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  • Bzastra

    Bzastra Bzastra Medium Monstrosity, Neutral Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix. III - 1998) From the notebooks of Ctan Ftau: "What strange life is spawned on the endless planes, where all things are surely possible, given enough time? Indeed, infinite time and infinite space means infinite potential, and the proof is all around us, on each plane of our multiverse. "Take, for example, the case of the bzastra. Most folks don’t know of this creature of the Elemental Plane of Water, for it is both rare and reclusive. Nonetheless, it’s the product of strange chance and random possibility. "As near as anyone can determine, there were once small creatures on Water that appeared to be rings of coral but were actually beasts of scaly flesh. These unintelligent, unobtrusive animals fed on the rich kelp beds of the plane. "Then, at some point (probably long ago), chance stepped in. A few of these ring creatures came upon a waterborne plant called a blue waterwhip — a bit of aquatic flora that seemed no different from the millions of other simple seaweeds thriving in the Endless Ocean. No one knew, however, that the blue waterwhip gave off a low-frequency aura of energy, invisible in all spectrums. Somehow, this energy interacted with the chemical nature of the ring creatures, bringing them together — linking them in a heretofore unknown way. On that day, the first bzastra was born." This intelligent creature is formed from the union of a blue waterwhip and three to six of the ring beasts. The rings stack horizontally atop one another, the plant’s blue vine threaded in and out between them. The bzastra exists only in this symbiotic fusion. If separated, the rings and the waterwhip resume their simplistic, unintelligent existences. Unemotional, logical creatures, bzastra have no real passions or goals other than survival. On rare occasions, however, an individual bzastra encounters someone or something that exerts a powerful influence and bends it to the cause of good or evil (or, even more rarely, law or chaos). Despite the sheer impossibility of their existence, bzastra have formed a complex society of clever, free-thinking individuals. With their strange evolution came amazing powers that allowed them to communicate telepathically with any creature, protect themselves against the predators of their watery plane, and reach high above their meager beginnings. Combat: The bzastra manipulates energy currents that run through the plane of Water. These subtle, invisible waves enable the creature to affect matter in a way that resembles a powerful and delicate telekinesis. First and foremost, the creature can defend itself by lashing out with the energy, inflicting 2d6 points of damage per attack. Alternatively, a bzastra can immobilize a single creature as if it had cast a hold person or hold monster spell (though the victim can remain free if he succeeds at a saving throw versus paralyzation). Lastly, a bzastra can project the energy all around it, forming a kind of telekinetic shield that improves its Armor Class by 6 steps (giving it an AC of 0). However, the creature can do nothing else while using its power to maintain the shield. In addition, a bzastra’s energy-control abilities enable it to use the following spell-like powers once per round, at will: animal growth , blink , ESP , plant growth , suggestion , and water breathing (on others). Through telekinesis, a bzastra can also manipulate an object of up to 200 pounds with a high degree of dexterity. The creature can use each of these spell-like power independently of its above-mentioned offensive and defensive capabilities. The energy given off by the waterwhip must be at least somewhat magical in nature, because a dispel magic spell renders a bzastra into its component parts: a few ring beasts and a strand of blue waterwhip. The spell causes no physical damage. No one’s found any other method of separating the parts of the creature without killing it in the process. Habitat/Society: Scholars assume that when the first bzastra was created by accidental contact between the ring creatures and the blue waterwhip, it used its newfound intelligence and powers to maneuver other rings and waterwhips together, thus forming more of its kind. Indeed, bzastra occasionally refer to a “time mover”, and it’s thought that it is this first individual to which they refer. Bzastra construct homes for themselves out of water plants, most frequently relying on none other than the blue waterwhip. Their globelike lairs consist of vines woven together and provide only privacy, not protection. More than just homes, however, the constructs ride the currents of the plane of Water, carrying the bzastra inside safely along. Each creature builds a separate lair, though at times a group of them may link their individual dwellings together with vine tethers. Whether alone or in a community, bzastra prize private contemplation. Many spend weeks and months in quiet meditation, focusing on topics that outsiders can barely guess at. Given their apparently random evolutionary leap, some scholars believe that the bzastra contemplate the beauty of chance. Of course, the scholars who offer this theory are Xaositects, so a berk should take their “wisdom” with a grain of salt. When active, bzastra spend their time building homes, feeding on microscopic life, and exploring their plane. Inquisitive and scholarly in their pursuits, they even record some of their findings on animal shells (using their telekinesis). Those who’ve tumbled to the creatures’ written language are said to have learned a great many secrets about the Elemental Plane of Water. Bzastra aren’t likely to be hostile, but will defend themselves if attacked. They may also try to steal interesting objects from intelligent creatures that cross their path. Generally, they do this only to further their knowledge and satisfy their curiosity, though sometimes they may figure out how to operate a magical item they’ve obtained and use it for their own sake. Ecology: Bzastra feed on microscopic or near-microscopic animals and plants like plankton and kelp. Although some bzastra are made of as few as three ring beasts or as many as six, any differences that this might cause or reflect remain a mystery. Chant has it, however, that the bzastra gather all the ring creatures they can find and secrete them away. They keep the rings safe and sound like children, occasionally forcing evolution on them through the introduction of a blue waterwhip. This speculation is probably true, since no one has ever actually seen one of the mysterious ring crealures on its own in the wild. Blue waterwhip, on the other hand, thrives throughout the Elemental Plane of Water, though it exhibits no known effects on any other creatures. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Water Stat Block 2nd Edition: - Mojobob's Website Abilities - Energy-based attacks (either force or psychic) - Telekinetic shield - Innate spellcasting (magical or psionics) - Telepathy - Swim speed Appearance This intelligent creature is formed from the union of a blue waterwhip and three to six of the ring beasts. The rings stack horizontally atop one another, the plant’s blue vine threaded in and out between them. Size Hero Forge: 5'8" (XL) Lore: Medium (5 ft. tall) Suggested: Medium Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Brass

    Brass Dragon Brass Dragon Gargantuan Dragon, Chaotic Good Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked. A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game. Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess. Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard. A Brass Dragon's Lair A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone . Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation ) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location. If the dragon dies, the tracks fade in (1d10) days, but the other effects fade immediately. (From Fizban's Treasury of Dragons - 2021): Creating a Brass Dragon Use the Brass Dragon Personality Traits and Brass Dragon Ideals tables to inspire your portrayal of distinctive brass dragon characters, and use the Brass Dragon Spellcasting table to help select spells for a spellcasting dragon. Brass Dragon Personality Traits d8 - Trait 1 - I don’t ask for much in a conversation partner—just smile, occasionally nod, and stay awake! 2 - I’m skilled at making others feel that I’m interested in the details of their tiny, meaningless lives. 3 - Every word I say is worth hearing, so I speak loudly and eloquently to make sure I get my point across. 4 - I don’t care about the opinions of creatures that are less intelligent than I am. But I’m fascinated by creatures that are significantly more intelligent. 5 - Hoarding knowledge is no fun. It’s best when you can trade knowledge away for treasure. 6 - I’m fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like. 7 - I love hearing stories and songs and sharing them with others to bring comfort and calm. 8 - I have no patience for people who imagine their lives are the least bit important. Brass Dragon Ideals d6 - Ideal 1 - Curiosity. The best way to show you value others is to learn as much as you can about them. (Good) 2 - Perspective. Everyone sees things differently, so if you want to know about the world, gather as many different points of view as you can. (Any) 3 - Knowledge. What’s the point of living for centuries if you don’t learn all there is to know? (Any) 4 - Self-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic) 5 - Compassion. Sharing each other’s pain and loss brings us all closer to peace and unity. (Good) 6 - Cruelty. The most hilarious thing about lesser creatures who think they’re important is how outraged they get when I hurt them. (Evil) Brass Dragon Spellcasting Age Spell Save DC Spells Known Ancient 18 create or destroy water , locate creature , speak with animals , suggestion (From 2nd Edition AD&D Monstrous Manual - 1991): Brass dragons are great talkers, but not particularly good conversationalists. They are egotistical and often boorish. They oftern have useful information, but will divulge it only after drifting off the subject many times and after hints that a gift would be appreciated. At birth, a brass dragon’s scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until they reach a warm burnished appearance. Combat: Brass dragons would rather talk than fight. If an intelligent creature tries to take its leave of a brass dragon without talking to it at length, the dragon might have a fit of pique and try to force a conversation with suggestion or by giving the a dose of sleep gas. If the victim falls asleep it will awaken to find itself pinned under the dragon or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. Before melee, brass dragons create a cloud of dust with dust devil or control winds , then charge or snatch. Brass dragons often use control temperature to create heat to discomfort their opponents. When faced with real danger, younger brass dragons will fly out of sight, then hide by burrowing. Older dragons spurn this ploy. Breath Weapon/Special Abilities: A brass dragon has two breath weapons: a cone of sleep gas 70’ long, 5’ wide at the dragon’s mouth, and 20’ wide at its end; or a cloud of blistering desert heat 50’ long, 40’ wide, and 20’ high. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon for half. A brass dragon casts its spells and uses its magical abilities at 6th level, plus its combat modifier. At birth, brass dragons can speak with animals freely, and are immune to fire and heat. As they age, they gain the following additional powers: Young: create or destroy water three times a day. Juvenile: dust devil once a day. Adult: suggestion once a day. Mature adult: control temperature three times a day in a 10’ radius per age level. Old: control winds once a day. Great wyrm: Summon djinni once a week. The dragon usually asks the djinni to preform some service. Although the djinni serves willingly, the dragon will order it into combat only in extreme circumstances, as the dragon would be dismayed and embarrassed if the djinni were killed. Habitat/Society: Brass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably facing east where the sun can warm the rocks, and their territories always contain several spots where they can bask and trap unwary travelers into conversation. Brass dragons are very social. They usually are on good terms with neighboring brass dragons and sphinxes . Brass dragons are dedicated parents. If their young are attacked they will try to slay the enemy, using their heat breath weapons and taking full advantage of their own immunity. Because they share the same habitat, blue dragons are brass dragons’ worst enemies. Brass dragons usually get the worst of a one-on-one confrontation, mostly because of the longer reach of the blue dragon’s breath weapon. Because of this, brass dragons usually try to evade blue dragons until they can rally their neighbors for a mass attack. Ecology: Like other dragons, brass dragons can, and will, eat almost anything if the need arises. In practice, however, they eat very little. They are able to get nourishment from the morning dew, a rare commodity in their habitat, and have been seen carefully lifting it off plants with their long tongues. 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 - Breath weapons: fire, sleep - Fire immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Change shape - Blindsight - Spellcasting Appearance A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Size Hero Forge: 7'4"-8'8" (XXL) Lore: Medium to Gargantuan (85 ft. long) Suggested: Medium to Gargantuan Other Monikers Desert dragons 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

  • Template - Sigil Generic 02

    Template - Sigil Generic 02 Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBHZW5lcmljIDAy/b128bbd64efe0079365704881e3c2228 Features - Skyscraper towers (some external only) - Churches (one with secret evil altar) - Gathering Dust Bar (Planescape: Torment) - Office of Vermin and Disease Control (Planescape: Torment) - Red-roofed houses, towers (Planescape: Torment) - Lower Ward Marketplace (Planescape: Torment) - Brokah and Miccah’s Pawnshop (Planescape: Torment) - Print Shop (Planescape: Torment) - Mega-high stone walls/walkways Notes None Board Link Template - Sigil Generic 02 Assets from Tales Tavern None

  • Sigil - Lower Ward

    Sigil - Lower Ward Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBMb3dlciBXYXJkIEdlbmVyaWM=/5f67daec4dfb4b4d6454ae84ccfc5b24 Features - Assembly lines, smelting facilities and smoke stacks everywhere - Looming stone walkways overhead, where the law and the rich oversee the streets below - Nearly every house has its own blast furnace - Rooftop roads for chimney sweeps - Street vendors hollar on market stages made of junk - Smaller businesses, bars and other watering holes abound Notes - Extensive use of Sigil Lower Ward templates Board Link Sigil - Lower Ward Assets from Tales Tavern None

  • Lady's Maze - Bahamut Temple

    Lady's Maze - Bahamut Temple Author(s) Matt-GM, Manpaka talespire://published-board/TGFkeSdzIE1hemUgLSBCYWhhbXV0IFRlbXBsZQ==/8cfca5ed4f2cbe808e36a6ad4bd007c9 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 Board Link Lady's Maze - Bahamut Temple Assets from Tales Tavern Lost Graveyard: https://talesbazaar.com/board/514

  • Einheriar | Digital Demiplane

    In Dungeons & Dragons, the Einheriar are spirits of fallen warriors. They are deployed by gods to do battle across the afterlives of D&D's Cosmology. Occasionally they're sent to the mortal realm to rescue doomed warriors devoted to a god. The concept is based on the einherjar of valhalla from Norse mythology, but in D&D the term's used more generally as warriors sprits fighting for any god. Learn more of them here, and download miniatures (made with Hero Forge) for use in your own game. Einheriar Small to Large Humanoid (spirit, but not undead), Any Alignment Hero Forge Mini Alternate Versions Size Hero Forge: Varies (XL) Lore: Medium Suggested: Medium Abilities - Fallen warrior spirits brought back by the god they revered, with all the combat abilities they had in life Stat Block 5th Edition: - None (any NPC stat block in the basic rules , Monster Man ual, etc., or any character sheet for a dead PC) 2nd Edition: - Planescape: Monstrous Compendium Appendix I Home Plane Upper Planes (or any godly realm, good or evil) Other Monikers Einherjar, faithful, returned spirit, warrior spirit, heroic spirit Appearance Einheriar appear as wispy, humanoid warriors with equally wispy armor and weapons. Each individual resembles the being [they were] in life. Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) Description (From Planescape: Monstrous Compendium Appendix I - 1994 [credits] ) Strictly speaking, the term einheriar (‘‘faithful”) applies to the dead of Asgard, the first layer of Ysgard. Over time, however, the term has come to refer to any humanoid spirits employed by the powers of the Upper Planes as servants, warriors, patrols, or guards. In the Edredsaga is the following tale: “Our leader, Egil, had been tricked by the words of the sorceress, and when we landed upon the frosty isle we were not meeting a force of a hundred men as we had been told, but a hundred frost giants. They destroyed our longboats with their flung boulders, and we prepared to meet death gloriously. We were warriors, and warriors must always be prepared to die. Our line broke in red carnage against the giants’ might; indeed, we might have been the sea against the rocks. ”My thoughts turned toward the home I would never see, and especially sad I was, that no skald would sing of my fallen brothers. Then there came a loud clear humming in the air. From the sky they came, far above the foamy water. Like mist they were, or cloud, yet I knew them to be from the high ones, sent as a sign of their troth with us. I could see the cold sun gleam upon their helms, and knew their swords would soon be reddened. The einheriar, they were. “They fought beside us as wamors and wizards. No more came than enough to make the fight fair. We did not understand their words, but they seemed to know what we said. Great they were in battle, and old Swen said that he thought he saw his grandfather among them. “Together we slaughtered the frost giants and made the land safe for the folk. When the long battle was done, the einheriar rose into the air and returned to the sky. There seemed more of them, as if our fallen brothers had joined that company. I am an old man now, with perhaps only one or two battles left in me. I hope my life has purified my soul that I may go fight with those bright ones!” Einheriar appear as wispy, humanoid warriors with equally wispy armor and weapons. Each individual resembles the being he was in life; the majority of einheriar were human before death. In groups, einheriar march in military formation. Einheriar are common among the myriad servants of the powers of good. They fight for the powers and enforce their beliefs willingly and adamantly. Einheriar have no hierarchy outside their units, nor interests beyond their mission. In general terms, more difficult tasks fall to higher-level individuals and units. The einheriar respect the aasimon and archons, hut they act independently of these greater beings, taking on lesser missions. They receive their guidance through prayer. Combat : Einheriar form large groups organized loosely into a single combat unit. Individuals in the unit each have the class and level they held in life. Roll twice for each individual encountered to determine these. Class: 1-50 = Fighter 51-55 = Ranger 56-60 = Paladin 61-70 = Wizard 71-75 = Specialist wizard 76-85 = Priest [cleric] 86-90 = Thief 91-100 = Bard Level: 1-50 = 4 51-75 = 5 76-88 = 6 89-94 = 7 95-97 = 8 98 = 9 99 = 10 00 = 11-16 *Roll again if plane alignment precludes a class. **Divide level by 2 or 3 for multi-class. Einheriar have maximum hit points per Hit Die. Compute THAC0s normally. Spellcasters have their normal complement of spells. Warrior einheriar retain weapon specialties they had in life. Einheriar use the best in nonmagical arms and armor for their class, modified according to the power they serve. For instance, einheriar in service to the Great Spirit of the American Indian mythology would not wear plate mail and carry two-handed swords. There is a 3% chance per level that an einheriar has magical items of a nonspecial nature (e.g. sword +I, chain mail +2, magical bracers, etc.). Most einheriar never carry specialty items such as armor of etherealness or a sword +I, flametongue .

  • Oni | Digital Demiplane

    Oni Large Fiend, Lawful Evil Hero Forge Mini Single mini, no kitbash, 2 variants below Description (From 5th Edition Monster Manual - 2014): In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black. Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them. Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres’ habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items. (From v3.5 Monster Manual I - 2003): This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short ivory horns protruding from its forehead. The eyes are dark with strikingly white pupils, and its teeth and claws are jet black. The ogre mage is a more intelligent and dangerous variety of its mundane cousin. Rapacious and cruel by nature, ogre mages often lead organized raids for slaves, treasure, and food. These creatures dwell in fortified structures or underground lairs, usually living alone or with a small group of ogre followers. Status among ogre mages is measured by wealth. While they do not generally associate with their own kind, they often undertake raids and schemes in competition with one another to amass the most riches. An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor. Ogre mages speak Giant and Common. Combat : Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle. Ogre mages hold deep, abiding grudges, however, and the unwise person who crosses one would do well to keep looking over one’s shoulder. Spell-Like Abilities: At will—darkness, invisibility; 1/day— charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Ogre Mages as Characters: Ogre mage characters possess the following racial traits. — +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma. —Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. —Space/Reach: 10 feet/10 feet. —An ogre mage’s base land speed is 40 feet. It also has a fly speed of 40 feet (good). —Darkvision: Ogre mages can see in the dark up to 60 feet. —Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. —Racial Skills: An ogre mage’s giant levels give it skill points equal to 8 × (2 + Int modifier minimum 1 ). Its class skills are Concentration, Listen, Spellcraft, and Spot. —Racial Feats: An ogre mage’s giant levels give it two feats. — +5 natural armor bonus.. —Special Attacks (see above): Spell-like abilities. —Special Qualities (see above): Regeneration 5, spell resistance 19. —Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc. —Favored Class: Sorcerer. —Level adjustment +7. (From 2nd Edition Monstrous Manual - 1993): The [ogre mage] has light blue, light green, or pale brown skin with ivory horns. The hair is usually a different color (blue with green, green with blue) and is darker in shade; the main exception to this coloration is found in ogre magi with pale brown skin and yellow hair. They have black nails and dark eyes with white pupils. The teeth and tusks are very white. Ogre magi are taller and more intelligent than their cousins and they dress in oriental clothing and armor. Combat: Ogre magi can perform the following feats of magic: fly (for 12 turns), become invisible , cause darkness in a 10-foot radius, polymorph to a human or similar bipedal creature (4 feet to 12 feet tall), and regenerate one hit point per round (lost members must be reattached to regenerate). Once per day they can do the following: charm person , sleep , assume gaseous form , and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage). [Ogre magi] attack with magic first and resort to physical attacks only if necessary. They are +1 on morale. In battle, ogre magi prefer the naganata (75%) or scimitar and whip (25%). Those found in oriental settings might (25%) possess ki power or have mastered a martial arts form. As ogre magi are intelligent, they will not fight if faced with overwhelming odds, but will flee to gather their forces or hide. Habitat/Society: These monsters live in fortified dwellings or caves and foray to capture slaves, treasure, and food. Ogre magi priests of up to 7th level have been reported. Tribes are small, with 2-5 females and 1-3 children that will not fight, but rather seek to escape in gaseous form. These monsters are extremely protective of their young and will battle with savage abandon to save one’s life. If a young ogre mage is captured, these creatures will pay high ransom for its return, but they will seek revenge and will never forget the insult of the kidnaping. If encountered in their lair, ogre magi will be led by a chief of great strength (+2 on each Hit Die, attacking and saving as a 9 Hit Dice monster). Treasure is divided by this chief and his trove is always the richest. The tribe will have their own clan symbol typical to the oriental lands, and this symbol will be stitched on its war banners and flags as well as on armor and headdresses. The chief will often have the tribe’s symbol tattooed on his forehead or back. Ogre magi speak the common tongue, their own special language, and the speech of normal ogres. (From 2nd Edition Monstrous Compendium: Kara-Tur Appendix - 1990): Oni are ferocious lesser spirits who use their awesome strength and magical abilities to dominate and terrorize the regions they inhabit. The common oni stands 7 to 8 feet tall, resembling a thickly-muscled humanoid whose arms and legs are covered with coarse hair. Their hands end in dirty, thick talons, and hooked toenails grow from their wide feet. Their skin is normally red, but other colors have been noted, including green, black, orange, and purple. Blue-skinned oni also exist, but these are more commonly known as ogre magi , because they have as much in common with the western ogre as they do they with eastern oni. The features of the common oni are fearsome to behold. They have from one to three bulging eyes and broad, pointed ears. One or two thick horns may sprout from their foreheads. Many oni wear shoulder-length hair — usually silver, black, or green — which sometimes is tied in long braids that drape down their backs. Long golden or ivory fangs line their mouths. An oni’s garb imitates the clothing of the local human population. If an oni band dwells near a military outpost, the lesser spirits usually wear armor pieces, including metallic arm and leg bands and even military insignia that have been taken from murdered soldiers. If an oni band lives near a poor farming community, they usually don peasant smocks and sandals. In any case, an oni’s equipment and clothing is always more ragged and filthy than that of his human counterpart. Common oni can speak the language of their kind, as well as the languages of tengu , bakemono , hengeyokai , and the local human population. Their voices are deep, resonant, and very loud. An oni’s snore rumbles like thunder, while its laugh is powerful enough to shake the leaves from the trees. Combat: Most common oni are bloodthirsty and cruel. Not only do they attack for food, but also for the sheer delight of hurting and bullying other creatures. The common oni usually fights with a pair of two-handed swords, one in each hand, but the creature will use other large weapons if available. It also can make slashing attacks with its powerful claws. The common oni can polymorph self three times per day, fly three times per day, become invisible two times per day, use cloud trapeze (for themselves only) once per day, and cause fear at will. A few common oni (5%) can spew a column of molten copper at a target up to 10 feet away (make a normal attack roll), causing 4-24 (4d6) hit points of damage. The oni can make one copperspitting attack each day. Common oni frequently command lesser creatures such as bakemono, goblin rats , and jiki-niku-gaki . When common oni are encountered, there is a 10% chance that they are accompanied by 2-20 (2d10) of these creatures. (To randomly determine the type of creatures accompanying oni, roll 1d6; 1-3 = goblin rats, 4-5 = bakemono, 6 = jiki-niku-gaki.) In the oni lair, 4-40 (4d10) bakemono or goblin rats are always present (50% chance of each), attending the court of the more powerful oni. A hungry or enraged oni typically attacks by charging its opponent, slashing with its weapons or claws like an uncontrollable beast. However, oni bands are capable of more subtle strategies, particularly when ambushing travelers or other unsuspecting prey. For instance, one oni may use polymorph to become a friendly-looking farmer, who engages a traveler in conversation. Meanwhile, other members of the oni band may become invisible , and attack the traveler from behind. If a battle turns against an oni band, one of the lesser spirits may use its cloud trapeze ability, escaping to rally goblin rats or other reinforcements. Although oni have little concern for other creatures, they do have a sense of honor and pride, and resent being implicated in crimes they did not commit. For instance, the tale is told of a yakuza gang who convinced a village that an oni had committed certain crimes. In truth, the yakuza themselves were responsible. When the villagers began to hunt the oni, it became enraged, vowing to seek out and destroy the yakuza. (The oni enjoyed its notoriety as the scourge of the countryside, but it was not about to accept the blame for the yakuza gang’s actions.) The oni made peace with a group of sympathetic humans, who helped the lesser spirit track down the yakuza. Following the yakuza’s defeat, the oni honorably parted company with the humans. Then it resumed its evil ways. Habitat/Society: Habitat/Society: The creation of the oni remains a matter of speculation. Most scholars believe that oni originate from the corrupted spirits of evil humans. Others believe the Celestial Bureaucracy created oni to test the diligence of Kara-Tur’s more noble inhabitants, as well as to maintain the balance between good and evil. Regardless of their origin, oni persist throughout Kara-Tur, thriving in most of the world’s temperate lands. Oni usually dwell in desolate and forbidding places, such as rocky mountain regions, deserted ruins, and other sites commonly considered to be haunted. They also may take up residence along a lonely highway near a shrine or gate, harassing all who pass by. Occasionally, an oni may live within a city, hiding in vacant buildings or in the shadows of the city’s most destitute streets. In rare instances, one of these vicious spirits may rule a small village of humans, and live within the village. This powerful oni may use its polymorph ability to disguise itself as a human tyrant. If it is especially arrogant, it may operate openly. An oni band may comprise up to 100 members. Decisions are made collectively by the largest and wisest oni. Females are as powerful as males, fighting with equal prowess and sharing in the command. Male oni have been known to take humans for brides. Common oni enjoy music and dance. Occasionally they can be found playing red and blue flutes, singing and stomping for hours on end. Such celebrations often follow an oni victory in battle or the discovery of a luxurious treasure. Interrupting an oni musical performance is guaranteed to infuriate them. Oni covet treasure of all types. Typically, they bury valuables in sturdy iron chests near their lairs. Some oni swallow their treasure items, keeping them safe inside their stomachs. Ecology: Oni have vast appetites and eat all kinds of game and domestic animals. They’re especially fond of cattle, deer, sheep, and large birds. Human or humanoid flesh also has been known to end up in their stomachs. According to legend, a thirsty oni once drank an entire lake in one sitting; when made to laugh, the oni coughed up the water and refilled the lake. In addition to bakemono, goblin rats, and gaki, oni will associate with other evil creatures and humanoids, provided such associations promise to benefit the oni. Oni are fond of black animals such as ravens, black snakes, and black cats, and will often pause to admire and speak with them. An island inhabited entirely by oni is rumored to exist somewhere in the middle of the Celestial Sea. No human explorer has ever visited the island — at least, none has returned from such a visit. The island is said to be the home of elderly oni who have grown weary and wish to live out their days in peace. Towering mountains of black diamond, rivers of molten silver, and beaches of crimson sand grace the isle. A high iron gate rings the place completely. Thousands of tiny black oni, each no more than a foot tall, guard the island against intruders. In spite of their size, these tiny oni are said to be as powerful as their larger counterparts. Go-Zu Oni Go-zu oni are the most powerful type of oni. Unlike common oni, who are masterless, the go-zu oni are soldiers of the Celestial Bureaucracy. They serve their commanders faithfully and loyally. Go-zu oni resemble common oni, but they are larger, and their bodies are thicker. Their skin is usually dark orange, gray, or deep purple. They have the heads of bulls, with large snouts, small ears, and two long horns. Go-zu oni wear ornate robes and polished armor, which is appropriate to their position as servants of the Celestial Emperor. They speak all human languages, along with the languages of tengu, oni, bakemono, all animals, and the Celestial Court. Go-zu oni fight with two-handed swords, spears, naginata, halberds, and tridents. In combat, they can make two attacks with a weapon or with their hands. They also can make a single goring attack with their horns. They can polymorph self , cause fear , become invisible , fly , and cast fire shuriken at will. Twice per day, they can use cloud trapeze (for themselves only). They automatically can detect invisible objects and creatures. Their strength equals that of a hill giant , and they regenerate 3 hit points per round. Along with the me-zu oni, the go-zu oni form the bulk of the Celestial Emperor’s army in times of trouble and insurrection. They also oversee the lands of the dead and serve as escorts to these lands for the reluctant departed. Go-zu oni have no permanent lairs in the Prime Material Plane; they make their homes in the Celestial Court. Me-Zu Oni Like the go-zu oni, me-zu oni are servants and soldiers of the Celestial Emperor. The me-zu oni hold higher positions in the army, however, and command the go-zu oni. When encountered, the me-zu oni are always on a specific mission assigned by the Celestial Bureaucracy. They will not tolerate interference from humans or other lesser creatures. Me-zu oni resemble go-zu oni, but are larger, and have the heads of horses. They also lack horns. Me-zu oni can speak and understand any language. In addition to the weapons used by the go-zu oni, me-zu oni may use whips and lassos to attack their opponents. They can polymorph self , become invisible , cause fear , and fly at will. They can become ethereal and astral three times per day each, and can use cloud trapeze (for themselves only) three times per day. They have the spell casting ability of 10th-level wu jen; their most common spells include fiery eyes , melt , fire shuriken , whip , animate fire , fire ruin , hold person , dancing blade , polymorph other , wall of fire , creeping darkness , and fire breath . They boast sight abilities equaling the true seeing spell, which are in effect at all times. Their Strength equals that of a stone giant , and they can regenerate 3 hit points per round. (From Planescape Uncaged: Faces of Sigil - 1996): CONCERNING ESTAVAN: Grandfather Traban, I have been only a day in Ironridge and stillI have heard the news. As soon as I left on this trade mission, you paid a visit to Estavan of the Planar Trade Consortium in the Clerk's Wardat his request, I understand. No doubt the sheer stature of the ogre mage and the giant scale of his opulent furnishings were impressive to you! But I find him small indeed. He knows that he is to deal only with me when it comes to matters of the forge. He waited until I had gone and then came to you for permission to send our armor across the planes. Is this the sort of person you want to conduct business with? It is not a matter of gossip, but fact, that many who benefit from Estavan's vast trade networkare then asked to pay him specialfavors. We owe no one, Grandfather. And I feel his interest has less to do with our metalwork and more with me, personally. Although it is on a much larger scale, he basically does what I do. He procures goods, some of them exotic, for his customers. He arranges trade and sells items for those without his connections. (Primarily, he merely directs the transfer of goods and sets up meetings between interested parties. He seems not to handle the goods himself.) He hires groups to protect the Consortium's cargo from the khaasta and the tso-it seems the evil raíders are as much a problem for him as they are for me. But the way Estavan goes about these tasks is decidedly different. He is known to peddle stolen goods for thieves. Further, those he hires to ensure that his items arrive safely are often those who must escape the Cage by any means possible. The desperate berks are assured safe passage and then reduced to slaves, working one of the Consortium's caravans untiltheir debt is paid. Those who are not put to work are simply charged enormous sums for the "privilege"of traveling with one of the Consortium's caravans. Estavan owns people. We must remain independent. The small icon of the Consortium-a long caravan moving through a series of glowing portals - is insidiously appearing on more and more cargo across the planes. I know of at least three Consortium offices in Sigil. Estavan roosts in the Clerk's Ward, not far from the Hall of Records, but others like him have taken up residence in the Lady's Ward and in the Market Ward, as well. As I'm sure yon know, the headquarters of the Consortium lies in the gate-town of Tradegate. But the organization has begun to creep into its border plane, Bytopia - especially the trading burg of Yeoman. In fact, though Estavan is said never to be seen outside ofhis Sigiloffice, he is a frequent presence in the markets of Yeoman. (Some say a bronze door in his gandy office is actually a portal.) Of course, the ogre is also known to have the ability to change his form. Who can say where or even who he is? He simply is not our kind, Grandfather. Ogres normally have a taste for our flesh. And now he clomps about in a red silk kimono, offers you Arborean spice tea, and says he is your friend? Have you seen how he fawningly courts the wealthy titan Zadara? She pulls the strings of many a business in the Cage. No doubt Estavan wants her to throw in with the Consortium. You must have noticed his flashy necklace; his long, filed, black nails; his polished horns; and his powdered, paleblue skin. He is no doubt one of the vain patrons who frequents larmid's spa near theGreat Gymnasium (The Other Place). Why would Estavan deign to smudge himself by shaking hands with a metalworker? And what ofhis ridiculous ivory tusks, so ornately carved with designs of significance to no one? They're a monument to self-absorption. Estavan doesn't run a business as we do, either. He sees the law not as something to follow, but as something to shape to suit his concerns. And the customers he tries to ingratiate himself with (save me from that horrible, nasal laugh) can quickly become his enemies if he feels they have acted unfairly or have not bent to his will. Then it becomes war for the ogre mage, and blood is spilled. He is ruthless. The ornate polearm he uses as a walking stick is actually a magical weapon, a naginata. He's been known to wield it with relish. I repeat this next information for your sake only, but it is said that Estavan has his manicured hands in another war. That he secretlyaids Koe-the alleged leader of a cabal of celestials that runs arms to both sides ofthe Blood War- in transporting weapons from Mount Celestia, Bytopía, and other Upper Planes. None of this is done above board, of course. And who knows what price he exacts from those involved? We have no need for deception, ploting, and scheming. We are simply good at what we do. Estavan is a success, but it comes only from ordered evil. He belongs to the Fraternity of Order, and many foolishly believe him to be upstanding. But like others in Stgil who deal with the ogre mage - like the fiend A'kin, who imports magical items, and the gnome Kesto Brighteyes, who receives shipments of books - we have a family tradition, centuries of history tied to our business. Why should we give Estavan our name? Does he represent you? The arcanaloth Shemeshka has rebuked him - she is successful enough on her own. She snaps up businesses as if they were ripe apples. I expect that she hopes to one day bend Estavan and the Consortium to her will. It must put wrinkles in the ogre mage's fine gown to think of her competition. I, however, am a small thorn in his sizable side. But I will continue to refuse and elude Estavan. We must not enter into any lawful contract with him. We must not give him any hold on us. I don't need things on a larger scale. WE don't. Grandfather, you know I find gossip a waste of time. This letter is not gossip. It is a warning. We must not let Estavan put his mark on us. It is a mark that will brand us for life. - Tarholt Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands, Prime material Plane Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - DnDBeyond 3rd Edition: - Realmshelps.net (common Oni) - Realmshelps.net (Go-Zu) - Realmshelps.net (Me-Zu) 2nd Edition: - mojobob's website (Ogre Mage) - mojobob's website (Oni) Abilities - Shapeshifting - Innate spellcasting - Nightmare Ray (2024e) - Magic weapons and claw attacks - Regeneration Appearance This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short ivory horns protruding from its forehead. The eyes are dark with strikingly white pupils, and its teeth and claws are jet black. Size Hero Forge: 9 ft. (no kitbash) Lore: Large (10.5 ft. tall) Suggested: Large Other Monikers Ogre mages, ogre magi, go-zu oni, me-zu oni Sources - Forgotten Realms Wiki - Angry Golem Games - 5th Edition Monster Manual - DnDBeyond - v3.5 Monster Manual I (2003) - 2nd Edition Monstrous Manual (1993) - 2nd Edition Monstrous Compendium: Kara-Tur Appendix (1990):

  • Ravid | Digital Demiplane

    Ravid Medium Aberration, Neutral Hero Forge Mini Kitbashed, single mini Description (From 3.5e Monster Manual I - 2003): This creature has a long, serpentine body that trails away as it floats effortlessly through the air, and a single claw that juts forward near its head. Ravids are creatures from the Positive Energy Plane. These bizarre entities imbue creatures with energy by their touch and animate lifeless objects around them. Ravids that make their way to the Material Plane wander about aimlessly, followed by the objects to which they have given life. A ravid is about 7 feet long and weighs about 75 pounds. Combat : Ravids fight only in self-defense. A ravid itself is not very powerful but is always accompanied by at least one animated object that defends it. Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage. Animate Objects (Su): Once per round, a random object within 20 feet of a ravid animates as though by the spell animate objects (caster level 20th). These objects defend the ravid to the best of their ability, but the ravid isn’t intelligent enough to employ elaborate tactics with them. Flight (Su): A ravid 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. Feats: A ravid has the Multiattack feat even through it does not have the requisite three natural weapons. (From Planescape: Monstrous Compendium Appdendix III - 1998): The ravid is a creature native to the Positive Energy Plane. That alone makes it a rare beast, since very little life hails from that brilliant place. And that’s a bit odd in itself — shouldn’t a plane full of life-giving energy spawn all manner of beings? A good many bashers think so, but it just ain’t true. See, the plane has too much energy. Some graybeards even believe that life springs up all over the plane, but that it’s instantly destroyed by the sheer overwhelming vitality, its own esence going to create something else — an infinite cycle. By all accounts, the ravid’s a strange exception to this idea. It exist on the Positive Energy Plane, but no one’s ever going to notice. It’s just a part of the natural life force there and is even considered “common”. Only when the ravid somehow leaves the plane of its origin will anyone even tumble to the fact that it exists. And tumbe they will — the ravid, composed of life-giving energy, is creation incarnate. In its wake, things simply come to life. That makes it one of the most volatile and dangerous creatures a body’s likely to come across. In appearance, a ravid resembles a 6-foot-long serpent with no mouth and a single, spindly arm. It glows brightly with a golden light, illuminating whatever area it currently occupies with the force of a continual light spell. Combat: A ravid’s not likely to fight unless threatened, in which case it strikes with its single limb (causing 1d4 points of damage) and whipping tail (causing 1d6 points). Each of these attacks also carries with it an energy jolt. Victims struck must make saving throws versus paralyzation or feel the effect of the jolt. Note that it’s possible for the rabid to strike a sod with both its limb and its tail, thus delivering two separate jolts. The Dungeon Master should determine the effect(s) on the victim by the following roll: 1d6: 1-3 = The victim gains 2d4 hit points. If the new total places him over his normal maximum, he suffers burnout, and loses 1d4 hit points permanently. 4-5 = The victim is hasted for 2d4 rounds, and then ages 1d2 years from burnout. 6 = The victim receives the benefits of a strength spell, but then loses a point of Strength from burnout. Ironically, a jolt may heal the damage inflicted by the attack that delivered it. Such is the nature of positive energy. ’Course, a ravid’s unconscious ability to grant life isn’t nearly so welcome. Once per round, an object or portion of an object within 10 feet of the ravid is permanently imbued with life, Intelligence, and mobility. The DM should treat these items as if affected by an animate object spell, but should also roll 3d6-2 to determine each object’s new Intelligence. If the ravid is not within 10 feet of an object in any given round, the ground or air (or whatever does surround the beast on that particular plane) will churn to life as a minor elemental creature, similar to an animental . Each creature thus formed has a 30% chance of being hostile to those around it. However, the situation modifies that percentage chance — for example, a living weapon is more likely to show aggression than a living chair. In all cases, though, the new life forms consider the ravid their creator. They’re never hostile to it, and they even defend their sire if it’s threatened. The ravid, on the other hand, hardly pays its creations any notice at all. It doesn’t have the brain-box or the motivation to “command” them. Sometimes, the animated objects follow the ravid around, and sometimes they just wander off on their own. Another point worth noting: While a ravid passing by a dead creature may imbue it with life, the deceased being is not resurrected. That is, a planewalker’s corpse might be animated, but the original spirit won’t return from wherever it’s gone to rejoin the body. An energy drain spell or the touch or a life-draining creature like a spectre or a wight automatically slays a ravid. In the case of an undead creature, however, it is destroyed by the ravid in turn. Habitat/Society: As mentioned above, the very idea of a ravid has no real meaning in its native environment. The creature becomes significant only when it makes its way to another plane by being summoned, passing through a portal, or just tagging along behind a group of careless planewalkers. Once on another plane, the ravid timidly begins to explore its new surroundings. Most of them see the multiverse as a sad, lonely expanse that needs to be filled with life, and they take it upon themselves to bestow that great gift upon as many objects as they can. (For this reason, they often avoid creatures that’re already alive — especially other ravids.) Folks encountering a ravid might never actually see the creature itself, but instead find themselves in a desolate area where everything is alive. The energy beast might have long since departed, or it might be in hiding from the bashers. Ravids are terrified of undead creatures and flee from them on sight. Intelligent undead despise the life-giving ravids and try to kill them, even if it means their own destruction. Ecology: The ravid, by its very nature, doesn’t “feed” on anything. Its diet, rather, consists of giving energy to other objects rather than taking something away. Ravids are spontaneously generated on the Positive Energy Plane, and have no way of creating more of their kind on their own. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Positive Energy Plane Stat Block 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Claw and tail slam attacks cause strange energy effects on creatures - Awakens objects to living sentience within 10 feet that are friendly to ravid - Creates creatures out of positive energy that are friendly to ravid - Can bring corpses back to life, but not return their souls - Immune to radiant damage - Flight Appearance This creature has a long, serpentine body that trails away as it floats effortlessly through the air, and a single claw that juts forward near its head. Size Hero Forge: 6-8 ft. (kitbashed) Lore: Medium (6 ft. long) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - TLDR (youtube video) - v3.5 Monster Manual I (2003) - Planescape: Monstrous Compendium Appendix III (1994) - mojobob's website

  • Lady's Maze - Cursed Elf City

    Lady's Maze - Cursed Elf City Author(s) Matt-GM, John-Fercher talespire://published-board/TGFkeSdzIE1hemUgLSBDdXJzZWQgRWxmIENpdHk=/0e79be9f42ad82a2e285789910000067 Features - Majestic marble buildings in the style of Rivendell and Lothlorien (exterior only) - Epic grasslands and cliffs - Gigantic tree with winding stairwell leading to canopy houses - Glowing moon bridge at the map’s edge escapes the maze Notes - Most buildings were made very quickly for this map alone. They have no interiors - Warning: extremely performance-heavy map. Expect low framerates - Maze based on the home city of the elf ranger in our goup - he fled the town long ago, taking a cursed item with him, to protect his family. In the maze, he must endure his friends and family becoming cursed, and attacking him - With a few lighting and fog adjustments, this board could easily be repurposed into a real, non-cursed elf city, and be pretty beautiful - Took the trees from a Rivendell map on TalesTavern Board Link Lady's Maze - Cursed Elf City Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/

  • Gehenna - Khalas

    Gehenna - Khalas Author(s) Matt-GM talespire://published-board/R2VoZW5uYSAtIEtoYWxhcw==/c460d15f46da5055475a32a53499b17f Features - Khalas, 1st great volcano of the fiery slopes of Gehenna. - As bad is it is here, Khalas is known as the "gentle land." Most think the name is ironic, but those who have traversed the horrors of Gehenna's other volcanoes know the "gentle" label is actually literal. - All gravity is (at minimum) a forty-five degree angle from the ground; there is no flat land on Genenna, and all non-flying creatures feel as if they are constantly on a steep, treacherous slope.... which they are. The most common cause of death here is being scatterd on the slippery rocks a thousand feet down. The second most common cause is lava – Fiendish yugoloths (a.k.a. daemons) and their barghest pets overrun Gehenna, and are some of the most evil and treacherous creatures in existence – Thieving linqua pickpockets creep in the shadows - Beware caves, especially volcanic ones (which is most of them); and especially large caves, where dwell pyroclastic dragons - The cursed River Stryx runs down the mountains and through the caverns of Khalas, and is one of the few ways off Gehenna, but the Styx's poison waters destroy a creature's mind and memory Notes - A hell dimension loosely based on judaic mythology - In D&D, the souls of evil bastards who were a little too chaotic and greedy for the nine hells might end up here, and have a very bad time - Portal (fire ring) can be closed with a hide volume - The equipment (and corpses) of adventurers who fell to their deaths are strewn about the mountains - There are 3 caverns to explore, complete with hide volumes, but they're a bit tricky to navigate thanks to the steep, 45-degree angle requirement of every floor, and the obstructive geometry of the cliffside; If you think your players will struggle, recommend you copy-paste the caverns to a clean board and rebuild the hide volumes - One cavern leads to a shrine of Bhaal, god of murder, whose domain is in Gehenna... the treasure there might curse mortals with murderous urges; the shrine has its own atmosphere marker, and I really struggled with the lighting of the skull; still not fully happy with it - The largest, lava-filled cavern leads to a caldera boss room, which might be a good lair for a pyroclastic dragon; a massive hoard of treasure awaits in a cave beyond - The deepest caverns lead to an underground stream connecting to the River Styx, which players can use to get in and out of Gehenna; however, beside the Styx is a bone-filled lair of a monster/fiend, who hoards the treasure of new visitors fresh off the ferry Board Link Gehenna - Khalas Assets from Tales Tavern None

  • Cranium Rat | Digital Demiplane

    Cranium Rat Tiny Beast, Lawful Evil Hero Forge Mini Kitbashed, single mini, 1 variant below (from Volo's Guide to Monsters - 2016): Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells. A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can’t drop below 4 and becomes 15 again if it rejoins the swarm or another one. Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain , transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy. Cranium rats occasionally spread beyond the elder brain’s range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire. (from Planescape: Morte's Planar Parade - 2023): The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents. (from Planescape Monstrous Supplement - 1994) The following passage is taken from the dreams of Bilfar the Diviner, who believed that secrets fled their sleeping masters every night: “A small, crawling form itched into the back of my brain, and I dreamed of its words. My dreams had caught the secrets of one called vishkar, and it said: “Fear me. Fear my coming. What others know of me is a mask that hides my true might. They think I am vermin, those rats whose brains pulsate with bilious light. They do not know I see through the thousand eyes of my body. My body lives among them, and they do not see me. “Upon waking I had the image of the cranium rat, commonly seen in the dark corners of pestilent villages, locked into my mind. But my dream was this creature, and yet it was not. Perhaps I will dream it again.” Indeed he did dream it again, but Bilfar never lived to publish his stolen secrets. A month after he penned these words, he was dead. Perhaps his dresms caught another, darker secret, for his servant found him one morning, bled dry from a hundred tiny wounds. Combat: While dangerous and unpleasant, the cranium rat is not an aggressive creature. Like most vermin, it avoids open attacks in favor of flight or ambushes. Indeed, in the latter action the cranium rat shows a cunning skill. Cranium rats usually move in packs of ten or more. They hide in garbage or the crack of a wall until a victim ventures close and then swarm out and strike, but even then they won’t fight for long. If the victim cannot be slain or crippled in a just a few rounds, they break off and scatter in all directions, making pursuit almost impossible. Still, these actions are no different than those of most other vermin, and they are not what make the cranium rat truly dangerous. It is the slight mental prowess of these creatures that makes them truly menacing. Individually, these creatures are little more than clever vermin, but cranium rats are seldom encountered singly. They’re many creatures and one creature all at once, as they possess a type of group mind. A cranium rat is automatically in telepathic contact with every other such creature within 10 feet, which allows them to share not just thoughts, but also brain capacity — every five rats in contact generate 1 point of Intelligence. Thus, one to four rats have no more than animal intelligence (1 point). Add another rat and the group becomes semi-intelligent (2 points). Fifty rats in a single area have the intelligence of an average person (10), while 100 rats in close quarters would be frightening (20 Intelligence)! Theoretically there is no upper limit to the group mind, but no packs have been found with an Intelligence higher than 20 or so. Perhaps with overpopulation comes metaphysical insight, such that these creatures ascend to a higher level of existence. Or perhaps overpopulation brings about a sudden decrease in their numbers. With increasing Intelligence comes increasing powers, as shown on the table below. Entries in color apply to that level and higher. Spells can be used daily. For example, a pack with an Intelligence of 7 can use pne lst-level wizard spell each day. Intelligence: Ability: 1-6 Standard 7 1 spell level of wizard spells 8 2 spell levels of wizard spells 9 Mind blast , 1/3 rounds 10 3 spell levels of wizard spells 11 4 spell levels of wizard spells 12 Mind blast , 1/2 rounds 13 5 spell levels of wizard spells 14 6 spell levels of wizard spells 15 Mind blast , every round 16 Immune to gases 17 Immune to cold 18 10% magic resistance 19 40% magic resistance 20 70% magic resistance The group mind also confers several defensive advantages upon the creatures. First, when calculating damage from area-affecting spells, treat the Hit Dice of the communal creature as a pool. For example, casting an 8-HD firesball at a horde of 30 rats destroys just eight of them if the saving throw is failed. If the save is successful, only four (half damage) rats are destroyed. In other words, ignore the individual hit points of the rats for area effects. Second, the rats save as if they are a creature of as many Hit Dice as their Intelligence. In the example above, 30 rats have a 6 Intelligence, so the horde saves as a 6-HD creature. The communal nature of their Intelligence is also the cranium rats’ weakness. When members of a pack are killed or scattered, the Intelligence of the pack immediately drops, and the pack loses any special powers attributable to the communal mind. The communal mind, however, is highly resistant to mental attacks. A pack with an Intelligence of 5 or higher is immune to sleep spells (by virtue of its effective Hit Dice). The pack acts quickly to break its telepathic link with rats that have fallen under another creature’s control. Consequently, spells such as suggestion and charm monster affect but a single rat (although the rat gains the benefit of the pack’s saving throw). Habitat/Society: So continues Bilfar’s notes: “The vishkar’s secrets flee it at night, arriving piecemeal for my studies. Where they come from I cannot tell — there are too many images of too many places — but in all of these them is a common thread. It is a pulsing green vein that is the cord to a master who steals secrets from others. I am forced to guess that the vishkar is an agent of Ilsensine, the great god-brain of the illithids. Vishkar is the eyes and ears of its lord, gathering in all it sees and hears to please that ravenous power. A thousand eyes gather a thousand scenes all at once. “Curious, I inquired with travelers and caravan masters about the extent of the cranium rat. I myself have seen them in Sigil, and I am told they are not uncommon in the Lower Planes. “I have seen myself in my own dreams, asking and re-asking these questions. There are also dreams of packs searching me out. Are these the dreams of my mind, or secrets I have captured? Even my philosophies fail me here, but I think precautions are necessary.” Ecology: Cranium rats subsist on a diet only slightly more carnivorous than the normal rat. The extent and purpose of their powers are held closely secret, less Ilsensine’s instruments be exposed. Those who discover the true purpose of the cranium rats are under sentence of swift and terrible death. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outer Planes, Sigil Stat Block 5th Edition: - 5eTools: Cranium Rat Squeaker , Cranium Rat Squeaker Swarm - DndBeyond: Cranium Rat Squeaker , Cranium Rat Squeaker Swarm - Planescape: Morte's Planar Parade (2023) 2nd Edition: - Mojobob's Website Abilities '- Human-level intellect - Hypnotic song casts suggestion, charms aquatic monsters and/or summons more balaena, - Ramming head and stunning tail slap attacks - Acute hearing underwater makes surprise almost imposcreasible - Resistant to bludgeoning attacks - Telepathy allows communication with all creatures, knowledge of alignment and detection of lies (50%) Appearance Cranium rats typically resemble ordinary black- or gray-furred city rats, except their exposed brains appear visible at the tops of their skulls. Both this brain and the rats' eyes are known to glow an eerie light when the rat is using psionics. Size Hero Forge: -- Lore: Tiny (medium swarm) Suggested: Tiny Other Monikers Brain vermin Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - Mordenkainen Presents: Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - DndBeyond: Cranium Rat Squeaker , Cranium Rat Squeaker Swarm - Planescape Campaign Monstrous Supplement (1994) - Mojobob's Website

  • Barghest

    Barghest Barghest Large Fiend, Neutral Evil Hero Forge Mini Kitbashed, mount mini, 1 variant below Description (from Volo's Guide to Monsters - 2016): Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls. The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids. A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn’t kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. (from 3.5e Monster Manual - 2003): A horrifying wolflike monster with blue-tinged fur, long sharp claws, and a fiendish glint of intelligence in its hateful, glowing eyes darts out of the shadows. A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin–wolf hybrid with terrible jaws and sharp claws. Barghests come into the world to feed on blood and souls and thus grow stronger. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether. A fullgrown barghest, such as the one described here, is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited. Barghests speak Goblin, Worg, and Infernal. COMBAT: Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy’s main strength. A barghest’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest’s HD. The save DCs are Charisma-based. Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally. The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act. Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack. Pass Without Trace (Ex): A barghest in wolf form can use pass without trace (as the spell) as a free action. Skills: *A barghest in wolf form gains a +4 circumstance bonus on Hide checks. GREATER BARGHEST: A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack. A greater barghest can reach a maximum of 18 Hit Dice through feeding. Spell-Like Abilities: In addition to the spelllike abilities all barghests possess, a greater barghest gains the following abilities. At will—invisibility sphere; 1/day—mass bull’s strength, mass enlarge. Caster level equals the greater barghest’s HD. Combat : Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest’s spell-like abilities is 14 + spell level. (from Planescape: Campaign Monstrous Supplement - 1994): Of the various monsters that inhabit the rifts of the plane of Gehenna, the barghest is certainly the most common and one of the most fearsome. The barghest’s natural shape is very much the same as that of a large goblin , and when dwelling among goblins, it generally retains that form. While it appears to be a large goblin when it is a whelp, its skin darkens from yellow to a bluish-red as it grows larger and stronger, and eventually its skin turns an even blue at adulthood. The eyes of the monster glow orange when it is excited, but otherwise they are indistinguishable from those of a normal goblin. A barghest is also able to assume at will the form of a large war dog or a wild dog. Hence, the creature has oftentimes been referred to as a “devil-dog”, but this is a misnomer. The precise form taken can vary from creature to creature, but all forms are those of typical wild or war dogs, and it is almost impossible (95% unlikely) to tell one from its natural counterpart. However, natural dogs instantly recognize, fear, and hate a barghest, and they will attack it at any opportunity. Combat: Barghests employ a claw/claw attack in battle. (In canine form, they only bite.) They may only be hit by weapons of +1 or better enchantment. They are not particularly vulnerable to any attack form, but in their canine shape they risk the failure of a saving throw vs. spell when subjected to a fireball , flame strike , or meteor swarm spell: If attacked by such a spell while in canine form and a barghest fails its saving throw, it is instantly hurled to Gehenna. Those returned to the Outer Plane are most likely slain or enslaved by their full-grown fellows, but even if they are not so treated they cannot return to the Prime Material Plane without outside assistance. Barghests are able to perform the following spell-like abilities, once per round, at will: shape change (into either canine or goblinlike form), levitate , misdirection , and project image . They are able to perform the following abilities once per day: charm (person or monster), dimension door , and emotion . When in canine form, barghests are able to move at double their normal movement rate (maximum of 30), pass without a trace (as the spell), and become 75% unlikely to be noticed when motionless. If undetected, they impose a -2 penalty on opponents’ surprise rolls. Habitat/Society: These beings are native to Gehenna and tend to live in isolation on that plane. There, each barghest has its own stronghold and force of servitors, over which it rules despotically. Goblins readily recognize and worship barghests (even in their goblinoid form), but other races find them to be virtually indistinguishable from these common prime-material monsters. The goblin hosts fear and serve the barghests, often going to great lengths to bring them suitable gifts and sacrifices, and the barghests respond by slaying powerful enemies of the goblins as well as generally enriching the goblins’ treasure hoards. Occasionally, a barghest on Gehenna will spawn a litter of six young, which are immediately sent to the Prime Material Plane to feed and grow. Those that survive eventually return to Gehenna, but while they are away, they must feed upon humans and demihumans. Barghest whelps are found either alone or in pairs or the Prime Material Plane, generally living near isolatea communities of humans or with bands of goblins. When barghest whelps first come to the Prime Material, they are relatively weak, having only 6+6 Hit Dice. However, for every energy (experience) level of human (or demihuman) life that they slay or devour, 1 hit point is added to their overall total. Once they absorb eight levels, they gain another Hit Die, plus an additional hit point per die. (Hence, a 6+6 HD barghest who absorbs eight experience levels becomes a 7+7 HD barghest.) Note that 0-level characters are worth only one-half of an experience level to the barghest, so they are considerably less attractive targets than high-level heroes. In addition, each time a barghest gains a Hit Die, its Armor Class decreases by 1 and its Strength score increases from an initial 18/00 to a maximum of 24. When the barghest finally achieves full growth and power, it discovers the ability to plane shift to Gehenna, where it seeks its own reeking valley rift to lord over. What treasure barghests gather into their own strongholds in Gehenna is unknown, although it is rumored to be great. However, while they live upon the Prime Material Plane, they accumulate no personal treasure. Ecology: The barghest passes through different stages in its life. As a whelp it is a hunter and tracker consigned to the Prime Material Plane. There it grows in cunning and wisdom until it is ready to enter into the next stage of its life. At this phase it returns to Gehenna and becomes a leader. It is still a hunter, though now its tactics and attitudes are greater, to match the game — other intelligent beings — that it hunts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gehenna, Prime Material Plane Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - DndBeyond 2nd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Transforms into wolf-like fiend or small goblin - Eats the souls of victims - Innate Spellcasting - Immune to acid, poison - Resistant to cold, lightning, nonmagical attacks - Telepathy Appearance A horrifying wolflike monster with blue-tinged fur, long sharp claws, and a fiendish glint of intelligence in its hateful, glowing eyes darts out of the shadows. Size Hero Forge: 5'10" (XXL) Lore: Medium to Large (5-9') Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DndBeyond - 3.5e Monster Manual (2003) - Planescape: Campaign Setting Monstrous Supplement (1994) - Mojobob's Website

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