top of page

Search Results

Search this site

592 results found with an empty search

  • Marilith

    Marilith Marilith Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Planescape Monstrous Compendium Appendix I - 1994) Bold and cunning, mariliths are the generals and tacticians for the Blood War. Where balors are the influence and energy behind the war effort, mariliths are the brains and tactics. As noted, marilith are the strategists of the Blood War. They devise battle tactics and coordinate the true tanar’ri (except for the balors, of course). Due to the chaotic nature of the other tanar’ri , coordinating their activities is nearly impossible. Mariliths hate the glabrezu. They feel that the subtle warfare of the glabrezu is a childrens’ game and inferior to proper warfare. Mariliths try to discredit the glabrezu in any way they can. They would completely destroy the subtle beasts, but the all-powerful balors favor the glabrezus’ tactics. Marilith secretly feel that they are the true force behind the Blood War, that the balors have their place only because of their great power, and are otherwise unnecessary. They may be right, but the power of the balors remains unchallenged. Combat: Mariliths are never surprised. Although they are strategists and tacticians, Mariliths love physical combat when opportunity presents. They size up any combat before getting involved and take full advantage of terrain, obstacles, and the opponent’s disadvantages. They can attack with each of their six arms and constrict a victim with their snaky tails, as well. Weapons of +1 or lesser magical enchantment cannot harm a marilith. They cannot be fooled by illusions and are immune to mind-affecting spells. Mariliths favor exotic swords and axes. The DM should assign specific weapons; 90% of them should be magical (+1, +2, etc.), and 15% of these should be special. Marilith cherish their weapons; if one is lost or stolen, the owner will go to great lengths to recover it. A marilith can constrict with its deadly tail. If the tail hits in combat, it wraps around a victim to crush the life out of him. The tail inflicts 4d6 points of crushing damage and drives the breath from a victim. Once constricted, the victim automatically takes 4d6 damage each round. Additionally, the trapped creature must make a Constitution check every round or fall unconscious. No opponent with less than 15 Strength can even hope to break free of the coils. Each round, there is a 10% chance per round per point of Strength over 14 that the victim can escape. In addition to those available to all tanar’ri, mariliths have the following spell-like powers: animate dead , cause serious wounds (reverse of cure serious wounds ), cloudkill , comprehend languages , curse (reverse of bless ), detect evil , detect magic , detect invisibility , polymorph self (7 times per day), project image , pyrotechnics , and telekinesis . They can also attempt to gate in 2-20 least tanar’ri, 1-6 lesser tanar’ri, 1-4 greater tanar’ri, or 1 true tanar’ri once per hour with a 35% chance of success. (from Dungeons & Dragons Monster Manual - 2014) Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - Roll20 - DnDBeyond 2nd Edition: - mojobob's website Abilities - Wields 6 magic weapons at once - Can take reactions (including parry) on every turn of a combat - Telepathy - Teleportation - Summoning Appearance Mariliths appear as half snake, half humanoid. From the waist down, these creatures have the bodies of giant snakes, with huge, green, scaly coils. Above the waist they are beautiful, comely females. Besides the obvious snake body, the feature that identifies a marilith is its six arms. They are commonly adorned with precious jewelry and bear highly decorated weapons: marilith usually carry a different weapon in each hand. Size Hero Forge: 7 ft. Lore: 7-9' high, 20' long Suggested: Large to Huge Other Monikers Type V Demons Sources - Forgotten Realms Wiki - Monster Manual (2014) - DnDBeyond - Planescape Monstrous Compendium Appendix I (1995) - mojobob's website

  • Berbalang

    Berbalang Berbalang Medium Aberration, Neutral Evil Hero Forge Mini Kitbashed, single mini, 1 variant below Description From Mordenkainen's Tome of Foes (2018): Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life. Speakers of the Dead. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren’t above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane. From Planescape: A Guide to the Astral Plane (1996): Sad little solitaire, Sad little hermit. Wandering so far and near, has no self-worth to it. (From the poem, Berbalang , by Tycho Sint, known as one of the worst poets in all Sigil) Ah, the Astral sure isn’t the home of anything normal, is it? Case in point: the odd little berbalang, and the equally odd community that it has on the Astral. The berbalang’s a native of the Prime, but one that spends most of its time astrally pro¬ jecting a form on the Astral. The creatures never meet each other in their real bodies, but in the Silver Void they gather into little en¬ claves to talk, debate, learn, and even mate. It turns out these solitary creatures are philoso¬ phers at heart and spend much of their time in lone meditation, contemplating existence, real¬ ity, perception, and a virtually limitless number of other topics. Then, they gather on the Astral to exchange their theories. A few folks have tried to infiltrate the enclaves to learn the dark of berbalang theo¬ ries. What they tumbled to was that despite their fiendish appearance and monstrous reputation as chaotic evil carnivores (this is the common chant among many primes), their philosophies are remarkably gentle and pleasant. Their outlook on life and the multiverse is usually extraordinarily positive, uplift¬ ing, and wondrous. The strange thing is, they don’t feel they have any rightful place in it. They resign themselves to be loathsome, mur¬ derous monsters undeserving of love or kind¬ ness from others. These gatherings of astral berbalangs occur within structures created by the berbalangs for this purpose. The outside of a berbalang meeting hall is always made of a sil¬ very, semireflective metal so that it is hard to see in astral space. They are a peery folk, so these struc¬ tures are well-protected and well-guarded, with plenty of exits from which to flee. See, as a general rule, berbalangs are cow¬ ardly bashers who avoid direct confrontation with any other creature. Sometimes, however, they’ll follow a cutter around, apparently only to observe. For this reason, some folks call them stalkers. Stalkers never attack on the Astral Plane and flee immediately upon being threatened. Though these carnivores feed every now and again, such activities are always to their physical bodies on the Prime - so it’s no concern for a cut¬ ter on the Astral. No one knows how, but berbalangs mate on the Astral in such a way that they produce physical offspring on the Prime. It’s been suggested that this is an indicator that berbalangs aren’t normal physical creatures at all. Berbalang: AC 6; MV 6, FI 24 (B); HD 4+1; THACO 17; #AT 3; Dmg Id4/ld4/ld6 (claw/claw/bite); SZ M (4'-7" tall); ML average (10); Int very (11-12); AL CE; XP 65. Notes: The berbalang can astrally project (as astral spell) at will and can create an astral-like physical projection on the Prime that can act and fight as the actual berbalang. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane (Astral Plane) Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond Pathfinder: - Archives of Nethys 2nd Edition: - Planescape: A Guide to the Astral (1996) Abilities - Creates spectral duplicate - Spellcasting (speak with dead, plane shift) - Bite and claw attacks - Truesight - Knows all languages - Flight Appearance The berbalang is a gaunt and lanky biped. Its wide eyes glow white, and can see in the dark. They have a pair of broad, bat-like wings on their back, sharp claws and needle-like teeth. Size Hero Forge: 5'8" (XL) Lore: Medium (4-7 ft.) Suggested: Medium Other Monikers Astral Imp Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: A Guide to the Astral (1996)

  • Lady’s Maze - Clockwork

    Lady’s Maze - Clockwork Lady’s Maze - Clockwork Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBDbG9ja3dvcms=/cda0fa594af164aafccf09998258a032 Board Link Features - 5 mathematical questions, the wrong answers lead you in a circle - Player must walk up walls, defying gravity, to progress Notes - Maze for artificer player, attacked him with a giant, psychotic versions of his own inventions - Mechanical maze briefly disintegrates into the chaos soup of limbo, where the player’s lost his closest friend long ago - Fair warning: this board is very heavy on performance… and at least one of the math problems is incorrect! Not my strong suit. :D Assets from Tales Tavern None

  • Dragonbone Golem

    Dragonbone Golem Dragonbone Golem Large Construct, Unaligned Hero Forge Mini Button Double mini, no kitbash, 2 variants below Description (From Fizban's Treasury of Dragons - 2021): A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones’ inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem’s form. Dragonbone golems’ resilience and obedience make them excellent lair guardians for their dragon creators, and their supernaturally fearsome presence is a strong deterrent against intrusion. (From 2nd Edition AD&D Monstrous Manual - 1991): A golem is actually a “construct”, a powerful, enchanted monster created and animated by a high-level wizard or priest. These creatures can be made from almost any material. The drolem — the most fearsome of all such constructs — proves especially difficult to create. A drolem looks like a dragon : either a beast of a certain color, a composite of different types, or simply a dragon skeleton . In many ways its physical abilities rival those of the formidable beasts it resembles, but the drolem is extremely stupid — utterly incapable of speech, spellcasting, or the devious plotting that so often marks the actions of true dragons . Combat: In battle, the drolem proves as formidable as any true dragon. The monsters can sustain damage only from weapons of +2 or greater enchantment and remain immune to all from of fire, cold, and gases (since they do not need to breathe except to use their breath weapon). In additlon, drolems are immune to poisons, mind-affecting attacks, and to all spells of 4th level or lower. They can cast detect invisibility to a range of 60 feet. Unfortunately, a drolem’s Intelligence (or lack of same) limits its tactics. One of these creatures does not often attempt strategies more complex than a direct attack. If given extremely precise instructions by its creator, it mght successfully execute a maneuver such as picking up an opponent, flying into the air, and dropping the unfortunate victim. However, it could accomplish this sort of act only after receiving the most careful of instructions. Normally, a drolem can follow commands no more complex than: “Kill anyone who enters this chamber, except me.” Most drolems prefer to attack from the air when possible. In battle, they attack with their immense foreclaws, each one inflicing 2d6 points of damage, and their wicked bite (1d20+10 points of damage). In addition, a drolem can use its breath weapon three times per day to exhale a small, poisonous cloud (a cube measuring 20 feet on each side, appearing directly in front of the drolem) All within the cloud must make a saving throw vs. dragon breath or die. Habitat/Society: These automatons, which operate under the direct control of their creators, have no society or association with any particular habitat. Golems can obey simple commands but have very limited mental capauhes. Unlike most such constructs, a drolem can think, but in a quite limited fashion; it obeys all its creator’s instructions exactly to the letter. This habit can cause difficulties — it is not unheard of for an incautious wizard to give a drolem a command that leads to the creator’s own demise. Ecology: As unnatural creatures, drolems play no part in the natural ecology. They neither eat nor sleep, and they “live” until destroyed, usually in combat. Most true dragons hate drolems with a passion. The mighty reptiles either see the constructs as vicious mockeries of themselves or find themselves horrified by the acts that drolems are so often built to accomplish. In particular, dragons despise drolems created in their own image. Thus, an onyx dragon becomes most enraged by the sight of an onyx drolem, a red dragon particularly hates the sight of a red drolem. Because drolems are particularly rare and powerful golems, they guard only the most special places and treasures. The especially arduous creation process can take almost a year to complete, even after all the components have been assembled. Only a wizard of at least 18th level can create a drolem, using a certain book and several rare materials, found only on Mystara. These materials, which cost about 90,000 gold pieces, are detailed in books that describe drolem creation, but remain unknown to the general public. The scales from at least three different types of dragons go into this golem’s construction, rumors say. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Fizban's Treasury of Dragons (2021) - 5eTools - DndBeyond 2nd Edition: - mojobob's website Abilities - Petrifying breath - Fear aura - Immune to poison, charmed, paralyzed, exhausted, petrified and frightened conditions - Magic resistance - Colossal claw, bite, and tail attacks - Pinion attack that restrains targets - Necrotic rend attack - Construct: requires no air, food, drink, sleep Appearance A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones’ inherent magic. Each bone is etched with intricate glyphs that allow animating power to flow through the golem’s form. Size Hero Forge: 11 ft. (XXL) Lore: Large Suggested: Large to Gargantuan Other Monikers Drolem Sources - Forgotten Realms Wiki - Fizban's Treasury of Dragons (2021) - DndBeyond - AD&D 2nd Edition Monstrous Manual - mojobob's website

  • Bezekira

    Bezekira Bezekira Large Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Planescape: Planes of Law Monstrous Supplement - 1995): The bezekira (or hellcat, to those who don’t know its proper name) is a catlike beast native to Baator . However, it’s got none of the charms associated with a feline: It’s got all the obnoxiousness — and then some! It pads about on feet quieter than velvet sliding across skin. Unlike a cat, however, the bezekira tends not to be very vocal, preferring instead to communicate via a telepathy that extends 9 yards. One of the worst things about the hellcat is that it’s damned near invisible in any kind of light. Though it can be seen by those beings who can ordinarily see invisible creatures, all others are at a serious disadvantage. However, if a body’s smart enough to douse the light when a hellcat’s suspected nearby, she’ll see a glowing outline of a cat the size of a tiger. She’ll also see the thing’s malevolently glowing red eyes — ’course, that might be the last thing she sees. Bezekiras are the associates and familiars of baatezu and are found primarily on the Nine Layers of Baator. Only if summoned forth by a prime wizard (or some other fool who doesn’t know any better) will a hellcat leave Baator. Typically it is turned loose on the Prime Material Plane. There, it may wander for a year and a day before it must return to its dismal lair, but during that time it can wreak considerable havoc. The hellcat’s nature is fickle and capricious. It will seek the one master who can bring it the most power and food — often changing masters a number of times, as outlined below. A bezekira has some standards, however, for it won’t accept just any master. Life in Baator pounds home certain doctrines, and a hellcat will only take on a master who is both lawful evil and intelligent. This monster has developed a unique sense that lets it determine how powerful a lawful-evil body is. Thus, a bezekira can gauge a being’s might and then decide whether it wants to attach itself. If it so chooses, it serves that person to the best of its ability, communicating via telepathy only with him and protecting him while he commits his evil deeds. If it encounters two lawful-evil beings who are of the same level, the hellcat chooses to ally itself to a priest first then a cleric. Its third choice would be a mage, then a specialist. Its fifth choice would be a fighter, then a rogue. If the two most powerful are of the same class, the cat attaches itself to one randomly. However, the hellcat will automatically choose a baatezu (of any power) over a mortal, no matter how powerful. If a bezekira has a master and then encounters a more desirable (read: powerful) lawful-evil person, it has no compunction about abandoning its former master to the dusty wayside. Before actually severing ties, however, the hellcat uses its telepathy to confirm whether the prospective new master might accept it. If he or she will, the bezekira abandons its old master immediately, excited by the prospect of spreading greater evil with its new cohort. The hellcat will readily turn on its former master if its new lord makes such a request. In Baator, it’s not clear just where the animal’s position falls in the hierarchy. The chant is that hellcats serve the fiends, but in what capacity? Even the Guvners aren’t sure, and if they’ve got guesses, they ain’t sharing ’em. Bezekiras reproduce as do normal animals, but their numbers are occasionally augmented in two ways. The first occurs when a baatezu is punished - a frequent event in Baator, though not all those punished are turned into hellcats. The second method occurs far less often. If a petitioner performs a deed of monstrous evil and that deed is witnessed by a lesser or greater baatezu, he is “rewarded” by being turned into a bezekira. The time either of these cutters spends in hellcat form depends on how well each performs. A petitioner who does a good job is usually kept in that place, which is certainly a step up from being a lemure or nupperibo. A fiend, on the other hand, has two options to consider while it’s a bezekira: 1) If it performs badly, it’ll be forced to stay in hellcat form until it learns how to use its new shape properly. 2) If it performs well, odds are it will be forced to remain in hellcat form… Punishment lasts a long time in Baator. Hellcats are carnivorous, requiring a live human or demihuman victim from their masters once per week. If the master is unable to provide a meal, he or she may very well become the next. Bezekiras entirely devour their victims, though first they terrorize their prey so that the taste of fear permeates the flesh. Combat : A bezekira attacks with a rather mundane form: two claw attacks and a vicious bite. However, it’s not its attacks that make this creature a danger to be around, it’s its defense. First, the hellcat’s resistant to magic by 20%. Second, it’s completely immune to any sort of mind-controlling spells; its catlike mentality makes it too independent to be open to such suggestion. Third (and most dangerous), a hellcat can only be hit by a magical weapon. Even then, the weapon’s bonus doesn’t apply to the damage (that is, a long sword +4 used on a hellcat does only 1d12 points of damage, not 1d12+4). Holy water and bless spells cause 1d8 points of damage to a hellcat, and holy items firmly presented keep them at hay. (From 3rd edition Monster Manual I - 2000): Silently, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone. These fierce devil-cats, also called bezekiras, move about almost silently, constantly on the watch for some chance to do evil. They enjoy setting ambushes and otherwise outwitting enemies. While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks. Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds. Combat: A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does. A hellcat’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Improved Grab (Ex): To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +13 melee, damage 1d8+3. Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline. Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - PaperandDice Homebrew (Writing and Rolling) - Try Homebrew below 2nd edition: - Mojobob's Website Abilities - Permanent invisibility except in absolute darkness - Makes no sound when moving - Bite, claw, pounce attacks - Immune to being charmed or put to sleep - 120' darkvision, devil sight pierces magical darkness - Magic resistance Appearance One of the worst things about the hellcat is that it’s damned near invisible in any kind of light. Though it can be seen by those beings who can ordinarily see invisible creatures, all others are at a serious disadvantage. However, if a body’s smart enough to douse the light when a hellcat’s suspected nearby, she’ll see a glowing outline of a cat the size of a tiger. She’ll also see the thing’s malevolently glowing red eyes — ’course, that might be the last thing she sees. Size Hero Forge: 11 ft. (XXL) Lore: Large (7 ft. long) Suggested: Large Other Monikers Hellcat Sources - Forgotten Realms Wiki - 3.5e Monster Manual I (2000) - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's Website

  • Boggle

    Boggle Boggle Small Fey, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (from Volo's Guide to Monsters - 2016): Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in the caves of a hermit. Irksome Pests. Boggles engage in petty pranks to amuse themselves, passing the time at their hosts’ expense. A boggle isn’t above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle’s antics might cause distress and unintentional harm, mischief — not mayhem — is usually its intent. If threatened, a boggle flees rather than stand and fight. Oily Excretions. A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds — enough time for the boggle to step, reach, or attack through it. Unreliable Allies. A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself. (from 3rd Edition Monster Manual II - 2002): Boggles are clever, gibbering scavengers that behave much like some species of monkeys. They do not value treasure, but they do like to collect bright, shiny objects such as coins, precious gems, and jewelry, as well as bits of polished junk. In addition, they can often be tempted with food and sweets. A boggle is a 3-foot-tall, hairless humanoid with a rubbery hide. It has a large, bulbous, bald head, huge ears, and disproportionate body parts, though the exact details vary from one individual to another. For example, a boggle’s nose might be large and crooked, broad and flat, or nonexistent except for nostril slits. Arms, legs, hands, feet, torso, and abdomen vary from spindly to oversized but are almost always misshapen. Skin color may be any shade from dark gray to blackish-blue. A boggle can stretch and compress its body and limbs to a remarkable degree, which accounts for its impressive reach. Boggles have their own rudimentary language of grunts and whistles. Combat : Boggles are a cowardly lot. They taunt, bluster, and scold in their gibbering language, but always from a distance. If they know intruders are approaching, they often use their grease ability to make a section of floor slippery ahead of time, so that they can easily steal baubles from anyone who falls. When forced to fight, a boggle prefers to climb a wall and leap down on prey from above, so that it can bring its hind claws to bear for rending. Improved Grab (Ex): If a boggle hits an opponent of up to one size category larger than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). If it hits with both claws, it can also rend in the same round. The boggle has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the boggle is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Dimension Door (Sp): A boggle can use dimension door up to six times per day. Caster level 7th. Grease (Su): At will, a boggle can secrete an oily, viscous, nonflammable substance from its skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Die of the boggle (4 rounds for the typical creature), and the Reflex save DC is 12. Typically, a boggle uses this ability to grease a section of floor or wall, though it can use the ability in any of the ways that the spell can be used. This oily fluid also makes the boggle tougher to hold onto (see Skills, below). Boggles are immune to the effects of this substance. Rend (Ex):If a boggle hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d4 points of damage. Scent (Ex): A boggle can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: Because of its perpetually oily skin, a boggle gains a +10 racial bonus on Escape Artist checks. (from 2nd Edition Monstrous Compendium Annal Volume Two - 1995): Boggles are clever gibbering thieves and scavengers, behaving much like spme species of monkey. They are 3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are disproportionate and vary from individual to individual, For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth, Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree. Boggles have a rudimentary language of grunts and whis¬ tles, and can be trained to understand others. Combat : Boggles have an exceptional sense of smell and can detect invisible creatures by scent. Boggles can spider climb at will. A favorite tactic is to climb a wall and leap on prey from above to bring their hind claws to bear. Unless acting as guardians they tend to be thieves and raiders rather than a serious physical threat. They can attack with claws and bite. If both daws hit the boggle can rake with its hind daws as well (two attacks for ld4 damage each). Boggles can stretch their limbs and bodies to twice their nor¬ mal length or contract to half size. Their resilient hides reduce damage from weapon attacks by -1 per die of damage. They naturally resist fire, saving against fire-based attacks at +3 and suffering only half or quarter damage. Boggles can secrete a viscous, nonflammable oily substance from pores in their skin. Not only does this make them hard to catch, but anyone treading on the oil (except those adapted to slippery surfaces, like boggles) must make a Dexterity check or fall down, taking one round to stand up. Boggles will try to steal items from creatures who have fallen. They must make a successful attack against Armor Class 5 to succeed in stealing small hems, with penalties of-1 to -5 for larger items. The most unusual power of a boggle is its ability use any complete frame—such as a hole, a door frame, grill work, a pocket, or a bag—as a dimensional portal They can jump, reach, step, or poke their heads into one frame, to appear from another frame within 30 yards, allowing them to grab or strike from an unexpected direction if a frame is available. Only bog¬ gles can use the portal, but it might be possible for enough of them to pull a man-sized creature through, Habitat/Society: Boggles are a cowardly lot and tend to be whiners if threatened with violence. They have low intelli¬ gence, but the cleverness of monkeys. They taunt, bluster, and scold with their gibbering—from a distance. Boggles do not value treasure, but they do like bright, shiny objects such as precious coins, gems and jewelry as wrell as hits of polished junk, and can be tempted wiLh food and sweets, The social organization of boggles is loosely familial, A gen of 2-43 adults and young live in a pocket warren, which might require the boggle dimensional portal ability to enter, Boggle kits tend to be more roly-poly than their adult counterparts and roll and bounce about rather than running. Old boggles are extremely rare, as they tend to lose their sight, sense of smell, and elasticity as they age. A boggle nest is usually a pit-marked cavern, an earthen bur¬ row or den, or a hide way hollowed in a wall Here, boggles build daylike frames and cubbies, using their oil and the debris of their digging to form a mortar, like a mud wasps nest. Their treasures might be found here in some walled-off cubby. Ecology : Boggles scavenge their food, existing on organic refuse, insects, plants and lichens, and kills stolen from other predators. They seem particularly fund of ants, grubs, and sweets, and can be enticed w ith a bit of a bribe. Boggles some¬ time herd beetles, slugs, and lizards in their nests. The boggles’ innate survival instinct combined with their slipperiness and special abilities makes them difficult to cap¬ ture. Other races, such as goblins, hobgoblins, and ores have been known to use boggles as watchdogs and trackers because of their sharp senses. When guard boggles sense intruders, they set up a high-pitched keening wail. Goblin boggle han¬ dlers use high frequency whistles and collars with inward turned barbs to control their boggles. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Dimensional Rift (short range) - Sticky oil restrains creatures - Slippery oil makes creatures fall prone - Resistant to fire Appearance They are 3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are disproportionate and vary from individual to individual, For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth, Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree. Size Hero Forge: 3 ft. (XL) Lore: Small (3 ft.) Suggested: Tiny to Small Other Monikers Bogeymen, bogeys Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual II 3rd Edition (2002) - Archive.org (Monstrous Compendium Annal Volume II - 1995) - Mojobob's Website

  • Boneclaw

    Boneclaw Boneclaw Large Undead, Chaotic Evil Hero Forge Mini Kitbashed, single mini Description (from Mordenkainen's Tome of Foes - 2018): A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich’s attributes — but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master — a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master’s wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master’s desires. Limited Immortality. A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep. (from 3rd Edition Monster Manual III - 2004): This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws out toa distance of 20 feet, neatly skewering fleshy creatures that stand in the way. A boneclaw stands about 8 feet tall and weighs about 300 pounds. Boneclaws speak Common and Abyssal. Combat : A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, surprising them with an attack of opportunity by extending its claws as its enemies close to melee range. With its Combat Reflexes, this can occur often within the same fight. A boneclaw normally attacks using its Power Attack feat, taking a —2 penalty on its attack rolls and gaining a +2 bonus on damage rolls. Reaching Claws (Ex): A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 \, feet (thereby allowing the boneclaw to threaten more squares than even its Large size 4 would otherwise indicate). i Unholy Toughness (Ex): A boneclaw gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice. Boneclaws in Eberron: Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. During the Last War, spies from Karrnath failed to steal the secrets of boneclaw construction from a cabal of necromancers operating within the Great Crag (Droaam’s capital). Through careful negotiation, however, Emerald Claw agents have succeeded where the Karrns failed and have begun creating their own boneclaw killers. Boneclaws in Faerûn: Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faertin. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Negative Energy Plane Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3rd Edition: - realmshelps.net Abilities - Piercing claw attacks grapple victims and drag them close - Deadly reach - Chooses host/master so it can rejuvenate after its body is destroyed - Shadow jump teleport does AOE necrotic damage - Immune to poison, charmed, exhaustion, frightened, paralyzed - Resistant to cold, necrotic, nonmagical attacks - Shadow stealth - Requires no air, food, drink, or sleep Appearance This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Size Hero Forge: 13 ft. (XL) Lore: Large (8-9 ft. tall) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - 3rd Edition Monster Manual III (2004)

  • Rust

    Rust Dragon Rust Dragon Gargantuan Dragon, Lawful Neutral Button Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Native to the Infernal Battlefield of Acheron, rust dragons are creatures of tarnished metal, embodying forces of decay and corruption. Some Material Plane sages posit some connection between these fiendish monstrosities and the relatively innocuous rust monster, but the rational mind correctly sees these claims as the ravings of deranged lunatics. Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. On their native plane of Acheron, rust dragons have an ample food supply in the endless iron cubes the size of continents floating in the void. When drawn to the Material Plane, rust dragons seek out veins of metal in underground caverns, making them particularly loathed by miners. Rust dragons feed on corroded metal, but enjoy fresh meat (particularly vermin) to cleanse the palate between ores. Combat : Rust dragons are not the furious forces of nature that pyroclastic dragons are, nor are they violently insane like howling dragons. Rather, they are simply hungry, and they attack carefully with their goal clearly fixed in mind. They do not tolerate too much interference in pursuit of that goal, and readily break off from combat if a meal proves to be more trouble than it’s worth. Young and older rust dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A rust dragon has two breath weapons: a line of acid or a cone of reddish-brown liquid that instantly corrodes and destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid this effect, but any metal is susceptible: iron, steel, silver, gold, even mithral and adamantine. Metal Resistance (Ex): A rust dragon is resistant to attacks from metal weapons. Against weapons whose damage-dealing part is metal (a blade, metal point, arrowhead, or even mace head), a rust dragon has damage reduction equal to what a rust dragon two age categories older than itself has. Wyrm and great wyrm rust dragons have damage reduction 20/magic and 10/chaotic against metal weapons, and lesser weapons corrode when used against them (see Rusting Scales, below). Rusting Bite (Ex): A rust dragon that makes a successful bite attack causes metal armor worn by the target creature to corrode, falling to pieces and becoming useless immediately. A dragon can also use its bite attack to target a weapon or other metal object, of course. The size of the object is immaterial— a full suit of armor rusts away as quickly as a sword. Magic metal items are allowed Reflex saves against a DC equal to the dragon’s breath weapon save DC. Rusting Scales (Ex):A metal weapon with less than a +5 enhancement bonus that hits a wyrm or great wyrm rust dragon corrodes and is destroyed immediately, with no saving throw. A +5 weapon deals damage normally, but then must succeed on a Reflex save (DC equal to the dragon’s breath weapon save DC) or rust away. Spell-Like Abilities: 3/day—wall of iron; 1/day—acid fog, repel metal or stone. (From Planescape: Planes of Law Monstrous Supplement - 1995): It’s said by some that the rusting metal cubes of Acheron are transient, that they’re another stage of something yet to come. Others (most notably the Doomguard) say that the cubes’re in their final millennium, that they are falling prey to the entropy that’s consuming the multiverse. To justify this theory, the Doomguard point to the rust dragons of Acheron. Rust dragons are very similar in appearance to normal dragons , though the latter group is reptilian and the former bears subtle insectoid features. The difference is apparent in only a few areas: The rust dragon’s wings resemble those of a butterfly, and most normal dragons don’t have the antennae of the rust dragon. Also, the rust dragon’s teeth are jagged parts of its exoskeleton, rather than separate pieces of the creature’s body. The rust dragon looks much like a metallic dragon, but its skin is pitted and corroded-looking (woe to any berk who interprets this as a chink in the creature’s armor!), splotched with orange, brown, and blood-red highlights. There’s as many different appearances to a rust dragon as there are varieties of actual dragon, but there is only one true type of rust dragon. Those that’re similar to silver dragons develop a skin that looks like a film of blackened silver; those similar to brass dragons become tarnished and discolored; and those similar to copper become green-tinted as if they had a finish of verdigris. This pattern is the same for all rust dragons; whatever their metal base, these dragons have the skin of that metal oxidized. Combat: Rust dragons have all the combat abilities of normal dragons, with the instinct to use them, too. Unlike those dragons, however, rusts never gain the knowledge of spellcasting. Breath Weapon/Special Abilities: As with the metallic dragons, rust dragons have two sorts of breath weapons. The first is a somewhat standard breath weapon, a spray of acid that spews forth in a stream 5 feet wide and extending 75 feet in a straight line. Those unlucky enough to be caught in this stream may save for half damage. The second type of breath weapon is more insidious, but no less damaging. It is a cone spray of oxidants and reddish-brown liquid that instantly rusts any material it touches. The cone is 5 feet wide, extends 75 feet, and is 30 feet wide at the base. Anything metal caught in it must save versus disintegration or immediately disappear into a cloud of rusty brown dust motes. Rust dragons, unlike true dragons, receive no age abilities. Habitat/Society: As solitary creatures, rust dragons do not often interact. When they do, or when they are forced together, they immediately become involved in a nonfatal struggle for dominance. The victor is the one who places its jaws around the other’s head. Rust dragons do not keep a hoard, preferring to roam as they will. A great wyrm might elect to keep a few choice gems, but most rust dragons have none of the draconic interest in keeping money. Instead they concentrate on gathering steel, iron, and occasionally spells for food and defense. There’s a relation between rust dragons and rust monsters , the sages say, and they’re not far off. It’s been determined that rust monsters are insectoid in origin, that they hatch in great droves of eggs, and are then left to fend for themselves. Many rust monsters don’t survive to adulthood, and fewer still to old age. Those that do survive somehow make their way to Avalas on Acheron. There they find an isolated tunnel in one of the rusty cubes and begin a feeding frenzy. After a year of gorging themselves, they make cocoons of spun metal around themselves and enter into a three-year hibernation. When this time has expired they burst forth from the hardened cocon as hatchling rust dragons. It’s not known if rust monsters are native to Acheron, or if they originally came from the Prime and were somehow mutated into dragons by the magical nature of Acheron. Regardless, they’re here now, and here they stay. There’s never been a documented case of a rust dragon leaving the plane, and it’s not entirely clear what purpose they serve, save to roam the metal cubes. Achaierai sometimes gather the rust cocoons and raise rust dragons as pets. Perhaps the long hibernation under the watchful care of these strange birds has an effect on the metamorphosing creatures, for the rust dragons tolerate the presence of others of their kind and seem to view the achaierai with affection. The birds use the dragons to make tunnels in the iron cubes of Avalas, but what the rust dragons receive in return from the achaierai remains a mystery. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) 2e: - Mojobob's website Abilities - Breath weapons: acid, rust jet - Immune to acid - Resistant to weapons made of metal - Colossal claw, wing, and tail attacks - Rusting bite and scales that corrode even magical equipment - Frightful Presence - Legendary Actions - Legendary Resistance - Flight - Blindsight - Innate spellcasting Appearance Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. Size Hero Forge: 8'6"-9'4" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video) - Draconomicon: The Book of Dragons (2003) - realmshelps.net - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's website

  • Babau

    67e10b52-5455-4014-bc32-ae202f08fc61 Babau Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (From Dungeons & Dragons Monster Manual - 2015) Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt. It is said that when Glasya wounded Graz’zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature, and its talons gleam with acidic slime. (from Planescape Monstrous Compendium Appendix. I - 1994) Babaus are greater tanar’ri that roam the layers of the Abyss recruiting lesser and least tanar’ri for the vast armies of the Blood War. They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature. Babaus communicate using telepathy. Other tanar’ri hate babaus because they roam around recruiting for the vast Abyss armies. To escape service, numbers of lesser tanar‘ri sometimes gang up on a pursuing babau and try to kill it. However, the babau defend themselves well. True tanar’ri have close ties with babaus. If a babau is attacked, a true tanar’ri (randomly determined) is 20% likely to notice and come to its aid - not through any sense of loyalty, hut rather to further the Blood War. This causes the lesser tanar’ri to fear babaus even more. According to the true tanar’ri (presumably among the greatest powers of the Abyss), the only purpose of the lesser and least tanar’ri is to fight in the Blood War. Because the babaus are the grim recruiters of those armies, they are integral to the Abyss and important in the Blood War. Combat : Any creature who meets a hahau’s glowing red gaze must save vs. spells or be affected as by a ray ofenfeeblement. Gaze range is 20’. The gaze affects one opponent per round, in addition to normal attacks. Babaus are immune from attacks by nonmagical weapons. Babaus can use any weapon they find. They have enchanted and magical weapons 20% of the time (determine magical weapon randomly). Babaus have Strength 19 and gain a +7 damage bonus. Babaus attack with two claws (1d4+1 damage each) and their sharp horn (2d4 damage). Babaus are intelligent and prefer other means of attack, hut they fight fiercely unarmed when necessary. Babaus generate a slick, dark red substance that covers their bodies. This slippery jelly halves damage from all slashing and piercing weapons (type S and P), and it has a corrosive quality. It has a 20% chance per hit of corroding a metal weapon. Normal metal weapons must save vs. acid with each hit or corrode and become useless. Magical metal weapons lose one “plus.” Further, if the liquid comes into contact with exposed flesh (during grappling attacks or other contact), it burns for ld6 of acid damage. In addition to those available to all tanar'ri, babaus have the spell-like abilities dispel magic , fear, fly, heat metal, levitate, and polymorph self. Once a day they can attempt to gate in 1-6 cambions or 1 babau with a 40% chance of success. There is also a chance that a true tanar’ri comes to the aid of a babau in trouble (see below) Babaus have the abilities of a 9th-level thief (pick pockets 30%, open locks 30%, find/remove traps 25%, move silently 95%. hide in shadows 80%, detect noise 35% climb walls 90%. read languages 30%, backstab (x4). Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnDBeyond Abilities - Weakening Gaze - Innate spellcasting (darkness, dispel magic, fear, heat metal, levitate) Appearance 2e: "They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature." Size Hero Forge: 10' 2" Lore: 7 ft. Suggested: Medium to Large Other Monikers One-horned horrors, ebony deaths Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website

  • Lemure

    Lemure Lemure Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From 5th edition Monster Manual - 2014): A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil , lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp. A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can’t speak. (From Planescape: Monstrous Compendium Appendix I - 1994): The lowliest denizens of Baator , lernures are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Their faces are equally unrecognizable, with twisted, melted features molded into permanent expressions of horrid anguish. Sometimes, lemures display some slight vestige of their mortal life: a facial feature, nervous twitch, or a small shred of clothing. However, these fragments of their former lives become less and less apparent as the lemure passes its tortured, wretched existence as the weakest baatezu in Baator. Lemures have no minds and no means of communicating. Lemures are wretched creatures, forever tormented by the other baatezu . Their existence is both dismal and insignificant. They wander the first two layers of Baator in large hordes, avoiding other haatezu and relentlessly attacking intruders. Sages believe there are infinite numbers of lemures on Baator. Occasionally a lemure is selected to form a spinagon, a least baatezu. This is done randomly, and is not based on merit, although sometimes, for the pleasure of the baatezu involved, more than one lemure is selected for such a promotion. The mindless lemures are pitted against each other in a brutal fight to the death. Winners of such a fight are either promoted to spinagons or slaughtered outright, depending on their entertainment value. Lemures are occasionally transformed into wraiths or spectres, as well. Other baatezu consider the lemures beneath notice. Combat: Unless ordered otherwise, lemures relentlessly attack anything except another baatezu, regardless of danger. They never check morale. In combat, they claw for 1d3 points of damage. Their main strength is in their large numbers. Lemures attack in wave after wave, dozens of them, until they either wear down more powerful opponents or are destroyed. Lemures have no mind of their own, so they are immune to any mind-affecting spells such as charm person or illusions. They do not, however, have the spell-like abilities common to other baatezu. Lemures regenerate 1 hit point per melee round. Any piece of a lemure, even its burnt ashes, regenerates until the creature is whole again. The only way to permanently destroy lemures is with holy water, a holy sword, or other holy item. In desperate battles when success is more important than huge losses, baatezu leaders initiate a fearsome battle drive, a wedge formation of 1,000 or more lemures. On command from a superior, the lemures march slowly, mindlessly toward their destination. As they arrive, the lemure are invariably cut down by the dozens. Oblivious, they attack with +2 to their attack rolls. Eventually, the sheer number of lemures prevails, but they commonly see 70 to 90% casualties. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Returns to life if killed in the nine hells - Immune to fire, being charmed, frightened, poisoned - Resistant to cold - Darkvision 120 ft. Appearance Lemures are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Their faces are equally unrecognizable, with twisted, melted features molded into permanent expressions of horrid anguish. Size Hero Forge: 7 ft. (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Least baatezu, damned souls, damned petitioners, shit devils Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's website

  • Gray Waste - Cauldron

    Gray Waste - Cauldron Gray Waste - Cauldron Author(s) Matt-GM, conspirator05h, Lemurian_Settler (Dustdown) talespire://published-board/R3JheSBXYXN0ZSAtIENhdWxkcm9u/65eb5582425175b986e11c88c00ed8dc Board Link Features - Desolate isle of the cursed, bleached of color - Resident villagers look like ghosts - Hideous fomorians, hags and undead walk freely in the streets - Ancient cauldron at the town square vomits out newly arrived spirits of the dead - Portal to Sigil at the wall of the inn at the town square - Docks with Marraenoloth, boatman of the river Styx Notes - Gray Waste (a.k.a. Hades) is a realm of many underworlds, where spirits succumb to apathy and despair - Cauldron is the primary town of Anwyn, the Celtic "Isles of the Cursed" in 2nd edition, ruled by Arawn, the god of death Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/ Black Knight's Castle: https://talestavern.com/slab/black-knights-castle/

  • Template - Cursed Swamp

    Template - Cursed Swamp Template - Cursed Swamp Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBDdXJzZWQgU3dhbXA=/ac8779c548700ec156b8aca3f68d4a29 Board Link Features - Colossal, kaiju-sized footprints in the mud (titans); left and right foot - Muddy, root-covered terrain - Dead, dying, fallen trees (one with giant bird nest), broken stumps - Razorvine overgrowth - Small fiendish boat (shorter Styx ferry) - Mossy, slimy boulders covered in razorvine - Mossy, slimy, alien, spiky rock formations - Decayed rope bridges (straight and diagonal) - Fish and seaweed - Colossal chains reaching up into infinity Notes - Template for my Carceri - Othyris Swamp map... basically a fiendish hell dimension Assets from Tales Tavern None

bottom of page