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  • Amnizu

    Amnizu Amnizu Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From Mordenkainen's Tome of Foes (2018): Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells . Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal — qualities that the hellish archdukes value. Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. (From Planescape: Monstrous Compendium Appendix I (1994): The amnizu, as greater baatezu , enjoy a nobility of sorts. They follow orders only because of their desire to advance and their fear of the pit fiends. The higher a fiend advances in Baator, the more closely the Dark Eight watch it. Given the opportunity, however, amnizu order their minions to attack anything under the control of the Dark Eight. Possibly an amnizu would even attack a pit fiend given sufficient reason, if it thought it could evade suspicion. The amnizu guard the river Styx, which enters Baator through Stygia as well as Avernus — a weak point in Baator’s defenses. For their own perverse ends as well as the protection of Stygia, amnizu individually command an army of thousands of abishai and erinyes. The amnizu protect Baator from invaders, and thus they are given their power of imprisonment . Mortals who travel here to combat evil generally become fodder for the amnizu. The amnizu dwell primarily on Stygia, the fifth plane of Baator. They often enter the upper layers of Baator on missions. Combat : The amnizu are greater baatezu and, as such, prefer to leave combat to underlings. Their touch, a channeling of harmful energy, does 2d4 points of damage. It bypasses ordinary armor, so the amnizu need only hit Armor Class 10 to cause damage. Magical pluses of armor, shield, or a protective device such as a ring of protection improve the defender’s Armor Class. Magical items that give a base Armor Class also protect against the touch. Because of the amnizu’s close ties to the river Styx, its attacks work as a powerful forget spell that causes the target to forget one whole day’s memory unless he saves vs. spells. In addition to those magical abilities available to all baatezu, an amnizu can use the following spell-like abilities, one per round: fireball (3 times per day) and imprisonment (once per day). Once per day amnizu can attempt to gate in 2 to 20 abishai (50% chance of success) or 1 to 8 erinyes (30% chance). A holy word drives an amnizu back to its own plane, Stygia. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Stygia) Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - DnD Wiki - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Inflicts forgetfulness that can stun - Poisons mind, inflicting damage and blindness - Instinctive charm that makes enemies attack one another - Necrotic touch - Enchanted taskmaster whip - Innate spellcasting - Flight Appearance The amnizu are gruesome and unseemly: short (4 feet tall) with elongated, bald heads, stubby legs and arms, and large, leathery wings. Amnizu have pug noses, large eyes, and snarling mouths tilled with jagged, razor-sharp teeth. Size Hero Forge: 6'5" (XXL) Lore: Medium (4-5 ft.) Suggested: Small to Medium Other Monikers Styx devils, bureaucracy devils Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - DnDBeyond - Mojobob's Website

  • Abyss - Pazunia

    Abyss - Pazunia Abyss - Pazunia Author(s) Matt-GM talespire://published-board/QWJ5c3MgLSBQYXp1bmlh/4c4cd29f44b62bd81262dc9aa82ad258 Board Link Features - Nightmarish wasteland filled with demons under a burning red sun - Flora and fauna are twisted mockeries of life that want to kill you - Battlefield of the Blood War between Devils (baatezu ) and Demons (tanar'ri ) - Fiends have iron fortresses scattered throughout the layer - Plane of Infinite Portals: Yawning chasms scar the landscape, each pit descending to a deeper, more terrible layer of the Abyss - Visitors must make saving throes to resist dark urges, eventually turning chaotic evil in alignment – Home to unlimited demon hordes, as well as Bodaks , Ghouls , Ghasts, Darkweavers , Bloodthorn , Ironmaws , Razorvine , Abrian , Devourers , Abyssal Drakes , Night Hags , fiend Larvae , and the terrible Abyssal Chicken Notes - Basically a hell dimension for chaotic evil souls, serial murderers, demons, etc. - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes - Portal (fire ring) can be closed with a hide volume - All demons in screenshots made in Hero Forge, and available in the Bestiary Assets from Tales Tavern None

  • Incarnate | Digital Demiplane

    Incarnate Gargantuan Celestial or Fiend, Any Alignment Hero Forge Mini Kitbashed, single mini, 7 variants below Description (from Planescape: Monstrous Compendium Appendix I (1994): (Information is for major incarnates; statistics of minor incarnates appear in parentheses.) Incarnates are sapient embodiments of the pure energy of abstract principles. For instance, an evil incarnate is formed of pure living evil energy, and a courage incarnate is the living energy of pure courage. An incarnate is completely invisible. If magically viewed by spell or device, it appears as a multicolored ball of light. Incarnates inhabit many of the Outer Planes, primarily the upper and lower. They gravitate toward planes and planar layers that suit their individual alignments and temperaments. Incarnates are divided into major and minor types. The major classification holds only two: good incarnates and evil incarnates. The 14 minor incarnates are divided into good and evil groups. The good-aligned minor incarnates are charity, courage, hope, faith, justice, temperance, and wisdom. The evil-aligned minor incarnates are anger, covetousness. envy, gluttony, lust, pride and sloth. Combat: Incarnates are attracted to energy sources similar to their own subtance — good incarnates to sources of goodness, anger incarnates to anger in a creature, the courageous attract courage incarates, etc. Incarnates attack and attempt to take over a victim (called the host) in order to feed on that energy. The touch of an incarnate drains 2 points of Constitution per hit. The host suffers not only the penalties of lowered Constitution, but also feels an increasing weakness in mind and body. If the host’s Constitution reaches zero, the incarnate can take over the host’s body. The host receives a system shock roll (based on original Constitution); if the roll is made, the incarnate cannot take over the host. The host’s Constitution immediately returns to normal if incarnate takes over, or if the system-shock roll is successful. In addition, if the incarnate ceases the attack for any reason (killed, captured, driven off, etc.) before it takes over the host, the victim’s Constitution returns to normal at the rate of 2 points per turn. (Monsters without Constitution scores can he assumed to have a default value of 12.) Once in control, the incarnate can use the host body as it desires. The incarnate and host can communicate through a telepathic link established when it takes over. The incarnate can control all speech, actions, and spellcasting by the host. However, not all incarnates use this control. Good-aligned incarnates take over a host but rarely attempt to interfere with the host’s behavior: control allows the incarnate to feed on the courage, hope, etc., of the host. (As detailed below, good incarnates avoid taking over hosts who will be harmed by their presence. Evil incarnates are not so choosy, and they care nothing for their hosts except to get as much energy from them as possible.) Incarnates gift their hosts with special powers during the time of control. Only one incarnate can take over a host at any one time. Also, control by any incarnate prevents the host from being taken over by other creatures, such as a ghost or haunt , or even a wizard using a magic jar spell. The host is also immune to many mind-affecting spells, as if the host had a Wisdom score of 25. Incarnates can be driven from their hosts or victims only by the appropriate spells (see below) or by the death of the host body. Attacks against those controlled by an incarnate affect only the host’s body and not the incarnate. This includes energy draining, spell, and weapon attacks. The host is a buffer between the incarnate and these attacks. However, this does not render the incarnate completely immune to all spells. Minor incarnates can be dislodged from a host by dispel evil/good or a limited wish spell. The spells abjure , exaction , holy/unholy ward , and wish drive out both major and minor incarnates. Once an incarnate leaves a host, it can be attacked physically. Physical attacks require a +1 or better magical weapon to hit. Also, incarnates are immune to heat, cold, and electrical attacks. Ecology: Major incarnates cannot take over creatures of less than 10 HD without completely destroying them. Victims of less than 10 HD are simply incinerated by the force of the major incarnate’s pure energy. Creatures of greater than 10 HD, but of an alignment differing from the major incarnate’s, take damage from the control. Damage is a base 10d8, minus 1d8 per level of the host above 10th. For instance, if a 15th-level good or neutral fighter is taken over by an evil major incarnate, the fighter takes 5d8 in damage; at 20th level or greater the fighter takes no damage. After damage (if any) is assessed, the host’s alignment immediately and temporarily changes to that of the incarnate. Good Major Incarnates: Good incarnates are lawful good in alignment and dwell in Chronias, the seventh layer of Mount Celestia . They are sometimes found on Solania, Mertion, and Jovar, the fourth, fifth, and sixth layers. Here good incarnates use only sword and tome archons as hosts. They prefer to take over only lawful-good beings, such as paladins, lawful-good clerics, and gold and silver dragons . The relationship between the good incarnate and its host is synergistic — that is, the two form a whole greater than the sum of their parts. The host gains the following abilities: detect evil and protection from evil, 20� radius (both always active); turn undead as a 5th-level cleric (or at five levels higher than normal if the host can already turn undead); Wisdom and Strength raised by 1 each; and Charisma raised by 3 (maximum 19). Major incarnates have none of the above abilities unless in control of a host. Evil Major Incarnates: Evil incarnates make their home in the darkest, vilest layers of the Abyss . They are chaotic evil and prefer to take over those in positions of power. The host of an evil major incarnate gains these abilities: detect good and protection from good, 10’ radius (both always active); control undead and turn paladins as a 5th-level evil cleric (or at five levels higher than normal); Wisdom falls by 1; Strength rises by 2 (maximum 19); and Charisma falls by 3 (minimum 3). Major incarnates have none of the above abilities unless in control of a host. Minor Incarnates: Control by minor incarnates may adjust some of the host’s ability scores. Adjustments apply immediately upon success. They never raise an ability score above 18 or reduce it below 3. Unless otherwise noted, both good and evil minor incarnates will take over neutrally aligned hosts, but abandon them as soon as possible for a more appropriate individual. Good Minor Incarnates never force a host to behave a certain way nor remain in a host if the control threatens the host’s well-being. The following descriptions of the good-aligned minor incarnates list alignment; preferred planes; ability score adjustments, if any; and effects on role-playing. Charity: Lawful good: Mount Celestia and Bytopia; Wisdom and Charisma increased 1 point each; host immune to greed, envy, or berserk rage; incarnate leaves if host fails for any reason to spare the life of a surrendering foe. Courage: Neutral good: Upper Planes; Constitution and Charisma increase 1 each; host becomes immune to magical fear and becomes fearless but not stupid or reckless; incarnates leaves if host changes to evil alignment. Hope: Chaotic good; Upper Planes (most numerous of all incarnates): Charisma increases 1, +1 bonus to all saving throws: host immune to despair or hopelessness. Faith: Lawful good; Upper Planes; Strength increases 2, Wisdom 2, Charisma 1 (incarnate prefers only paladins or lawful-good clerics as hosts); hosts immune to magical alignment change. Justice: Lawful good; Mount Celestia (fewest in number of good minor incarnates); increases Wisdom, Intelligence, and Charisma 1 each; incarnate leaves if host takes unjust action (cheating, stealing, or lack of fair play). Temperance: Neutral good; Mechanus, occasionally Beastlands and Mount Celestia; host gains +2 on all saving throws vs. charm , confusion , emotion , fear , spook symbol , and taunt spells; do not take over evil hosts. Wisdom: Neutral good; Mount Celestia; increases Wisdom 1; do not take over evil hosts except as a last resort. Evil Minor Incarnates prefer hosts of good alignment. They care nothing for their host’s health and enjoy forcing hosts to commit reprehensible and repugnant acts. Hosts can resist being forced to act against their will, lowering the body’s physical Dexterity by 2. The following descriptions of the evil minor incarnates give alignment; preferred planes; ability score adjustments, if any; and effects on role-playing. Anger: Neutral evil; Lower Planes; increases Strength 1, decreases Intelligence and Charisma 2 each; a tame or timid creature suddenly rages and tries to kill anything near it. Covetousness: Neutral evil beings; Gehenna and the Gray Waste; Wisdom and Charisma decreased 2: host develops “gold fever” or turns into a miser. Envy: Chaotic evil; Lower Planes (least in number of the incarnates); Wisdom and Charisma decreased 2; no obvious signs that a host is controlled, but host begins a slow, devious campaign of rumor and backbiting against fellows; perpetually jealous of others’ abilities and treasure; secretly tries to lose, ruin, or destroy prized treasure of others. Gluttony: Neutral evil; most Lower Planes; Wisdom and Charisma decreased 2, and host gains 2d4+4 lbs. per week (Dexterity, Strength, and Constitution reduced 2 each for every 100 pounds gained); hosts overindulge in food and drink; begs, borrows, or steals food (or money to get food). Lust: Chaotic evil; the Abyss; Charisma increases 1, Intelligence and Wisdom decrease 2 each; host knows only desperation of unfulfilled desire. Pride: Lawful evil; Baator; Wisdom decreases 1, Intelligence and Charisma decrease 2 each; host is vain and haughty in the extreme and tends to treat everyone as a lowly servant; angry with anyone who fails to act servile.Sloth: Neutral evil; Lower Planes; Strength, Dexterity, and Wisdom each reduced 2; incarnate takes over any host available (too lazy to choose); host becomes lazy and slipshod, shirks duties, sleeps on guard duty, and neglects equipment and weapons. If a wizard, host skips memorizing spells; if a priest, neglect meditation and prayers. (from 5th Edition Planescape: Morte's Planar Parade - 2023): The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane’s power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they embody. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outer Planes Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023) - 5etools - DnDbeyond 2nd Edition: - mojobob's website Abilities 2e: - Invisible - Can drain constitution and possess creatures of similar alignment - Gives hosts buffs, powers and abilities - Telepathy - Flight 5e: - Planar exhalation does AOE damage (type according to home plane) - Powerful slam and energy bolt attacks - Causes spontaneous combustion in creatures as reaction - Teleport as reaction - Legendary Resistance - Magic Resistance - Siege Monster - Immune to necrotic, poison, radiant, nonmagical attacks, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, restrained, stunned unconscious - Truesight - Flight Appearance - 5e: They appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. - 2e: An incarnate is completely invisible. If magically viewed by spell or device, it appears as a multicolored ball of light. Size Hero Forge: 5'9" (XL) Lore: Tiny (1.5') or Gargantuan Suggested: Tiny to Gargantuan Other Monikers Planar Incarnates Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - DnDbeyond - Planescape: Monstrous Compendium Appendix I (1994) - mojobob's website

  • Asura

    Asura Asura Medium Celestial, Chaotic Good Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from Planescape: Planes of Conflict Monstrous Supplement - 1995) Asuras are found throughout the Upper Planes, serving various powers as messengers and heralds with a righteous zealotry. They may serve as the voices of knowledge, sharing wisdom that guides mortal oracles and mystics. More often, however, the asuras carry messages of revenge, punishment, and death, sent to those who have angered one of the powers. The asuras are organized into hosts, although there is little more structure to their ranks than that. Nevertheless, the host operates well together and gladly obeys the commands of its superiors. All asuras are free to leave their current host and join another at any time. Their service is always freely offered and gladly accepted by the host leader. These leaders have double the normal number of Hit Dice and maximum hit points. They are also blessed with a Wisdom score or 22, along with the corresponding spell immunities. Standing before the host that they command, asuras leaders are visibly different from their subordinates. Taller and more noble in appearance, they have a visible aura of golden light circling their forms. The general of the Grand Celestial Host is an asuras named Absalom. This radiant individual outshines all others of his kind, leading his holy army of thousands like a handsome, luminous beacon of righteous power. Despite his might and appearance, Absalom is not a power and does not aspire to such high office. Asuras dislike devas and other aasimon (especially lawful ones), seeing them as rivals for the attention of the good powers. Unlike their lower-planar counterparts, however, aasimon and asuras rarely allow their rivalry to degenerate to blows. Likewise, due to the nature of both types of beings, neither resorts to any sort of double-dealing or underhanded measures. Instead, their feelings for each other are openly contemptuous. The asuras feed upon energies from the Positive Energy Plane. Gaining their sustenance from this otherworldly source, they have no base requirements such as food, air, or even sleep. As a creature born of a chaotic nature, sometimes an asuras falls through the cracks. For whatever reason, such an asuras may end up without a power to serve. These rare individuals roam the planes, committing random acts of charity and good will. They defend the downtrodden, rescue the oppressed, and provide for the needy. These rogues often become so narrowly focused in their deeds that they do anything to meet the desired end — sometimes getting carried away in violence and their use of power. In the words of the planar merchant Gillias Fornmith: "Asuras without a host wander about the planes, giving a good turn wherever they go. But here’s the real dark of it: When they travel alone they go a little barmy. You meet one, get greeted politely, and the next thing you know he’ll take your head off to save a rabbit you’ve trapped for your dinner, or steal your whole haul to give to some poor street waif. You might say they lose a bit of perspective on the whole good/evil thing. Lucky for a sod like me, a clever tongue can talk them out of their cockeyed notions. You can use the good sense within the creatures to show them their own folly." Occasionally, a rogue asuras succumbs to the charms of a particularly pious or righteous human. If such a union occurs, the offspring is usually a fair-skinned human with bright, piercing eyes. A few are able to detect lie in the same manner as their asuras progenitor. All asuras offspring are likely to become mystics, holy figures, or powerful warriors — always significant figures for the force of goodness. These offspring closely resemble the aasimar, having similar origins. Combat: The claws of the asuras have been likened to rubies both for their color and their consistency. Very sharp and very hard, the talons tear into the flesh of the wicked with terrible force, dealing 1d10 points of damage each blow. Because of the potency of its claws, an asuras prefers to attack from the air, swooping and hovering above foes. Additionally, this righteous avenger can carry a scimitar or huge spear. Weapon attacks can be directed at a second enemy or at the victim being clawed. There is a 25% chance that an asuras carries a magical flaming weapon similar to a flame tongue sword. Large groups of asuras blow mighty trumpets while entering battle, the sound of which chills a dark soul to its core. Evil beings of 3 Hit Dice or less must make a morale check upon hearing these horns, even if not yet engaged in conflict. The horns can be heard for miles. Moreover, three or more asuras can create a burning wind with their wings. This mode of attack inflicts 2d10 hit points of damage upon evil beings, while not harming good or neutral creatures at all. The renowned intuition of the asuras is spoken of throughout the planes. Asuras have a Wisdom score of 21, giving them an immunity to charm , command , fear , forget , friends , hold person , hypnotism , ray of enfeeblement and scare spells. They also can see the truth behind all illusions. The golden fires of their eyes dim in the presence of untrue words as a detect lie spell, and three times each day they can see through all deceptive or concealing veils, as the spell true seeing . All asuras cast priest spells as 9th-level casters, with full benefits gained from their remarkable Wisdom scores. Lastly, these beings can polymorph self twice per day into the form of a human or demihuman in order to blend in with normal societies. Their forms are always extremely pleasing, and they remain capable fighters and spellcasters no matter what their outward appearance. ASURA (Homebrew stat block) Armor Class 17 (Natural Armor) Hit Points 136-192 (16d8 + 64) Speed 30 ft., fly 90 ft. STR 18(+4), DEX 18(+4), CON 18(+4), INT 17 (+3), WIS 20 (+5), CHA 20 (+5) Saving Throws: WIS +9, CHA +9 Skills: Insight +9, Perception +9 Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Immunities: Fire, Charmed, Exhaustion, Frightened Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 19 Languages: All, Telepathy 120 ft. Challenge 12 (8,400 XP) Celestial Weapons. The asura's weapon attacks are magical. When the deva hits with any melee weapon, the weapon deals an extra 4d8 radiant damage or fire damage (the Asura's choice, included in the attack). Divine Intuition. The asura knows if it hears a lie, is immune to being charmed, and magic cannot put it to sleep. Innate Spellcasting. The asura's spellcasting ability is Wisdom (spell save DC 19). The asura can innately cast the following spells, requiring only verbal components: At will: detect evil and good, zone of truth, protection against evil and good 1/day each: dispel evil and good, branding smite, divine smite, searing smite Magic Resistance. The asura has advantage on saving throws against spells and other magical effects. Actions Multiattack . The asura makes three attacks - one with its spear and two with with its talon. Spear . Melee Weapon Attack: +8 to hit, range 40/120, one target. Hit: 7 (1d6 + 4) piercing damage or 9 (1d8+4) piercing damage if wielded with two hands, plus 18 (4d8) radiant damage or fire damage (the asura's choice). Talon . Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 18 (4d8) radiant damage or fire damage (asura's choice). If a medium or smaller creature is hit by both the asura's talon attacks on the same turn, the creature is grappled (escape DC 18), and the asura can move at its full flying speed with the creature in its clutches. Searing Wind (3/Day). As an action, the asura beats its wings, generating a searing heat within a 15-foot radius of itself. All creatures of the asura's choice within range must make a DC 18 dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half that damage on a success. Change Shape. The asura magically polymorphs into a humanoid, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 2nd Edition: - mojobob's website - Planescape: Planes of Conflict Monstrous Supplement (1995) 5th Edition: - Try homebrew below Abilities - Ruby talons, angelic weapons - Burning wind - Immune to enchantment and charm - Polymorph into humanoid - Detects lies, true sight - Innate Spellcasting - Flight Appearance Noble warriors, asuras have birdlike talons for feet and wings of brightly burning flame. Marble-white flesh of pleasing countenance covers their stately frame, and their eyes are piercing orbs of the purest fire. Males and females alike wear loose togas of sky blue or snow white. A long mane of red, gold, or copper locks crowns their pale heads. Male asuras adorn their heads in feather-crested helms of bronze. The unjust understandably find asuras terrifying to behold. Size Hero Forge: 7' 10'' (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Chaos Angels, Fiery Angels Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Githzerai Monk | Digital Demiplane

    Githzerai Monk Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts that deal psychic damage - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics) Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'1"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)

  • Template - Sigil Hive Ward

    Template - Sigil Hive Ward Template - Sigil Hive Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBIaXZlIFdhcmQ=/7f9b618c495bc08d893d91b11e41981d Board Link Features - Small-size exterior buildings from Planescape: Torment; Smouldering Corpse Bar, Gathering Dust Bar, Fell’s Tatoo Parlour, tenement of thugs (2 variants), Fiend bar, abandoned foundries/factories, warehouses, marketplaces, temples, water towers, etc. - Ragpicker's Square walkways, ruined tenements, walls, half-buried towers, garbage heaps - Entrances to Undersigil - Giant wells - Burnt-out buildings - Shantytown lookout posts - Corpse collector carts - Shantytown houses/huts, walled city homes Notes None Assets from Tales Tavern None

  • Tartarian

    Tartarian Dragon Tartarian Dragon Gargantuan Dragon, Neutral Evil or Chaotic Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Native inhabitants of a prison plane, Tarterian dragons are at once wardens and prisoners themselves, preying on weaker denizens than themselves. Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over witheredlooking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Tarterian dragons inhabit a wide range of habitats on their native plane of Carceri, from the steaming jungles of Cathrys (the second layer) to the cruel mountains of Colothys (the fourth). Similarly, when they make their way to the Material Plane they can dwell comfortably in a variety of locales, both above and under the ground. They delight in reproducing the jailhouse atmosphere of Carceri whenever they find themselves on the Material Plane. Tarterian dragons are accustomed to a diet of fiendish flesh and condemned souls. They do not enjoy other food, but can live on literally anything. Combat: Tarterian dragons use their spell-like abilities to divide and constrain their opponents, trying to face each one individually when possible. They use their gas breath weapon to weaken foes at the start of combat, then their force breath to take out the strongest foes. Young and older Tarterian dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A Tarterian dragon has two types of breath weapon, a line of disruptive force or a cone of will-sapping gas. Creatures within the cone must succeed on a Will save or be affected by a crushing despair effect, taking a –2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 round per age category of the dragon. Force Resistance (Ex): Tarterian dragons have a +4 racial bonus on saving throws against force-based spells and effects. Freedom of Movement (Su): Tarterian dragons can move and attack normally despite any magic that usually impedes movement, such as hold monster, paralysis effects, solid fog, slow, and web spells. Strength of Will (Ex): Tarterian dragons have a +4 morale bonus on saving throws against charm and compulsion effects. Spell-Like Abilities: 1/day—forcecage, imprisonment, maze, Otiluke’s resilient sphere. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition (different ages have their own stat block): - emptyhexes.com 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: force, crushing despair - Immune to paralysis, freedom of movement - Resistant to force damage and charmed condition - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight Appearance Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over witheredlooking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Size Hero Forge: 8'6" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers Tarterian dragon, tomato dragon Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Draconomicon: The Book of Dragons (2003)

  • Devete | Digital Demiplane

    Devete Medium Humanoid, Unaligned Hero Forge Mini Kitbashed, single mini (from Planescape Monstrous Compendium Appendix. III - 1998): The devetes are blue-skinned, humanoid creatures that wander the Astral Plane. They're easily marked by their large, haunting eyes and long, swishing tails. They roam the Silver Void as if on some kind of arcane quest; a few graybeards claim that the devetes are actually searching for a means of returning to the birthplace of their race (see the “Ecology” section for the dark of a theory as to their origins). Most scholars, however, believe that the devetes have long since given up the search and have become a race without motivazion, emotion, or goals. And that makes them potentially quite dangerous, especially to a berk who has no idea what he’s getting into. See, the nature of a devote depends on how its approached — literally. When it comes to emotions and mental outlook, the creature is a blank slate. If a basher advances on it spoiling for a fight, he’ll get one. If he comes looking for aid, he’ll find only need himself. This mimicry is an unconscions power of the devete. It can’t be peeled or tricked. If a bark pretends to be nice to a devote while secretly planning treachery, he’ll run into nothing but the same. If a delete encounters multiple entities with different emotions and motivations, it simply copies one basher at random (or goes along with a majority. if one exists). These strange creatures can communicate telepathically with any intelligent being. As far as anyone can tell, it’s impossible to successfully lie to a devete, or to hide any thought or fact from it. Combat: Like many other monsters on virtually any plane, the devete attacks its foes with its claws and fangs. But the damage inflicted by these assaults depends on the ferocity of the attack — in other words, on the motivation and intent of the devete. If a devete attacks out of fear, each claw inflicts 1d4+1 points of damage, and its bite another 1d3+1 points. When lashing out in pure self-defense, the devete inflicts 1d6 points with each claw and 1d4+1 points with its bite. If it strikes with malice or hate, each claw causes 1d8 points of damage, while the fangs inflict 1d6+1 points and drip a foul venom (the victim must make a saving throw versus poison or die in 1d4 rounds). And in all other cases, the damage per attack is simply 1d4/1d4/1d3. All devetes possess an immunity to poison, paralyzation, and petrification. Further, elemental attacks — such as those involving fire, cold, and electricity — inflict only half their normal damage. Habitat/Society: Normally, devetes lead solitary lives, meandering through the Astral Plane without any apparent aim or goal. Encounters with a wandering devete usually lead to strange events. Since the creature copies the motives and outlook of those around it, meetings with devetes are always different — and often confusing. It’s almost impossible for other beings to somehow “take advantage” of the devete’s mimicry, for the sods’ll soon find it taking advantage of them . The creature’s emotional adaptation is just too complete. However, if a clever cutter understands the nature of a devete and wishes to influence it with his own emotional state, he can attempt to make a Wisdom check at -6 to successfully change his motivations/emotions. Bluffing and lying just don’t work. The bashers actually got to make himself happy, or sad, or whatever he wants the devete to likewise feel. Sometimes, however, a planewalker runs across more than one of the creatures traveling together in a little clutch. When devetes gather like this, they act very, very differently. Fact is, they develop extremely xenophobic tendencies, looking to slay any other beings (intelligent or otherwise) they encounter out of sheer malice. The murderous devetes should be considered neutral evil in alignment, and their attacks always inflict the hate-based damage listed above (1d8/1d8/1d6+1) — including the poison dripping from their fangs. Ecology: Chant has it that an intelligent race known as the kyleen once dwelled on the Outlands (in a gate-town where Xaos now stands) but traveled throughout the multiverse as traders, explorers, and planewalkers. Unfortunately, their downfall came when a great smith performed a grand experiment. He wanted to see if he could sculpt an entire palace out of karach, a dangerous, unstable, transmuting substance made from the chaos-stuff of Limbo itself. The enormity of the berk’s hubris was matched only by the scope of his blunder and its ramifications. Not only did the palace transform itself into something never seen before (or since) and then promptly disappear, but the whole event infected the kyleen with a strange chaos-plague. This rampant infection somehow spread through the race, eventually catching up even with members on faraway planes. Each victim of the disease slowly and painfully turned into an entirely new sort of creature, and when the chaos-plague had run its course, the sods all simply disappeared. Some graybeards say that most of the mutated kyleen ended up on the Astral and became known as the devetes. However, a few folks claim that some landed on the Ethereal Plane, where they evolved into the mysterious creatures now called tweens . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 2nd Edition: - Mojobob's Website Abilities - Strength of claw attacks and venom according to the level of hostile emotion directed toward it - Exact mimicry of a target's emotions and intent - Immune to poison, paralysis, petrified -Resistant to cold, fire, acid, and lighting Appearance The devetes are blue-skinned, humanoid creatures that wander the Astral Plane. They're easily marked by their large, haunting eyes and long, swishing tails. Size Hero Forge: 5'8" (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Cadaver Collector | Digital Demiplane

    Cadaver Collector Large Construct, Lawful Evil Hero Forge Mini Kitbashed, double mini, 1 variant below (inc. single mini) (From Mordenkainen's Tome of Foes - 2018): The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn’t require air, food, drink, or sleep. (From 3.5e Monster Manual III - 2004): This massive, hunched creature built of stone and metal looms over you. Its long, heavily plated arms nearly drag on the ground from shoulders flanking a flat-featured, oblong head, but its back draws your eye. Spikes of various sizes—all barbed and covered in gore dried and fresh—sprout from the plates of metal on its back. A few bodies remain impaled on the spikes, their mouths open in silent screams. Cadaver collectors were originally built to serve exactly the purpose their name implies. Those with an interest in collecting the dead would deploy the constructs to bring bodies back from a battlefield. Corpses gathered in this fashion are often used by generals to provide information on an enemy's forces, as well as to fuel magical or medical research. Most often, though, cadaver collectors were dispatched to gather bodies for the creation of undead. This activity after a battle typically resulted in retaliation from either or both sides, as few armies want to see their dead return to walk the land in undeath. In times of peace, cadaver collectors usually sit idle, finding out-of-the-way locations near the site of their last great battle to wait for a new master to give them new orders. Others find employment performing their grisly task for masters who are not so discriminating about where corpses are collected. Still others have found, through a certain perverse twist of logic, that if no battle can be found, they can find ways to start a conflict so that bodies become available and they can realize their purpose once more. Some have just ceased to function correctly. With a lack of purpose, they are unable to distinguish between bodies living or dead, and collect each indiscriminately. A cadaver collector, even hunched over, stands about 12 feet tall and weighs about 4,000 pounds. They do not speak but understand one language, usually Common, known to their creator. Combat : A cadaver collector typically begins a battle with its breath weapon, then grabs any paralyzed opponents and impales them on its spikes to die before turning to deal with other foes. If enemies prove resilient to its breath, it doesn’t hesitate to snatch up and impale any enemy it can reach. Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, paralyzing gas, Refl ex DC 18 negates. The save DC is Constitution-based. Impale (Ex): If a cadaver collector has successfully grappled a Medium or smaller creature, it can attempt to impale the creature on its back spikes by making a successful grapple check. Doing so is a standard action that does not provoke attacks of opportunity. If the collector successfully impales a creature, the creature takes 4d8+15 points of damage and is considered pinned. Each round, the creature takes another 2d8 points of damage as the movement of the cadaver collector causes additional pain to the impaled creature. The creature cannot break free unless it makes a DC 28 Strength check. Success indicates the creature is free of the spike but takes an additional 2d8 points of damage in the process. Failure means the creature takes 4d8 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 20 Strength check. Once a cadaver collector has a creature or creatures impaled on its back spikes, it is no longer considered to be in a grapple and can attack other opponents without penalty. It cannot use its slam attacks against impaled opponents. Creatures that get free of a cadaver collector become its immediate and most urgent targets. It typically pursues such creatures exclusively if it has any chance of catching and impaling them again. A cadaver collector’s back spikes can hold up to 4 Medium creatures, 16 Small creatures, or 64 Tiny creatures. Creatures smaller than Tiny are too miniscule to be impaled on the collector’s back spikes, although the collector can still deal 4d8+15 points of damage to such opponents by grinding them into its back spikes with a successful grapple check once it has them grappled. Improved Grab (Ex): To use this ability, a cadaver collector must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to impale the following round. Trample (Ex): Reflex DC 28 half. The save DC is Strength-based. Immunity to Magic (Ex): Like golems, cadaver collectors are especially resilient to magic. However, this resilience takes a slightly different form in the cadaver collector. A cadaver collector is immune to any spell or spell-like ability that allows spell resistance. In addition, spells of 3rd level or lower that target a cadaver collector automatically rebound back at their caster as if the collector were under the effects of an unbeatable spell turning effect. This effect cannot be dispelled or suppressed, except against spells that deal electricity damage (see below). Spells that deal rust damage or alter stone penetrate the immunity to magic. Other spells and effects function differently against the creature, as noted below. A magical attack that deals sonic damage slows a cadaver collector (as the slow spell) for 3 rounds, with no saving throw. Sonic spells of 3rd level or lower are absorbed by the collector and not refl ected. A magical attack that deals electricity damage is absorbed rather than refl ected. Such an attack breaks any slow effect on the collector and heals 1d6 points of damage for every 6 points of damage the attack would otherwise deal. If the amount of healing would cause the collector to exceed its full normal hit points, it gains any excess as temporary hit points. A cadaver collector is affected normally by rust attacks. In addition, magical attacks that alter the nature of stone, such as transmute rock to mud, deal 1d6 points of damage per spell level to the cadaver collector. Greater Cadaver Collector: An impressive construct built more sturdily than a standard cadaver collector, a greater cadaver collector stands about 30 feet tall and weighs about 15 tons. Combat : In addition to the tactics common to all cadaver collectors, a greater cadaver collector also chooses to bull rush, overrun, and trample to separate and pulp opponents. Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, paralyzing gas, Refl ex DC 27 negates. The save DC is Constitution-based. Trample (Ex): Reflex half DC 41. The save DC is Strength-based. Cadaver Collectors in Eberron: Cadaver collectors are found throughout the Mournland, slowly picking their way through battlefields. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition: - Angry Golem Games - DndBeyond 3rd Edition: - Realmshelps.net Abilities - AOE paralyzing gas attack - Summons enslaved specters it has slain - Slam attacks deal bludgeoning and necrotic damage - Magic Resistance - Immune to necrotic, poison, psychic, charmed, exhaustion, frightened, paralyzed, petrified, and nonmagical attacks that aren't adamantine Appearance This massive, hunched creature built of stone and metal looms over you. Its long, heavily plated arms nearly drag on the ground from shoulders flanking a flat-featured, oblong head, but its back draws your eye. Spikes of various sizes—all barbed and covered in gore dried and fresh—sprout from the plates of metal on its back. A few bodies remain impaled on the spikes, their mouths open in silent screams. Size Hero Forge: 13 ft. (XXL) Lore: Large (12 ft.) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - M ordenkainen's Tome of Foes (2018)

  • Ironmaw | Digital Demiplane

    Ironmaw Huge Plant, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (from Planescape: Monstrous Compendium Appendix II - 1995): There are layers of the Abyss where the plants’re just as dangerous as the tanar’ri . Travelers tell of vast, steaming jungles filled with poisonous blooms or flesh-eating fungi, of woodlands that appear normal but are laced with deadly killers, and other sinister threats. Ironmaws’re one of the deadliest of the whole lot. Worse yet, they’ve spread throughout the Lower Planes and even onto the Outlands. A body’s well-advised to be careful of where he makes his camp, or he might wake up in the dead-book. In their natural form, ironmaws look like gnarled old oaks, leafless and dead, Their trunks and limbs are much thicker than they ought to be for the ironmaw’s height, but a basher who’s not familiar with the wilderness’d only notice something wrong with the ironmaw about 25% of the time. Bloods like rangers, elves, or druids spot an ironmaw in its natural shape with a single glance 75% of the time. On closer inspection, some of the twisted limbs of the ironmaw are clearly much longer than they should be; the tree bends and contorts its striking limbs to conceal their true length. At closer range it’s also possible to spot the ironmaw’s jagged mouth, a 2-foot-long crevice in its lower trunk lined with sharp knife-edged ridges of bark. Normally, the ironmaw’s mouth is closed so tightly the crevice disappears into the normal folds and ridges of its bark. A cutter close enough to see these details gets a second roll to notice something wrong (see above), but unfortunately he might be within striking distance already. With all that said about the ironmaw’s natural form, it’s worth mentioning that most of an ironmaw’s victims never see its natural form; the creature’s a master of disguise and can make itself look like almost any medium-size deciduous tree. Ironmaws use this ability to waylay travelers or prey on game trails, striking at animals that never even know they’re near. Combat: An ironmaw’s camouflage ability allow it to slowly grow false leaves and change the color and texture of its bark to match the forest around it. It takes anywhere form 2 to 5 days for an ironmaw to match perfectly, but when it’s completely camouflaged the ironmaw’s victims suffer a -4 penalty to their surprise checks. (Victims who just don’t spot an uncamouflaged ironmaw suffer the same penalty.) When an ironmaw strikes, it lashes out with its special attack limbs. Typically, these branches have a reach equal to the ironmaw’s height; an ironmaw’s got 2 to 5 of them. If the ironmaw scores a natural 19 or 20 with one of its limb attacks, it manages to wrap the limb around its enemy and can begin to drag the victim towards its mouth. The limbs are extremely tough - they’re AC -2 and require 15 points of damage from an edged weapon to sever. (This damage doesn’t count against the ironmaw’s total hit points.) A trapped victim could instead attempt a bend bars/lift gates roll to escape the limb’s grasp. Trapped victims are dragged to the ironmaw’s trunk at a rate of 10 feet per round. Instead of escaping or attacking, a character can dig in his heels and try to resist by making a Strength check. For every point he makes the check by, he’s dragged 1 foot less. For example, a character with a 16 Strength rolls a 13 on his check, making it by 3, so he’s dragged only 7 feet that round. If an enemy’s close enough to strike at the ironmaw’s trunk, or has been dragged there, he’s close enough to be bitten. The ironmaw’s bite is powerful and dangerous; if it scores a hit, it clamps down on its victim and won’t let go until either it or its prey is dead, automatically scoring bite damage each round. Once again, a successful bend bars/lift gates roll allows a character to pull free of the tree. An ironmaw’s trunk and bark are nearly as dense as iron. It’s immune to damage from Type B weapons. Ironmaws do have one weakness: fire. Searing any limb with open flame causes it to release its victim, and menacing its trunk with a torch releases a victim hld io its mouth. An ironmaw won’t try to entangle a character wielding open flame, but it might still use its limbs to slap or strike at him in an attempt to keep the flame away. Habitat/Society: Ironmaws aren’t social creatures; fully-grown trees normally uproot and destroy saplings nearby so that they won’t have to share their hunting grounds. However, in parts of the Lower Planes, it’s possibe to find several ironmaws clustered around a particularly rich area. Some fiends also try to plant ironmaws to guard passageways or other accesses to their lairs, but unless it’s well fed an ironmaw’s likely to wander off in search of food. Ironmaws’re malicious and ill-tempered things that attack any creature that passes by. They’re surprisingly cunning, and often wait patiently for all potential prey to wander into strikeing range before attacking. Ecology: Ironmaws prey indisriminately on all animal life. Their appetites appear to be nearly endless; ironmaws attack no matter how recently they’ve fed or how hungry they really are. They’re incapable of photosynthesis and rely on hunting to keep them alive; but a hungry ironmaw can survive on carrion. Although ironmaws gain no energy from sunlight, they’re much more active in daytime than they are at night. Ironmaws appear to be parthenogenetic, and produce a bud every 3 to 7 years. The parent ironmaw plants its offspring near a recent kill and then abandons it. After it consumes this first meal (mostly while still a tiny sapling), the young ironmaw grows much like a normal tree for several years, producing true leaves and feeding via photosynthesis, before losing its foliage and beginning its predatory habits. (from 3rd Edition Fiend Folio - 2003): An ironmaw’s territory is easily spotted by a trained observer. No other wildlife goes near its “home,” and the ground is often littered with the remains of the creature’s past victims. But most creatures never know they’re near an ironmaw until it strikes. An ironmaw stands 20 to 30 feet high. It closely resembles an oak tree, although its green leaves are covered with tiny splotches the color of fresh blood. Its tendrils are kept wrapped around its upper trunks when not in use, and its mouth remains closed until it attacks. An ironmaw tends to stay in one place for an extended period of time. It attacks anything that comes within range of its tendrils, even if it has recently fed. Ironmaws usually relocate only when a stand grows large enough that there isn’t enough food to support them all, at which point one or more of the creatures will move to greener pastures. Ironmaws speak Abyssal. Combat : An ironmaw attacks with its tendrils as soon as prey comes within reach (60 feet). An ironmaw, too slow to flee in almost any circumstance, always fights until it is slain. Attach (Ex): If an ironmaw hits with a tendril attack, the tendril, in addition to dealing normal damage, attaches to the opponent’s body. A tendril draws a stuck opponent 10 feet closer in each subsequent round (no attack of opportunity) unless the opponent breaks free, which requires an Escape Artist check (DC 25) or a Strength check (DC 26). An ironmaw can draw in a creature within 15 feet of itself and bite with a +4 attack bonus in that round. An ironmaw can draw a creature into its space and attempt to engulf it as well. A tendril can be severed by a single attack with a slashing weapon (made as an attempt to sunder a weapon) dealing at least 13 points of damage. Engulf (Ex): As a standard action, an ironmaw can attempt to engulf a Large or smaller creature that enters its space. The victim of the attack can make an attack of opportunity, but if it does, it is not entitled to a saving throw. A victim that does not attempt an attack of opportunity must make a Reflex save (DC 15) or be engulfed; on a success, the victim is pushed back or aside (but not freed from attached tendrils). An engulfed creature takes 2d6+10 points of bludgeoning damage within an ironmaw’s trunk each round and must hold its breath or begin to suffocate. Illness (Ex): An ironmaw’s tendrils can sap an opponent’s health. Anyone caught by a tendril must succeed on a Fortitude save (DC 22) or take 1d6 points of Constitution damage. Tendrils (Ex): An ironmaw can attack with its four tendrils from up to 60 feet away. Anyone struck by a tendril takes damage, loses blood, may suffer illness, and risks being drawn toward the ironmaw’s trunk. Wounding (Ex): A wound resulting from an ironmaw’s tendril attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like). Plant Traits (Ex): An ironmaw is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. An ironmaw also has low-light vision. Skills: Ironmaws receive skills as though they were fey. An ironmaw has a +8 racial bonus on Listen and Spot checks. *In wooded areas, an ironmaw has a +15 racial bonus on Hide checks. (from Dragon Magazine #308 - 2003): DEMON FORESTS: THE ECOLOGY OF THE IRONMAW (by Skip Williams): Adventurers and sages familiar with the denizens of the Outer Planes have long been aware of the deadly ironmaw, an insatiable predatory plant from the Infinite Layers of the Abyss. The creature gets its name from its most ghastly feature: a gaping maw capable of engulfing an ogre in one gulp and crushing the victim in an inexorable grip, like a massive iron vise. The ironmaw remained virtually unknown on the Material Plane until recent decades, when it managed to establish itself in the forests of the Material Plane, probably from seeds unwittingly carried out of the Abyss by adventurers. Although if remains fairly rare, an ironmaw can turn the most idyllic-looking glade into a sinister and dangerous place. An ironmaw has a certain low cunning and the ability to speak Abyssal, but it usually concerns itself with securing a steady supply of food and Thinks of little else. It has no taste for vegetable matter or carrion but otherwise will eat virtually anything - and it is always hungry. Anyone who attempts to parley with an ironmaw had best stay alert. Although simpleminded, it is fully capable of lying to draw a potential meal within reach of its grasping tendrils. Ironmaws in the World: Today, ironmaws can lurk in almost any locale on the Material Plane where trees grow. Although they can with¬ stand arctic cold, they prefer temperate or tropical climes, where prey is more plentiful and where they can pose innocuously as the broadleaf trees they resemble. Although primarily a forest dweller, the ironmaw can also be found in swamps, hills, and even mounrain valleys, always in the company of tall trees. Travelers returning from the Abyss relate tales of dense stands containing dozens or even hundreds of the monsters. Ironmaws living under these conditions stay on the move almost constantly, each one trying to shuffle to the edge of the stand, the only position from which it has any real hope of capturing prey. Thus they creep across the Abyssal landscape like great, dark amoebas flowing in ever-changing shapes and occasionally splitting into smaller masses. Any creature unfortunate enough to stumble into one of these awful groves usually dies within seconds to sudden deadly strikes by the ironmaws’ tendrils. The creatures then squabble over the corpse, literally tearing it to bits as each tries to obtain a morsel of flesh for itself. On the Material Plane, ironmaws are largely solitary, although they can be found in pairs or small stands of up to half a dozen trees. They usually gather to mate or to take advantage of a rich hunting area. Once a stand contains about six individuals, however, one or more shuffle off in search of better opportunities. Because of its insatiable appetite and evil nature, an iron maw is seldom a welcome addition to any sylvan neighborhood. Nearby elves who become aware of its presence quickly mount an expedition to eradicate it, Druids often react the same way, despite their live-and-let-live mindset - an ironmaw can quickly drive off or kill an area’s game, thus disrupting the natural cycles of the forest. Centaurs, dryads, nymphs, and even the usually playful and carefree sprites are similarly hostile, although they often lack the magical power needed to defeat the creature. They usually keep a close watch on the ironmaw lest it approach a settlement, then either altempi to discourage it or seek help. One effective tactic is to throw a cordon around the slow-moving plant and drive off all the local animals, thus depriving the ironmaw of prey and encouraging it to move elsewhere. Green dragons also resent the presence of such capahle predators in their territories, but occasionally one forges an alliance of sorts with an ironmaw. Protected by its mobility, breath weapon, and magical power — not to mention its sheer size - the dragon can sometimes intimidate or bribe the creature into serving as a guardian for its lair. The ironmaw is content to serve so long as the dragon brings it food regularly (very few beings willingly approach a dragon’s lair, and they are even less likely to do so with a voracious ironmaw around). Such arrangements seldom last long, since the dragon eventually grows tired of fetching live prey for its servant Even if a dragon does not press an ironmaw into service, it often keeps dose tabs on the creature. Ironmaws have little interest in treasure, and most dragons aren't above picking up any baubles lefl behind as the ravenous tree roams about the forest. Life Cycle: The ironmaw developed its taste for flesh in the Abyss, where sunlight is unreliable at best and soils are notoriously poor. Even when growing in a fertile zone on the Material Plane, an ironmaw craves flesh, bone, and blood for sustenance and reproduction, Although often able to survive on good soil and sun alone, it is insatiably hungry by nature and needs an extra energy boost to produce fruit and seeds. Ironmaws produce hanging clusters of dark brown flowers that give off a stink like that of carrion. Every ironmaw has both male and Female flowers and is capable of reproducing on its own, but stands often gather to cross-pollinate. An ironmaw transfers pollen from flower to flower using its Tendrils. Once pollinated, the blooms develop into clusters of dark brown fruit resembling acorns, retaining their foul odor. The fruit tastes just as bad as it smells, and it is too acrid for humans to eat unless first cured in lye. Even then it tastes like rotten meat. When cast on the ground and watered with blood, a fruit sprouts within a few weeks. An ironmaw seedling resembles an adult but is dangerous only to Fine and Diminutive creatures, A seedling can take anywhere from a few months to a few years to reach adult size, depending on how much food it gets. Natural Weaponry: An ironmaw possesses a mighty arsenal of natural weaponry, which includes its tendrils and powerful maw. Tendrils : An ironmaw’s four thorny tendrils are formidable weapons. The crearture wields them like very long whips or flails. A full-grown ironmaws tendrils can grow to 120 feet long (1d6 x 10 + 60 feet); however, the creature can only manage attacks with lengths of tendril up to 60 feet. The excess coils remain hidden in its upper branches, allowing the ironmaw to pay out extra length when making a melee attack, should a tendril be severed. This gives it a natural reach of 60 feet. A tendril deals an average of 17 points of damage (2d6+10) on a hit, and that alone makes it dangerous to many creatures. Its many thorns and barbs deal piercing and bludgeoning damage, and It threatens a critical hit on an attack roll of 19 or 20. However, an ironmaw's tendril delivers more than mere damage. It also digs into the flesh, becoming attached like a burr in a dog's fur. Sticky sap adheres to clothing and equipment, anchoring the tendril all the more securely. Whenever an ironmaw begins its turn with a tendril attached to an opponent, it automatically deals tendril damage and drags that creature 10 feet closer to itself, possibly drawing the opponent info its crushing maw (see below). The moment the tendril strikes and attaches specialized spines inject virulent spores into the opponent's bloodstream, These spores have a powerful anticoagulant effect, causing the wound to bleed profusely and dealing an additional 3 points of damage each subsequent turn. This damage occurs at the beginning of the ironmaw's turn in the initiative order and continues each round until the wounded creature dies or the wound is treated. The bleeding can be stopped only by a Heal check (DC 10) or the application of any cure spell or other healing magic {heal, healing circle , or the like). Each hit by a tendril causes another wound. The Ironmaw's blows also have a sickening effect on the victim, dealing id6 points of Constitution damage as the ironmaw feasts on its blood. Severing a bloodfilled Tendril releases a gory spray of crimson from the cut. This doesn’t do any extra harm to the ironmaw, but it looks impressive. Breaking free from a tendril is difficult. To do so, rhe opponent must make an Escape Artist check (DC 25) or a Strength check (DC 26), or deal 13 points of damage to the tendril with a single blow from a slashing weapon (AC 22). Maw : An ironmaw can use its namesake feature to deliver bite attacks. The creature’s bite isn't nearly as formidable as its tendrils, but it deals a respectable 9 points of damage on average (1d8+5). The real danger comes when the ironmaw manages to drag a foe into bite range with a tendril. When it tries to bite a creature that has at least one tendril attached, it gets a +4 bonus on its attack roll. If the ironmaw drags a Large or smaller foe into its own space, it attempts to engulf the creature. The foe is allowed a Reflex save (DC 15) to avoid the maw. If the save succeeds, the foe is pushed either back to where it began the turn or into any space adjacent to the ironmaw (the ironmaw chooses the space). Any tendrils attached to the foe remain attached. If it fails the save, the foe is deposited in the crushing maw, where it is forced into the ironmaw's hollow, fluid-filled trunk. The ironmaw detaches any tendrils attached fo the engulfed foe. The trees digestive juices are too weak to cause any immediate harm to an engulfed foe, but the victim must hold its breath or begin to drown. The trunk, however, acts like an enormous gizzard, grinding up fhe ironmaw s food and dealing 2d6+10 points of bludgeoning damage each round to the creature within. An ironmaw's trunk can hold one Large, two Medium, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine creatures. Creatures killed inside the trunk are completely consumed after about an hour, at which time the ironmaw expels any indigestible matter. The ironmaw might also engulf creatures it has killed with its tendrils, stor¬ ing them for several days until it can "plant" them around an ironmaw seed. About a week after planting, the seeds sprout into ironmaw saplings, which feed off the corpses planted with them and reach maturity within a month. Ironmaws in Combat: Because it is virtually immobile, an ironmaw hunts by ambush. Despite being fairly stupid and always hungry, the creature exhibits considerable guile and patience. It first chooses a locale where prey is likely to approach: Springs, fords, game trails, salt licks, and areas of young, tender growth all attract wildlife and make prime hunting grounds for ironmaws. More daring specimens lurk near roadsides, bridges, and campsites, hoping to ambush unwary people. An ideal spot has many broadleaf trees of about fhe ironmaw’s height (20 to 30 feet for a mature individual) and a clear area nearby. The ironmaw hides among the trees and uses its tendrils to attack anything that enters the clear area. The edge of a woodland meadow serves its purposes well. Given its lack of mobility, an ironmaw would seem to have few options in combat. Its incredible reach, however, gives it flexibility. It threatens everything within 60 feet and can make attacks of opportunity within that area, and it can easily attack multiple foes even when they are scattered. An inexperienced ironmaw lashes out whenever anything comes within range. An older, more crafty specimen usually waits until prey gets closer, usually about 40 feet away, especially when several opponents approach in a group. This ensures that fhe ironmaw can attack any of its foes and makes it more difficult for them to withdraw out of reach. In either case, the ironmaw tries to attack before its opponents can spot it. If it manages to get surprise (quite likely given its excellent ability to hide among the trees) the ironmaw makes its single attack against the closest foe. This generally assures it of a clear fine of sight and also Forces the foe's companions (if any) to move closer if they want fo help free their comrade from an attached tendril. When an using its first full attack action against a group, an ironmaw usually lashes at three or four different foes, starting with the creatures closest to itself. Although this tactic dilutes the ironmaw’s offensive power, it also blunts any countermeasures, since each opponent struck has to deal with a bleeding wound and an attached tendril. On subsequent rounds, with one or more foes so occupied, the creature uses its free tendrils against any who are still free, starting with those who are trying to assist their comrades. If reduced to less than 25% of its original hit points, an ironmaw often switches tactics and directs all its free tendrils against the foe that has hurl it the most. This tactic works well, since the Constitution loss from multiple tendril hits can kill a single creature outright. Whenever a foe succumbs to an ironmaw 5 tendril attack, its Great Cleave feat comes into play. It detaches the tendril to make another melee attack, usually against fhe closest foe who does not already have a tendril attached. An ironmaw seldom tries to flee from combat, knowing that it cannot outrun anything with its land speed of 10 feet. But if it is being harried from beyond its reach by ranged weapons or spells, it has sense enough to withdraw or at least seek cover. Ironmaw Group Tactics: When a pair or stand of ironmaws fight together, they usually do not bother to coordinate. Instead, they stand 5 to to feet apart in a circle with a diameter of 40 to 50 feet. The creatures usually hold their attacks until they are spotted or until opponents come within reach of at least two individuals. Once the battle commences, each ironmaw generally follows the tactics described above. Frequently, tendrils from rwo or more ironmaws become attached fo the same foe. When this occurs, all of them try ro drag the creature toward themselves. To decide which one wins fhe resulting tug-of-war, first look for a space that is 10 feet closer to all the ironmaws involved. If no such space is available, find a space 10 feet closer to at least one of the competing ironmaws and nor farther away from any other. If there is no such space, all the ironmaws make opposed Strength checks (it any individual has more than one tendril attached, it gains a +2 circumstance bonus on the check for each extra tendril). The loser must detach its tendrils, and the remaining ironmaws repeat the process unlit there is a legal space to move the creature or until only one ironmaw has tendrils attached to it. Fighting an Ironmaw: Often, the best way to deal with an ironmaw is to avoid the creature. In theory, a trained observer can easily recognize an iron maw's territory. This is true, to an extent. When an ironmaw has remained in one place for a while, Ihe area becomes littered with indigestible bits from its previous victims, such as scraps of fur. If the ironmaw has battled intelligent creatures, it leaves behind pieces of their equipment, particularly metal and wooden items, coins, gems, cloth, and leather, which the ironmaw either cannot digest or does not care to eat. However, all this detritus is easily overlooked among the natural litter and brush that covers most forest floors. The Spot DC to notice telltale debris in an ironmaw’s vicinity is 20. Even If successful, the check merely reveals its presence, not its significance. A Survival check (DC 15) allows the observer not only to notice the refuse bur also to realize that some predatory creature has fed and left it behind. A character who successfully spots the debris can attempt a Knowledge (nature) check (DC 15) to come to the same conclusion. Even when scanning the area upon noting the debris, a party might overlook the ironmaw's presence. They must make Spot checks opposed by the ironmaw's Hide (which is excellent within a wooded area) to actually see the creature. Even then, it resembles an oak tree distinguished only by blood-red splotches on the leaves, A druid can immediately recognize the ironmaw as an unnatural plant. A Knowledge (planes) (DC 20), Knowledge (nature) (DC 15), or bardic knowledge (DC 25) check confirms its true nature-and, of course, characters might recognize it from their own experience. The wary might loose an arrow or other ranged attack at the odd-looking tree. This usually motivates it to strike if there is a foe within reach, even if the ranged attack misses or fails to overcome the iron maw’s damage reduction. If no foes are within reach, the creature wails a round or two, hoping someone will move in for a closer look. Stay Back If You Can: Given an ironmaw's extremely slow speed, an obvious combat tactic is simply to stay out of reach and hurl spells and ranged attacks, However, this is easier said than done. An ironmaw has impressive damage reduction, rendering if all but immune to ranged weapons with less than +3 magical enhancement. Since most char¬ acters focus on melee combat, sufficienrly powerful ranged weapons are seldom available. A greater magic weapon spell can make up lor this lack nicely. Even so, expect to spend a long time pumping arrows into an ironmaw before it succumbs. If you are in a thickly overgrown area, chances are the ironmaw can get cover from the surrounding trees, making the task of bringing it down with ranged attacks even more laborious. Also keep in mind that the creature is not completely immobile. It can cover 20 feet a round with a double move, or 40 feet if it runs, requiring a minimum distance of 105 feet to be entirely safe from an ironmaw's ailacks. While it is difficult to run through a forest, an open space is much easier — ironmaws lurk near clearings and meadows for a reason. When playing cat-and-mouse with an ironmaw, keep an eye out for others lurking nearby. If you allow one ironmaw to occupy your attention, another just might creep into range unnoticed. Going Toe to Root: Defeating an ironmaw with melee attacks usually takes much less time than a ranged assault, but it entails far more risk. It doesn't pay to be timid in dose combat with an ironmaw. Move in quickly so rhai ii gets few chances to use its tendrils. Also, send in as many attackers as possible so that no one opponent faces alt the creature's tendrils. Should the ironmaw manage to attach a tendril to a comrade, don't be in too great a hurry to free the character unless you intend to flee. Constitution damage occurs only when a tendril first hits and attaches. Breaking free only invites another tendril attack along with another bleeding wound and more Constitution damage, If a party member is snared within 15 feet of the ironmaw, however, try to sever every tendril as soon as it attaches. You don't want anyone engulfed. Once you get close enough for melee, plan to stay there until you get the job done. Almost anyone can outrun an ironmaw. but there's no escaping those tendrils when you're within 60 feet of the monster. Spellslinging: A typical party's ability to strike effectively at a distance usually rests with its spdlcasters. However, an ironmaw's spell resistance of 30 makes it all but immune to most magical assaults, even from casters with the Spell Penetration feat. Spells that employ cold or electricity are a waste of lime: Ironmaws are immune to these energy types. They are also resistant to acid and sonics. so use fire and force effects if you must cast spells against an ironmaw. It is best to stick with spells that enhance your party, such as greater magic weapon. Spells that create or conjure allies, such as the various summon monster and summon nature's ally spells, and animate objects , get around an ironmaw's spell resistance. Such allies, however, often cannot overcome the creature's damage reduction and thus can only block or delay its movement. But sending in a first wave of summoned creatures floods the area with more targets than the ironmaw can deal with, allowing the PCs to get within melee range without drawing tendril attacks. Most ironmaws are cagey enough to redirect their tendrils against more dangerous opponents, but this tactic might still buy combatants a little time. Being evil and extraplanar, an ironmaw is vulnerable to banishing spells such as dispel evil and holy word (even if it grew from a seed planted on the Material Plane). These spells still have to get through its formidable spell resistance, hut the battle is over if they work - and the +4 deflection bonus to AC from dispel evil doesn't hurt either. Comrades who have been engulfed or who have tendrils attached stay behind when the ironmaw is banished back to the Abyss. The banishment spell, of course, is the most effective means of sending an ironmaw packing. Items repellent to an ironmaw include: a pound or more of salt, a pound or more of silver, hairs from a celestial creature or good outsider, fire, and an axe blade. Each extra element improves your ability to overcome the iron maw's spell resistance by +1 and also raises the spell's save DC by 2, so try to use as many as you can. ALTERNATE STATISTICS: The statistics below represent a juvenile ironmaw. The standard monster description can be found in the Fiend Folio . Ironmaw Seedling: CR 10: Large plant (Extraplanar); HD 8d8+32; hp 68; Init -1; Spd io Ft.; AC 21, touch 9, flat-footed 21; BAB +6; Grap +16: Atk +12 melee (1d8+6 4 tendrils/crit 19-20) and +7 bite (id6+3); Face/Reach: 10 ft./io ft, (40-foot reach with tendrils); SA Attach, engulf, illness, tendrils, wound¬ ing; SG Acid resistance 10, cold immu¬ nity, DR 10/4-2, electricity immunity, plant traits, sonic resistance 5, SR 20: SV Fort +10, Ref +1. Will +3; Sir ££, Dex 9, Con 19, Int 4, Wis 13, Cha 14, Skills: Hide +5, Spot +12, Listen +12; Fears: Alertness, Power Attack, Cleave. Attach (Ex): If an ironmaw hits with a tendril attack, the tendril, in addition to dealing normal damage, attaches to the opponents body. A tendril draws a stuck opponent 10 feet closer in each subsequent round (no attack of opportunity) unless the opponent breaks free, which requires an Escape Artist check (DC 21) or a Strength check (DC 21). An ironmaw can draw in a creature wilhin to feet of itself and bite with a +4 attack bonus in that round. An ironmaw can draw a creature into its space and attempt to engulf it as well, A tendril can be severed by a single attack with a slashing weapon (made as an attempt to sunder a weapon) dealing at least 7 points of damage. Severing a tendril does not shorten the Ironmaw s reach; it simply plays out more tendril from its trunk. Engulf (Ex): As a standard action, an ironmaw can attempt to engulf a Large or smaller creature that enters its space. The victim of the attack can make an attack of opportunity, but if it does, it is not entitled to a saving throw, A victim that does not attempt an attack of opportunity must make a Reflex save (DC 15} or be engulfed; on a success, the victim is pushed back or aside (but not freed from attached tendrils). An engulfed creature takes 1d8+6 points of bludgeoning damage within an ironmaw s trunk each round and must hold its breath or begin to suffocate. Illness (Ex): An ironmaw s tendrils can sap an opponent's health. Anyone caught by a tendril must succeed on a Fortitude save (DC 18) or take id6 points of Constitution damage. Tendrils (Ex): An ironmaw can attack with its four tendrils from up to 40 feet away. Anyone struck by a tendril can take damage, lose blood, suffer illness, and be drawn toward the ironmaw's trunk. Wounding (Ex): A wound resulting from an iron maw s tendril attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 10) or the application of any cure spell or other healing spell [heal, healing circle , or the like). Plant Traits (Ex): An ironmaw is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. An ironmaw also has lowlight vision. Skills: Ironmaws receive skills as fey. An ironmaw has a +8 racial bonus on Listen and Spot checks. *ln wooded areas, an ironmaw has a +15 racial bonus on Hide checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Lower Planes or any woodland Stat Block 5th Edition: - 5etools (homebrew tree blight as base) - DnDBeyond (homebrew tree blight as base) 3.5e: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Can camouflage to look like any other type of tree - Grappling limb attacks drag victims towards toothy maw - Trunk and limbs extremely tough (like iron) - Powerful bite attack - Immune to bludgeoning damage Appearance In their natural form, ironmaws look like gnarled old oaks, leafless and dead, Their trunks and limbs are much thicker than they ought to be for the ironmaw’s height. On closer inspection, some of the twisted limbs of the ironmaw are clearly much longer than they should be; the tree bends and contorts its striking limbs to conceal their true length. At closer range it’s also possible to spot the ironmaw’s jagged mouth, a 2-foot-long crevice in its lower trunk lined with sharp knife-edged ridges of bark. Normally, the ironmaw’s mouth is closed so tightly the crevice disappears into the normal folds and ridges of its bark. Size Hero Forge: 5'9" (XL) Lore: Huge (15-20' tall) Suggested: Huge to Gargantuan Other Monikers None Sources - Planescape: Monstrous Compendium Appendix II (1995) - Archive.org (Dragon #308 - 2003) - Fiend Folio (2003) - mojobob's website

  • Hill Giant

    Hill Giant Hill Giant Huge Giant, Chaotic Evil Hero Forge Mini Single mini, no kitbash, 3 variants below Description (From D&D 5th Edition Monster Manual - 2014) Hill giants are selfish brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength. Steadings. Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs. Bigger Means Better. In a hill giant’s world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power. Hill giants don’t realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe’s chief is usually the biggest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order. Voracious Eaters. With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn’t obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud. Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too. Direct and Deadly. Hill giants’ ability to digest nearly anything has allowed them to survive for eons without needing to adapt and change. With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don’t think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter. In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another’s shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them. Raging Bullies. A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry. If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim. (From Volo's Guide to Monsters - 2016) Hill giants live to eat. Anyone who understands this one fact about them knows everything there is to know. Ordning of Gluttony. Hill giants are the weakest of the true giants. They have the shortest stature, the smallest brains, and the least ambition. The only area in which they excel is girth. Since eating is the only thing hill giants care aboutt a . tribe is always led by its fattest, heaviest member- the most successful and thus the most admired one in the group. The qualities that other creatures expect or demand of their leaders- such as intellect, decision-making ability, and personal magnetism- have no importance to hill giants. They are neither recognized nor rewarded, except to the extent that a hill giant with slightly above average smarts might use trickery or intimidation to grab more food than its neighbors. Dens of Squalor and Stench. Hill giants stuff the most repulsive, rotting things into their mouths without hesitation, suggesting that either they have no sense of taste or their hunger is so all-consuming that flavor isn't a consideration. Whatever the reason, the upshot is that hill giant dens are filthy, reeking places. Decaying carcasses and cracked bones are strewn about. The ground is saturated with blood and with the giants' own filth. Not every hill giant's digestive system is so indiscriminate; from time to time a giant does get sick, but most of them recover and don't learn anything from the experience. The rare exceptions are called mouths of Grolantor- giants that are confined and starved to the point of emaciation before being unleashed during a battle or a raid. The stench that exudes from a hill giant den might attract monstrous scavengers such as oozes, ropers, carrion crawlers, or otyughs. Hill giants don't domesticate or tend these creatures but do tolerate their presence. A visit from a gelatinous cube or a carrion crawler probably is the only "housekeeping" a hill giant's den ever sees. Ghouls are known to lurk around the edges of hill giant encampments, but they're less welcome than other kinds of scavengers. With their greater craftiness- especially if they're led by aghast-ghouls can use simple trickery to steal the giants' meals. A hill giant wouldn't mind if a roper dragged away a few scraps, but it would be angry if a trio of ghouls stole an entire carcass. Stuff-Stuff. Hill giants sometimes amuse themselves with inane games that typically involve food or eating. One such game is called stuff-stuff, in which hill giants see how many halflings, gnomes, or goblins they can fit into their mouths at once without swallowing. Grolantor: Always Hungry, Never Full. The deity most revered by hill giants is Grolantor, the least of Anna m's six sons, the black sheep of the family who was scorned by his siblings and his parents. Most ofGrolantor's problems, however, were of his own doing. Proud of his great strength (his only redeeming quality), Grolantor refused to recognize the superiority of his older, smarter, stronger siblings, and insisted on being treated as their equat He complained constantly of his endless hunger, but rather than hunt for himself, he snatched food from the plates of his siblings and his parents. This behavior caused many fights between Grolantor and his siblings, most of which Grolantor lost. Tales about Grolantor invariably end with his gaining yet another scar on his back, received as he escaped the wrath of a family member who had been pushed too far by Grolantor's insulting boasts and selfishness. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material Stat Block 5th Edition: - D&D Basic Rules - D&D 5th Edition Monster Manual (2014) - DnDBeyond Abilities - Great strength, size, constitution - Throws rocks Appearance Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth. Size Hero Forge: 8' 8" Lore: Huge (16 ft.) Suggested: Huge Other Monikers Haugjotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - D&D 5th Edition Monster Manual (2014)

  • Outlands - Excelsior Entrance

    Outlands - Excelsior Entrance Outlands - Excelsior Entrance Author(s) Matt-GM talespire://published-board/T3V0bGFuZHMgLSBFeGNlbHNpb3IgRW50cmFuY2U=/77aa63bd4f71d49daf56c4afcdbd40f1 Board Link Features - Walled city of marble, silver and gold - Flying castles loom overhead - Massive celestial structures, some with magic levitation circles instead of stairs - Gold brick cobblestone streets Notes - Fairly heavy map, streets a bit unpolished - Uses celestial structures (some external only) from the Clerk's Ward templates for Sigil - In the old lore, Excelsior has no outer walls, but I thought that was dumb, so I put some in mine, despite the flying castles overhead Assets from Tales Tavern None

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