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  • Storm Giant

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

  • Bonespear

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

  • Dhour | Digital Demiplane

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

  • Dracolich

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

  • Lady's Maze - Timlin

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

  • Hordlings | Digital Demiplane

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

  • Ethyk | Digital Demiplane

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

  • Astral Dreadnought

    Astral Dreadnought Astral Dreadnought Gargantuan Aberration, Chaotic Neutral Hero Forge Mini Kitbashed, double mini, 1 variant below Description (from Planescape: Monstrous Compendium Appendix II (1995): The gods alone know what these things are or where they come from, bot one thing is certain: Where the astral dreadnought goes, even the most powerful fiends know fear. The astral dreadnought’s a gigantic creature the size of a storm giant , with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. The dreadnought’s sole interest appears to be feeding on any astral traveler unlucky enough to cross its path. No one has managed to communicate with the dreadnought and lived to tell the tale. Combat: The astral dreadnought’s an absolute terror in combat. Its massive claws are lined with sharp, serrated edges that can easily catch and crush a human. If the dreadnought scores a natural 18 or better against a creature of size L or smaller with its claws, the victim is pinned. Trapped victims are automatically crushed for normal claw damage in subsequent rounds and are 50% likely to have 1d4 limbs pinned as well — possibly rendering them helpless in the dreadnought's grip. Getting free of the dreadnought requires a bend bars/lift gates roll with a +30% penalty. Instead of crushing a trapped victim, the dreadnought can bring it to its maw for a bite attack with a +4 bonus to hit, or throw the hapless victim 30 to 180 (3d6 x 10) yards. (’Course, a sod won’t stop going in the Astral once he’s been thrown until he collects himself and uses his mind to stop his movement.) The dreadnought’s gaping maw is capable of crunching through even the toughest armor or shield. If the creature makes its bite attack roll by 4 or more, the victim’s armor must survive a saving throw versus crushing blow or be destroyed. If the victim has no armor, he must successfully save versus death magic or lose a random limb, severed cleanly by those razor-sharp teeth. The dreadnought can sever a victim’s silver cord with its bite if it aims for the cord and makes an attack roll that hits AC 0. This destroys the victim’s astral form and causes the death of the victim’s body. To make matters worse, the astral dreadnought has several magical powers as well. Its gaze creates a cone-shaped area of antimagic , 100 yards long by 20 yards wide at its far end. No spell or magical item can function in this area. Any creature who meets the gaze of the dreadnought must make a successful saving throw versus spell or be affected by magical fear . The dreadnought has only two weaknesses: its single eye and its silver cord. The creature’s eye is effectively AC -8, since it’s protected by several large, bony ridges on the monster’s face, and can suffer 10 hit points of damage before being destroyed. If the dreadnought’s blinded it’ll flee the fight. The creature’s silver cord is AC -5, and requires 60 hit points of damage from Type S weapons to sever. If the cord is severed, the dreadnought is destroyed. Naturally, the dreadnought’s fiercely protective of its own silver cord. Habitat/Society: Fortunately, astral dreadnoughts’re exceedingly rare. In fact, some sages argue that only one of the creatures can exist at any given time. The dreadnought roams the Astral Plane without cease, searching for prey. The creature appears to be joined with the plane on a level not fully understood by other beings: sages have theorized that the dreadnought is of the Astral, not on it. This property allows it to avoid or ignore phenomena such as shifting conduits, ether cyclones, and similar hazards. Ecology: The dreadnought has a very unusual and specific diet: It devours astral bodies. The monster is uninterested in creatures who are physically present in the Silver Void, so characters who are plane shifted , probability travelling , or present in the Astral by means of a magical device are beneath the notice of the dreadnought. On the other hand, characters who are astrally projecting form the basis of the monster’s diet. The astral dreadnought usually destroys and then devours the astral body, but doesn’t strike at the silver cord except as it may be incidental to the process of devouring the astral character. The dreadnought’s encountered only when an astral body is nearby. It doesn’t bother physical travelers unless they happen to get between it and its prey. (from Mordenkainen's Tome of Foes - 2018): Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Antimagic cone - Massive bite and claw attacks that can sever silver cords of astral travelers - Eaten creatures and objects transported to a demiplanar donjon - Legendary actions, including AOE psychic projection attack - Legendary Resistance - Immune to charm, exhaustion, frightened, paralyzed, petrified poisoned, prone, stunned - Resistant to nonmagical attacks - Doesn't need to breathe, eat, drink, or sleep - Cannot be made to leave astral plane - Flight Appearance The astral dreadnought’s a gigantic creature the size of a storm giant, with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. Size Hero Forge: 11+ ft. (XXL) Lore: Gargantuan (30' tall) Suggested: Gargantuan+ Other Monikers None Sources - Angry Golem Games - DnDBeyond - Modenkainen's Tome of Foes (2018) - Manual of the Planes 3rd Edition (2001) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Baku

    Baku Baku Large Fey, Neutral Good (80%) Hero Forge Mini Kitbashed, mount mini Description (from Planescape Monstrous Compendium Appendix I - 1994) In the book Magic and Mistery of Ind , Vimalanda Rey passes along a revealing tale of the baku: "I learned the art of coppersmithing from an old man in my village named Lohajangha. He was a kind and gentle fellow, and his patience at the work taught me not only how to work with metal, but how to have patience and fixity of purpose. He never laughed at my mistakes, but always applauded my triumphs. He taught me lore of the woods surrounding my village: which herbs heal, which stones may be cut into sparkling gems. He taught me the principles of art: symmetry, harmony, and mystery. Only once did I see him angry. "A runner came to our village with the sad news that a woman who rules the next village had been trampled by a strange evil beast that looked like a small elephant. "Lohajangha called me to him. I saw his eyes, which normally sparkled with joy, were dark as storm clouds. He said to me, 'Vimalanda, I am giving you my shop. I had hoped to work here longer, but I have other business I must attend to. Vimalanda, do not cling to this shop - from here, someday, you will be called for a greater mission. When the time comes, you will know, and you will make use of my lessons then.' "He turned to leave the village, but I begged him to tell me what was going on. "He took me with him into the woods, and there he showed me his true form. He said that after this revelation, he could no longer work among men, and that he had to go fight the evil baku, who had killed in the next village. "I asked if he knew the evil one. "'Yes,' he said, 'it is my brother.' Then he ran like lightning into the dense woods. I never saw him again, save in dreams." A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Combat: Despite its size and bulk, a baku can move rapidly, attacking with a goring butt and two foreleg stomps. It stomps only man-sized opponents or those less than 6 feet tall. A baku’s trunk can hold simple devices such as weapons or wands, so a baku of wealth or status may attack with a magical weapon or device. Baku can use psionics to become invisible at will. They expend no PSPs for this, and the power check always succeeds. A baku’s trumpeting roar affects creatures of certain alignments: Neutral good baku affect only evil creatures, dark (evil) baku affect good creatures, and holy baku can affect either good and/or evil creatures at their discretion. Any vulnerable creature wirhin 40 feet suffers 1d8 points of damage; it must also make a successful save vs. paralyzation or flee in panic as if affected by fear (as cast by a 12th-level wizard). Baku can trumpet once every four rounds. Neutral good baku are usually timid, peace-loving creatures, but they resolutely battle evil and malicious monsters. Psionics Summary LevelDis/Sci/DevAttack/DefenseScorePSPs 124/6/17MT,PsC/All=Int200 Clairvoyance — Science: aura sight; Devotions: comprehend writing, danger sense. Psychometabolism — Sciences: animal affinity, metamorphosis; Devotions: absorb disease, cell adjustment, ectoplasmatic form, lend health, reduction. Telepathy — Sciences: psionic crush, superior invisibility; Devotions: awe, conceal thoughts, contact, invisibility, mind link, mind thrust, telepathic projection, truthear. Psychoportation — Science: probability travel; Devotions: dream travel, astral projection. Habitat/Society: Baku come from the Outlands. They seldom travel in desolate settings and prefer to move invisibly among humanity. Most baku (80%) are creatures of good will. They secretly dwell among humankind to serve its interests. Good baku favor societies in semitropical forests. About 15% of all baku are of evil alignment. These baku, called The Dark Ones by their brethren, also move among humankind, thwarting the plans of their good brothers and causing suffering wherever they go. The remaining 5% of baku are true neutral. Other baku know them as Great Ones or Holy Ones. Although no discernible abilities set them apart from their brethren, other baku reverently obey them. Holy baku always have an Intelligence of at least 18. Ecology: Among evil merchants, baku tusks are worth 200 gp each. Good-aligned buyers regard traffic in tusks as an atrocity, and even neutrals regard it as tasteless. Holy baku who hear reports of tusk merchants sometimes travel long distances, either physically or by astral projection, to counsel the merchants against their evil trade. If a merchant ignores the counsel, the baku may try to enlist local adventures to steal the tusks and give them decent burial. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands Stat Block 5th Edition: - DanDWiki.com (homebrew) 2nd Edition: - mojobob's website Pathfinder: - d20pfsrd.com Abilities - Invisibility - Consumes nightmares - Psionic spellcasting - Great strength and constitution - Gore, stomp, trampling, pounce Appearance A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Size Hero Forge: 11 ft. (XXL) Lore: 9 ft. (at shoulder) Suggested: Large to Huge Other Monikers Dream Eater Sources - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website

  • Pixie | Digital Demiplane

    Pixie Tiny Fey, Neutral Good Hero Forge Mini Single mini, no kitbash Description (From 5th Edition Monster Manual - 2014): Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie’s fear of being captured or attacked stays its hand. Those who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles. Magical Faerie Folk. With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. Pixie Dust. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power. Tiny Tricksters. While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf’s boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor. Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy. (From Monster Manual I 3.5e - 2003): This being resembles a very small elf, but with longer ears and gossamer wings. Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures. These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. A pixie stands about 2-1/2 feet tall and weighs about 30 pounds. Pixies speak Sylvan and Common, and may know other languages as well. Combat : The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents. Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based. One pixie in ten can use Otto’s irresistible dance (caster level 8th) once per day. Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep. Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle. Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus. Pixies as Characters: A pixie character exchanges its 1 HD of fey for its first class level, so a 1st-level pixie sorcerer has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer’s skill points and class skills. Pixie characters possess the following racial traits. — –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma. —Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. —A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). —Low-light vision. —Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks. —Racial Feats: A pixie receives Dodge as a bonus feat. — +1 natural armor bonus. —Special Attacks (see above): Spell-like abilities. —Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels. —Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. —Favored Class: Sorcerer. —Level adjustment +4 (+6 if the pixie can use Otto’s irresistible dance). (From 2nd Edition Monstrous Manual - 1993): Pixies stand about 2 1/2 feet tall. When visible, they resemble small elves, but with longer ears. Pixies have two silver wings, like those of moths. They wear bright clothing, often with a cap and a pair of shoes with curled and pointed toes. Pixies speak their own language, Common, and the language of sprites. Combat: Pixies carry sprite-sized swords and bows. They use three types of arrows, and shoot them with a +4 bonus to the attack roll. Besides standard sprite sleep-arrows, pixies use a war arrow, which inflicts 1d4+1 points of damage, and an arrow which does no physical harm to the target. Those hit by this arrow must make a successful saving throw vs. spell, or suffer complete loss of memory which can be restored only by a heal or a limited wish . Pixies can, once per day, use each of the following magical powers, as if they were 8th-level mages: polymorph self , know alignment , dispel magic , dancing lights , and ESP . They can also do the following once per day: become visible for as long as they desire; create illusions with both audial and visual components; and cause confusion by touch. Their illusions require no concentration and last until magically dispelled. A creature attacked with confusion must make a successful saving throw vs. spell, or suffer its effects until a remove curse is applied. One pixie in 10 can use Otto’s irresistible dance , also once per day. Because pixies are normally invisible, opponents suffer a -4 penalty to attack rolls. A successful dispel magic against 8th-level magic makes any pixies, in its area of effect, visible for one round, then they automatically become invisible again. They attack while invisible without penalty. Habitat/Society: Pixies live in deep forest caves, dancing in moonlit glades to the music of crickets and frogs. They are pranksters and they love to lead travelers astray. They use their illusion powers to accomplish this, hence the expression “pixie-led” for one who has lost his way. They like to frighten maidens, rap on walls, blow out candles, and play in water. Pixies love to trick misers into giving away their treasure, especially by convincing them that something horrible will happen to them if they do not. Pixies carry no treasure, but sometimes have a hoard in their lair to impress visitors. Pixies use treasure to taunt greedy people, and then play merciless pranks on them until they abandon their search for the pixies’ fortune. If the victim shows no greed and exhibits a good sense of humor about their pranks, the pixies may allow that individual to choose one item from their hoard. Pixies dwell together in a community of clans or families that seem to mimic human customs. Each family has a last name, and family and community loyalty is very important to pixies. Their life span is about 300 years. Ecology: Pixies eat fruits and nectar. The most famous by-product of pixies is pixie dust, also known as dust of disappearance . Crushing 50 pixie wings into a fine powder creates one dose of dust of disappearance . Naturally, pixies frown on this use of their wings. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Invisibility at will - Innate Spellcasting - Magic Resistance - Flight Appearance Pixies stand about 2 1/2 feet tall. When visible, they resemble small elves, but with longer ears. Pixies have two silver wings, like those of moths. They wear bright clothing, often with a cap and a pair of shoes with curled and pointed toes. Pixies speak their own language, Common, and the language of sprites. Size Hero Forge: 7 ft. (no kitbash) Lore: Tiny to Small (1-2.5 ft. tall) Suggested: Tiny Other Monikers None Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Angry Golem Games - Monster Manual (2014) - DnDBeyond - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - mojobob's website

  • Zerth | Digital Demiplane

    Githzerai Zerth Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from Mordenkainen's Tome of Foes - 2018): Zerthimon's mortal form died in battle, but his sacrifice freed the githzerai from Gith's dark designs. They believe that Zerthimon, in his new godly form, will return someday and usher them into new age of freedom. Until that happens, the githzerai known as zerths fill the symbolic role of Zerthimon in society, as accomplished wielders of psionic power who can move themselves and others between planes. The githzerai believe that when Zerthimon returns, he will first gather all the zerths and take them to their new paradise to prepare it for those who follow. Zerths are similar to what other races would call priests, although githzerai don't have a religion as such, beyond their admiration for Zerthimon and Menyar-Ag. (from www.torment.fandom.com and the videogame Planescape: Torment - 1998): Karach Blade: "This blade appears to have special religious significance for Dak'kon. [He] has wound a series of parchments around the hilt of the blade [that] appear to be mantras dedicated to Zerthimon." The weapon is a karach blade. "Karach" roughly translates to "chaos matter." It is a special substance that is shaped by its user's will. This type of blade is significant to the githerzai people. Those who know the words of Zerthimon are zerth . They are fit to carry the blades, though it is only trusted to those who are most capable and possess immense self-discipline. "It is a *karach* blade. It is an object that lets others *know* the rank of the wielder... The blade is a symbol carried by the *zerth.* A *zerth* is one who *knows* the words of Zerthimon. In *knowing* the words of Zerthimon, they *know* themselves." - Dak'kon (from 2nd edition Monstrous Manual): Zerths are special among the githzerai, acting as focal points for the attention of Zerthimon. The githzerai believe that when Zerthimon returns for them, he will first gather all of the zerths and lead them to their new paradise. It might be said that the zerths are the center of githzerai religion. Unfortunately, they are not free from religious persecution. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts and weapons that deal psychic damage - Karach blade changes shape/color according to the zerth's will and emotional state - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics), including plane shift Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'4"-8'8" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - Planescape: Torment Fandom Wiki - Planescape: Torment (videogame, 1998) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

  • Beholder

    Beholder Beholder Large Aberration, Lawful Evil Hero Forge Mini Double mini, 2 variants below Description Combat: See "Beholder Tactics" by Keith Ammann at The Monsters Know What They're Doing blog. Beholders in Planescape: while the eye tyrants are known to live deep underground in the prime material, it's questionable whether their origins were on that plane, or one far stranger. In any case, the creatures are a menace in the outer planes as well, with at least two beholder gods - Gzemnid the Deceiver, and the Great Mother herself - having established their divine realms on the outlands and the abyss respectively. Gzemnid's realm is a series of deadly mazes beneath the outlands, intertwining with the brain-melting tunnels of Illisandre, god of the mind flayers. The labyrinths of Gzemnid are full of distortions, illusions, and cunning enchantments, matching the Deceiver's nature. There are no known settlements or safe havens, and anyone encountered there is probably a lying, thieving cultist of Gemmed, or the slave of one of his beholder servants, or both. There is, of course, a large number of devout beholders in the mazes. It might be possible to negotiate with a few of them, but the only thing you can trust in the Deceiver's domain is that everyone's out for themselves. The realm of the Great Mother, mad deity of the beholders, is even worse. She presides over the 6th layer of the Abyss, known as the Realm of a Million Eyes. The walls of the innumerable twisting tunnels in her domain are studded with bulbous eyes, all of them an appendage of the Great Mother herself. The tunnels are also largely vertical, making traversal incredibly difficult for anyone without flight. Beholder enforcers patrol up and down them, slaying intruding fiends and any hapless mortals stupid enough to stumble into the realm. The Great Mother's servants and worshippers are typically insane, and cannot be reasoned with. Bizarrely, outer-planar beholders occasionally find allies, and even safe haven, within the Harmonium faction in Sigil. Though not often seen floating through the streets, the Harmonium homeworld of Ortho employs the monsters as armored sentries, inquisitors, and spymasters in their largest cities. Naturally, the beholder hardheads act more tolerant and law-abiding than most of their kin, perhaps because they know that if they didn't, the Harmonium would wipe them all out. (from Dungeons & Dragons Monster Manual - 2014) Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled . Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row. Regional Effects. A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects: Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t. When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person. If the beholder dies, these effects fade over the course of 1d10 days. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block - D&D Monster Manual (2014) - Dndbeyond - DndWiki Abilities - Antimagic field - Deadly eye rays - Bite - Flying Appearance One glance at a beholder is enough to assess its foul and otherworldly nature. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. Size Hero Forge: 3 ft. (XXL) Lore: Large (8 ft. diameter) Suggested: Large to Huge Other Monikers Eye tyrant, sphere of many eyes Sources - Forgotten Realms Wiki - jsigvard.com - Monster Manual (2014) - Sigil and Beyond: Planescape Campaign Setting (1994) - Planescape: A Player's Primer to the Outlands (1995) - Planescape: Factol's Manifesto (1995)

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