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  • Cornugon

    Cornugon Cornugon Large Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Planescape: Monstrous Compendium Appendix I - 1994): Cornugons, the elite fighting force in Baator , form terrifying armies up to 2,000 strong. Only pit fiends may lead these hideous fighting forces into battle. Pit fiends and gelugons prize cornugons as personal guardians and try to obtain them as personal retainers. The Dark Eight have 106 cornugons in their retinue. Cornugon armies usually form only in the lowest layers of Baator. In the upper layers, individual comugons serve as generals to vast armies of lesser baatezu. This duty is desirable for its rapid advancement, second only to guardian duty among the Dark Eight. The cornugons are greater baatezu, and as such enjoy a certain prestige. Of all the baatezu, the cornugons and hamatula advance most rapidly. With several successful campaigns to their credit, heroic comugons receive promotions to the upper layer of Baator, where they command vast, gruesome legions of baatezu. From there, distinguished action leads to promotion to gelugons, the ruthless inhabitants of the frigid layer of Caina. Although powerful and cunning, the cornugons display treachery in their ranks least often of all baatezu, due to their militaristic nature. Their loyalty makes them an unusual asset. It is said that the 106 cornugons that guard the Dark Eight are completely loyal and would give their lives in defense of the council, behavior nearly unheard of in Baator. Whether this is due to genuine loyalty or fear of the pit fiends is unknown, but seldom in the history of the Dark Eight has a cornugon guardian displayed traitorous behavior. Combat: Cornugons are fearless fighters, rarely retreating from combat even against overwhelming odds. They have 18/00 Strength (+6 damage adjustment). Cornugons attack with their tail for 1d3 points of damage, creating a wound that bleeds 1 point per round until treated. In addition, they attack with either claws (1d4 points of damage) and bite (1d4+1 points of damage), or with a barbed whip (1d6 points of damage and save vs. paralyzation or be stunned for 1d4 rounds). In addition to the magical abilities inherent in all baatezu , cornugons can use the spell-like powers detect magic , ESP , lightning bolt (3 times per day), produce flame , pyrotechnics and wall of fire (once per day). They can attempt to gate in the following: 2 to 12 barbazu (50% chance, once per day), 2 to 16 abishai (35% chance, once per day), and 1 to 3 additional cornugons (20% chance, once per day). All comugons radiate a fear aura in a 5-foot radius. Anyone entering the radius must save vs. rod, staff, or wand or flee in terror for 1d6 melee rounds. Cornugons regenerate 2 hit points per melee round. (From Monster Manual (2014): Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm’s way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying. A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Aidedd - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Serrated tail attacks - Magic weapons, bite - Hurls flame - Summon devils - Devil sight pierces magical darkness - Magic resistance - Flight Appearance They look frightening: 9 feet tall, only vaguely humanoid, and covered with grotesque scales. Their huge wings and snaking, prehensile tail add to their intimidating demeanor. In combat they favor a long barbed whip. Size Hero Forge: 7 ft. (XL) Lore: Large (9 ft.) Suggested: Large Other Monikers Horned devils, malebranche Sources - Forgotten Realms Wiki - Basic Rules (2014) - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I - DnDBeyond - Mojobob's Website

  • Draegloth

    Draegloth Draegloth Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Volo's Guide to Monsters - 2016) A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother’s house, lending its thirst for destruction to that house’s plans to triumph over its rivals. Blessing on the House. The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth’s favor — and a sign of Lolth’s disregard for the family’s rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn’t have a draegloth of its own. Subservient Enforcers. Although it plays an important part in the welfare of its house, a draegloth can’t rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house’s enemies. A draegloth that can’t suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth’s plan for sowing even greater chaos is unclear. Brute Cunning and Dark Magic. A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated tactics, but a few go on to learn more destructive magic. (from Monster Compendium: Monsters of Faerun 3rd edition - 2001) Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a draegloth is a half-fiend terror that stalks the underdark. While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. They look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have dark vision with a range of 60 feet. They speak Abyssal and Undercommon. Draegloths are often wizards or clerics of Lolth. Their favored class is cleric. In the drow city of Menzoberranzan, the graduation of students from the Academy is marked by a ritual of horrible depravity. The cornerstone of this ceremony of graduation is the conjuration of a glabrezu by a top-ranking student priestess. The end result of this ceremony, on rare occasions (perhaps once every decade) is the birth of a draegloth. The drow of Menzoberranzan view draegloths as a special blessing from Lolth, a sign of the fickle Spider Queen's favor on the young high priestess' family. That family often takes the draegloth as a sign that it is time to strike out at a rival family, and begins making its plans to exterminate a rival house. When those plans come to fruition, the draegloth is often a key factor in the success of the mission. Combat : Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Draegloths can use the following spell-like abilities once per day, as a 6th-level sorcerer: dancing lights, desecrate, faerie fire, and unholy blight. They can also cast darkness four times per day. Draegloths are immune to poison and sleep-inducing spells and effects. Draegloths have acid, cold, electricity, and fire resistance 20 and gain a +2 racial bonus on their saving throws against enchantment spells or effects. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material (drow underdark) Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - DnD Wiki - DnDBeyond Abilities - Four arms, extreme strength - Advantange on charm saves - Cannot be put to sleep by magic - Bite, claw - Innate Spellcasting Appearance A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated doglike snout, and a mouth full of sharp teeth. Size Hero Forge: 8'5" Lore: Large Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994)

  • Green Abishai

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

  • Razorvine | Digital Demiplane

    Razorvine Medium Plant, Neutral Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From 5th Edition Dungeon Master's Guide - 2014): Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns. (From Planescape: Monstrous Compendium Appdendix III - 1995): Razorvine’s a fact of life in Sigil and on some of the Lower Planes. It’s a black-leaved creeper or ivy with an exceptionally sharp-edged stem hidden under the lush foliage. The plant’s capable of surviving almost any conditions, and flourishes in most environments — regardless of the quality of soil, atmosphere, rainfall, or light. Razorvine can grow several feet in a single day, and can cover a small building or untended wall in a week. There are few creatures as can stomach razorvine, so its growth is often unimpeded by natural means. A single razorvine plant can have anywhere from 2 to 20 separate vines, all linked to a common root system. The vines twist and intertwine in diabolical knots, so it’s nearly impossible to tell how many vines a body’d have to cut to actually get through a patch. Normally, any vines on one surface all belong to one plant, but a very big area like a castle or mountainside might be home to several dozen distinct patches of razorvine, whose edges intermingle with each other. The razorvine’s leaves are small, heart-shaped, and so dark as to be nearly black. They grow in dense clumps near the stem on short, wiry sprigs. The leaf-edges are serrated, but they’re actually completely harmless — the stems are the real peril. A razorvine stem is triangular in cross-section, with three elevated, iron-hard ridges like sword-blades running along the stem. These ridges are the weapons of the razorvine, and they’ll lay a sod’s arm open from wrist to elbow if he’s not careful with the stuff. Combat: Razorvine don’t move, it’s not intelligent, and any berk can avoid the stuff simply by giving a patch a wide berth. So why’s it so dangerous? Because a basher who falls into the stuff without good steel between him and the razors’ll probably bleed to death from dozens of long, deep cuts before he pulls himself free of the patch. Generally, razorvine can inflict damage in one of three ways. First, bashers trying to handle the stuff or brush past it’re likely to get cut; second, bashers trying to slash through or cut back the vines might get cut; and last, sods falling into a patch bodily will definitely get slashed. Handling razorvine includes trying to carefully wade through a patch, reaching into a plant to retrieve something, or trying to climb a section of wall covered by the stuff. Each round that the berk keeps at it, he has to make a successful saving throw versus death magic or Dexterity check (DM’s choice, whichever is more appropriate to the situation) or suffer 1d3 points of damage, plus his base Armor Class. Hacking through razorvine’s almost as dangerous, because he tightly-twisted vines are under tension — when a vine’s cut, it recoils and might slash the basher who just severed it. Each vine a character severs with a hand-held tool or weapon gets a single attack versus the berk�s normal AC. If it hits, the basher takes 1d4 points of damage plus his base AC, with no saving throw allowed. Anybody caught in the razorvine takes damage, too. Last but not least, falling into a patch of razorvine inflicts 1d6 points of damage plus the sods base AC, with no saving throw or attack roll needed. (’Course, the sod might’ve had a saving throw to avoid falling in the first place, but that depends on the situation.) Once a basher’s in a patch of razorvine, he takes no more damage unless he moves. Each round that he tries to maneuver or extricate himself, he suffers full falling-in damage all over again. Normally, it’ll take a basher 1 to 3 rounds to get himself out of a razorvine patch. A basher’s base AC is his armor without Dexterity adjustments, shield, or magical adjustments that don’t actually cover his whole body or rely on misdirection. For example, casting blur spell on some sod won’t help him at all in a razorvine patch, but casting an armor spell will. A ring or cloak of protection helps prevent damage, but bracers of defense or boots of striding and springing don’t. Each vine has 5 hp and is AC 5. Only Type S weapons damage it. Cutting half the plant’s vines can clear a path or free a comrade; cutting all the vines clears the plant from whatever it’s growing over. It’ll return in a few days unless the roots are pulled up and destroyed. Razorvine is unusually resistant to fire and burns very poorly. Most normal fires blacken and harden the stems while burning off the leaves, which doesn’t help to get rid of the stuff. Only magical fire can actually damage the stems. Habitat/Society: Razorvine seems to grow everywhere. As noted before, it’s especially common in the Cage and in some of the infernal regions of the Outlands or the Lower Planes. Razorvine’s actually got a few uses. First of all, patches of razorvine are as good as sentries for keeping unwanted intruders out of places they’re not welcome. A new razorvine plant can be started with a few small cuttings from a healthy vine, and with a little training the stuff can cover walls or seal off doorways. Razorvine’s generally inedible to humanoid life, but some animals such as fhorges or quills can actually chew, swallow, and digest the stuff. Therefore, it can he used as forage for specialized livestock. Razorvine leaves can also be made into heartwine, but so far the process is a closely-guarded secret of the vineyads of Curst. Razorvine cuttings can he dried and used as firewood (once the branches die, they become brittle and more inflammable) or, with a treatment of oil, be preserved as flexible, razor-sharp ropes, whips, or cords. Binding someone with razorvine cord inflicts damage as noted under handling razorvine, but as long as the victim doesn’t struggle he takes the damage just once. Trying to wiggle out of the bonds causes another damage check. A razorvine garrote is a particularly nasty device, which adds razorvine damage to the normal damage inflicted hy a garrote. Ecology: No one knows for certain where razorvine came from or how it can grow so fast under any conditions, but it seems clear that the stuffs got an infernal look to it. Razorvine was probably brought to Sigil from some toxic jungle in the Abyss, and it just took. Merchants and other cutters interested in extra security have been bringing razorvine cuttings with them to the Outlands, planting the vines on whatever they wanted kept safe, and then learning just how virulent razorvine growth really is. Chant is they recently had a sod drawn and quartered in Ribcage for trying to smuggle cuttings in after they’d just finished clearing the town of the stuff. (From Planescape: Morte's Planar Parade - 2023): Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric passerby can awaken into a terror known as a razorvine blight. Razorvine blights lay ambushes on well-traveled paths by standing still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust. While razorvine blights are usually dangerous, in Sigil they sometimes mimic the behaviors of the city’s other inhabitants—for better or worse. At least one blight, known as Patch, spreads copies of itself across the city, creating a spy network of copies with mysterious goals. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss, Sigil, Outlands, Lower Planes Stat Block 5th Edition: - dnd-5e.fandom.com (Razorvine from DMG 2014) - 5etools (Razorvine Blight) - DnDBeyond (Razorvine Blight) - Planescape: Morte's Planar Parade (2023) - Dungeon Master's Guilde (2014) 2nd Edition: - mojobob's website Abilities - Razor-sharp stems lash out when cut - Immune to bludgeoning and piercing damage - Resistant to fire damage - Appearance The razorvine’s leaves are small, heart-shaped, and so dark as to be nearly black. They grow in dense clumps near the stem on short, wiry sprigs. The leaf-edges are serrated, but they’re actually completely harmless — the stems are the real peril. A razorvine stem is triangular in cross-section, with three elevated, iron-hard ridges like sword-blades running along the stem. Size Hero Forge: 10 ft. (kitbashed) Lore: Medium (12-20' long) Suggested: Medium Other Monikers The kudzu of the Outer Planes Sources - dnd-5e.fandom.com (Razorvine from DMG 2014) - 5etools (Razorvine Blight) - DnDBeyond (Razorvine Blight) - Planescape: Morte's Planar Parade (2023) - Dungeon Master's Guilde (2014) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

  • Bacchae

    Bacchae Bacchae Medium Fey, Chaotic Neutral Hero Forge Mini Kitbashed, double mini Description (from Fiend Folio - 2003): Bacchae are entities infused with the spirit of a Bacchanalian revel. They are debauched creatures that roam the planes, luring others into their frenzied dance. They are erratic beings that can go from friendly revelers to dangerous combatants in a moment. Most bacchae look like normal humans, but with a feral gleam in their eye. Although they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyrlike in appearance. Their tunics and laurel crowns are stained with dirt, wine, and blood. They carry large tankards of beer, jugs of wine, and a variety of musical instruments. Most people encounter bacchae out in the wilderness. They never stay in one spot for long, descending upon a location like the wind and leaving destruction and chaos in their wake. From time to time, a band of bacchae shows up in a civilized area, bringing revelry and discord. Commoners usually delight in the chance to let loose, but authority figures fear and despise bacchae, seeing them as forces of anarchy and revolution. Anyone who revels with the bacchae risks becoming one as well. Over the course of a long evening of dancing, drinking, and carousing, the spirit of Dionysus may take over the beguiled individual and transform him or her into a new member of the band. Bacchae speak Common and Sylvan. COMBAT : Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song. The revelers do not hesitate to use charm person or emotion to magically compel revelry from anyone who does not wish to join their debauchery. Only when people resist their magical abilities or seek to interfere with the revel do the bacchae turn ugly and fall on their hapless victims with physical attacks. Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They disdain weapons for their bare hands. Those that are not involved in melee combat hurl rocks, tankards, bottles and other loose items that happen to be nearby. Bacchae can be summoned using a summon monster III spell. Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through the beguilement of the bacchae’s spell-like abilities, must make a Will save (DC 10 + 1 per 3 bacchae engaged in the revel, to a maximum DC of 20 for a band of 30 bacchae) or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again. If the debauched character fails the save, the character becomes a bacchae. A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of her bacchae mob. The character can be restored by heal, limited wish, miracle, or wish. Immunity to Polymorph: Bacchae are immune to polymorphing. Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds, the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 2d8+6 (15 hp); AC 14, touch 9, flat-footed 13; Base Attack/Grapple +4/+6; Full Attack 2 claws +6 melee, or rock +3 ranged; Damage claw 1d4+4, rock 1d6+5; SV Fort +9, Will +4; Str 18, Con 19; Jump +12. A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (–2 Str, –2 Dex, can’t charge or run) for the duration of the encounter. Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+3 points of damage (2d4+6 points if the bacchae is raging). Spell-Like Abilities: 3/day—charm person, Tasha’s hideous laughter; 1/day—emotion. Caster level 7th; save DC 11 + spell level. Outsider Traits: Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). BACCHAE SOCIETY: Bacchae travel in groups and are never found singly. A bacchae band can see no purpose or need beyond its own revelry. While bacchae are rarely cruel or malevolent, they can be exceedingly careless of other people’s property and lives. Bacchae are on good terms with all sorts of fey, such as dryads, satyrs, and sprites. Centaurs and hardier elves (usually wild elves) are also common members of bacchae revels. Most other beings are considered “fair game” for the bacchae to taunt, challenge, drink with, or kill outright. Musicians, brewers, and vintners are usually spared their wrath, however. Bacchae take a dim view of any authority figure or group that tries to impose any sort of rules on their debauched lifestyle. They are staunch opponents of lawful beings of all kind and, as a result, are hunted by such organizations wherever they go. BACCHAE CHARACTERS: The bacchae’s revelry forms their sole, all-consuming activity. They simply don’t give it up for any reason or cause. Thus, they lack the ambition or discipline to pursue any character class. In most campaigns, bacchae are unsuitable as player characters. BACCHAE AND DEITIES AND DEMIGODS: If you are using the Olympian pantheon presented in Deities and Demigods, bacchae are devotees of Dionysus. Their native plane in the Olympian cosmology is, naturally, Olympus. (from Planescape: Planes of Chaos Monstrous Supplement - 1994): The bacchae are petitioners possessed by the spirit or Dionysian revelry, transformed into whirling mobs of debauched creatures capable of tearing apart anything in their path. They are most common in Olympus, though they are found throughout the first layer of Arborea. Bacchae wear loose robes, crowns of mistletoe, grape leaves, or laurel, and sandals or crude leather shoes. Their garments are usually stained, torn, and dirty; in winter, they include bulky layers of shawls, woolen leggings, and scarves. Bacchae speak the language of the region they live in and thc languages or satyrs, dryads, and oreads. Combat: Bacchae attack in a flurry of eye-gouging, biting, scratching, clubbing, and kicking, a whirlwind attack that does 1d10 points of damage unless the bacchae can be held at arm’s length. They never use missile weapons more complicated than a thrown rock, stick, or goblet. They are immune to all enchantment/charm spells. More importantly, Baccae can tear items, clothing, and armor away from their opponents during combat, even shredding chain mail, yanking away plates, and cracking boiled leather armor. Each bacchae who strikes successfully with 4 or more than the required attack roll tears away a single item: a shield, cloak, breastplate, helmet, or the like. The loss of a shield or magical cloak has an obvious and immediate effect on the victim’s Armor Class, but losing bits or armor has a slower effect. Each successful attack on armor costs the defender 1 point of Armor Class (it takes more effort to tear away an entire set of plate armor than it does to take away leather or ring mail). Items lost to bacchae must make two saving throws versus crushing blow or be torn to shreds: the first when initially taken away, the second the following round when the mob tears at it. If the item survives, it is cast aside and ignored. Any item that doesn’t make its saving throw is torn, shredded, shattered, or punctured. It doesn’t take much to incite the bacchae into a violent attack: Bacchae usually demand any wine or beer that they come across, and refusal results in instant attack. Even before melee is begun, bacchae are easily whipped into a blood frenzy. When they see the first sign of weakness and someone (even a fellow) in the combat falls, all woundws bacchae are provoked into a blood frenzy. They make all attack and damage rolls at +2, and they gain a +1 bonus to initiative. Bacchae can stop an attack as quickly as it begins, sometimes without any apparent reason. At no obvious signal and for no obvious reason, an entire mob or them stops attacking and offers their opponents wine, ale, and food. Mysterious, yes, but also welcome. Sometimes this is no more than a short pause to regain their breath before renewing the assault, but (especially when they are outmatched) it is a sincere recognition of their opponents’ skill and an honest attempt to patch things up. At other times, it seems like a sign of contempt when the bacchae realize that no challenge is involved in the brawl. ’Course, not everyone reacts well to these peace offerings. If they are refused, though, all the bacchae are immediately driven back into blood frency. Determination of when the bacchae attack or cease an attack is a strictly random DM call. The bacchae travel in a blur. More than just a blur of wine and laughtcr, they can move at magical speed from point to point. This allows hundreds of bacchae to descend on a designated amphitheater, glen, or feast hall as quickly as a plague of locusts, shocking the locals into joining their revelry. More importantly, it allows them to escape before militias or town watches up the celebrations. Usually, traveling bacchae have a specific goal in mind, but even when they don’t they can travel with terrific speed (they move as per the shadow walk spell). When they remember or when sorely pressed, mobs may use shadows walk to retreat from combat. Groups can travel this way twice per day; individual bacchae cannot shadow walk and must stumble along on their own. Habitat/Society: The bacchae have a tribal mentality: either a being is a member of their tribe, or it is an enemy. They can only be convinced to accept those who are as dirty, drunken, and frenzied as they are, though they make exceptions for musicians and vintners. The bacchae invite strangers to join their frenetic dancing, drinking, and fighting for a night before passing judgment on the newcomer. A reaction roll of 11 or better means that the new recruit is accepted (all Charisma and faction adjustments apply). Once accepted, a new member of the tribe must act in character or risk being scapegoated, cast out, or attacked. Anyone who carouses with the bacchae long enough becomes one of them, infused with the wild spirit or Dionysus and Pan, their patrons. Each day that a creature stays with the bacchae it must make a check to avoid being transformed into a bacchae. The process depends on the reveler’s Wisdom and levels or Hit Dice: the more powerful and less wise the creature, the more likely it is to be permanently transformed. The base chance is 20 out of 20, and each point of Wisdom subtracts 1 from the chance, and each Hit Die less than the 2-HD bacchae subtracts 1 as well (each additional level or Hit Die adds to the chance). For example, a 7th-level tiefling rogue joins a bacchanal debauch for a night and is accepted by the mob. With a Wisdom of 9, her chance of becoming a member of the bacchae is 20 -9 Wisdom +5 level difference (7th level - 2 HD) = 16 in 20. A 0-level petitioner with a 10 Wisdom would have a 20 -10 Wisdom -2 level difference = 8 in 20 chance of becoming a bacchae permanently. Player characters transformed into bacchae can be restored to their usual forms by a shapechange , heal , or limited wish spell. A polymorph other restores the form but not the mind of the affected character. Bacchae place little value on appearance, cleanliness, conventional rules, and manners — in fact, they despise these things. Bacchae celebrate living fast and well: They praise wit, endurance, good humor, and a certain fiery joy in life. They often dare each other to ridiculous stunts: they die young, and die happy. Ecology: The bacchae tear apart and devour anyone or anything that doesn’t join their movable feast. They are on good terms with the Seelie Court and some of the hardier carousers of Ysgard, but most normal petitioners and planars give them a wide berth. The only exceptions are the satyrs , centaurs , dryads , and oreads , who enjoy the company of the bacchae, at least for a night. Some Sensates join and leave the bacchae at will. The Sensates seem to consider traveling with a mob of bacchae some sort of crass but rugged holiday. Members of the Dionysian sect called the Children of the Vine consider it a divine blessing to be accepted by the bacchae, but — oddly enough — the bacchae accept very few of them. Perhaps the bacchae have a perverse sense of humor. Bacchae have been seen in the halls of Ysgard (where they gleefully battle the petitioners there, though few bacchae survive) and in Limbo (where the githzerai kill them on sight), but they are most common throughout Arborea. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea (Olympus) Stat Block 5th Edition: - 5esrd.com (homebrew) - mikemyler.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Blood frenzy - Attacks can sunder armor and break/disarm weapons and equipment - Transform newcomers into bacchae - Innate spellcasting - Magically fast movement Appearance Most bacchae look like normal humans, but with a feral gleam in their eye. Although they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyrlike in appearance. Their tunics and laurel crowns are stained with dirt, wine, and blood. They carry large tankards of beer, jugs of wine, and a variety of musical instruments. Size Hero Forge: 6 ft. (XXL) Lore: Medium Suggested: Medium Other Monikers Maenads Sources - Forgotten Realms Wiki - Fiend Folio (2003) - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website

  • Lady's Maze - Black-Barbed

    Lady's Maze - Black-Barbed Lady's Maze - Black-Barbed Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBCbGFjay1CYXJiZWQ=/9eb52b3e4fe6867045a9559b8130ed03 Board Link Features - Reconstruction of Ravel Puzzlewell’s maze from the videogame Planescape: Torment Notes - Ravel’s secret chambers unfinished - Made the lighting super dark, might benefit from adjustment Assets from Tales Tavern None

  • Emerald

    Emerald Dragon Emerald Dragon Gargantuan Dragon, Lawful Neutral Hero Forge Mini Button Double mini, no kitbash, 2 variants below Description (From Fizban's Treasury of Dragons - 2021): Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. Shimmering Green. A wyrmling emerald dragon’s scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon’s mood. Clever Concealment. The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena. Emerald dragons’ attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them. Emerald dragons’ preference for volcanic lairs often puts them in conflict with fire giants . Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals. Hoarded Histories. Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations. Creating an Emerald Dragon Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters. Emerald Dragon Personality Traits d8 - Trait: 1 - I repeat what others have said back to them to make sure I have remembered it correctly. 2 - I might not like you, but I will endeavor to treat you with respect, if not kindness. 3 - I like to impress visitors by reciting epic poetry. 4 - The only people I’m interested in are those who know history and those who make history. 5 - I like to adopt the personas of characters from legend. 6 - I studiously mimic the mannerisms of my guests. 7 - I prefer to get others talking, then fade into the background. Sometimes literally. 8 - I seek out audiences and like to be the center of attention. Emerald Dragon Ideals d6 - Ideal: 1 - Seclusion. It’s safer if others don’t know I’m here—safer for me and safer for them. (Any) 2 - Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful) 3 - Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any) 4 - Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any) 5 - Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any) 6 - Espionage. Once I get paid for the information I glean, I don’t care what others do with it. (Evil) An Emerald Dragon’s Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards —to settle and thrive in the region. Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava. Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 ((4d10)) psychic damage and have disadvantage on saving throws until the start of its next turn. Vanish. The dragon becomes invisible until initiative count 20 on the next round. Regional Effects The region surrounding a legendary emerald dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones. Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region. Subtle Obstruction. Rocks within 6 miles of the dragon’s lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers’ feet to send them tumbling down slopes or into rivers. Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of (4d10) days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate. (From 2nd Edition AD&D Monstrous Manual - 1991): Emerald dragons are very curious, particularly about local history and customs, but prefer to only observe. They are the most paranoid of the gem dragons, and do not like people get too close to their treasure. Emerald dragons have translucent green scales at birth. As they age, the scales harden and take on many shades of green. They scintillate in light, and the dragon’s hide seems to be in constant motion. Emerald dragons speak their own tongue and the tongue common to all gem dragons, and 14% of hatchling emerald 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: Emerald dragons usually set up traps and alarms around their lairs to warn them of visitors. They often hide from intruders, using special abilities to observe, and seldom come out to speak. If intruders attack or approach the dragon’s treasure, the dragon burrows underneath to surprise its victims, then use breath weapon and claws, seeking to quickly disable as many as it can. If faced with superior forces, the dragon retreats, waiting years for revenge if necessary. Breath Weapon/Special Abilities: An emerald dragon’s breath weapon is a loud, keening wail which sets up a sonic vibration affecting all creatures within 120 feet of the dragon’s mouth. Those in the area can save vs. breath weapons for half damage from the painful vibrations. Victims must make a second saving throw vs. breath weapon or be stunned, unable to defend or attack, for three rounds per age level of the dragon, plus 1d4 rounds. Those who successfully save are deafened and disoriented instead, for a like amount of time, and at -1 to attack rolls. Deafness does not protect one from vibratory damage, but pre-vents stunning or additional deafness. An emerald dragon casts spells and uses its magical abilities at 6th level, plus its combat modifier. Emerald dragons are born with an innate flame walk ability and an immunity to sound-based attacks. As they age, they gain the following additional powers: Young: audible glamer three times a day. Juvenile: hypnotism three times a day. Adult: Melf’s minute meteors three times a day. Mature adult: hold person three times a day. Venerable: animate rock once a day. Great wyrm: geas once a day. Hypnotism and geas are effected by the dragon’s skilled rippling movement of its scales. Psionics Summary Level = HD Dis/Sci/Dev = 2/2/3 Attack/Defense = PB,II/M-,TW Score = Int PSPs = 180 Clairsentience — Sciences: aura sight, object reading, precognition; Devotions: all-round vision, combat mind, danger sense. Telepathy — Sciences: ejection, mind link, probe; Devotions: contact, ESP, life detection, sight link, sound link. Most emerald dragons prefer telepathic powers. Habitat/Society: Emerald dragons are reclusive, making lairs in the cones of extinct or seldom active volcanoes. These dragons are protective parents and prefer their young to stay in the lair as long as possible for mutual protection. Emerald dragons sometimes live near sapphire dragons , and they fear the voracious greed of red dragons . Ecology: Emerald dragons will eat anything, but prefer lizards and giants. They are actively hostile towards fire giants . 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): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Breath weapon (psionic/disorienting) - Conjures green flame - Fire and psychic resistance - Warp perception - Psionic teleport - Psionic spellcasting - Shape Change - Burrows through solid rock - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Telepathy Appearance A wyrmling emerald dragon’s scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon’s mood. Size Hero Forge: 7'6"-7'10" (XXL) Lore: Medium to Gargantuan (84 ft.) Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Stone Giant

    Stone Giant Stone Giant Huge Giant, Neutral Hero Forge Mini Single mini, no kitbash, 4 variants below Description (From D&D 5th Edition Monster Manual - 2014) Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world. Inhabitants of a Stone World. Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross. In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants’ cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stonecraft of the dwarves. Carvers and Seers. Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills. Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe’s best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work. Graceful Athletes. Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise. Dreamers under Sky. Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky. Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe’s outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin. (From Volo's Guide to Monsters - 2016) Stone giants- reclusive, reflective, and inscrutable-take pains to remain apart from the world of sunlight and sky. Only when they're surrounded by stone do they consider themselves to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its shifting light, endless sky, changing climate, and eroding wind, represents a dream state, an unreality where nothing lasts and therefore nothing has significance. Ordning of Artistry. Among stone giants, mastery of an art ranks as the greatest virtue, and among all the arts, stone carving is held in highest regard. Most stone giants spend their lives in unending pursuit of the perfect artistic creation. Young stone giants practice tirelessly, hoping to prove themselves worthy of assisting the tribe's best carvers. A stone giant master carver might devote years to finding the best stone before beginning a great work. The best carvers are honored as the leaders and shamans of the tribe, and their hands are seen as holy-literally becoming the hands of Skoraeus Stonebones as they work. Of course, not all stone giants have the hands of a god. Those who show little skill in carving are considered pathetic and viewed with a combination of pity and contempt. To determine the ordning beneath the highest levels of artistry, stone giants compete in games of boulder hurling and catching. Their rock-throwing skills suit stone giants well when they have cause to defend their homes or attack enemies. But even where boulder tossing is concerned, artistry is fundamental to the effort. A stone giant hurling a boulder isn't only performing a feat of strength but is also striving to display consummate athleticism and grace. Those who can't infuse artistry into every aspect of their lives fall to the lowest rungs of the ordning and are often pushed literally to the perimeter of stone giant society, to serve as guards on the tribe's most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least successful members of stone giant society and the poorest examples of the ideals stone giants aspire to. They are the brutes and boors cast out by a society of artists and philosophers. For a people that spend their lives mostly in darkness, stone giants have a nuanced appreciation of the effects of shadow and light. They design carvings to p~oduce shadows in specific ways when a light source is placed in the proper location. Without both the light and the shadow, the carving is incomplete and can't be viewed in its true form. For example, a tale carving made with these special techniques tells one story when it's viewed in flat, dim light, but it reveals a second, much deeper tale with the addition of proper illumination. Speaking Stones. Although they are unsurpassed masters of tale carving, stone giants also employ mundane writing in their stone tableaux. Names, dates, and descriptions appear in their tales, often as part of an image (a character's arms or armor might incorporate runic letterforms, for example). Stone giants also make extensive use of the carved word through "speaking stones." A speaking stone is an upright stone cylinder into which writing is carved in a descending spiral. When the cylinder is turned in one's hands (a feat impossible for any creature of human size and strength) or when it's rotated with its base placed in a cradle designed to balance it upright, the writing can be read as the cylinder goes around. The message wraps around the pillar like the threads of a screw, but in two alternating spirals. The first is read from top to bottom as the cylinder rotates; then the cylinder must be flipped over to reveal the second line of script, also read from top to bottom. Speaking stones are sized to match the length of the message they carry, so there is no blank space on a stone. A cylinder that turns out to be too long or too thick, so that the message ends before the entire surface of the stone is used, is considered poor artistry. Tradition and honor demand that it be crushed into gravel and a new speaking stone begun. Gentle Giants? Newcomers who know only about the stone giants' focus on artistry might think them to be a peaceful and reasonable people. Among their own kind, they tend to be so. But outsiders, particularly non-giants of any sort, are unwelcome in the stone giants' caverns, and trespassers aren't treated politely. A creature's first sign that it has intruded into stone giant territory might be a boulder, thrown seemingly from nowhere and exploding into shards against a nearby rock. Those who know anything about stone giants understand that this wasn't a miss; it was a measured warning, and the next stone won't land so harmlessly. It's possible for travelers to negotiate with stone giants for safe passage through their territory, if someone in the group speaks Giant and the giants are offered a tribute. Beautiful and large furs, exotic food, or art objects are suitable tributes; money is a weak inducement for all but the lowest of stone giants. If offered such enticements, one or two giants might come forward to negotiate while others remain at rock-throwing range. To unfamiliar eyes, stone giants encountered on the fringes of their territory look and behave like primitives. First, personal adornment has little value in the ordning of stone giants, so their clothing tends to be simple and practical. Second, these giants are the least accomplished members of the clan. They are good at ambushing and throwing rocks, but they aren't leaders or even typical examples of their kind. Even if the giants accept the offered tribute as permission to enter their territory, they might demand a higher price to pass through it. Usually this "gift" is a service of some kind-a task the giants would rather not do or that they're unable to perform, such as chasing kobolds out of a narrow cave or retrieving something from deep within a lake. (Stone giants are poor swimmers; they dislike entering water at all unless they can easily walk across the bottom.) Stone giants rarely keep pets. They sometimes cultivate colonies of giant bats at the edges of their territory, both for a food source and as a warning system against intruders. They also don't mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean neighbors at arm's length. Purple worms are their greatest bane, because a hungry worm chews through everything it encounters, including the giants' finest carvings and sculptures. Xorns are among the few creatures that are appreciated by stone giants; their passage through the earth causes no damage, and their alien modes of thought make them interesting to talk with. Life in the Dark. Stone giants see well in darkness, and the caves and grottoes where they live are kept dark most of the time. They don't prefer. to use illumination for any purpose that's not related to creating or displaying art. Most of a giant's waking hours are taken up with meeting its responsibilities, whether that is a low-ranking pursuit or an artistic one. A tribe's chieftain or another leader such as a shaman determines when the tribe's guards and hunters are on or off duty. Other giants align their sleeping and waking schedules with stone giants higher in the ordning from whom they seek to learn. Masters of the arts can ask much of lower-ranking students, including waking early to be sure the master has food upon rising, or staying awake while the master sleeps to create something the master will need (or will judge) upon waking. For one reason or another, about three quarters of a tribe's members are awake at any given time. When outside their settlements, stone giants travel almost exclusively in darkness or-when they dare to visit the surface world- at night, the better to avoid the glaring dreams and visions that would assail them during daylight. A stone giant that visits the surface for too long or is forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on this creature). The Linjenstein. When a stone giant reaches the end of its tremendously long life, it joins the Linjenstein ("ancestors of stone"). The term refers both to the giants' forebears and to the chamber inside each stone giant settlement where they "reside." A dead (or sometimes merely dying) stone giant is carried into the ancestors' chamber and leaned upright against the end of one of the rows of dead already there. The body gradually calcifies over many decades, until it becomes indistinguishable from an enormous stalagmite. Family members visit this tomb-chamber often to pay respects to their ancestors. Some of these visits, especially by elderly giants who know they will soon take their place there, last for weeks or even months. Skoraeus Stonebones, The Great Creator. Stone giants worship Skoraeus Stonebones as the Great Creator, second in skill to Annam, but master of the other deities in his father's absence. He appears in stone giant art in two ways: as a pair of hands., one holding a chisel and the other a hammer, and as the largest statue or relief carving of a stone giant in a tribe's caves. Typically, Sko· raeus is depicted twice as tall as any other stone giant. In the tegends of the giants, Skoraeus often sits on the sidelines during the schemes and battles of his siblings. He acts as an observer, a confidant to the other gods, and a keeper of secrets that he must be forced or tricked into divulging. In a classic tate, Memnor came to Skoraeus and whis· pered something in his ear. When Surtur demanded to know what Memnor had said, Skoraeus told his brother ex· actly what he had heard. Surtur brooded on that message, which was misleading when taken out of context, and eventually reacted rashly, but the consequences of his acts were seen as no fault of Skoraeus. If Surtur had instead asked Skoraeus for advice about Memnor's words, the legend would have ended differently. Skoraeus is considered the most knowledgeable of the giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to imbue them with magic when Surtur refused to forge new ones for him. Skoraeus crafted spears for Hiatea so she could complete her ten tasks of valor. Skoraeus tapped with his hammer on the stone under the sea, so that Stronmaus couid find the chain-tunnels that atlowed him to pull the tarrasque down to the bed of the ocean where at last it would drown. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Earth Stat Block 5th Edition: - D&D Basic Rules - D&D 5th Edition Monster Manual (2014) - DnDBeyond Abilities - Great strength, size, constitution - Masterful rock throwing - Skilled artisans Appearance Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world. Size Hero Forge: 9 ft. Lore: Huge (18 ft.) Suggested: Huge to Gargantuan Other Monikers Steinjotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - D&D 5th Edition Monster Manual (2014)

  • Arcane | Digital Demiplane

    Arcane Large Giant, Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix II - 1995) The arcane are a race of traders and merchants who travel the planes in search of business. [They] prefer to dress in exotic silken robes and broad fur capes or stoles. They don't wear armor, but often carry magical protection such as rings, cloaks, or bracers. Most arcane appear to be only lightly armed, with long, thing weapons such as rapiers, staves, or light long-handled maces. The arcane typically travel in groups they refer to as "companies." These companies may number only a handful of arcane, but it is quite common for human and demihuman bodyguards to be part of the entourage. It's rare to find an arcane without 4 to 10 bloods nearby. No one knows the dark of it, but it's said that the arcane've got a strange reluctance to enter Sigil and avoid it at all costs. If an arcane finds [themselves] in the Cage, [they'll] seek to leave immediately by any door available - no matter where that door might lead. The arcane appear to have no cities or settlements of any kind, existing only as wandering merchants. A company of arcane may number as few as just one of the creatures, or as many as a dozen. Guards and temporary employees numbering 4 to 10 times the actual number of arcane are always nearby. The arcane seem to work more as arrangers and speculators instead of manufacturers or bulk goods purveyors. It's quite common for an arcane to hire human or demihuman merhcants to handle the shipment of anything larger than four or five chests' worth of materials. If an arcane trader strikes a deal to deliver 1,000 Arcadian swords to Ysgard, [they'll] hire an Arcadian merchant to take the swords to the Outlands and then hire a second merchant to deliver the swords from Glorious to the buyers. To the outside observer, it's all quite mysterious - one day a warehouse full of swords just seems to appear as promised. It's said that the arcane've got a dark to hide, a racial design of unknown purpose or depth. They've never told of it, since they'll die before they'll spill their secrets. Whatever they're up to, they're very well infromed of each others' activities and know when one of their kind has been rudely treated by any particular basher. Some sages speculate that the arcane share a kind of racial telepathy, or that there's really only one company of arcane, and they can be in several places at the same time... but the arcane don't like to talk much about themselves and leave these questions unanswered. Within each arcane company, the creatures seem to be coequal. They operate in perfect coordination with each other and never contradict themselves or quarrel in public. The arcane appear to be sexless, and no one can say they've ever seen a juvenile or aged one. The arcane have no home on the planes. They don't build cities or settlements of any kind. Instead they constantly move from place to place, arranging deals and amassing wealth. The arcane deal in high-value goods of all kinds, but prefer magic, gems, rare spices, and fine wines - extremely valuable materials that don't take up a whole lot of space. Through their middlemen, the arcane also deal in weapons and technology of all types. In fact, if there's an arms deal on the planes, there's an excellent change the arcane were involved at some point. Of course, the arcane're extremely wealthy, but beyond that it's hard to say what they gain from their incessant trading. Some people speculate that the arcane are afflicted with a compulsion to make money, and others believe that the arcane require a rare and expensive spice to live. One thing's for sure: The arcane aren't telling. Combat : Arcane aren't much for a fight; they loathe physical conflict and avoid it whenever possible. Despite their extraordinary height, they're not good fighters; an arcane's only marginally stronger than a stout human for all [their] size, and no match for an ogre or fiend in physical strength. 'Course, an arcane'll be long gone by the time an angry fiend gets past the bodyguards. Arcane's natural Armor Class is 5, but as noted above they're almost always equipped with magical protection of some kind. Usually, this is sufficient to improve their AC by 2 or better. If force to defend [themselves], an arcane usually wields a weapon that strieks for 1d8 points of damage, plus a minor magical effect such as shocking grasp, heat metal, or blindness that affects the victim unless [they] successfully save versus spell. (The DM is encouraged to be creative; any 1st- or 2nd-level spell is appropriate.) This ability seems to be innate to the arcane and not a property of their weapons. Despite their minor magical abilities, arcane far prefer to avoid combat altogether. They possess the innate spell-like powers of invisibility and dimension door , each of which can be used three times per day. Often, an arcane vanishes at the first sign of trouble and leaves [their] bodyguards behind to "clean up." An arcane's bodyguards are usually fighters, thieves, and mages of 1st to 4th level. The arcane pay well for their services. On occasion, a PC party may be offered employment by an arcane seeking extra guards for a specific mission or task. It's also common for the arcane to use guards from the faction they're currently working a deal with, so if the arcare are in business with the Doomguard, their bodyguards are likely to be drawn from that faction. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block - DumpStatAdventures.com Abilities - Enchanted weapons and items - Innate spellcasting (defensive) - Hires bodyguards Appearance They're tall, lanky, blue-skinned giants with long, thin faces and spidery, delicate hands; their fingers have more than one joint than most humanoid creatures. Size Hero Forge: 11 ft. (XXL) Lore: 12 ft. Suggested: Large Other Monikers Mercanes Sources - DumpStatAdventures.com - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix II (1995)

  • Sigil - Godsmen Hall

    Sigil - Godsmen Hall Sigil - Godsmen Hall Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBHb2RzbWVuIEhhbGw=/bc22155d4c19b1dfc16f44ba8c297f6a Board Link Features - Faction hall in upper levels of the Great Foundry (Lower Ward) Notes - Map recreated from Planescape: Torment videogame - I guess this place would be called the "Hall of the Mind's Eye" in 5th edition, with the godsmen faction's new name Assets from Tales Tavern None

  • Gehenna - Khalas

    Gehenna - Khalas Gehenna - Khalas Author(s) Matt-GM talespire://published-board/R2VoZW5uYSAtIEtoYWxhcw==/c460d15f46da5055475a32a53499b17f Board Link 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 Assets from Tales Tavern None

  • Gelugon

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

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