a modron incursion is imminent, and woe to any who stand in its path. Prime Architect: Many cultures of the mortal world have myths recounting the origins of the universe. Though the details of these legends are colored by cultural bias, most share key events, such as the war between gods and primordials. Yet few can recount the story of an even earlier time in the history of the multiverse, the epoch that witnessed the molding of the Elemental Chaos itself. Accounts chronicled by the Fraternity of Order in Sigil speak of a time in which the Elemental Chaos was still in its infancy, an Age of Creation when primordials shaped and destroyed worlds at whim, unchallenged by the gods. It was an era of wondrous invention on a cosmic scale, but without a frame¬ work to give them permanency, these creations were fleeting. One primordial stood apart from the others. This being’s true name is lost to the ages, but Fraternity archives name it the Prime Architect. It is written that this primordial was the first to peer beyond the veil of the Elemental Chaos to behold something Outside—a region of perfect order and harmony the Prime Architect named the Accordant Expanse. Enraptured by this vision of perfection, the Prime Architect began to shape the Elemental Chaos on a massive scale. The first phase of the grand design required distilling the chaotic maelstrom into four base elements: air, earth, fire, and water. To achieve this end, the Architect enlisted four mighty elemen¬ tal lords as overseers. As the framework took shape, the elemental lords in turn tasked their subordinates, the archomentals, with crafting the latticework of the final structure, incorporating mixtures of the base elements. At last the Prime Architect beheld its momentous creation, raw elemental power molded by symmetry and order. By drawing on this cosmic arrangement of elements, the grand creations of the primordials could persist, allowing mortal life to flourish at last. Rise of the Modrons: Even as the Prime Architect proudly surveyed its handiwork, subtle blemishes began to mar the nascent realms. At first barely perceptible, the minute imperfections began to multiply rapidly, forming fleshlike strands of corruption writhing in bluish slime. The Prime Architect watched in mute horror as a nearby world was dragged into the mass of ten¬ drils and devoured by a colossal wormlike entity lurking within. Finally shaken from its immobility, the primordial moved quickly to intercept the aber¬ rant behemoth before it could chew its way farther out of its dreadful Far Realm. Fraternity documents are sketchy on the details of this colossal battle with the entity now called the Nine-Tongued Worm, but in the end the Prime Archi¬ tect proved victorious. Just barely. It was mortally wounded, no longer able to stabilize the Elemen¬ tal Chaos. It called one last time on the Accordant Expanse, bathing in the cosmic energy of absolute Order. The Prime Architect surrendered its flesh and was re-created as innumerable mechanical life forms, each a distinct entity but inseparable from the whole. Thus the modron race was born. The horde of newly created modrons mobilized into a hierarchy, then quickly spread across the cosmos to seal the remaining breaches to the Far Realm. Once this task was complete, they shifted themselves to the Accordant Expanse en masse. There they set immediately to work engineering a home for their kind, a bizarre realm of gears and cogs they named Mechanus. Year by year, decade by decade, and century by century the modrons toiled, constructing their capital city at the heart of Mechanus. Sixty-four interlinking cogs rest atop each other like a colossal, mechanical ziggurat to form the clockwork metropolis of Regulus. At the heart of their clockwork home the modrons erected a grand cathedral in honor of the Prime Architect. Then, the four highest-ranking among them submerged themselves in a scintillating pool of pure Order and conjoined, triggering an unex¬ pected apotheosis. From the pool arose the vestige of the Prime Architect, given new flesh and purpose: Primus, the One and the Prime. The Great Modron March: It took the modrons 289 years, calculated to the millisecond, to complete construction of their city. Termed a Grand Cycle, this precise measurement of time equals seventeen standard cycles, each being the seventeen-year period needed for the largest of Regu¬ lus’ sixty-four gears to make one rotation. At the end of each Grand Cycle, the modrons march forth from Mechanus, thousands upon thousands of them, on a trek through the cosmos. The purpose of the Great Modron March remains an enigma. No one other than Primus knows it, although the excursions appear to be primarily infor¬ mation-gathering exercises. The modrons have also been observed sealing off or collapsing planar portals and gates along their route, for reasons they have yet to reveal. The route is determined before the march leaves Mechanus, and the modrons do not deviate from it. Their tortuous path is inscrutable to onlookers, and more than one town has been trampled under the relentless procession. Though unfeeling, modrons are not senseless—they won’t fling themselves mindlessly over a cliff, for example. Each march is unique in duration and route. Some last as little as a few months and cover only a handful of planar sites, while others have gone on for decades and traversed every known region in the cosmos. A march never stops once it has begun. The lower orders of modrons do not need to sleep, and the others that do push themselves far beyond normal limitations. When one absolutely must sleep, it is car¬ ried on a litter. This cycle of processions has repeated every 289 years, like clockwork—until 189 years ago, when Primus inexplicably initiated the great march early. Unlike all those before, this procession took a senseless, chaotic course through the planes. Many thousands of modrons became stranded in remote corners of the multiverse. Now the Grand Cycle is once again counting down its final years, and one facet is of particular concern to planar scholars. The recent invasion by plague demons from the malign parallel universe of Voidharrow left countless dimensional cysts eating away at the fabric of the cosmos. Since that outbreak, modrons have been appearing at these sites in num¬ bers as never before. This vanguard appears to be losing the fight against the malignant cysts, and scholars fear that Primus will direct the next Great Modron March through the heart of the planes to eradicate the demonic infestation once and for all. Physiology: Modrons are a physical manifestation of order. They have a decidedly clockwork appearance, their pecu¬ liar geometric bodies fashioned of gears, plates, and rivets forged from rare metallic alloys. Modrons are not wholly artificial, however. Living tissue is inex¬ tricably fused with their metallic exoskeletons. Their most disturbing feature is their eyes; great bloodshot orbs that stare uncaringly. Living Constructs. As living constructs, modrons incorporate both mechanical and biological components; the two are inseparable. Much of their fleshly being is vestigial and nonfunctional, but they retain many features of mortal creatures. The lowest orders of modrons are the closest to purely mechanical beings and do not require sleep; those above them in the hierarchy still need to rest from time to time, though they can go without sleep for long periods when necessary. Some modrons continually strive to improve the efficiency of their race. These inventive beings are able to finely manipulate the latent power of Mechanus’s energy pools to craft spells and devices unique to their physiology. Examples of such modron devices include mechanical limb extenders, magnetic clamps, and winglike appendages Sense Organs. Like other living creatures, modrons can sense their environment. The instruments of perception might be fleshly or mechanical, or combinations of the two. Vision: All modrons have eyes. Hierarchs (see “Hierarchy” below) typically have two, facing for¬ ward, while base modrons can have anywhere from one to ten eyes, depending on type. Certain modrons enhance their vision with mechanical lenses, some magical in nature and others powered by psionic energy, allowing vision even in complete darkness. Hearing: Modrons do not possess auditory organs. Instead, they detect sound through artificial sensors fused to the skull plate or exoskeleton. These sensors are linked, providing acute directional information that surpasses that provided by the hearing of most living creatures. Scent: Very few modrons have olfactory organs, and these are vestigial at best. Most modrons neither possess nor require a sense of smell. Taste: Despite having mouths, modrons experience no sense of taste, nor do they require sus¬ tenance. They do possess tongues, which they employ for verbal communication. In their home plane of Mechanus, communication is primarily telepathic. Since telepathy is not an innate ability among all modrons, their ability to communicate telepathic ally on Mechanus appears to be a feature of the plane, but one that affects modrons only. Primus is responsible for this “gift,” since it greatly expedites tasks. Touch: Modron flesh is infused with both nerves and artificial sensors to perceive physical contact. Modrons can feel pain, to be aware of physical harm, but can voluntarily suppress this sensation when necessary. In battle this ability allows them to forget about the damage they’re taking and focus on victory. Circulatory and Digestive Systems: In a mortal creature, a circulatory system (heart, lungs, and blood vessels) is necessary to disperse oxygen and essential nutrients throughout the body. In addition, most living beings have a digestive tract for breaking down and extracting nourishment. In modrons these systems are largely vestigial, since they have no need to eat, drink, or even breathe. Modron bodies are fueled by a psychomorphic substance found only in the Accordant Expanse—concentrated, raw cognitive energy given tangible form. This fuel has the appearance and consistency of royal jelly, and it glows with inner luminescence. Little is known about the fantastic properties attributed to this substance, but aberrant entities such as aboleths have been striving for millennia to unlock its secrets. In Mechanus, the fuel is harvested by modron laborers and collected into vast pools. A small dollop of the potent substance is enough to sustain a laborer for weeks; higher-ranking modrons require a corre¬ spondingly larger amount. The ruler of the modrons, Primus, bathes eternally in a vast pool of this gel, in which new modrons are birthed. CULTURE: As alien as the forces of chaos can be, the forces of order can be equally strange-if not more so. When dealing with modrons, “order” does not necessarily equate to “logic”-at least, as mortals understand the concept. Society: To understand modron society, one must abandon the idea of the self. Although each modron is an individual, it is one part of a vast collective and does not grasp the idea of separation. Thus, only scholars who do not observe through the distorting lens of individuality can see the truth. It is said that those able to strip their souls so bare can become modrons themselves. Septon Hexton Quinton Quarton Tertian Secundus Primus Hierarchy. Classification is a fundamental tenet of modron soci¬ ety. Modrons assign everything to category, especially themselves. Their society is divided into two primary castes: the base modrons, who are primarily laborers of low intelligence, and the hierarchs, who direct and plan. The base caste contains five ranks, from monodrone up to pentadrone, while the hierarch caste contains ten, including the singular Primus. A modron is permitted to communicate only with others of its own rank or of adjacent rank. This segregation is not the result of elitism, but a simple byproduct of efficiency. Most modrons are not even capable of comprehending the existence of higher ranks beyond their immediate superiors; likewise, those lower in the hierarchy than their immediate reports simply do not exist to them. For example, a pentadrone considers a decaton to be the ultimate form of its kind and cannot imagine anything greater, but when it looks upon a tridrone, it does not see a modron at all—nor can it even classify what it’s observing. Thus, the very existence of Primus is secret to all modrons other than the secundi who directly serve it. Commands from the One and the Prime are passed down through the ranks, progressively translated into a form that the lower (and less intelligent) forms can comprehend. Whenever a modron receives instructions from a superior, it never suspects that those commands originated even higher up. From least to greatest, the ranks of the modron hierarchy are enumerated in the table below. No scholar has yet attempted to produce exact figures for the total population of modrons in the multiverse, but they likely number in the millions. Death and Promotion. Even the size of modron society is rigidly fixed. Each rank contains only a set number of modrons. Should a member of any rank die, available candidates from the next lowest rank are “promoted.” In turn, modrons from the rank below fill in the void created by those so promoted, and so on. Monodrones, having no castes below them, reproduce by fission to replace lost members, drawing on the energy of Regulus’s central pool. Base Modrons: Monodrone = General Laborer Duodrone = Skilled laborer Tridrone = Supervisor Quadrone = Manager Pentadrone = Law enforcer Hierarchs: Decaton = Administrator Nonaton = Arbiter Octon = Mayor Septon = Inspector Hexton = General Quinton = Councilor Quarton = Governor Tertian = Judge Secundus = Viceroy Primus = Absolute ruler The transition for a promoted modron is traumatic — not only does it undergo a wrenching transformation into a new form, but the resultant being must also reconcile the knowledge and memories of its prior selves with its current form. When a modron dies, no corpse is left behind. It simply vanishes, its corporeal essence returning to the central pool, where it forms into a new monodrone. Only in rare regions of “dead space,” where the Accordant Expanse does not intersect with the rest of the cosmos, does this rebirth fail. Here, one might find the remains of a dead modron, but such a discovery is exceedingly rare. Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Outlook and Psychology: With a given rank, all modrons have a similar appearance, and they think as a collective, but they are not exact copies of each other. Each has unique life experiences that, though subtle, give it a distinct personality and quirks. Such differences are more apparent among hierarchs than base modrons. As incarnations of reason, modrons always attempt to bring order out of chaos. Many hierarchs are con¬ vinced that with proper study and analysis, they can unlock the hidden logic within apparently senseless phenomena. To most other beings, modrons come across as passionless and frustratingly bureaucratic. Their overriding goal is to organize, clarify, and regi¬ ment. They view free will as a blight that must be purged from an ordered universe like an infection. Modrons are especially concerned with the prolif¬ eration of portals across the planes. They see these as weak points in the fabric of the cosmos, riddling exis¬ tence like worms burrowing through a rotten apple. They insist that anytime a being passes through a planar portal, the very structure of the cosmic fir¬ mament is weakened. Thus, modrons have begun to appear at portal mouths to contest the passage of other creatures until they can “repair the wound.” Some contingents have started collapsing such pas¬ sages wherever they find them, no matter the purpose of the portals. Modrons in Combat. As the vanguard in the fight against entropy, modrons battle chaos and its minions wherever they find them. Slaad lords have a particular hatred for modrons, and their conflicts over the millennia are legend¬ ary. Modrons fight without remorse or compassion, using logic and proven battle stratagems to win the day. Individually they are capable warriors, but they are most fearsome when they gather into regiments. Fighting together, modrons form a heartless, unstop¬ pable killing machine. In larger-scale conflicts, modron hierarchs never hesitate to employ wave tac¬ tics, sacrificing thousands of base modrons to achieve their objective. Rogue Modrons: Like cancer in a living body, disorder can strike indi¬ vidual modrons. Such uncontrolled modrons might go rogue. A few rogues develop identities and seek objectives apart from Primus’s desires, but others malfunction or keep following old orders. Such an event is most common among base modrons. Since hierarchs are each composed of multiple modrons, all of a hierarch’s constituent modrons would need to malfunction before it went rogue. Other modrons hunt down and capture rogues, which are then either destroyed or subjected to an arduous regimen of rehabilitation. This process strips away all memories of being an individual, and most rogues do not survive the experience. Rogue Modron Companions. Rogue modrons make interesting companions for the characters. A rogue modron might join a party of adventurers for any number of reasons. It might wish to study the characters and see what makes them tick; it might need protection against superiors who seek to rehabilitate it; or it might be confused and searching for purpose beyond what modron society has to offer. Some rogue modrons, given the chance to explore their individuality, desire to belong to something greater than themselves, and the adventuring party becomes a temporary substitute for the order and structure that Mechanus provides. Rogue modrons have trouble understanding emotions or concepts such as friendship, loyalty, and deception. They are, however, able to think for themselves and arrive at certain conclusions based on first-hand observations and experiences. A rogue modron might ally with a group of adventurers out of a desire to learn more about other creatures in the multiverse, but once it believes it has nothing more to learn, it moves on. Thus, modron companions are often “flighty” and can leave the party without so much as a goodbye. HABITAT: Modrons are not creatures of the natural world, nor are they even native to what most think of as the cosmos. The clockwork realm they call Mechanus is just one of many bizarre realities that coexist within an even greater plane sc ape that scholars name the Accordant Expanse. Kin to other anomalous planes such as the Far Realm or the Plane of Mirrors, the Accordant Expanse exists outside the comfortable structure of the cosmos. Its inhabitants claim their reality to be the true universe and all other existence to be a mere construct of their invention, a malignant wasteland of chaos and emotion. The rare individuals who claim to have gazed through a breach to the Accordant Expanse describe the divide as something akin to a shattered mirror—beyond the broken reality shards lies a vision terrifying for the mortal mind to process. Mechanus: A plane of rotating gears and clicking cogs, inextricably linked together with massive pulleys and stretching in all directions as far as the eye can see. Mechanus is a great void filled with unimaginably huge wheels, each interlocking with the next, like the internal cogs of an ornate clock. The plane is filled with thousands of these clockwork disks, the larg¬ est having a diameter of more than 1,000 miles. The slow revolution of this titanic wheel is picked up by adjacent cogs and transferred to others throughout Mechanus, setting the entire plane in motion. Both surfaces of each circular realm have their own gravity, so disks can meet at right angles without disturbing the inhabitants of either one, and crea¬ tures on opposite surfaces of the same disk are drawn to the surface by their own gravity. The void between wheels contains breathable air. Mechanus is a plane of ultimate law, the very antithesis of the Elemental Chaos and every bit as alien to mortal minds as the Far Realm. Light and dark exist here in equal measure, as do heat and cold. All matter here has its place, where it remains irrevo¬ cably. Mechanus harbors no passion, illusion, or pain. Individual consciousness is temporary, serving only while needed and then subsumed into the whole. MECHANUS TRAITS: Type : Extraplanar realm (the Accordant Expanse) Size and Shape: A cube-shaped void roughly 10,000 miles on each side, filled with many interlocking gears. The upper and lower reaches of the void are bounded by a thick metallic casing. Gravity : Each massive clockwork gear has gravity relative to its horizontal plane. The bounded walls of the realm also have normal gravity. Mutability : Divinely mutable (Primus). Primus is able to shape Mechanus at its whim. REGULUS: Sixty-four interlinking cogs at the heart of Mecha¬ nus form the metropolis of Regulus. The cogs of the modron capital rest atop each other, like a colossal, mechanical ziggurat. An enormous rod runs through the center of each sector gear and is apparently the agent of rotation. Each sector is ruled by an octon and periodically inspected by a septon, which in turn reports to a hexton, and so on, until the report reaches a quarton regional governor. Deep in the heart of the modron metropolis is the government sector, Regulus Prime. There stands the Cathedral of Order and the Tower of Primus, demesne of the supreme one. Modron Cathedral: This towering edifice seemingly defies all natural laws — it’s much too slender for its height, and its interior is far vaster than its exterior suggests. Inside, stone walls support vaulted ceilings that spring into the sky, their upper reaches lost in shadows from below. Balconies on hundreds of floors ring the open space in the center, with thousands of modrons moving about on their errands. The central feature of the Cathedral is the Orrery, a mesmerizing latticework of gears that constantly spin and move about. Those knowledgeable in such things can recognize the Orrery as a model of the multiverse, incredibly detailed and infinitely complex. Adventure Hook: Using a passkey provided by the Fraternity of Order, the adventurers are tasked with infiltrating the Modron Cathedral and retrieving the fabled Nexus Cube—a modron relic rumored to grant its bearer immunity against aberrant creatures. Tower of Primus: A fantastically complex clock¬ work fortress, the Tower of Primus is a forty-one-story structure composed of rectangular blocks, each stacked slightly askew from the previous one to form a spiral hovering within the sky over Regulus Prime. The skin of the tower shifts from black as night to bright and shiny, seemingly at the whim of its master. At the heart of the floating structure dwells the One and the Prime in its energy pool, connected to the collective through the Infinity Web (see the sidebar). Adventure Hook: Information obtained from Shemeshka the Marauder in Sigil suggests that one of the seven pieces of the fabled Rod of Law is held in the Tower of Primus under the protection of Secundus Rex, Viceroy of Law. The Infinity Web: The hub of the largest network of information in the cosmos, the Infinity Web is a mesh of mechanical sensors and fleshy strands acces¬ sible by Primus within the sanctum of its tower. Through this device the One and the Prime senses all modrons under its command, and through it Primus’s orders are passed down through the complex chain of viceroys, gover¬ nors, captains, and so on to reach every modron, no matter where it might be in the multiverse. Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Septon Hexton Quinton Quarton Tertian Secundus Primus

  • Hamatula

    Hamatula Hamatula Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From 5th edition Monster Manual - 2014): Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward. Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them. (From Planescape: Monstrous Compendium Appendix I - 1994): Hamatula are solitary patrollers of the third and fourth layers of Baator . They are large humanoids, covered from head to toe with sharp barbs right down to their long, meaty tails. Each hamatula has unusually long, sharp claws on its hands, and keen eyes that shift and dart about, giving the creature a nervous look. Hamatula zealously patrol the third and fourth layers of Baator for intruders, knowing that promotion and increased status hinge on success. Relatively solitary, the hamatula travel in groups only when commanded to do so by a superior. They may be deployed in a small group to investigate a report of intrusion. On Phlegethos, the fourth layer of Baator, the pit fiend Gazra lives in a crystal castle. The hamatula cast captured intruders into the cells under the castle for torture. Gazra oversees the first four layers of Baator with an army of 5,000 hamatula. Twenty hamatula with maximum hit points guard him at all times. Loyal service to their lord is the fastest way to rise in status. Unlike other baatezu , hamatula cannot pass from layer to layer on Baator or to other Lower Planes. Sages speculate that this ensures that the creatures do not wander from their duties. Hamatula are doubly unique among the baatezu because only they produce a useful byproduct. A gland behind their ears produces a powerful hallucinogen that is harvested by greater baatezu and used to torment and interrogate prisoners. A few brave (or wealthy) sages have obtained samples of this secretion, though not enough to perform any meaningful experiments. They believe that greater quantities of this secretion could produce an extremely potent potion of illusion . Combat: Hamatula are guardians and patrol troops. They are excellent guardians and are never surprised. Hamatula rarely use weapons in combat, preferrring to attack with two raking claws (2d4 points of damage each) and bite (3d4 points of damage). If a hamatula hits in combat with both claw attacks, it can hug its victim, impaling [them] on its cruel barbs (2d4 points of damage, no attack roll required). The victim is now pinned and takes 2d4 points of damage per round until released. (A hamatula that takes 15 points of damage in a single round will release its victim at the end of the round.) A victim who has 16 or greater strength can tear free with a successful Strength check. In addition to the magical abilities inherent to all baatezu, hamatula have the spell-like powers affect normal fires, hold person, produce flame, and pyrotechnics. Once per day they can also attempt to get in either 2 to 12 abishai (50% chance) or 1 to 4 hamatula (35% chance). Hamatula radiate fear upon striking an opponent for the first time. The defender must save vs. rod, staff or wand or flee in panic for 1d6 rounds. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Minauros & Phlegethos) Stat Block 5th Edition: - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond Abilities - Hurls flame - Barbed hide injures any creature that touches it - Claws, bite, barbed tail - Summon devils - Devil sight pierces magical darkness - Magic resistance Appearance They are large humanoids, covered from head to toe with sharp barbs right down to their long, meaty tails. Each hamatula has unusually long, sharp claws on its hands, and keen eyes that shift and dart about, giving the creature a nervous look. Size Hero Forge: 9'4" (XXL) Lore: Medium (7 ft.) Suggested: Medium to Large Other Monikers Barbed devils Sources 5th Edition: - Forgotten Realms Wiki - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond

  • Hezrou

    Hezrou Hezrou Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994) The hezrou, among the least powerful of the true tanar’ri , are still creatures of formidable power. They perform the will of the nalfeshnee by wandering the Abyss and overseeing the formation of armies. Hezrou are the long arm of the imperious nalfeshnee. They walk among the layers of the Abyss enforcing directions of the higher true tanar’ri. Due to the chaotic nature of the Abyss, the hezrou’s services are vital. At certain times in a century, the hezrou can plane shift at will. During these Dark Walks, as they are known, the hezrou go forth and make pacts with mortals. They willingly enter into service to a mortal, typically one in dire need, but exact a heavy toll. In exchange for a major service, such as destroying an enemy’s castle or retrieving a lost artifact, the hezrou secure eternal subservience by the mortal, a family member, friend, or lover. The victims come to the Abyss and serve as manes. As true tanar’ri, the hezrou are integral to the Blood War. They enforce the will of true tanar’ri, so they are spared certain death in frontline duty. Hezrou are not as intelligent or intuitive as the other true tanar’ri. This is ideal for their duties, however, for theirs is to obey and enforce. Combat : Hezrou are impossible to surprise. They are immune to attacks from nonmagical weapons and take half damage from all nonmagical attack forms (fire, poison, acid, etc.) Hezrou have infravision to 120’ and have double human normal auditory and olfactory senses. Hezrou are foul-tempered and mean. They attack even those that follow their instructions, just for sheer entertainment. Their claw attacks inflict 1d6 damage, and their blunt, crushing teeth inflict 4d4 points per bite. If both claw attacks successfully hit a target in the same round, the victim is in a powerful hear hug and cannot attack. The victim takes 2d4 damage per round and the hezrou’s bite attacks automatically hit. The victim must succeed in a Strength check against one half its Strength score to escape the hug. A hezrou that takes 20 hp damage in one round releases its victim. The amphibious, frog-like skin of a hezrou emits a foul liquid that coats its skin. Anyone within 10 feet of the creature must save vs. paralyzation or be overcome by its powerful stench. Anyone so overcome lies helpless on the ground, gagging and vomiting. Those that do successfully make their saving throw still take a -2 penalty to their attack and initiative rolls. In addition to those available to all tanar’ri, hezrou have the following spell-like powers, at 9th level of spell use: animate object , blink , duo-dimension (3 times per day), produce flame , protection from normal missiles , summon insects , unholy word (reverse of holy word ), and wall of fire . Three times per day they can attempt to gate in 4-40 least, 1-10 lesser, or 1-4 greater tanar’ri with a 5O% chance of success. Once per day, they can attempt to gate in 1 true tanar’ri with a 20% chance of success. (from Dungeons & Dragons Monster Manual - 2014) Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy’s forces, their foul stench can sicken even the toughest foes. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Roll20 - DnDBeyond 2nd Edition: - mojobob's website Abilities - Poisonous stench - Powerful claws, bite Appearance Hezrou look like large, roughly humanoid toads with arms in place of forelegs. They stand upright or on all four limbs by turns. They have rows of blunt, powerful teeth; spines run the length of their back. Size Hero Forge: 4'5" Lore: Large (8 ft.) Suggested: Large to Huge Other Monikers Type II demons, toad demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - Roll20 - DnDBeyond - Planescape Monstrous Compendium Appendix I - mojobob's website

  • Nupperibo

    Nupperibo Nupperibo Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): No soul is turned away from the Nine Hells, but the truly worthless — those whose evil acts in life arose from carelessness and sloth more than anything else — are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths. Nauseating Bulk. Individually, nupperibos are pathetic, but they’re rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. Hunger Unending. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend’s path and distracts it. Slavish Obedience. With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil . This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general’s status. (From Fiendish Codex II: Tyrants of the Nine Hells (2006): This bloated creature waddles about, clutching a massive sawtooth halberd in its hands. Though its eyes and mouth are sewn shut, this thing mumbles a shriek as it senses your presence. Nupperibos are tormented devils forced to take on pathetic, weak forms for their failures. A common belief among the fiends is if a baatezu cannot perform its task to the satisfaction of its betters, a demotion best serves to hammer home the import of duty. Some such devils are sent to the pain devils for instructions in the virtue of obedience. These torturers subject their victims to maddening torments, carving off bits of flesh, sewing shut their eyes and mouths, sealing their ears with lead, filling their bodies with corruption, and essentially removing all evidence of their former form. The process of this transformation is complete once the pain devils extract the fi end’s brain, drawing the organ out through its nostrils. The new creature is a shuddering wreck, a nearly mindless entity trapped in a hellish state of absolute horror. Bone devil overseers gather herds of nupperibos for war. They arm them with crude weapons and relocate them to the frontlines of the Blood War, where they lead the charge against the demonic hordes. It is possible for a lucky nupperibo to regain its status, though it is rare. Few devils survive combat while being both blind and deaf, so most wind up lining the gullet of a rampaging demon. In other cases, a devil might hold a lieutenant that failed an important task—yet could still prove useful—in nupperibo form until such time as the master feels its minion could be productive again. Or a devil might steal the nupperibo form of a onetime advisor or general to an enemy. By reversing the process, the devil can extract useful intelligence or even find a willing ally. Rumor has it that Asmodeus sometimes orders a nupperibo granted to a mortal as a servant, then spreads rumors that the nupperibo is the tormented form of a once-important member of his court. The resulting intrigue amuses him to no end. Environment : Nupperibos are like vermin in the Nine Hells of Baator. They can turn up almost anywhere because their handlers often lose track of them in the chaos of battle. In civilized areas of Hell, they serve as beasts of burden and slave labor, as well as performing other simple physical roles. Typical Physical Characteristics: A nupperibo is about 5 feet tall and 250 pounds. All of them have a few minor traits that mark their previous forms—a tattoo, a pattern of scars, strange colored skin, or some other remnant of its old form always persists. Society : To the residents of Hell, nupperibos are a disposable resource continually renewed by the endless struggles for social and political dominance among the baatezu. Alignment : Nupperibos are always lawful evil. Though almost mindless, they follow the orders of higher-rank devils without question or doubt, and their true wickedness is revealed in the malevolent joy they display when they are sent forth into battle. Typical Treasure: Nupperibos never have treasure, unless they are tasked to guard a caretaker’s goods. Whatever items they manage to scavenge from the battlefi eld are promptly taken from them by their handlers. Combat : Nupperibos have little independent will aside from an instinctual urge to hurt those around them. They respond to the telepathic commands of other devils, making them ideal soldiers for fighting in the Blood War. Most groups of nupperibos have a spinagon leader. But even when directed, nupperibos don’t fight with finesse or any sense of strategy. They simply amble forward, lashing out blindly with whatever weapon they have in hand. Nupperibos attack en masse in an effort to overwhelm their targets with raw numbers. They lack any inventive or interesting tactics. Instead, they typically serve to distract an opponent while the true threat moves into position. Many stronger devils rely on nupperibos to cover a retreat, occupy an enemy, or otherwise absorb attacks that could have targeted more valuable units. Individual (CR 2): A solitary nupperibo is usually separated from the rest of its mob, the last survivor of a suicidal nupperibo attack, or a “gift” bestowed upon a weak but promising mortal. (From Planescape: Monstrous Compendium Appendix I (1994): Nupperibos are baatezu petitioners, slightly higher in station than the lemures. They are lowly and woeful beings, used as fighting, feeding, and tormenting stock by all baatezu from the pit fiends on down. Nupperibos are much like lemures in appearance, but are even less defined than those creatures. Nupperibos are amorphous, vaguely humanoid monsters with no discernible features. They have appendages that might be construed as arms and head. Nupperibos are blind, deaf, and mute. Nupperibos exist by the hundreds of thousands on the first and second layers of Baator. They are the remanants of lawful evil creatures not sufficiently malign to become lemures. Nupperibos readily obey all commands from superiors in order to lessen their torment, and thus are accorded a slightly higher station than lemures; they are considered least baatezu. There is, however, a unique and curious relationship between the lemures and the nupperibos. The nupperibos are slightly higher in station than the lemures, hut they can never become higher forms of baatezu without first being demoted to lemure status. Doubtless some greater power in Baator has set the advancement path that way for its own fiendish reasons. Nupperibos are commonly used as trading stock to the yugoloths in return for their mercenary services. Like the baatezu, the yugoloths treat the nupperibos horribly and ultimately consume them. Nupperibos have no intelligence, but are sensitive to mental commands from stronger baatezu and never disobey those commands. When a nupperibo is destroyed, it reforms into another nupperibo. However, there is a 1% chance that it becomes a lemure. Although this means a reduction in station (however slight), it also means a chance to become a spinagon in the future. Whether left in Baator or traded to yugolotbs, nupperibos lead a completely wretched existence. Lower planar creatures consider them insignificant. Combat : Nupperibos. like lemures, attack any nonbaatezu they encounter in Baator, heedless of their own safety. They need never check morale, for they fight until destroyed. A nupperibo attacks with two claws (ld2 points .. of damage each). When they form armies, they receive weapons, though seldom anything better than a club. In these cases, they do damage as per weapon type. They regenerate 1 hit point per round in Baator or any other lower plane. Any piece of a nupperibo, including its burnt ashes, regenerates. Only holy water, a holy sword, or other sanctified weapon can destroy one permanently. The mindless nupperibos are immune to all mind-affecting spells such as charm person or illusions. Of hte special powers common to all baatezu, nupperibos may only use cause fear , and that only under orders and when at least 10 nupperibo all attack the same defender. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond Abilities - Cloud of vermin attacks anything nearby - Tracks creatures bit by vermin - Blindsight 10 ft. (blind beyond this range) - Immune to fire, poison, being charmed or frightened Appearance This bloated creature waddles about, clutching a massive sawtooth halberd in its hands. Though its eyes and mouth are sewn shut, this thing mumbles a shriek as it senses your presence. Size Hero Forge: 6'9" (XXL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Blind-eyes (infernal slang), least baatezu Sources - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Fiendish Codex II: Tyrants of the Nine Hells (2006) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond

  • Fire Giant Dreadnaught

    Fire Giant Dreadnaught Fire Giant Dreadnaught Huge Giant, Lawful Evil Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (From Volo's Guide to Monsters - 2016): Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one. Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought. Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation’s position. Fire Giants (General Info): The fire giants were the officers, engineers, and crafters of ancient Ostoria. Their position and unparalleled skill, along with their domineering outlook, make them haughty and arrogant. Ordning of Craftwork . Fire giants are the gre~test smiths, architects, and technicians among giantkind. The iron-lined halls of a fire giant stronghold, deep inside a mountain or a volcano, support the unimaginable weight of the stone above them and enable the giants to harness the heat of rivers of magma to power their forges. A fire giant's prowess in the occupations of crafting determines its place in the ordning. Although fire giants put stock in combat skill, they recognize that success in battle or on the hunt derives mainly from the quality of one's weapons and armor, and those that can fashion the finest gear enjoy the highest status in the clan. Master artisans, architects, and engineers select the best disciples to pass their knowledge on to, along with their standing. Often pupils are children or siblings of their teachers, but that's not always so. Leaders are chosen by general recognition from among the best crafters in the clan. One group of fire giants, known as the dreadnoughts, owe their place in the ordning not to their crafting ability but to their extraordinary physical prowess. They take on a lot of the work of guarding the forges and keeping them stoked- effort without which the crafters couldn't succeed. (See chapter 3 of this book for more information on fire giant dreadnoughts.) Fire giants don't spend a lot of time crafting works of art, although they would maintain that all of their feats of metalworking and engineering are themselves forms of artistic expression. Beyond such accomplishments, true artwork is scarce among fire giants, and most of what exists is jewelry, made from gems and ore that they mine and then refine. A unique form of art that some fire giants produce involves manipulating magma as it cools, forming it into fantastical, one-of-a-kind shapes. The most striking of these works are collected and displayed inside the stronghold, not unlike how other cultures create topiary gardens. Mighty Fighters, Poor Planners. When fire giants aren't honing their crafting skills, they're drilling with weapons or exercising to keep themselves fit for battle. The typical fire giant has a mastery of combat tactics that few other warriors can match, but the giants' understanding of strategy is rudimentary. This deficiency isn't born from a lack of ability, but has it~ roots in tradition. In ages past, when the giants worked together to dominate the world, strategy was determined by the cloud giants and the storm giants. Ever since the clans went their separate ways after Ostoria's wars against the dragons, the fire giants have not mounted a grand, strategic effort to extend their sway, but they have fought countless skirmishes and other tactical engagements, mainly to solidify their hold on territory they have already claimed. If an ambitious fire giant ever became a master of strategic planning (or captured and enslaved a cooperative general), little could stop a tribe of fire giants that enjoyed this additional advantage over their neighbors. Fire giants raise and train hell hounds as war dogs, and they sometimes persuade human wizards (free or enslaved) to harness fire elementals as guardians for their strongholds. Some allow trolls to roam free in rarely used parts of their fortresses, serving as perimeter guards of a sort. Trolls require little maintenance, able to survive on the fire giants' scraps and on dead or diseased slaves; they're tough enough to deter most intruders; and their susceptibility to fire makes them little threat to a fire gi~nt. Slaves: Labor-Saving Devices. It takes a lot of work to build and maintain a fire giant stronghold. Most of that effort comes not from the giants themselves, but from the slaves that they keep. Fire giants enslave other creatures to accomplish unskilled labor, so the giants can concentrate on the more vital aspects of foundry operation and crafting that only they are capable of. They aren't overly cruel masters, but neither are they particularly kind- they are uncaring about their slaves, because slaves aren't giants, and there are always more to be had if the supply runs low. Most creatures that fire giants capture are put to work in the giants' mines or on surface farms the giants claim as part of their domain. Even master crafters of other races are consigned to unskilled labor, because so few of them have talents the fire giants consider "skilled." Only creatures that have skills the fire giants need but don't practice (because they aren't valued in the ordning), such as accounting, brewing, and medicine, are allowed to continue plying their trades. Skilled slaves receive better treatment, at least in the sense that an owner uses less force with a delicate tool, but as a rule fire giants view humans in much the same way that humans view horses: they have utility if properly directed, and some might be prized for rare qualities, but even the smartest, best trained horse isn't a person. That said, it's not unheard of for a fire giant to "consult with" a slave physician when it falls ill, or with a slav~ engineer right before beginning a difficult stage of tunnel excavation. (Such a consultation would only be to ensure that the right tools and materials are on hand for the excavation, not to solicit a second opinion on the giant's personal assessment of the structure's integrity.) Giants that stand low in the ordning are assigned to manage slaves and mining operations. Excavating mine shafts and digging out ore is important work, but smelting and metalwork are valued more highly than effort spent keeping a tunnel from collapsing on slaves. Paying the Price. Fire giants on many occasions have ransomed captives back to their families or communities, once the giants determined that a slave had no particular talent they needed and others were willing to pay for its return. Affluent prisoners such as merchants and aristocrats are the most likely to win this sort of reprieve, for obvious reasons. The ransom demanded rarely involves baubles such as gold or gems: fire giants prefer payment in mithral, adamantine, or different slaves (ones with more useful talents or stronger backs). Surtur's Cleansing Fire. Surtur, the chief deity offire giants, is befieved to have been born alongside Thrym. Each twin then tried to be the first to cry out, the first to walk, and the first to talk. and they have competed with one another ever since. Often in legends these contests are bloody batttes, but some tales have the brothers acting side by side on grand adventures. Surtur is seen as the more clever of the two, and fire giants emulate his unsurpassed skill at creating and building things. In the fire giants' world, fire is strength. It burns away fmpurities and leaves behind only what is strong enough to withstand the heat, such as the best steel from the forge. When fire is controlled, it is the giants' most powerful tool; when it rages unchecked, it can bring down forests and lay waste to cities. Because of the destructive power of fire, the worship of Surtur is tinged with an apocalyptic air. Some observers suspect that priests of Surtur maintain clandestine workshops and armories where they manufacture and stockpile battle gear in preparation for a final. air-encompassing battle that wHI decide the fate of the world. If the suspicions are true, these sites are expertly hidden and kept secret even from most fire giants. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Fire Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond Abilities - Powerful defense - Scorching shield bash - Great strength, size, constitution - Immune to fire - Quality arms and armor - Skilled war crafters - Throws rocks Appearance With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. Size Hero Forge: 9'2" Lore: Huge (18 ft.) Suggested: Huge to Gargantuan Other Monikers Ildjotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016)

  • Astral Searcher

    Astral Searcher Astral Searcher Medium Aberration, Unaligned Hero Forge Mini Kitbashed, single mini Description (from Planescape Monstrous Supplement - 1994) Astral searchers are the bane of planar travelers in the silvery void. They are mindless shells of nebulous humanoid shape, created by concentrated or traumatized thoughts of prime-material characters in the Astral Plane. Violent death, destructive spells cast while on the Astral Plane, and astral combat often result in the creation of astral searchers. More often than not, the creator or source of the astral searcher isn’t even aware of the results of his or her actions, and this creature comes into being without malice of forethought or other intent. Driven by their past connection with material beings, astral searchers obsessively search for material bodies to possess. As they wander the Astral Plane, they seek weak points in the cosmic fabric that connects the Astral to the other planes, and they cluster at those points, waiting for the stress lines to become collinear so that they can pass into other worlds. Such rips in the planar tapestry exist naturally, but they also may be created at points where astral travelers enter and leave the Astral Plane, in which case they exist only temporarily (1d6 rounds). Astral searchers also gather near the color pools that lead to the Prime Material and Outer Planes, but they are incapable of passing through them unless a planar being passes through before them. Combat: As soon as an astral searcher finds its way into another plane or encounters a planar character in the Astral Plane, it seeks to attack. The creature is fussy about its targets — only living humanoids are considered prey. Furthermore, characters from the Prime Material Plane are immune to attacks while on the Astral Plane, for their silver cords somehow act as a shield. On the other hand, characters from the Inner and Outer Planes (who lack silver cords on the Astral) are not protected in this way. Astral searchers can be attacked either physically or with spells that cause damage. Although weapons seem to slice right through their ghostly forms, they actually cause harm. However, astral searchers are 50% resistant to magic and can only be hit by weapons of +1 or greater enchantment. If reduced to 0 hit points, the creature’s will to exist is finally broken and it dissipates into a cloud of harmless vapor. An astral searcher attacks the psyche of its intended victim, and all targets are treated as having Armor Class 5 for the purposes of this battle. Only rings of protection and bonuses for high Wisdom alter the Armor Class of the target. The creature attacks with ghostly claws, as it must touch its victim to be effective. The attack is like a searing lash of psychic energy. Its assault can be blocked psionically in the same way as id insinuation . All damage inflicted by the astral searcher is purely mental, although the victim’s mind creates feelings of pain and injury, giving the impression of a physical attack. The mental agony heals quickly, though, at the rate of 1d8 points per turn. Nevertheless, the offensive is real. If an astral searcher strikes a fatal blow (hits and reduces the victim to 0 hit points or fewer), the victim falls into a coma while the searcher enters the body and destroys the victim’s psyche, effectively killing him. Damage caused by an astral searcher can be combined with that from another source. If another creature actually strikes the fatal blow, however, the astral searcher cannot take possession of the body. If the astral searcher successfully takes possession of a body, the mind and personality of the victim are destroyed. The searcher acquires the victim’s physical abilities and total hit points (as all damage inflicted in the attack now disappears), but not the character’s former personality. Instead, the character is filled with the strong emotion that first led to the searcher’s creation: rage, fear, determination, or whatever. The newly possessed body can make noise reflecting its emotional state, but it cannot speak. All knowledge of spells and skills is lost. Habitat/Society: Until they inhabit a body, astral searchers have no life. They are simply masses of emotion, disconnected from all else. Once a body is secured, the creature’s first concern is to recreate the atmosphere that led to its creation. Thus, an astral searcher born of a mage’s dread of capture by the githyanki would continually attempt to create an atmosphere of terror around it. The searcher assumes the emotion is the true and natural state of the multiverse. Astral Searchers are quick learners, however, since they reside inside minds already once taught. Skills such as language and nonweapon proficiencies quickly come back — perhaps within a few hours — and relearning most other tasks takes only a quarter or less of the normal time. Even class abilities and levels can be regained. However, memories and life experiences are lost forever, as if the original character were suffering from permanent amnesia. The searcher/character will allow itself to be named, and it may even fall into parts of its victim’s old identity, but it will never forego its obsessions, nor can it gain new levels of experience. Ecology: Astral searchers have no physical substance until such time that they take possession of a body. They can be exorcised, but the original psyche has been completely destroyed, and the character cannot be raised or brought back by means short of a wish spell. If the astral searcher is driven from its host, the empty body remains bereft of any essence and may pose an open invitation to fiends or other incorporeal creatures looking for a physical form to dominate. There are talkes of planars returning home, all knowiedge of their past gone; and still living among their family and friends for many years as mental invalids. It is only later, when someone more knowledgeable comes through town, that those close to the victim discover the real truth. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 5th Edition: - enworld.org forums (homebrew) 2nd Edition: - mojobob's website Abilities - Ghostly claws inflict psychic damage - Defeated victims fall into coma - Destroys psyches of comatose victims and takes possession of their bodies - Immune to nonmagical attacks - Magic Resistance Appearance They are mindless shells of nebulous humanoid shape.... Size Hero Forge: 5'6"+ (XL) Lore: Medium Suggested: Medium to Large Other Monikers Astral seeker Sources - Planescape Monstrous Supplement (1994) - mojobob's website

  • Sigil - Palace of the Jester - Dining Hall

    Sigil - Jester's Palace - Dining Hall Sigil - Palace of the Jester - Dining Hall Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBKZXN0ZXIncyBQYWxhY2UgLSBEaW5pbmcgSGFsbA==/6b9ed3ef40d5950d59bd70b7554437ac Board Link Features - Dining hall at the centre of a gargantuan, creepy, largely empty palace in the Lady's Ward of Sigil; it is the largest and oldest structure in the city, so ancient that no one knows when it was built, or by whom - The vast building is said to be haunted, cursed, or both, and been abandoned for centuries, except for a small wing recently occupied by the Lady's Jester, Jeremo the Natterer, who uses the place as a neutral meeting ground for Sigil's elite; the only other inhabitants are the occasional dabus and common vermin, particularly an infestation of Cranium Rats - The interior of the palace is a maze of dark, nonsensically-twisting corridors, staircases and hallways, many of which lead nowhere and stop at inexplicable dead ends - An air of dread hangs over the place, and even the residing dabus look nervously over their shoulders from time to time Notes - The players in my campaign allied themselves with the Lady's Jester, and set up an ambush for one of their mutual enemies, Ramander the Wise, in the dining hall of the palace. What resulted was a wizard duel that lasted 2 sessions and nearly 5 hours. Assets from Tales Tavern None

  • Crystal

    Crystal Dragon Crystal Dragon Gargantuan Dragon, Chaotic Neutral Hero Forge Mini Button Double mini, no kitbash, 2 variants below Description (From Fizban's Treasury of Dragons - 2021): Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. Inner Glow. When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Visions in Starlight. Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace. Crystal dragons’ connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon’s lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them. Glittering Hoards. For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing. Creating a Crystal Dragon Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters. Crystal Dragon Personality Traits d - 8Trait: 1 - If you’re not a thief or a frost giant, let’s talk! 2 - Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay? 3 - Jokes are as valuable as any gemstone and more fun to share. 4 - My empathy is a bottomless well. I can’t help but lose myself in the emotions of others. 5 - The stars have much to tell us, and folk need me to interpret what the stars say. 6 - All play and no work—those are the words I live by. 7 - I am always the first to offer a compliment. 8 - Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders! Crystal Dragon Ideals d6 - Ideal: 1 - Exploration. Yesterday is already known. Today is for something new. (Chaotic) 2 - Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good) 3 - Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral) 4 - Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any) 5 - Fun and Games. Play is learning, but without the boredom. (Chaotic) 6 - Control. Everyone is welcome, as long as they follow my rules. (Lawful) A Crystal Dragon’s Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed. The challenge rating of a legendary crystal dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high. Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 ((2d12)) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible . The starlight and the glow around any creature fades on initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects: Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day. Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region. Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice. Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal population near the lair returns to normal levels over the course of (2d12) days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate. (From 2nd Edition AD&D Monstrous Manual - 1991): Crystal dragons are the friendliest of the gem dragons, always curious about the world. Though they seldom seek out company, they willingly converse with visitors who do not try to steal from them. At birth, crystal dragons have glossy white scales. As the dragons age, their scales become translucent. Moonlight and starlight causes their scales to luminesce, while bright sunlight lends them a dazzling brilliance which makes crystal dragons almost unbearable to look at. Crystal dragons speak their own tongue and the tongue common to all gem dragons, and 10% of hatchling crystal dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Crystal dragons greatly prefer conversation to combat, and often use charm person early in any conversation. They do not initially hide, but if visitors become hostile, a crystal dragon will retreat immediately to observe its enemies with its special abilities, and plan an attack. Often, it uses its breath weapon first, to weaken and disorient enemies. Spells and other abilities are used as needed, with claws and bite a last resort. Breath Weapon/Special Abilities: This dragon’s breath weapon is a cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon’s mouth, and 25 feet wide at the base. Creatures caught in the blast can save vs. breath weapon for half damage, and must make a second saving throw vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be seen for miles. Creatures within 60 feet must save vs. breath weapon or be dazzled, incurring a penalty of -2 to attack rolls for one turn per age level of the dragon. A crystal dragon casts spells and uses magical abilities at 5th level, plus its combat modifier. Crystal dragons are born immune to light-based attacks and normal cold, and able to cast charm person at will. As they age, they gain these additional powers: Juvenile: color spray three times a day. Mature adult: suggestion three times a day. Very old: luckscale once a day. This allows the dragon to enchant one of its scales as a stone of good luck. The enchantment lasts one hour per age category of the dragon. Such scales are given to friendly visitors. Wyrm: control winds three times a day. Psionics Summary Level = HD Dis/Sci/Dev = 1/1/2 Attack/Defense = EW/M- Score = Int PSPs = 100 Clairsentience — Sciences: clairaudience, clairvoyance, precognition; Devotion: any. Habitat/Society: Crystal dragons prefer cold, open areas with clear skies, and they enjoy stargazing. They have been known to build snow forts, create beautiful snow sculptures, and throw balls of snow at various targets. They are fun-loving and mischievous. Crystal dragons are reasonably good parents, if somewhat irresponsible. Crystal dragons are hunted by some white dragons . However, a rare crystal dragon will adopt a young white dragon, to teach it to be friendly. Though generally friendly, they bear great enmity towards all giants, who sometimes try to enslave them. Ecology: Crystal dragons prefer gems and metal ores to all other foods. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Breath weapon deals radiant and heals dragon - Beams of starlight - Resistant to cold, radiant - Colossal claw, bite, and tail attacks - Psionic teleport - Psionic spellcasting - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Blindsight - Telepathy Appearance As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Size Hero Forge: 10'5" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Red Abishai

    Red Abishai Red Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Frightful presence - Charms dragons into fighting for them - Fiery bite and claws - Incites fanaticism in allies - Immune to fire, poison, and being frightened - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The Red Abishai most closely resemble their draconic kin, the red dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Blink Dog

    Blink Dog Blink Dog Medium Fey, Lawful Good Hero Forge Mini Kitbashed, single mini Description (from 3.5e Monster Manual I - 2003): A big canine with yellow-brown fur and large ears appears completely ordinary. And then it disappears in the blink of an eye and instantly reappears in a different location. The blink dog is an intelligent canine that has a limited teleportation ability. Blink dogs are social animals, often traveling in packs. They eat equal amounts of meat and plant matter. They avoid human lands but drive off evil humanoids that enter their territory. Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information. When not hunting, they are playful with each other but very protective of their pups, which outsiders sometimes steal to train as guard animals. Blink dogs and displacer beasts are natural enemies. Combat : Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking. Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action. Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting (from 2nd Edition Monstrous Manual - 1995): Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt. A blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack. Blinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return. Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls. They inhabit open plains and avoid human haunts. A lair will contain 3-12 (3d4) pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points damage/attack). These puppies can be trained and are worth between 1,000 to 2,000 gold pieces. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Basic Rules (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Short range teleportation - Keen hearing and smell - Bite Appearance A big canine with yellow-brown fur and large ears appears completely ordinary. And then it disappears in the blink of an eye and instantly reappears in a different location. Size Hero Forge: Medium Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - Mojobob's Website

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