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- White
White Dragon White Dragon Gargantuan Dragon, Chaotic Evil Hero Forge Mini Button Double mini, no kitbash, 3 variants below Description (From 5th Edition Monster Manual - 2014): The smallest, least intelligent, and most animalistic of the chromatic dragons , white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders. Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard. A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone. A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 ((3d6)) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ((3d6)) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 ((3d6)) piercing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of (3d6) days. (From Fizban's Treasury of Dragons - 2021): Creating a White Dragon Use the White Dragon Personality Traits and White Dragon Ideals tables to inspire your portrayal of distinctive white dragon characters, and use the White Dragon Spellcasting table to help select spells for a spellcasting dragon. White Dragon Personality Traits d8 - Trait: 1 - Talkative people are usually the most dangerous. I like to eat them first. 2 - I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies. 3 - I can recall many tidbits of lore picked up over the centuries but have no sense of their import. 4 - I don’t like the taste of warm blood and always rinse my mouth out with snow after a fight. 5 - Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies. 6 - I have named the wind that blows through my lair and speak to it often. It is my sole companion. 7 - I meet any challenge to my territory with aggression, even if I can’t win outright. 8 - I feel protective of smaller, weaker creatures that are tormented by larger monsters. White Dragon Ideals d6 - Ideal: 1 - Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any) 2 - Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any) 3 - Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil) 4 - Isolation. All creatures are either prey or rivals. What do you mean by “company?” (Any) 5 - Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil) 6 - Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful) White Dragon Spellcasting Age Spell Save DC Spells Known Ancient 16 gust of wind , ice storm (From 2nd Edition AD&D Monstrous Manual - 1991): White dragons , the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons. The scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white. White dragons speak their own tongue, a tongue common to all evil dragons, and 7% of hatchling white dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Regardless of a target’s size, a white dragon’s favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon’s detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite. Breath Weapon/Special Abilities: A white dragon’s breath weapon is a come of frost 70’ long, 5’ wide at the dragon’s mouth, and 25’ wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modifier. From their birth, white dragons are immune to cold. As they grow older, they gain the following additional abilities: Juvenile: ice walking , which allows the dragon to walk across ice as easily as easily as creatures walk across flat, dry ground. Mature adult: gust of wind three times a day. Very old: wall of fog three times a day, this produces snow or hail rather than rain. Wyrm: freezing fog three times a day. This obscures vision in a 100’ radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius. Habitat/Society: White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks. White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents. White dragons’ lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at. Although white dragons, as all other dragons, are able to eat nearly anything, they are very particular and will consume only food which has been frozen. Usually after a dragon has killed a creature with its breath weapon it will fall to devouring it while the carcass is still stiff and frigid. It will bury other kills in snow banks until they are suitably frozen. White dragons’ natural enemies are frost giants who kill the dragons for food and armor and subdue them for guards and mounts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Cold breath - Cold immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Size Hero Forge: 7'6"-7'8" (XXL) Lore: Medium to Gargantuan (85 ft. long) Suggested: Medium to Gargantuan Other Monikers Ice dragons, glacial wyrms Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - Basic Rules - DndBeyond - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website
- Chaos
Chaos Dragon Chaos Dragon Gargantuan Dragon, Chaotic Neutral Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): The very personification of unpredictability, a chaos dragon is a whirling cyclone of barely controlled power. No two chaos dragons look exactly alike, and some people claim that even the same chaos dragon changes its form over time. While all chaos dragons are roughly the same in appearance— four powerful clawed limbs, mighty wings, long serpentine neck topped by a mouth full of dagger-sharp teeth, jagged-edged tail—each has unique markings and scale patterns that differentiate it from others of its kind. In general, chaos dragons seek to tear down structured societies and civilizations. Those that tend toward good might use positive means to effect change, but those tending to evil are merely violent and murderous. For a brief period of time, a sect of githzerai attempted to make a pact with the chaos dragons, thinking that they could use them just as their enemies, the githyanki, employed red dragons. The chaos dragons’ innate unpredictability and disloyalty ensured the failure of this effort, though the two kinds of creatures may still be encountered side by side in rare instances. A chaos dragon speaks Draconic and either Celestial (chaotic good and some chaotic neutral dragons only) or Abyssal (chaotic evil and some chaotic neutral dragons only). Combat : A chaos dragon opens combat with its confusion breath weapon, seeking to send its opponents into disarray. It uses its spell-like abilities against particularly vexing foes. Young and older chaos dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A chaos dragon has two types of breath weapon, a line of energy and a cone of confusion gas. The energy type of its breath weapon is determined randomly each time it uses the breath weapon by rolling d%: 01–20 acid, 21–40 cold, 41–60 electricity, 61–80 fire, 81–100 sonic. Even the dragon itself doesn’t know which type of energy it will emit before it actually breathes. Creatures within the cone of confusion gas must succeed on a Will save or be confused for 1d6 rounds plus 1 round per age category of the dragon. Spell-Like Abilities: 3/day—entropic shield, protection from law, chaos hammer; 1/day—cloak of chaos, dispel law, mind fog, mislead, word of chaos. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Nic the DM Homebrew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: confusion, random (acid, cold, fire, lightning or thunder) - Immune to whatever damage type its random breath weapon used last - Frightful Presence - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Innate spellcasting Appearance No two chaos dragons look exactly alike, and some people claim that even the same chaos dragon changes its form over time. While all chaos dragons are roughly the same in appearance - four powerful clawed limbs, mighty wings, long serpentine neck topped by a mouth full of dagger-sharp teeth, jagged-edged tail—each has unique markings and scale patterns that differentiate it from others of its kind. Size Hero Forge: 9'6" (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video with stat block) - Draconomicon: The Book of Dragons (2003) - realmshelps.net
- Genies | Digital Demiplane
Hero Forge miniatures for the jinn (a.k.a. Genies) are available to download for your own Dungeons & Dragons game, along with a lot of old 2nd edition lore, with the likely mythological accuracy of Disney's Aladdin. The lore could probably use a sensitivity screening by a well-paid expert which I definitely cannot afford. I don't think anything punches down, but if there's stuff in there that's especially upsetting, let me know and I'll likely take it down with apologies. Genies Made with Hero Forge Dao Djinn Efreet Jann Khayal Marid Qorrash (from 5th Edition Monster Manual - 2014 - [cred its] ) Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears, while two hundred mortal servants prostrated at its feet are proof that it is lord and master. Many treat their servants as valued members of their households. Evil genies freely threaten and abuse their thralls, but never to the extent that they can no longer work. In contrast to their love of servants, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn’t beholden to any noble genie, however, and will sometimes choose to defy a noble genie’s will and risk the consequences. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome — except as it is directed toward them by their worshipful servants. Their miraculous powers, the grandeur of their abodes, and the numbers of their servants allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms — even whole continents or worlds — bow down before them. (from 2nd Edition Secrets of the Lamp: Genie Lore - 1993 - [cred its] ) INTRODUCTION - CONSORTING WITH GENIES: Genies are the embodiment of magic, the physical form of the magic of the four elements. One of the four major genies - dao, djinn, efreet, and marid - rules each of the four provinces of magic - earth, air, fire, and water. They are the most dangerous of elemental spirits: capricious, arrogant, and very, very powerful. To face them is to face the storm, and the earth trembles at their touch. In addition to the four major genie races there are the jann, the markeen, and the many types of tasked genies. The jann are the weakest of the genies, and are composed of all four elements. They are able to survive best in Zakhara because they, although they are not masters of any element, are the most adaptable of the genie races. The markeen are outcasts, creatures that no longer deserve their standing among the great and powerful. The tasked genies are warped or cursed forms of the greater genies and the jann. They come in a hundred different shapes and sizes, all suited to special jobs, and most are very rare indeed. The five great lords who rule the genies include the four lords of the major elemental genies and the emir of the jann. Tasked genies have no rulers of their own but most obey the ruler that they or their ancestors have served. The markeen are outcasts among all of the genie races and obey no rulers but their own. All genies consider themselves superior to the non-genie races. Genies are even more fussy about precedence and status than humans and other ins (as the genies call other humanoid races). Though some wise men argue that this comes from their respect for the Loregiver and their love of order, wiser men know that it is simply because of their vanity and love of flattery. A man who understands this is well-armed against the dangers of the genies. Rivalry and War: Among themselves, the four major genie races act like factions in a quarreling family: they fuss and feud terribly with one another until someone else tries to intervene. Then they turn on the interloper and close ranks among themselves. Dao hate marid and djinn, but they remain on speaking terms with efreet, who trade worked metal to them in exchange for minerals. The earth genies are interested in other elemental creatures only insofar as they can be exploited. Their servitude to the yakmen galls them, and the other genies often remind them of their bondage out of spite. Djinn hate the efreet and will cooperate in any attempt to harm them. Despite their haughtiness, djinn respect individual achievement and will cooperate with other creatures of the elemental plane of Air rather than attempting to enslave them. The djinns' retainers may leave at any time, but many stay because they consider it an honor to serve. Marid have the least impact on others of any of the genie races; their attitude toward the rest of the world is that all other creatures are lesser beings. The marids' own concerns take up so much of their time that they have little effort to waste on what they see as the trivialities and irrelevancies of others. This usually includes the affairs of common marid as well, which is why almost every marid declares [themself] a noble in order to get the attention of the truly noble marid. Their absorption in their own affairs is a blessing for others, given the dangerous level of power of the marid nobles. When they do want something, noble marid stop at nothing to get itentire fleets may disappear from the oceans, storms rage, and rivers dry up or overflow. Efreet see all living things as either their servants or their enemies and they acknowledge no one but their caliphs and pashas as their masters. Their usual reaction to other races is either to force them into servitude or to destroy those who cannot be enslaved. This has made them greatly feared by other creatures of the elemental plane of Fire, but it has not won them any friends. Most salamanders, fire elementals, and other natives of the plane will gladly help those who wish to embarrass the efreeti. Common efreet are less concerned with enslaving others, but they have little choice but to obey their rulers. Warfare Among the Genies: Djinn and efreet hate each other, and they will often invade each other's realms. For the djinn, the rivalry is earnest but not all-consuming. For the efreet, it is a completely grim and serious war, conducted without mercy nor the expectation of it. Marid occasionally go on punitive expeditions against the other genies, just to remind them of their power. When they organize a war party it is usually led by a single noble marid, accompanied by up to fifty common marid and a dozen or more creatures from the elemental plane of Water. Code in Battle. Genies invariably think of themselves as honorable warriors, though they may not always act accordingly. Pointing out a genie's underhanded tactics is risky; the genie may apologize or might go into a berserk frenzy. Genie Rulers: The whims of genie rulers define the locations of their courts; for such are not settled in some fixed palace, fortress, or estate. Genie rulers can and do travel to the Prime Material plane, taking their courts along, to govern their particular elements as occasion demands. The marid do this most often and most unobtrusively; their expeditions to the salmon runs and red tides generally go unnoticed by land-dwellers. Likewise, the subterranean expeditions of the dao are only noticed because of the earthquakes they provoke. Of course, imagine what might happen if some wandering adventurers were to accidently stumble into a genie lord's court! Great Khan of the Dao. Kabril Ali al-Sara al-Zalazil rules the dao with a sure eye and an iron heart. The Great Khan of the Dao is known by a multitude of titles and honorifics, among them: the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain's Roots, the Stone Sultan, Carver of Destiny, Master of Traders, Caravaneer of the Sevenfold Path, and Balancer of All Earthly Accounts. Kabril is always planning new engineering projects, and his followers surround him with new ideas for additions to the Mazework, new caravans, financial tricks to turn greater profits on his trade routes, and inventions to increase the efficiency of his slaves. His royal desmense is vast, profitable, and continually expanding. He is constantly accompanied and helped in his work by no more than a handful of builder genies, dozens of common merchant dao, about ten common warrior dao, and a smattering of nobles. The Great Khan is unusually fat for a dao, with none of the strength of limb that most of his nobles have. However, his eyes are bright with schemes and he has a quick wit. He has a great interest in mechanical improvements in fields such as optics, clockwork systems, alchemical research, metallurgy, and mining advancements such as new pumps, more practical shorings, and new refining techniques. The audience chamber of the Great Khan is called the Hidden Fulcrum of the Dao. It lies deep within the Sevenfold Mazework, and not even all the noble dao know where it is. Visitors who desire an audience are expected to bribe guards and even noble dao to win entrance to the corridors of power. They often discuss these gifts or bribes quite bluntly: and the amounts vary from 10-80,000 gp. Once they take a bribe, nothing may happen or the fortunate visitor may be informed (within a month) that a few moments of the khan's time have become available. All visitors are blindfolded and led through the mazework to the court, a process that requires several hours depending on which path is taken to the center. The khan has cunningly seen to it that the Hidden Fulcrum is set with mirrors that reflect his image all around the supplicants who visit him, so that his true location is very difficult to determine. The khan, unlike other genie rulers, prefers to ask constant questions rather than listen to the pleading and presentations of visitors. Supplicants should strip themselves of wealth before entering the mazework, for the khan prefers that his subjects and his audiences be humble and poor. Those unfortunate souls who arrive resplendent in their best finery and most valuable jewels must make gifts of their riches to the khan. The Great Khan rarely leaves the environs of the Sevenfold Mazework; when he does it is generally to accompany some important caravan personally or to supervise the haggling for some great prize required for the magics found in the Mazework. His caravans are comprised of up to a hundred common dao and one or more noble dao. The khan prefers to travel incognito when traveling with merchants, as his well-known skill at appraising and haggling make others reluctant to deal with him if they recognize him. When the Great Khan of the dao travels to the Prime Material plane, a powerful earthquake capable of shaking down fortress walls and altering the course of rivers precedes his arrival. Once he has arrived, he generally travels to the accompaniment of smaller earth tremors; his processions often take him through hills and mountains rather than over them. In the desert, his procession will create a huge sandstorm wherever he passes. Great Caliph of the Djinn. Husam al-Balil ben Nafhat al-Yugayyim, Master of the Clouds and Son of the Breezes, is the ruler of the djinn. He is known by a long list of titles including, but not limited to, Ruler of All Djinn, Defender of the Heavens, Commander of the Four Winds, Prince of Birds, Storm of the Righteous, and Master of the Air. He is always attended by his courtiers; up to twenty noble djinn (half are his dancers and consorts), up to 400 jann, and as many as 100 common djinn at any given time. The Great Caliph of the Djinn rarely leaves his Citadel of Ice and Steel, where he is perpetually called upon to decide matters of state, matters of law, and matters of politics among his nobles. When he does leave, it is generally with an entourage of nobles to go hunting elemental creatures, although they will go occasionally to the lands of Zakhara to stir up trouble among the cities there. Infrequently, the Great Caliph will demand that a procession be held in his honor, such as at the anointment of a new noble djinn, or before a noble marriage. These processions are always grand affairs, involving at least 50 noble djinn, many hundreds of common djinn, and clouds of banners, flags, and streamers. The course of a procession often takes it in loops, rolls, and dives, and its meandering path often tours the plane of elemental Air for days or weeks. During these processions, hundreds of birds are released. Genie mages use wind magics to send clouds scattering across the sky in cloud races. Genie artists make cloud sculptures, building arches, minarets, and other places for djinn to gather while watching a procession pass through. A gentle breeze always surrounds the Great Caliph, stirring his hair and flowing garments. All hurled and ranged missile weapons are ineffective against him, as the winds protect him. Husam is fickle and easily bored, though he is not soft or incompetent. When great tasks are urgently required, he can rouse genie armies to victory and he can wrestle the fiercest monsters into submission. However, the Great Caliph prefers to win his battles by his wits rather than by the strength of his armies or his magic. Since the efreet that often harass the djinn are individually stronger than the djinn, this trait is common among lesser djinn as well. The Court chamber itself is at the center of the Citadel of Ice and Steel, with clear shafts running to the outer surfaces in all directions. Creatures who (willingly or unwillingly) gain an audience with the Grand Caliph must hover before him. If they cannot fly under their own power, the whirlwinds of the djinn guards support and buffet them as long as they remain before the Caliph: presenting oneself as an earthbound creature before the Great Caliph can be exhausting. The chamber of the court itself seems to be in perpetual motion, as its many layers of silk streamers constantly flutter in and out. In dealing with creatures not of the Elemental Plane of Air, the Great Caliph is merciful and often ends his recitation and judgment within a few minutes. When traveling to the Prime Material plane, a great blast of wind always signals the arrival of the Great Caliph of the Djinn. Once there, he will most often travel in a procession like one of the noble djinn, but the Caliph's procession will be of twice the usual size. The Sultan of the Efreet. The master of the City of Brass is Marrake al-Sidan alHariq ben Lazan. He is also called the Lord of Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Most Puissant of Hunters, Marshall of the Order of the Fiery Heart, the Smoldering Dictator, and the Crimson Firebrand. He rules from the Charcoal Palace at the center of the City of Brass, and his holdings include six fiery realms on the Prime Material plane. The Sultan observes few pleasures. Though he keeps a harim of a hundred and one courtesans, he rarely visits them. Instead, he lavishes his affections on two prize nightmares, steeds named Eversmoke and Black Onyx. It is whispered that he even sleeps in their stalls from time to time before important races. The Sultan wagers heavily, and his losses have sometimes beggared the city's treasury, but he always pays what he owes. The Sultan of the Efreet is constantly accompanied by a horde of fifty common efreet bodyguards, up to twenty entertainers, and as many as forty noble efreet courtiers, all vying for his attention and approval. This circus can be quite comical, with courtiers pushing one another aside to bend the ear of the Sultan, fireworks going off to gain his attention for an instant, and the utter silence that descends whenever the Sultan chooses to speak. However, laughing in the presence of these efreet worthies is invariably fatal; they take themselves very seriously indeed. The Sultan of the Efreet is immune to both magical and normal fire, and he is constantly surrounded by a nimbus of pale red fire and a halo of smoke. No amount of water or magic can douse his magical flames until he dies and is succeeded. Somehow the Sultan's Fire is transferred by the rites of succession. The Sultan sports a tiny goatee, his hands end in very long, almost knifelike claws, and his eyes constantly spark like fire. Because of his aurora of flame, the Sultan wears garb able to withstand extreme heat: generally armor of white-hot iron, but sometimes delicate pantaloons and robes made of tiny blackened links of adamantite. Audiences with the Sultan of the Efreet are held in an iron chamber at the center of his palace, a smoky blast furnace of a room with reddish light and little air, a stuffy and blazing court. Ornaments of alloyed gold and brass are everywhere, and chained fire elementals provide both heat and light. In fulfilling his military duties, the Sultan often organizes drills, marches, and parades of spit-and-polish precision. These occasions require the entire population of the City of Brass to turn out and watch. The spectacle of the Sultan's might marching by is impressive: thousands of efreet and other soldiers march through the streets, turning the squares and suqs into drillgrounds. When he travels to the Prime Material plane, the Sultan of the Efreet first appears as a firestorm that scorches the earth wherever he goes. He arrives in extremely hot environments like volcanoes, hot springs, and forest fires. The Sultan chooses these locations not out of any deference to ins' property or the lives of creatures unable to withstand fire, but simply for his own comfort in adjusting to the frigid temperatures of the Prime Material plane. Once arrived, he travels with a full military escort of 200 jann, up to twenty common efreet warriors, and a single noble efreet emir. These numbers are tripled when visiting the pashas of the Prime Material plane, whose loyalty he enforces with an iron fist. Great Padisha of the Marid. Kalbari al-Durrat al-Amwaj ibn Jari has hundreds of titles, many of them copied from her followers or adopted by them. She is the Great Padisha of the Marid, the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts. Her courtiers always include a sprinkling of noble marid, several hundred common marid, and dozens of visiting creatures of elemental Water ranging from tritons to hippocampi to giant seahorses. The Great Padisha can detect any spoken lie, which doesn't seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn't allow it to influence her actions as a ruler. The current Great Padisha's appearance is subject to dispute. At times it is said she has ebony skin the color of black pearl, a rounded face, and long tresses of coral red bound about her head like a turban and set with black opals. At other times it is said her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue that reveal richer cloth beneath. The marid court meets in the depths of the Citadel of Ten Thousand Pearls. The Padisha prefers to dazzle visitors with an initial display of her command of the seas, including unbalancing tides, schools of colorful fish swimming in dazzling patterns, or displays of bizarre luminescent creatures from the darkest recesses of the ocean's trenches. The Padisha's whim determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha'ir) are given her undivided attention and probed and questioned on every statement they make. She always appreciates unusual gifts, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding. The Padisha has kept her position by her political acumen, skill at maneuvering in the politics of honor, her competitive generosity, and her knack of making the haughty marid feel like members of the same tribe, rather than bitter rivals. Although the Great Padisha loves display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political danger of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times, and others when she must travel, she relocates her entire court, thus preventing any coup while she is away. When the Great Padisha appears on the Prime Material plane, she arrives as a localized monsoon, driving ships ashore, spitting waterspouts, drenching the countryside with flooding rains, flattening palms, and whipping up enormous waves. Once arrived, she generally travels with whales, sea monsters, and entire tribes of intelligent sea creatures such as mermen or tritons. Administrator Architect Artist Deceiver Guardian Harim Servant Herdsman (from 2nd Edition Monstrous Compendium: Al-Qadim Appendix - 1992 - [cred its] ) TASKED GENIES: Tasked genies may once have been genies of one of the four elemental realms. However, tasked genies have performed a single type of labor for so long that their forms have been permanently sculpted to suit their work. Their profession defines them and rules them; a tasked genie taken away from its work grows weak and sickly. Unlike most genies, tasked genies are not always uneasy or hostile in the presence of humans. They are still very proud of their superior skills, but their sense of worth is based on achievements, not birth. As long as they share an interest and aptitude for their craft and a willingness to defer to the genies' greater knowledge, humans can consort with tasked genies with no ill effect. Just as faerie creatures are more than mortal but less than divine, so are tasked genies among the most powerful spirits of the Land of Fate. Specifically, genies are elemental spirits which serve the unsympathetic forces of nature. They are free-willed, civilized, and highly intelligent. They eat, drink and reproduce just like humans, and they can die just as humans die. Their powers, however, inspire such fear and awe in the minds of [nongenies] that they are still worshipped and offered sacrifices as gods in remote and savage areas of the Burning Land. They can raise buildings overnight, their armies can appear and disappear from the field of battle, and their magic can whisk a person hundreds of miles in moments. Most genies prefer to dwell apart from humans, but tasked genies are equally at home in the wilderness and in the cities. Genies that live on the elemental planes rarely come to the Land of Fate unless called, but elemental genies and some tasked genies who live in the Burning World prefer uninhabited wildernesses, ruins, deserted houses, cemeteries, rivers, and abandoned wells. Those who trespass on the home of a genie are usually warned off by an attempt to frighten; stones are thrown at the intruders by invisible genies or sudden sandstorms spring up to blind, confuse, and misdirect. If the trespassing continues, the travelers are attacked and shown no mercy. Most of The genies of Zakhara are nomads of a sort; their camps among the desert and ruins and their lodgings in the cities may disappear in an instant (usually at dawn or dusk), whenever a genie tribe decides to move on. But their camps don't resemble the camps of nomads. They are often huge mansions or fortresses, yet they may vanish into the sands when discovered, like a dream fading in the morning light. At other times, however, genies in the wilderness take their discovery by others rather badly, and, instead of moving on, they try to force their discoverers away by throwing stones at them or by carrying them on the wind for many miles. For this reason, travelers through the desert often call out to the genies when approaching desolate lands and ask them for permission to pass through. Unlike the genies of the four elements, tasked genies have very little regard for the castes, classes, and social distinctions of humans, as their lives and their status among their kind are almost entirely dependant on merit. Tasked genies have no nobility, only masters of their craft. They will as soon work for a pauper as for a sultan, as long as there is work to be done. This lack of elitism does not mean that genies do not understand the nuances of politeness and proper etiquette. They may not think much of their master, but they will be unstintingly polite. Of course, genies can and do turn social conventions topsy-turvy when they are free to harass someone who has offended them or even just when the mood strikes them. Tasked genies fall into two main categories: those bound by their profession to a certain location and those kept inactive in some way for long periods between bouts of servitude. The first group comprises the helpful tasked genies, those who create fantastic foods, art, and monuments. The second group has nothing to do when not called upon by genie nobles or powerful sha'irs. They are slowly driven insane by their magical isolation, and for this reason they delight in shedding blood when released from service. These include the warmonger, slayer, and guardian genies. Messenger Miner Oathbinder Slayer Warmonger Winemaker Tasked genies must always be either paid or enslaved before they will render service to a nongenie. Architect, artist, guardian, herdsman, and winemaker tasked genies are almost always simply paid for their work, as enslaving them decreases the quality and length of their service. Slayers are almost always enslaved, as they are too dangerous to be allowed to roam free and they cannot be expected to uphold any bargain they make. Warmonger tasked genies may either be paid or enslaved, but in either case their true reward is the sight of victory on the battlefield. The sweeping events they set in motion often continue long after the warmonger genie has been imprisoned or sent away. Binding a particular tasked genie is a difficult undertaking requiring great wealth, wisdom, and patience. The procedure is equivalent to spell research, with the same costs and chances of success. Only a sha'ir may successfully learn the rituals for binding a tasked genie. The determination of success is made with the level of the spell being researched treated as equal to the tasked genie hit dice divided in half (round up). Thus, learning to bind a herdsman tasked genie requires as much effort as learning a second-level spell, while the ritual for commanding a guardian tasked genie will be discovered as if it were a seventh level spell. Once the initial research is done, the tasked genie may be bound or commanded as detailed for sha'ir abilities. Though only a single genie may be bound by a spell, some tasked genies will request aid from their brethren when commanded to undertake a large, short-term project for their masters such as shearing a huge herd of sheep or building fortifications in time to hold off invaders. Herdsman and builder tasked genies are particularly prone to calling on their kinfolk when presented with a huge task. These genies serve without demanding pay from the sha'ir so as to free their cousin from service more quickly. A sha'ir may bind no more than one tasked genie per year or face the wrath of the genie princes when he asks for an audience. All tasked genies are extremely long-lived. Guardians are the tasked genies with the greatest longevity; they can serve for 1,001 years, so their age is truly great. Others, such as winemaker and herdsman tasked genies, are more closely tied to the seasonal cycles of the Land of Fate, and this seems to have made them shorter-lived than most genies. Their lifetime is only twice that of a human. The other tasked genies fall somewhere in between, with a great deal of individual variation. Tasked genies kept from their tasks invariably live short lives. Genies occasionally take human lovers, but the result is almost always tragic. Those who love the genies lose all sense of reason and judgement and are often destroyed by their love for such a powerful spirit. Occasionally, however, the pair makes its peace and lives happily, almost always after a stormy courtship and almost always only after leaving human society. These liasons rarely produce children, but when they do the offspring have the powers, strength, and abilities of markeen, though they do not have a human double. Dao Djinn Efreet Jann Khayal Marid Qorrash
- Solar
Hero Forge: 7 ft. (XL) Lore: 9-10 ft. Suggested: Large to Gargantuan Solar Large Celestial, Any Good Hero Forge Mini Hero Forge Mini Description (From Dungeons & Dragons Monster Manual - 2015): A solar is godlike in its glory and power. On the battlefield, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow can strike a target dead on contact. So great is a solar’s celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. (from Planescape Monstrous Compendium Vol. I - 1994): Solars are the most powerful aasimon and the greatest celestial stewards. Solars are absolutely the most powerful servants of the good deities of the Upper Planes. Solars are mighty enough to be deities themselves, but they choose to serve rather than have worshipers. Combat: Solars are never surprised and are immune to attacks from nonmagical weapons and magical weapons of +4 or lesser enchantment, to energy-level loss from undead or magic, and to charm, confusion, death spell, domination, feeblemind, hold, imprisonment, and trap the soul spells. Each solar can cast a protection from evil spell wirh a 70-foot radius at will. This sphere also serves as protection from normal missiles and a minor globe of invulnerability if the solar desires. Solars can use any detect spell at will. When laying hands on a creature, a solar can bestow the ability to survive in any environment for up to 100 years. Lawful-good solars can summon 1 to 2 ki-rins; neutral good solars can summon 1 to 2 phoenix; and chaotic good solars can summon 1 to 2 greater titans. Solars can perform the summoning three times per day with a 75% chance of success per summons. Solars are not affected by cold, electrical, magic missile, petrification, poison, or any gas attack. They take no damage from acid attacks. They regenerate 7 hit points per melee round. Unless it is on its home plane, only the material form of a solar can be destroyed. Its spirit requires seven decades to reform. Each solar attacks four times per round with a sword that only it can wield. The weapon acts as a sword +5 (2d20 points of damage) and has all the properties of a sword of dancing and a vorpal sword. Solars also use an enormous composite bow with a magical quiver that produces any arrow of slaying the solar desires. Each bow attack has a +2 attack adjustment and slays any target it hits. A solar has spells as a 15th-level priest with major access to all spheres. In addition to the powers common to aasimon , solars have the following spell-like powers: animate object (3 times per day), antipathy/sympathy (3 times per day), astral spell (once per day), commune, confusion (3 times per day), control weather, creeping doom (once per day), dispel evil, dispel magic, Drawmij’s instant summons, earthquake (3 times per day), finger of death (once per day), fire storm (once per day), heal, holy word (3 times per day), imprisonment (once per day), improved invisibility, infravision (240 feet, always active), mass charm (3 times per day), permanency (3 times per day), polymorph any object or self (once per day), power word (any variety, once per day), prismatic spray (once per day), restoration (once per day), resurrection (3 times per day), shape change (3 times per day), symbol (any variety, 3 times per day), vanish (3 times per day), vision (once per day), wind walk (7 times per day), and wish (once per day). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 5th Edition: - D&D Monster Manual - Roll20 - DnDBeyond 2nd Edition: - Planescape Monstrous Compendium Vol 1. (1994) - mojobob's website Abilities - Flying Sword - Slaying Longbow - Blinding, searing light - Healing Touch - Detects Lies, Truesight - Flight - Miraculous Innate Spellcasting Appearance 2e: "They appear as large humans who have beautiful muscular bodies, white wings, and brilliant topaz eyes. Their skin and hair take on metallic coloration. A solar’s voice is deep and commanding, impossible to ignore, and their Charisma is 24." Size Hero Forge: 7 ft. (XL) Lore: 9-10 ft. Suggested: Large to Gargantuan Other Monikers Archangel Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website - Roll20 - DnDBeyond
- Template - Elf City
Template - Elf City Template - Elf City Author(s) Matt-GM, John-Fercher talespire://published-board/VGVtcGxhdGUgLSBFbGYgQ2l0eQ==/53b2fe504d06e9c0ccc77d8836cf3571 Board Link Features - Elegant marble walkways - Marble towers and Spires (Rivendell style, no interior) - Marble Great Halls (Rivendell style, no interior) - Gargantuan tree with wrapping marble stairwell (Lothlorien style) - Tree houses (no interior) - Terrain tilesets:earthy cobblestone roads, multiple elevations - Terrain tilesets: rocky grassland, multiple elevations - Terrain tilesets: majestic, tree-covered cliffs Notes - Took a few trees from a Rivendell map I found Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/
- Aoskian Hound | Digital Demiplane
Aoskian Hound Medium Monstrosity, Neutral Evil Hero Forge Mini Kitbashed, 2 familiar minis Description (from Planescape: In the Cage: A Guide to Sigil - 1995): Sigil’s indigenous watchdogs, called Aoskian hounds, are two-headed creatures with a nasty temper. Besides a double bite, these snow-white or pale tan death dogs boast a tremendous bark.... Knights of the post never tangle with Aoskian hounds if they can avoid them. Most are muzzled during the day and only allowed to roam by night. Their ghostly pale appearance and deadly quick reflexes have caused many a second-story man’s tumble into the street, and most have been thankful for the fall. After all, the Aoskian’s bark can stun a knight long enough for the watch to arrive. Cranium rats have their own niche, roaches and the like do well, and the night-stalking, two-headed Aoskian hounds are found nowhere else. Cranium rats still bring a 3-gp bounty from the Office of Vermin Control. Aoskian hounds cost from 20 gp (weaned) to 150 gp (grown and trained). They were first bred by the followers of the god Aoskar. The power’s been destroyed and nearly forgotten, but the hounds are thriving. AOSKIAN HOUND: AC 7; MV 15; HD 22; THACO 19; #AT 2; Dmg ld10/ld10; SA bark; 52 M (5’ long); ML steady (12); Int semi (4); AL N (E); XP 120. Notes: SA - The warning bark of an Aoskian hound is loud enough to stun opponents for 1-6 rounds unless they make a successful saving throw versus paralysis; when delivering its warning bark, the hound cannot attack with its bite. The blood of Aoskian hounds is used in creating Mordenkainen's faithful hound and hold portal scrolls and other magics relating to doorways. (from Planescape: The Factol's Manifesto - 1995): The Prison: The Prison’s located in The Lady’s Ward, the richest and most powerful in all of Sigil. It’s a forbidding (and foreboding) structure fully seven stories high. Unlike a lot of Sigil’s architecture, there’s nothing very graceful or soaring about its roofline. Systematically placed guard towers are the only enlivening feature of the roof. The effect’s somewhat dampened by searchlights that sweep the area constantly, day and night. (The searchlights consist of translucent gems on which continual light spells have been cast, with the resultant glow magnified through treated glass. - Ed.) Armed Mercykillen patrol the roofs walkways at all hours; they lead packs of Aoskian hounds that bay the moment they scent a prisoner outside his cell. (Homebrew writing on mimir.net by Jon Winter-Holt): THE HOUND: Planar Aoskian hound [he/him] / N[E] If you’re as curious as me about Dead Powers , then here’s another cutter I reckon you’d be interested in. It’s going to have to be the last one though, cutter, ’cause I’ve got a job to attend to y’know. Can’t stand around here rattling me bone box to you all day, even if there isn’t any point in the multiverse. Philosophy (or lack thereof) doesn’t wash the dishes, does it? Bear with me, okay, it’s been a long day. Where was I? Oh yeah, the Hound. As the name suggests, it’s a dog. An Aoskian hound, to be precise. They’re the two-headed vicious sods that the Red Death are so bloody fond of. Well, we’ve got one of them in here too. Of course, it’s more complicated than a mad dog. (The Athar’ll pike themselves when they hear this!) See, I reckon that the Hound might be (and I’ll emphasise “might”) a vessel containing the barmy spirit of Aoskar himself. Stop that laughing at once, berk, or I’ll be on me way now! I hear enough cackling on the ‘Wing as it is. Of course there’s reasons why I think that. I might be going barmy, but I ain’t gone stupid yet. Okay, try this for size. Aoskian hounds ain’t normally very smart, and they certainly don’t talk. I’ll swear this one says the word “Aoskar” when it barks, though. Of course, there’s more: the dog can open portals by howling. Not just any old portals mind; these are proper ones to and from the Cage. They don’t need keys to work ’em, neither. ‘Till we discovered that, the sodding dog kept on escaping. We set up magical planar wards to stop the portals, but the damn hound could still open ’em up! We eventually found that an anti-magic shell’d do the trick, but not before we lost the dog another time. What’s more, from its cell on the top floor of the ‘Wing the hound just stares out of the barred window. I’ll swear it’s looking across the Ditch to the Shattered Temple, and I’ll go further in saying that it whimpers at it stares. Believe me now? Perhaps if I told you the dog gets visitors, then you’d consider it? Yeah, visitors. In fact, it’s that barmy dabus, Fell (if there’s anyone who should be in the ‘Wing it’s him). ‘Course, it’s against policy to let a visitor see one of the inmates, so Fell leaves messages with us. No, he don’t write ’em, he hands ’em over in bottles. When you uncork the top, the rebus-pictures come billowing out (you’ve got to be careful not to shake the bottle around though, or they make even less sense than usual). Well, we couldn’t make head or tail of the messages. No, we didn’t give them to the dog; that’d be ridiculous! How could a dog open a bottle (even if it was Aoskar)? Why a hound, you ask? Good question, berk. Listen, much as I hate to admit it, there’s something in the Godsmen’s philosophy that strikes a chord with me. They go on about reincarnation and such, and it gets me thinking. When a power dies, does it get reincarnated? Maybe it does. Now, if that power didn’t do very well, it might come back as something less powerful like, say, an Aoskian hound? How futile’d that be? You get to the level of a power, only to come back as a lousy dog! Think about it… For the moment, we’re keeping a very tight grip on the dog’s collar. I happen to know that some splinter group of Signers calling themselves the Will of the One are very interested in getting their hands on the Hound. Shame that, ’cause they’re certainly not getting him; not while I still draw breath, at least. Signers? Make me sick, they do. Bitter, me? Never! There ain’t no point. Source : Jon Winter-Holt Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (Sigil) Stat Block 5th Edition: - aidedd.org (death dog, replace poison with bark, 15' cone DC12 con save or be stunned, repeat at end of future stuns, recharges on 5 or 6) - DnDBeyond (death dog) 2nd Edition: - ADND2e.fandom.com - Planescape: In the Cage: A Guide to Sigil (1995) Abilities - Warning bark stuns creatures - 2 heads for 2 bite attacks per turn - Keen hearing and smell Appearance These snow-white or pale tan death dogs have two heads. Size Hero Forge: Familiar (XL) Lore: M (5 ft. long) Suggested: Medium Other Monikers Aoskan hound, White death dogs Sources - ADND2e.fandom.com - mimir.net - Planescape: In the Cage: A Guide to Sigil (1995)
- Mephits | Digital Demiplane
I love these guys. In Dungeons & Dragons, mephits are basically imps made of elemental energy (like fire, water, smoke, ash, etc.). They're all written funny, mischievous, and evil in a petty way. But for low level players they can be pretty dangerous. In the old lore they were created by evil powers to be messengers/minions when I guess regular imps weren't available. Newer lore just says they're straight-up elementals. Mephit info and Hero Forge miniatures available here for your own game! Mephits Made with Hero Forge Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit (from Planescape Monstrous Compendium Vol. I - 1994 - [credits] ) Mephits are nasty messengers created by powerful planar creatures to perform evil missions. The 16 known types of mephit draw their substance from the Elemental, Paraelemental, and Quasielemental Planes: fire, radiance, water, ice, magma, ash, mineral, steam, air, smoke, earth, ooze, dust, salt, lightning, and mist. (The Quasielemental Plane of Steam provides both steam and mist mephits. Alone among the Elemental Planes, the plane of Vacuum holds no life, not even mephits. Mephits are thin, 5’ winged humanoids. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff of their home plane: Fire mephits burn, magma mephits drip lava, and so on. Mephits speak a common mephit tongue, and each speaks the language of its creator, if any. Most learn the common tongue to perform their duties. COMBAT : In battle, mephits attack with either their clawed hands or breath weapon. Damage varies by type of mephit encountered; see the following entries for details. Unless an attack lists a saving throw, no saving throw applies. All mephits can gate in other mephits once per hour. The number and type gated vanes by mephit type, but all mephits have a 25% chance of success. Mephits love tormenting helpless creatures and bragging about their latest evil accomplishments. They puff away at foul-smelling tobacco or pipeweed. They give themselves pompous, impossibly long names, such as “garbenaferthal, Sprite-slayer, Greatest of All Steam Mephits, Favorite of the Lower Planes.” Mephits assume a groveling, craven, yes-master stance to their bosses, [and] an air of arrogant superiority toward victims and each other. Mephits of the same type usually maintain a polite camaraderie. Different types often settle disputes with a friendly game of tug-a-demihuman. Mephits spend their time delivering messages, picking up packages on the Lower Planes, retrieving particular persons, delivering special magical items, or just spreading general mayhem (so folks don’t forget the Lower Planes are still there). Insufferable on missions, they fancy themselves important emissaries. Evil powers on the Lower Planes create mephits using a variant of monster summoning IV that incorporates aspects of contact other plane. They use the substance of an elemental plane to create a servant, usually as a stopgap or a substitute for less loyal underlings. Mephits do not betray their creators but do seem to irritate them, and so they lead brief, troublesome lives. Quickly created and destroyed, they have no predetermined life span. On some Lower Planes spellcasters use live mephits as signals in vendettas. Presenting one’s enemy with a mephit connotes a message, its nature indicated by the mephit’s type. The gift of a fire mephit indicates displeasure at the enemy’s action; an ice mephit means the enemy is forbidden to enter one’s home; a radiant mephitis a tr uce offering, and so on. The recipient destroys, employs, or frees the mephit as desired. Mephits are never given to friends, as anyone who has met one understands. Mephits usually need no food or drink. Unless otherwise noted, all mephit types can regenerate 1 hp per turn in contact with the stuff of their substance, or an appropriate environment (fire mephits in open flame, ice mephits in cold, and so on). Regeneration ceases when the mephit reaches 0 hp and dies. Mephits cannot heal by other means. (from Dungeons & Dragons 5th Edition Monster Manual - 2014 - [credits] ) Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit
Abyss - Plague-Mort Author(s) Button Text Link OurLivesOnline Board Link Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Assets from Tales Tavern None
- Rast | Digital Demiplane
Rast Medium Aberration, Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appdendix III - 1998): Amid the cinders and soot of the Quasiplane of Ash, amid the choking clouds and wisps of smoke, the rast makes its home. The main body of the creature is fairly small — just big enough to hold its stomach and heart, really. Radiating outward are 10 to 12 spindly limbs (the creatures don’t seem to have a standard number), each ending in a barbed claw for tearing apart meat or digging through the soft ash. The limbs don’t flap or act in any way like wings, yet somehow the rast flies (perhaps in a manner similar to that of beholders ). The rast’s head sits atop a flexible neck, its mouth huge and obscenely full of teeth. Narrow red eyes peer out through the dark, sooty air of the plane. Combat: The piercing gaze of the rast strikes a chord deep within all creatures. Those who meet the monster’s stare must make a successful saving throw versus paralyzation or freeze in place for 1d6 rounds out of primal fear. No creature is immune to this effect, and magic resistance offers no protection against it. Fortunately, if a basher makes his saving throw, he’s safe from the rast’s gaze for the rest of the encounter. (’Course, he’s subject to the effect again the next time he runs into a rast…) Rasts enjoy attacking those held motionless in fear, but they’re canny enough to strike first at those not frozen. Once they’ve put any active foes in the dead-book, they tear into the paralyzed berks. Given that rasts have 10 to 12 limbs each, it’s no surprise that they usually attack with multiple claws. Fact is, in a single round they can make up to four claw attacks (inflicting 1d4 points of damage each), on either one or two foes. This flurry of raking blows often weakens even the toughest of enemies. Yet a rast has one other weapon in its natural arsenal — its savage jaws. If a rast elects to bite a foe rather than use its claws, it can make only one attack per round, but that single assault’ll cause a lot more pain. The bite of the creature inflicts 1d8+3 points of damage, and once it’s made a successful hit, the rast continues to grip the victim in its jaws, draining blood from the wound it created. The victim loses blood quite rapidly, suffering 1d4+4 points of damage per round. With its strong jaws, nothing can force the rast to release its prey unless it’s slain or subdued — or until the victim dies. Physically tearing the rast away from its target always results in the death of the poor sod to whom it’s attached. As natives of the Quasiplane of Ash, rasts are — in some way or another — creatures of cinder. They breathe ash, even consuming it when they can find no meat (though it won’t sustain them for long). And, being immune to fire and heat, they cannot burn. Rasts are canny combatants, using stealth and misdirection to ambush their victims. The Quasiplane of Ash is a harsh place with little prey, so they must be efficient hunters to survive. Habitat/Society: Rasts lair within the ash of their home plane, hollowing out small caves to house an entire pack. When not asleep, they fly out and hunt. The pack almost always operates as a unit, instinctively working together. Because prey is scarce, they must spend almost all their time on the hunt. Likewise, they must succeed in bringing down their quarry — a missed opportunity could lead to starvation. Rasts of a particular pack never resort to cannibalism, though they will attack and eat members of other packs. Rast pack wars are quick, bloody, and merciless. After all, when one rast kills another, it not only gains food but also eliminates a competitor. Ecology: Rast young are born in litters of 10 or more and must immediately fend for themselves as members of the pack. Those that become unable to take on their share of the hunting duties — the old, the sick, the feeble, and so on — are sent away, probably to become food for another hungry rast pack. (From 3.5e Monster Manual I - 2003): This vile creature must have at least a dozen long, spindly claws that hang from its bulbous, floating body. Its round head is almost all mouth, and its mouth is almost all teeth. Rasts swarm in isolated pockets on distant planes, particularly the Elemental Plane of Fire. Floating, fleshy sacks of teeth and claws, these insatiable creatures eat almost continuously. At its heart, a rast is a creature of ash and cinder, but it feasts on blood with a lust that would shame most normal beasts. A rast has anywhere from ten to fifteen claws, though it can only use four at once. A rast has a body about the size of a large dog’s, with a head almost as large as the body. It weighs about 200 pounds. Combat : Rasts attack with a frightening, brutal cunning. The creatures paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round. Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold. Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Ash, Elemental Plane of Fire Stat Block 5th Edition: - 5eSRD.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Paralyzing fear gaze - 10-12 claws for attacking - Blood-draining maw impossible to break free unless rast is incapacitated - Immune to fire - Flight Appearance This vile creature must have at least a dozen long, spindly claws that hang from its bulbous, floating body. Its round head is almost all mouth, and its mouth is almost all teeth. Size Hero Forge: 5 ft. (kitbashed) Lore: Medium (5' across) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - 5eSRD.com (homebrew) - v3.5 Monster Manual I (2003) - Planescape: Monstrous Compendium Appendix III (1994) - mojobob's website
- Aasimon (angels) | Digital Demiplane
The aasimon (apparently pronounced ASS) are the Judeo-Christian angelic beings of Dungeons & Dragons. They are created by good-aligned gods to act as messengers, but sometimes that message is "divine wrath," and a lot more physical than it is verbal. Generally they're extremely powerful warriors, so even their peaceful messages often have a weight of menace behind them. Learn more of D&D's angels here, and download their Hero Forge miniatures for use in your own games. Aasimon Made with Hero Forge Movanic Deva Agathinon Astral Deva Monadic Deva Light Planetar Solar (From Dungeons & Dragons Monster Manual - 2015 [credits] ): An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature. An angel doesn't require food, drink, or sleep. (from Planescape Monstrous Compendium Vol. I - 1994 - [credits] ) Danis Twelve-Fingers, an inebriated scribe in the Indusium tavern in Sigil, tells (to anyone who passes his spot on the floor) his experience as chronicler of a battle on the slopes of Mount Celesti a. Several legions of ba atezu scaled the slope from the Gray Waste to Arborea. a wizard who learned of the conflict hired Danis to record it. Danis did not leave Sigil; instead, the wizard let him survey the field clairvoyantly. “Awful, awful,” he says now. “First th’ fightin’, naturally, an’ then of a sudden I heard this call like a trumpet. Deafed me, it did. All th’ fiends turned, looked ’round, couldna see nothin’. Above sudden came this huuuge light from nowhere! It burned ’em! It burned ever’thing! It burned my brain!” He hiccups and adds, “Come on, basher, buy a bub for a good ol’ sod, ’ay?” Most who know Danis call him an addle-cove and discount his story. But there is a vertical crater 200 feet tall carved from the slope of Mount Celestia, like an enormous bite. This kind of dangerous magic is wielded by the aasimon, proxies of the powers of good on the Upper Planes. However, their magic is tempered by kindness and compassion. Aasimon answer the calls of their masters to intervene in mortal causes throughout the Upper Planes. Aasimon neither lie, cheat, attack needlessly, nor steal, and they are impeccably honorable in their dealings. In this, unfortunately, they are sometimes predictable and even vulnerable to manipulation. There are seven varieties of aasimon. The agathinon are warriors; the other six types (astral, monadic, and movanic devas, light, planetar, and solar) are collectively called celestial stewards. Warriors: The agathinon, the fighting forces of the Upper Planes, defend the borders of their planes against intruders. Warriors also face each other in endless cycles of “holy” wars. Gathering a vast host of agathinon warriors and whipping them into ideological fervor, one pantheon wages devastating campaigns against another, slaughtering thousands, even millions in the name of its particular brand of goodness. Despite their goodness, aasimon can hold a grudge; hard feelings still exist between pantheons over holy wars fought thousands of years ago. Celestial stewards: The mightiest and most just of the aasimon, the celestial stewards directly serve the powers of the Upper Planes. Although similar to one another, each steward has a particular role in the affairs of the Upper Planes Some are messengers, some render aid to mortal followers and still others act as scouts. Combat : Aasimon take the listed damage from the following attack forms: Acid = Half Cold = Half Electricity (lightning) = Half Fire (dragon, magical) = Full Gas (poisonous, etc.) = None Iron weapon = Full* Magic Missile = Full Poison = None Silver weapon = Full* *Unless immune to nonmagical weapons, in which case no damage is sustained. All aasimon have the spell-like powers: aid, augury, change self comprehend languages, cure serious wounds (3 times per day), detect evil, detect magic, know alignment, read magic , and teleport without error . They can travel freely throughout the Upper Planes and may enter the Astral and Prime Material Planes at the request of a greater power. Specific missions may briefly take an aasimon to the Lower Planes. The aasimon’s detect evil ability goes beyond the spell of the same name. Within 100 feet of a source of evil (strongly aligned individual, powerful evil magical item, and so on) the aasimon automatically detects its direction, strength, and general nature. An aasimon who gazes directly into the eyes of an evil creature learns its name, nature, and background. This power always functions automatically. Aasimon have a special power over mortals called celestial reverence . This power works only in the aasimon’s normal, unaltered form. When the aasimon invokes celestial reverence , a blinding flash of light draws the attention of all mortals in sight of it. Anyone viewing this spectacle must immediately save vs. paralyzation. Any person of good alignment who fails the save is struck by a strong protective love for the aasimon. Those of evil or neutral alignment who fail to save suddenly fear the aasimon’s power and do not attack. Evil creatures of fewer than 8 Hit Dice who fail their save flee the area immediately. The aasimon rarely use this ability, for goodness dictates that they avoid using their powers to manipulate others. Although aasimon cannot gate in others of their kind, they can send out a distress call that other good powers sense. If an aasimon does this, the closest enchanted good beings (for example, ki-rin, unicorns, and metallic dragons) immediately come to the rescue. This ability does not create or conjure good beings; it only alerts them. When on the Upper Planes and in dire need, good-aligned worshipers of the utmost faith and power are 20% likely to attract an aasimon’s help. Modify the chance if the worshiper is performing a mission for his or her church. DEVA (generic): Devas inhabit the good-aligned Outer Planes: Arborea, Arcadia, the Beastlands, Bytopia, Elysium, Mount Celestia, and Ysgard. These proxies of the powers appear as stunningly handsome male humans with large, feathery wings fanning gracefully from their shoulders. Devas are the cornerstone of the forces of good. With the agathinon, they are the powerful and trusted vanguard of the Upper Planes. Each of the three varieties of devas has a different task to perform in the scheme of the Upper Planes. The most common missions for each type appear below. The varieties are equal in status with no rivalry between types. Devas live in perfect harmony with other beings of the Upper Planes. Because the remnants of their material forms disappear at death, none has ever been examined. Devas have a close relationship with the other aasimon, particularly the planetars. In times of great need, a planetar leads a group of devas to perform some mission for a good power. Combat : Although they serve the cause of goodness, devas must often deliver their messages by the point of the swords. Devastatingly powerful warriors, they have the wherewithal to take the battle to the evil they oppose. In addition to those available to all aasimon, devas have the spell-like powers: cure diseuse (3 times per day), cure light wounds (7 times per day), detect lie, detect snares & pits (7 times per day), dispel magic (7 times per day), heal (once per day), infravision (always active), invisibility IO-foot radius, light, polymorph self, protection from evil, remove curse, remove fear, and tongues . Devas are immune to cold-based, electrical, magic missile , petrification, poison, normal fire-based, and gas attack spells. Except for monadic devas, who are not affected by fire of any type, devas take half damage from dragon and magical fire attacks. They take full damage from acid attacks. All devas are immune to attacks from nonmagical weapons. Movanic Deva Agathinon Astral Deva Monadic Deva Light Planetar Solar
- Lady's Maze - Bahamut Temple
Lady's Maze - Bahamut Temple Lady's Maze - Bahamut Temple Author(s) Matt-GM, Manpaka talespire://published-board/TGFkeSdzIE1hemUgLSBCYWhhbXV0IFRlbXBsZQ==/8cfca5ed4f2cbe808e36a6ad4bd007c9 Board Link Features - Player starts in a spooky graveyard at the bottom of the map - Hellish version of Bahamut’s temple in Sigil, where devils ransack the building - Descending stairs take you further up the floors of the temple - Boss battle against devils at the top of the map (duplicated to the bottom for the mist effect) Notes - Warning: Extremely performance-heavy map. Expect low frameates, and use hide volumes to conceal areas the players aren't (I put too many lights in the stained-glass windows and it really makes the game chug) - This map's a bit hard to explain, but it's based around a character's trauma, a Paladin of Bahamut who was manipulated by devils into attacking friends at a peaceful funeral Assets from Tales Tavern Lost Graveyard: https://talesbazaar.com/board/514
- Air Sentinel | Digital Demiplane
Air Sentinel Medium Elemental, Chaotic Good Hero Forge Mini Kitbashed, single mini Description (From Monstrous Compendium: Outer Planes Appendix - 1993): Air sentinels are beneficial spirits that reside on the Twin Paradise (Bytopia) layer of Shurrock. They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. They are jovial beings and will usually project a friendly expression and demeanor. Combat: By nature, air sentinels are nonviolent and loathe to enter combat. Unless something important is at stake, they will usually escape from battle with their impressive flying speed. If forced into combat, however, air sentinels will attack by means of a small electrical charge that they release from their hands. In appearance, these charges seem much like miniature lightning bolts. An air sentinel can fire two charges per round at one or two opponents. Each charge does 1-6 points of damage per hit. Because the charge is primarily electricity, metal armor is ignored when determining the target’s armor class. Air sentinels can also use a hug attack in combat if the need is sufficiently pressing. The sentinel attacks by wrapping both of its strong arms around an opponent (requiring only one attack roll) and then releasing a strong electrical attack. If the hug hits, the electricity will do 3-18 points of damage. Any being so damaged must make a system shock roll. If the roll fails the being will fall unconscious for 1-8 melee rounds. Air sentinels will never kill anyone (even an evil being) who is unconscious. They would consider such an act barbaric. Air sentinels also have a limited form of missile deflection. In any round, a sentinel can forfeit its attack and instead create a strong swirl of air around it. This air shield forces a -5 penalty on all missile attacks made against them. The air shield can be used three times per day and lasts for one round. Habitat/Society: Air sentinels perform a vital duty on the layer of Shurrock. They act as protectors for weaker kings that have found their way to the more robust layer of the Twin Paradises. Shurrock is rocked with booming thunder squalls and hard rains. its weather and terrain are both hardy and challenging to any who go there. Many has been the time a mortal has traveled to Shurrock only to find himself in grave danger from the unexpected weather. Air sentinels police the layer for beings in danger. They will rescue the newcomers and carry them off to one of the many large and sheltered caves that exist on Shurrock. The true origin of air sentinels is knowledge lost to the ages. They obviously bear an extremely close resemblance to djinn from the Elemental Plane of Air. Sages speculate that some deity or power from the Twin Paradises — having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather – made a pact with a group of djinn to travel to Shurrock and live there as guardians. Whatever deal was struck with those proud and noble air spirits is unknown, but surely it must have been a beneficial pact since the air sentinels have patrolled Shurrock for years uncounted. Ecology: The air sentinels are constantly increasing their number by breeding prodigiously. They have a fiercely strong sense of family and honor, and in many ways resemble the djinn they most likely evolved from. Due to their strength and agility — and, of course, to the generally good alignment of Shurrock – air sentinels have no natural enemies. They also appear to be, in a sense, immortal. Young sentinels will grow to an adult age and appear to get no older. But after a certain time (usually no more than 200 years) air sentinels will travel away, never to be seen or heard from again. Why this occurs and what happens to the air sentinels is unknown. Perhaps these proud, majestic beings simply pass into another state of being. Sages have no evidence one way or another. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Bytopia (Shurrock), Elemental Plane of Air Stat Block 2nd Edition: - Mojobob's Website Abilities - Electrical hand attacks ignore armor class - Hug damages, grapples and knocks enemies unconscious - Missile deflection - Flight Appearance They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Monstrous Compendium: Outer Planes Appendix (1993) - Mojobob's Website









