top of page

Search Results

592 results found with an empty search

  • Duodrone | Digital Demiplane

    Duodrone Medium Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Duodrones are bifunctional modrons that supervise 12 units of monodrones or perform complex tasks beyond the abilities of the monodrones. They are blocky, rectangular creatures of great strength. Like all modrons, they are absolutely loyal to the commands of their immediate superiors. Capable of interpreting two commands at once, duodrones serve in the forces of the modron army as corporals and sergeants, or as special shock troops armed with thrusting and crushing weapons. Typically, they are given only a single command at a time, allowing them the limited ability to react. If ordered to attack, for example, they will do so until the enemy is slain and then seek out a new enemy, rather than attacking each other. Duodrones have limited conversational ability, but they can report their operations and observations clearly and completely. Duodrones have 90-foot infravision. (from D&D 5th Edition Monster Manual - 2014): The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can perform 2 activities at once - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Capable of stabbing and throwing javelins Appearance They are blocky, rectangular creatures of great strength. Size Hero Forge: 5'2" (6') (XXL) Lore: Medium Suggested: Medium Other Monikers Class 2 Drone Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website

  • Elder Brain | Digital Demiplane

    Elder Brain Large Aberration, Lawful Evil Hero Forge Mini Kitbashed, double mini Description (From Volo's Guide to Monsters - 2016): The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams. Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain’s intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan. When its insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature’s body as it would a puppet. Against the rare, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart’s mind, rendering the creature a thoughtless, drooling shell. Devourer of Thoughts. An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don’t bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them. When a mind flayer perishes, the elder brain’s servants feed the contents of its skull to their master, which absorbs the illithid’s brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this “oneness” as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens — for an elder brain can evoke the persona of any illithid it has ever absorbed. Hive Mind. Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand. Ego Unhindered. Each elder brain considers itself and its desires the most important things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them. The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible. An Elder Brain’s Lair The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids and with psionic energy. Lair Actions When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can’t use the same lair action two rounds in a row: - The elder brain casts wall of force. - The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost. - The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects: The territory within 5 miles of an elder brain is altered by the creature’s psionic presence, which creates one or more of the following effects: - Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not. - The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and the elder brain can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it. - Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked. If the elder brain dies, these effects immediately end. (From 2nd Edition Monstrous Manual - 1993): The elder brain is a huge, fibrous mass of cognizant brain tissue covered with writhing feelers. A single elder brain floats within the depths of a briny pool found at the center of its illithid community. An elder brain’s prodigious psychic abilities cause it to pulsate and glow like a windblown ember, charging its gray matter with vitality and purpose. This vitality allows it to remain active long after the bodily deaths of the individual mind flayers whose brains were harvested to engender it. Elder brains sense the world via an innate telepathy with a radius of up to 5 miles (in the oldest specimens). Within this radius, an elder brain detects all non-psionically shielded sentient beings — even through solid rock. Within this same range, an elder brain can communicate with any creature through the use of its innate telepathy. It can also scry through the eyes of any willing (or psionically dominated) individual within its telepathic radius, although its worldview is biased towards the mental plane. Combat: If given sufficient warning, an elder brain can bud and grow a brain golem ; this golem functions as a physical extension of the elder brain itself. An elder brain can but up to three brain golems, requiring one full hour of undivided attention to fully form each avatar. During the budding process (which costs 1d10 PSPs per HD of the brain golem formed), the elder brain cannot exert any external psychic influence or ability beyond communication. An elder brain only resorts to budding when its psionic abilities prove inadequate — an infrequent occurence at best — as its psionic arsenals contain the combined psionic knowledge of possibly hundreds of contributing illithid minds. The elder brain can use its psionic abilities at twice normal range. An aggressor able to withstand the psionic fury of an elder brain must still overcome a physical obstacle in order to engage in melee with the mature. Since an elder brain is approximately 10 feet in diameter and floats 10 feet below the surface of its pool (a 3Q-foot-wide by 30-foot-deep basin), attackers must first enter the creature’s watery domain (incurring underwater combat modifiers) before engaging in melee. Normal missile attacks (fired from the surface into the water) will not reach the submerged elder brain — though most spell attacks function normally, provided the brain is within the caster’s line of sight and the spell in question does not change effects when cast into water. If death is imminent, an elder brain relinquishes its hold on the Prime Material Plane and withdraws completely into the Astral Plane, where the bulk of its mass resides. Once it transports itself in this way, an elder brain loses its anchor to the prime and becomes trapped on the Astral Plane — a rogue creature without ties to its community. It is uncertain what becomes of a rogue elder brain; however, illithid communities that lose their elder brain swiftly fall apart. Habitat/Society: The elder brain is the center of its illithid community, serving as an advisor and, most importantly, the living repository of the community�s technology, history, and psionic expertise. It is the right and obligation of every illithid to merge with the elder brain after death — living in exalted mentality while guiding and shepherding its erstwhile community. While most illithids believe that their personality will survive the transition, individual egos are suborned to the gestalt consciousness suffusing the tissue mass. Ecology: An elder brain preys upon the thousands of tadpoles that share its pool; it extracts the pre-sentient psionic complexus from each tadpole to fuel its own existence. Despite the gradual addition of tadpole life force and the mass of new illithid brains, the size of an elder brain never swells beyond a 10-foot-diameter. It shunts any excess mass directly into a psionically maintained node on the Astral Plane. Psionics Summary: Level 20 Dis/Sci/Dev = 6/21/31 Attack/Defense = EW, II, PB/All Score = Int PSPS = 1d200+450 Clairsentience — Sciences: clairaudience, clairvoyance; Devotions: all-round vision, know location. Psychokinesis — Sciences: create object, molecular rearrangement, telekinesis; Devotions: ballistic attack, control body, control lights, create sound, inertial barrier, levitation. Psychometabolism — Sciences: complete healing, energy containment, metamorphosis; Devotions: , body equilibrium, suspend animation. Psychoportation — Sciences: banishment, probability travel, teleport, teleport other; Devotions: astral projection, time shift, time/space anchor. Telepathy — Sciences: domination, ejection, mass domination, mind wipe, probe, psionic blast; Devotions: awe, ESP, false sensory input, id insinuation, mind thrust, post-hypnotic suggestion, psionic crush, taste link. Metapsionics — Sciences: empower, psychic surgery, ultrablast; Devotions: cannibalize, magnify, prolong, psionic drain, psionic inflation. This psionic summary indicates the minimum psionic ability of an elder brain. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground), Outlands (Caverns of Thought) Stat Block 5th Edition: - Angry Golem Games - DndBeyond - Volo's Guide to Monsters (2016) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Size Hero Forge: 3' (20') (XXL) Lore: Large (10 ft. brain) Suggested: Large to Gargantuan Other Monikers None Abilities - Grappling tentacles inflict psychic damage - AOE mind blast inflicts psychic damage and stuns - Innate Spellcasting (psionics) - Psychic link with other creatures up to 5 miles with multiple effects - Creature sense up to 5 miles - Telepathy with 10 creatures at once - Legendary actions related to psychic link - Legendary Resistance - Magic Resistance - Blindsight Appearance The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond - archive.org (The Illithiad - 1998) - 2nd Edition Monstrous Manual (1993) - Mojobob's website

  • Ultroloth | Digital Demiplane

    Ultroloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Ultroloths are the strange, enigmatic rulers of the yugoloths . These creatures hold sway over their underlings by force of will and a reputation for cruelty. These ruling yugoloths appear as faceless humanoids with large eyes that resemble fire-opals. They have dark gray skin and typically wear flowing capes or cloaks. Ultroloths communicate using telepathy. Combat: Ultroloths, though evil, are cerebral and reserved. They rarely enter combat and rarely have to. They are never surprised. They can attack with two hand strikes (1d12 energy damage each). Ultroloths have Strength 21 (+9 damage adjustment with weapons). Ultroloths wield swords and polearms (always of +2 or greater enchantment) with expert precision. Four out of ten such weapons have a special enchantment (vorpal , etc.), determined randomly. A very few of these special weapons are extremely powerful; choose their specific abilities, including restrictions or curses. An ultroloth always knows its weapon’s full abilities. Any creature who meets the gaze of the ultroloth must save vs. spell or stop, fascinated (as if affected by a hold person spell) by the coursing colors and patterns. If the victim saves, the ultroloth can use a special form of alter self to appear as a person whom the victim loves or respects. In addition to those available to all yugoloths, ultroloths have the following spell-like abilities at 15th level of spell use: airwalk , animate object , bind , call lightning , color spray (7 times per day), control winds , detect invisibility , detect lie , detect magic , detect poison , detect scrying (all detect spells always active), ESP , fear , fire storm (once per day), geas , know alignment (always active), mass suggestion (once per day), passwall , pass without trace (always active), read magic (always active), shout , solid fog , symbol (any type, once per day), and wall of fire . Ultroloths can also automatically gate in one yugoloth of each of the nine weaker types (arcanoloth , canoloth , dergoloth , gacholoth , hydroloth , mezzoloth , nycaloth , piscoloth , yagnoloth ), once per day per type. No nonmagical attack affects an ultroloth. They are harmed only by weapons of +3 or greater magical enchantment. Yugoloths have infravision to 240’. Habitat/Society: No lower-planar mercenary dares disobey an ultroloth for fear of cruel punishment. Even non-yugoloths in the Lower Planes steer clear of the ultroloths, fearing their powers. Note that the ultroloth’s actual power, though certainly respectable, does not greatly exceed some others of its kind. However, ultroloths maintain an air of mystery, so that few yugoloths of lesser power know their true abilities. Ultroloths also typically have enormous presence, shrewdness, and force of will, nonmagical qualities that often overshadow the most powerful enchantments. Ecology: Ultroloths are the ultimate level of the corruption of the yugoloths. Little occurs in the mercenary ranks that these beings do not know about. (from 5th Edition Monster Manual - 2014): Ultroloths command the yugoloth armies of the Blood War. An ultroloth looks like a slender gray-skinned humanoid with an elongated head. Its face bears no features except for two ovoid eyes. These eyes can become sparkling pools of light that can transfix other creatures and leave them reeling and helpless. Frequently at one another’s throats, ultroloths continually scheme to enhance their own power. When not employed to fight in the Blood War, ultroloths lead yugoloth forces throughout the planes, acting as crime bosses or commanders of evil mercenary companies. With a reputation for cruelty, ultroloths command their minions to fight while the ultroloths stay removed from combat themselves. Lesser yugoloths know their place when facing an ultroloth and respond to its summons without demand for payment. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Longsword attacks are magical - Hypnotic gaze stuns victims - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Summon yugoloths - Teleport - Blindsight, telepathy Appearance These ruling yugoloths appear as faceless humanoids with large eyes that resemble fire-opals. They have dark gray skin and typically wear flowing capes or cloaks. Size Hero Forge: 9'11" (XL) Lore: Medium (6-6.5 ft.) Suggested: Medium Other Monikers Ultrodaemons, ultrodemons Sources - Forgotten Realms Wiki - Angry Golem Games - DnDBeyond - Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - Mojobob's Website

  • Arcanaloth | Digital Demiplane

    Arcanaloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (from Planescape Monstrous Compendium Appendix I - 1994): Arcanaloths keep records and execute contracts for the yugoloths . All transactions for services rendered in the Blood War go through them. As yugoloths go, they are a civilized breed. An arcanaloth looks like a robed human with the head of a fanged jackal or war dog . Arcanaloths usually snarl and wear expressions of hatred. However, they keep themselves well groomed and dressed. As speakers for their race, arcanaloths can speak and write all languages. Combat: Arcanaloth cannot be surprised on the Lower Planes. All arcanaloths have the abilities of a 12th-level mage. They commonly memorize destructive spells, but they keep a wise eye on their escape and defensive spells for good measure. In addition to those available to all yugoloths, arcanaloths have the following spell-like powers: advanced illusion (once per day), continual darkness , control temperature (10’ radius) , fear (once per day), fly (unlimited duration), heat metal , invisibility , magic missile , shape change to any humanoid form, telekinesis , and warp wood . Arcanaloth are extremely intelligent and use these spell-like abilities to best advantage. In general, arcanaloths avoid hand-to-hand combat, but they can attack with two stinging, poisonous claws (1d4 damage each and a - 1 penalty, cumulative per hit, on attack rolls). Bless , neutralize poison or slow poison eliminates the attack penalty; otherwise, effects are permanent. Arcanaloths can also bite (2d6 damage). Once a day an arcanaloth can attempt to gate in 1-6 mezzoloths , 1-2 dergholoths , or 1 arcanaloth, with a 40% chance of success. Arcanaloths are harmed only by weapons of +3 or greater enchantment. Due to their enchanted nature, arcanaloths are immune to mind-affecting spells. They are destroyed only if they die on the plane of Gehenna, their source of power. Habitat/Society: Arcanaloths negotiate all bargains with baatezu and tanar’ri and play the two sides against each other with practiced ease. They openly discuss one side’s offers with its enemy in hopes of raising the stakes. For example, a baatezu force attempting to siege the Lakes of Molten Iron on the first layer of the Abyss tries to hire the yugoloths for 1,000 mortal life forces and the power of death for one year. The arcanaloth agent goes to the tanar’ri and tells them the offer. Usually the tanar’ri make a counter-offer for the yugoloths to help them defend against the baatezu. Ecology: Arcanaloths, like all yugoloths, play a casual role in the Blood War. They trade and scheme for mercenary success, not out of “racial pride,” but for personal wealth and power. Arcanaloths have randomly determined spellbooks. An incantation in The Book of Keeping describes the creation of a potion that grants success in any venture. The potion requires a shred of flesh from the heart of an arcanaloth. Its efficacy is unknown. Arcanaloths dwell in the plane of Gehenna, where they draw power from the furnaces there. They seldom leave the plane, and then only briefly. (from 5th Edition Monster Manual - 2014): Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety and finesse, just as an arcanaloth who changes sides can easily turn the best-laid peace talks into all-out war. What the fiend demands in exchange for its time and talent is information, as well as powerful magic items that it can trade for even more information. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Robust innate spellcasting - Poison claws are magical - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Summon yugoloths - Teleport - Blindsight, telepathy Appearance An arcanaloth looks like a robed human with the head of a fanged jackal or war dog. Arcanaloths usually snarl and wear expressions of hatred. However, they keep themselves well groomed and dressed. Size Hero Forge: 8'7" (XXL) Lore: Medium Suggested: Medium Other Monikers Arcanadaemons Sources - Forgotten Realms Wiki - Angry Golem Games - DnDBeyond - Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - Mojobob's Website

  • Annis Hag | Digital Demiplane

    Annis Hag Large Fey, Chaotic Evil Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (from 5th Edition Volo's Guide to Monsters - 2016): Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall. Tormenting the Weak. Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry. Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to "be good, or the annis will get you." Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the "bad seed" and must face the awful decision of whether the child should be punished or exiled. Tribe Mother. Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition. Covens . An annis hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP). Iron Token. An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds th1s iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magi-cal properties. HAG LAIR ACTIONS: If a hag is a grandmother, she gains a set of lair actions appropriate to her nature, knowledge; and history. A coven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong. The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. Lair Actions On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row: • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there. • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them. Annis Hags: Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear. Statistics for the annis hag appear in chapter 3 of this book. A powerful annis hag might have the following additional lair action: • The hag creates a thick cloud of caustic black smoke that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 (3d6) acid damage. (from 2nd Edition Monstrous Manual - 1993): The largest and most powerful of all the hags, annis stand seven to eight feet tall. Their skin is deep blue in complexion, while their hair, teeth, and nails are glossy black. The eyes of an annis are dull green or yellow. Annis have normal infravision (60-foot range), but superior hearing and sense of smell. Annis are surprised only on a 1 on 1d10. An annis attacks using its talons and teeth to inflict horrible wounds. In melee, annis tend to close and grapple. An annis that hits an opponent with all three of its attacks in one round has successfully grappled its opponent. Next round, all attacks by the annis are automatic hits, unless the opponent is stronger, the annis is slain, or the victim uses some magical means to escape the hag. Otherwise, the annis will continue to hold the victim in its grasp, and deliver damage with its raking talons and sharpened teeth each round until the victim is slain. In addition to normal attacks, annis have the ability to cast fog cloud three times per day. This spell is used to confuse resistance or to delay attack by a superior foe. Annis can also change self like all hags, appearing as a tall human, ogre, or even a small giant. These spells are cast at 8th level for purposes of determining spell range, duration, etc. The skin of an annis is iron-hard; thus edged weapons cause 1 less point of damage when they hit these hags. Conversely, blunt weapons (including morning stars) cause 1 additional point of damage against an annis. Annis speak their own language, as well as ogre, all evil giant tongues, and some common. Some of the most intelligent annis can speak common fluently and know a smattering of various demihuman languages. Annis are believed to live for 500 years. 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): - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Immense strength - Crushing hug attack - Claws, bite multiattack - Cold resistance - Spellcasting and disguise as medium humanoid - Potential Coven spells - Potential Lair actions Appearance Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Size Hero Forge: 11 ft. (XL-XXL) Lore: Large (8 ft.) Suggested: Large Other Monikers Annis Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DndBeyond - 2nd Edition Monstrous Manual (1993) - mojobob's website

  • Dhergoloth | Digital Demiplane

    Dhergoloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Dergholoths are native to the Gray Waste but inhabit Carceri and Gehenna as well. These lesser yugoloths serve as rank-and-file mercenaries in the Blood War. Dergholoths have round bodies with five arms and three legs. Their insect-like heads rotate 360 degrees, so they can move and change direction with astonishing speed. They are extremely strong but also stupid. Dergholoths communicate using telepathy. Combat: In the Waste the dergboloth are never surprised. Their five arms end in stubby, four-clawed hands. They have Strength 20 (+8 damage adjustment). Each may have weapons, as determined below, but dergholoths never carry magical weapons. Roll: Attacks (Damage per Attack): 01-60 = 5 claws (1d4+8) 61-85 = 4 claws (1d4+8), 1 sword (1d8+8) 86-95 = 3 claws (1d4+8), 1 sword (1d8+8), 1 spear (1d6+8) 96-00 = 2 claws (1d4+8), 1 sword (1d8+8), 1 spear (1d6+8), 1 battle axe (1d8+8) If the first two claw attacks hit, the dergholoth has grabbed its opponent and gets a +2 bonus on its attack rolls on that opponent; however, the two grabbing arms cannot attack. Grabbed opponents can fight, but cannot move or retreat until they break free (by making a Strength check against half their current Strength score). Armed dergholoths can parry with their weapons instead of attacking. For each weapon used to parry, the dergholoth’s Armor Class improves by 2. For example, if a dergholoth with three weapons decides to attack with one weapon and parry with two of them, its armor Class becomes -7 for the melee round. Once per day, a dergholoth can chatter senselessly by clicking its mouth pincers rapidly. This has the effect of feeblemind spell on any creature of less than 7 HD that hears the attack. Those beings must save vs. spells or be feebleminded for 1-6 melee rounds, after which they will return to normal. In addition to those available to all yugoloths, dergholoths can use the following spell-like abilities: darkness 15’ radius , fear , and sleep (twice per day). Dergholoths are immune to attacks from nonmagical weapons. The material form of a dergholoth may be destroyed but it reforms within a few days. Habitat/Society: Dergholoths are treated poorly in yugoloth society. Not nearly as powerful as many of the other types, they receive constant abuse from their betters. This makes the dergholoths mean, which in turn serves the yugoloths well. Dergholoths make up many of the yugoloth mercenary companies, but despite their stupidity, they are stubborn and difficult to control. They fight only because more powerful yugoloths compel them. They do not understand the Blood War or know of the profits that higher yugoloths make from their fighting. When not fighting, dergholoths wander the Waste, sometimes in huge, milling groups up to 500 strong. They spend their time either stealing larvae from the night hags or waiting for a fight. Ecology: How dergholoths are created is still a mystery. None have ever been properly examined. Some speculate that ultroloths transform erring underlings into dergholoths for a specified time (a millenium, perhaps) as punishment. (from Mordenkainen's Tome of Foes - 2018): Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either forget what they’re told or don’t listen in the first place, and then bungle the task that was set for them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - 5etools - DnDBeyond - Modrenkainen's Tome of Foes (2018) 2nd Edition: - Mojobob's Website Abilities - 5 clawed arms flail in AOE attack - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Blindsight, telepathy Appearance Dergholoths have round bodies with five arms and three legs. Their insect-like heads rotate 360 degrees, so they can move and change direction with astonishing speed. Size Hero Forge: 9'2" (XXL) Lore: Medium (5e), Large (2e, 3e) Suggested: Medium to Large Other Monikers Dergholoths, derghodaemons, derghodemons Sources - Forgotten Realms Wiki - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website

  • 05-Marut-02

    Marut Marut Large Construct (Inevitable), Lawful Neutral Hero Forge Mini Double mini, no kitbash, 2 variants below (inc. single mini) Description (From Planescape - Monstrous Compendium Appendix I - 1994): Maruts are the servants of the powers throughout the Upper Planes. They go forth from Mechanus and spread the powers’ will across the Outer Planes. In his book Magic and Mystery of ind, Vimalanda Rey tells a legend of the marut. “In the Plague Year, Rudra visited death upon the once-mighty city of Dharaputta. ”Prince Rajavahana claimed that with his wealth and power he could deny death, dismay Rudra, and lock out the plague. He locked himself in his high-domed palace. Guards kept away all sickness, and even the healthy who would see the Prince were bathed in strong smelling herbs and given magical treatments to insure their health. The sages of Rajavahana warned him that he could not avoid the maruts, but he pai wizards vast amounts to set certain powerful seals upon his doo that would keep the onyx gian from entering his palace. “As the plague reduced his great city to ruin, the prince amused himself by parties and dances. One day he organized a trip to the treasure room of his great-grandfather. There he found a statue of a marut. For a moment he felt afraid, but the oldest dwellers of the palace assured him that the statue had been there since his grandfather’s time. He had the statue taken to his ballroom to show his victory over Rudra. “During his next feast, with all his guests around, Prince Rajavahana stood in front of the figure and taunted it. To his horror, the statue spoke! ‘Know, 0 Prince, that the decrees of fate are set aside by no man. Patiently 1 have waited since the time of your grandfather to bring you this.’ Whereupon the marut breathed out a silvery breath. “Coughing, the Prince cried, ‘What of my guards? what of my spells?’ “‘Spells and guards are as naught to fate.’ “In an instant all had died the Silvery Death, and the marut, unhampered by spells to prevent its leaving, returned to Mechanus.“ Mamts look like red-eyed, unliving giants carved from a single piece of polished stone with no discernible joints or seams. Maruts wear golden armor with wide plates on the shoulders and armbands. Maruts speak only in response to direct questioning, save when relaying messages given to them. They understand all languages. Maruts spread the will of the power they serve, whether a god of disease, love, or magic. They interact with others only if it directly involves the service they are currently performing or if hindered from prforming that service. Otherwise they seem oblivious to what occurs around them. However, nothing could be further from the truth. Maruts are highly intelligent and keenly alert to their environment. Although maruts seem evil, they are only servants who obey the will of their masters to the absolute letter. WHen the situation warrants it, their masters may even send them to aid a power of another alignment. Of course, when the maruts’ actions no longer serve their master’s will, they leave the scene immediately. Maruts are enchanted constructs that the god of disease, Rudra, has imbued with intelligence and sentience. The marut body itself is made of pure onyx and is worth hundreds of thousands of gold pieces. Maruts exist only to spread the will of their masters or to serve those their master has chosen. They spread the will of their master even when assigned other tasks. All maruts were created directly from the will of Rudra but have changed hands many times since. Because Rudra spreads disease, his own maruts harm their environment by causing disease in plants, animals, and sapient creatures. The god has given maruts to fellow powers as gifts for services rendered. In fact, at times it serves Rudra’s enemies ends to assist the causes of good. In those times, his maruts directly serve a good deity. Combat : Maruts are awesome opponents. Their punch alone can fell all but the most powerful opponents (8d10 damage). Maruts have the following spell-like powers: animate object , blink , cause disease (against any one target within 60’) continual light , control minds (3 times per day), deafness , earthquake (once per day), hold person , lightning bolt (8d6 damage), and shades . Maruts are immune to attacks from weapons of less than +3 magical enchantment. They regenerate 5 hp per round. Maruts are immune to acid-based attacks. They take half damage from cold and fire-based spells. Trap the soul and related magics do not affect the maruts. They also are immune to death spells. (From D&D 3.5e Monster Manual I - 2003): Maruts represent the inevitability of death. THey confront those who would try to deny the grave itself. Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way (such as sacrificing hundreds of others to keep oneself safe from a plague) might be labelled transgressors as well. Those who use magic to reverse death (raise dead spells, for example) aren't worthy of a marut's attention unless they do so repeatedly or on a massive scale. When a marut has identified its target, it walks surely and implacably toward the foe, never resting. Combat : Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic , and it uses dimension door and locate creature to track down foes who flee. A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Fists of Thunder and Lightning (Su): A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are strength-based and include the marut's Ability Focus feat. Spell-like Abilities: At will - air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day - chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week - earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based. Skills : A marut has a +4 racial bonus on Concentration, Listen, and Post checks. (From Mordenkainen's Tome of Foes - 2018): The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn’t care whether both parties understand what they’re agreeing to. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 2nd Edition: - mojobob's website Abilities - Awesome constitution and strength - Unerring slam auto-hits - Blazing edict burns and stuns - Immutable form - Legendary resistance - Magic Resistance - Requires no air, food, drink or sleep - Immune to poison, most mental attacks - Speaks all languages - Plane Shift - Flight - Regeneration - Innate Spellcasting Appearance Maruts look like red-eyed, unliving giants carved from a single piece of polished stone with no discernible joints or seams. Maruts wear golden armor with wide plates on the shoulders and armbands. Size Hero Forge: 11 ft. (XXL) Lore: Large (12 ft.) Suggested: Large to Gargantuan Other Monikers Inevitable of Death Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website - WebDM (youtube) - AJ Pickett (youtube)

  • Bralani Eladrin

    Bralani Eladrin Bralani Eladrin Medium Fey (Elf), Chaotic Neutral Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 8 variants below (inc. single minis) Description (From Planescape Monstrous Compendium Appendix II - 1995): The snowy, sandy wastes of Pelion are home to the bralani eladrins . They’re the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. No eladrin can match the fury of an angry bralani, or the keening depths of her grief or sorrow, or the blissful heights of her joy. Bralani are tied to the plains of Pelion, but may occasionally be found dancing in the desert winds or arctic wastes of other realms, exulting in their freedom and the beauty of the open land. Bralani in their natural form resemble short, stocky elves, broad in the shoulders but graceful nonetheless. Their hair is usually a bright silvery-white, and their eyes are an everchanging rainbow of hues that flicker and shift with the vagaries of the bralani’s mood. Bralani can also take the shape of a whirlwind of dust, sand, or snow, racing across their beloved plains like living zephyrs. Bralani are the most distant and fey of the eladrins, dangerous to approach and fickle in temperament. Strangers might be greeted with wild celebration or attacked in a towering rage. Although the bralani’s purpose seems to be to dance and race about in the wastes, they’ll drop their endless dance in a moment if they come across evil in their domain. A few rare and unusual bralani sojourning in other worlds ally themselves with the local forces of good, siding with a tribe of noble desert savages or aiding a group of northern herdsmen. In their native layer of Pelion, the Bralani travel in loose bands in an unending dance of wind and sand. Each day the band travels hundreds of miles, stopping only to play pranks on travelers or deal with any unwanted intruders they find. The bralani don’t acknowledge any one individual as leader. The entire band acts merely on spontaneous impulses, which can make these eladrins very hard to deal with. When the bralani leave Pelion, they travel in smal groups of only 1 to 3 individuals. In the rare instances where the bralani have mobilized for war, they act as scouts and skirmishers, harrying the enemy's flanks and rear. Combat : In humanoid form, bralani are surprisingly strong: they've got an 18/76 Strength with the resulting bonuses. Bralani prefer the spear, the bow, and the scimitar - weapons of the desert nomads they most closely resemble. Bralani weapons're often enchanted. These folk are superb archers, and gain a +4 bonus to bow attacks due to their great Dexterity and instinctive mastery of the wind. However, a bralani's just as likely to abandon his weapons and attack as a living whirlwind. In this form, he's AC -2 and can attack with two scourging sand- or snow-blasts for 1d10 points of damage each. The blasts have a 20-foot range and affect a cone 5' in diameter. Any creature within 20 feet of the bralani in whirlwind form must successfully save versus paralyzation or suffer a -2 to attacks due to stining sand in his eyes. Any man-size or smaller creature that approaches within 5 feet of the bralani in its whirlwind must successfully save versus paralyzation again or be swept off its feet by the raging winds and thrown 10 to 30 feet. Bralani love to careen through an enemy's flanks, knocking their foes left and right as they dance right past them. In addition to the powers all eladrins possess, bralani can use the following abilities once per round: blur, charm person, control weather, cure disease, gust of wind, mirror image, and wind wall. Twice per day they can cast a lightning bolt (8d8 points of damage), and cure serious wounds or neutralize poison. Bralani can be hit only by +1 or better weaponsm or weapons forged of cold-wrought iron. A bralani can gate 1d4 other bralani eladrins to his location with a 40% chance of success. (From 3.5e Monster Manual I - 2003): The being before you resembles a short, stocky elf, broad in the shoulders but quick and nimble. Its hair is a bright silver-white, and its eyes are an ever-changing rainbow of hues. The bralanis are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand. Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability. Combat : Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble. A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based. Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based. Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. 5th Edition Homebrew Stat Block: Bralani Eladrin Medium fey (elf)), chaotic neutral Armor Class 15 (natural armor) Hit Points 63 (7d8+31) Speed 40 ft. (fly 90 ft in whirlwind form). STR 20 (+5), DEX 18 (+4), CON 19 (+4), INT 13 (+1), WIS 14 (+2), CHA 15 (+2) Damage Resistances Fire, Cold (resistance to Bludgeoning, Piercing, and Slashing from nonmagical weapons while in Whirlwind form) Senses darkvision 60 ft., passive Perception 12 Languages Elvish, Sylvan Challenge 6 (2,300 XP) Innate Spellcasting. The bralani’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alter self, blur, charm person, comprehend languages, cure wounds, detect evil, gust of wind, mirror image, phantasmal force, wind wall 2/day each: heal, lightning bolt Magic Resistance. The bralani has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack . In its true form, the bralani makes two scimitar or longbow attacks. In whirlwind form, the bralani uses its Scourging Blast ability twice. Scimitar. Melee Weapon Attack: +8 to hit, 5 ft. reach, 1 target. Hit: 11 (2d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600, 1 target. Hit: 13 (2d8 + 4) piercing damage. Scourging Blast (Whirlwind Form only). A blast of wind and debris forming a line 20 feet long and 5 feet wide shoots from the edge of the whirlwind in a direction the bralani chooses. Each creature in the line must make a DC 13 Strength saving throw, taking 8 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Summon Eladrin (1/Day). The eladrin chooses what to summon and attempts a magical summoning. A bralani eladrin has a 30 percent chance of summoning one bralani eladrin. A summoned eladrin appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other eladrin. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Whirlwind Form. The bralani transforms into a large whirlwind of dust, snow, or sand, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. In its whirlwind form, the bralani has an Armor Class of 20, a fly speed of 90 feet, and resistance to bludgeoning, piercing, and slashing attacks from nonmagical weapons. Being incorporeal, the whirlwind cannot wear clothes or equipment, wield any weapons, or cast spells listed in its innate spellcasting. The whirlwind can enter a hostile creature’s space and stay there, and can move through a space as narrow as 1 inch wide without squeezing. The area within 20 feet of the whirlwind is heavily obscured to all creatures except the bralani. On the bralani’s turn, it can force up to 3 medium-sized or smaller creatures within 5 feet of the whirlwind to make a DC 13 strength saving throw. On a failure, the creature is flung up to 20 feet away from the whirlwind in a direction of the bralani’s choice and knocked prone. If a thrown creature strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea (Pelion) Stat Block -5e: Try homebrew below -3.5e: Realmshelps.net , Book of Exalted deeds (2003) -2e: Planescape Monstrous Compendium Appendix II (1994) Abilities - Transforms into whirlwind - Blinding attacks with blasts of snow, sand, dust - Throw enemies with wind gusts - Superb Archers, enchanted weapons - Innate Spellcasting - Summon Reinforcements Appearance Bralani in their natural form resemble short, stocky elves, broad in the shoulders but graceful nonetheless. Their hair is usually a bright silvery-white, and their eyes are an everchanging rainbow of hues that flicker and shift with the vagaries of the bralani’s mood. Bralani can also take the shape of a whirlwind of dust, sand, or snow, racing across their beloved plains like living zephyrs. Size Hero Forge: 7 ft. (XXL) Lore: Medium (5 feet) Suggested: Small to Medium Other Monikers Desert Eladrin, Snow Eladrin, Dust Devils, Wind Eladrin Sources - Forgotten Realms Wiki - 3.5e: Monster Manual I (2003) - Planescape Monstrous Compendium Appendix II

  • Nordom | Digital Demiplane

    Nordom Medium Construct (Modron), Lawful Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Torment Videogame - 1998): This modron seems to be subtly different from the others you have seen. It carries a pair of crossbows in its four arms, and it seems to be taking an active interest in your behavior. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - Monster Manual (2014) (Quadrone) - Angry Golem Games (Quadrone) - DndBeyond (Quadrone) 2nd Edition: - Torment Fandom Wiki - Mojobob's Website (Succubus) Abilities - Ranged fighter - Can load and fire two crossbows at once using 4 arms - Truesight (not in videogame) Appearance This modron seems to be subtly different from the others you have seen. It carries a pair of crossbows in its four arms, and it seems to be taking an active interest in your behavior. Size Hero Forge: 5'9" (XXL) Lore: Medium Suggested: Medium Other Monikers Nordom Whistleklik, Dan Castellaneta Sources - Planescape: Torment Videogame (1999) - Torment Fandom Wiki

  • Ice Mephit | Digital Demiplane

    Ice Mephit Small Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Ice mephits are angular, with translucent, ice-blue skin. They live on the colder Lower Planes and thus never mix with fire, magma, smoke , or steam mephits. Ice mephits act aloof and cruel, surpassing other mephits in torture and wanton destruction. Combat: Ice mephits attack with two clawed hands (1d2 damage each). In addition, their chilling touch reduces the victim’s attack rolls by 1 per hit. These effects are cumulative and last three turns, or until the victim is healed to full hit points, whichever comes first. Ice mephits can breathe a volley of ice shards every other melee round, up to three times per day. This volley automatically hits a single victim within 15’ (1d6 damage, save vs. breath weapon for half damage). Once per hour an ice mephit can attempt to gate in one other mephit, either mist or ice. Ice mephits are of course immune to all cold-based attacks, but take full damage from fire- or heat-based attacks. Ecology: Confined ice mephits chill small rooms for the cold storage of perishables. (From 3.5e Monster Manual I - 2003): This winged creature looks like a miniature human made of snow and ice. It has translucent skin. Ice mephits come from the Elemental Plane of Air. Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds. Ice mephits speak Common and Auran. Combat: Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: 1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma-based. Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Para-Elemental Plane of Ice Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Frost breath - Claw attacks - Flight - Immune to cold, poison - Innate Spellcasting - Summons other mephits - Perfect camouflage when hiding in ice - Damaging burst of ice shards upon death Appearance Ice mephits are angular, with translucent, ice-blue skin. Size Hero Forge: 3 ft. (XL) Lore: Small/Medium (4 ft.) Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website

  • Noviere Eladrin

    Noviere Eladrin Noviere Eladrin Medium Fey (Elf), Chaotic Good Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 3 variants below Description (From Planescape Monstrous Compendium Appendix II - 1995): The seas and islands of Ossa, the second layer of Arborea, are the home of the noviere eladrins . Like the bralani, the novieres are a people who celebrate the beauty of the lands and emerald waters around them. They're the most straightforward and approachable of the eladrins. The shierees are blocks of ice to the typical cutter traveling in Arborea, the bralani are fickle and flighty, and trying to talk seriously to a coure can drive a sod barmy - but the novieres're willing to take a basher at [their] word and deal with him the way [they] deal with them. The novieres’re somewhat more human in appearance than a full-blooded aquatic elf; they’re stockier, and have no prominent gills or webbing in their fingers. Their eyes mirror the color of the seas around them. In addition to their demihuman form, novieres can take on the shape of golden dolphins made entirely of shimmering water. Novieres prefer to remain in the seas of Ossa, but sometimes journey to other planes or prime-material worlds to visit with ocean nymphs or merfolk. They love exploring a new coastline or listening to the sound of the surf on a strange shore. Of all eladrins, the novieres are most likely to be interested in trade or material things; they’re fascinated by gemstones and jewelry. After the coures, the novieres are the most social of the eladrins. They do not travel much, but choose a favorite island or coastline and linged there for years at a time. A clan of noviere eladrins is loosel$ governed by a chieftain, but individuals are not bound to obey this leader. Novieres tend to keep to themselves and are a fare sight in the high eladrin courts of Olympus. Combat : The novieres're slow to anger and try to avoid combat unless it's absolutely necessary. If pressed, a noviere can fight fairly well - her lithe limbs and graceful frame conceal and 18/01 strength. Novieres like weapons that can be used on water or land, and usually wield tridents +1, nets, or long-bladed daggers +2 . Novieres can throw their nets 30 feet underwater or 60 feet on land; if they score a hit, their victim must successfully save versus paralyzation or be entangled for 1d6 rounds. Entangled victims are attacks at a +4 bonus to hit. Novieres are usually careful not to allow air-breathers to drown while entangled in their nets. In dolphin form, a noviere's body is composed of water bound together by [their] magical nature. [They] can attack by making a powerful ramming strike once per round and can use the surrounding water to shield [themselves] from harm. In this body, the noviere is AC -3. If the noviere scores a hit with a natural 19 or 20, she can choose to envelop her opponent, effectively holding it motionless with a strength of 20. Neither the held opponent nor the novierre can make any attacks while [they] hold it. To escape the noviere's grasp, the victim must succeed at a bend bars/lift gates roll or find a way to drive the noviere away with magic. In any form, the noviere has the spell ability of a 5th-level priest. [They] can also use the following spell-like powers once per round at will: alter self, charm person, continual light, improved phantasmal force, mirror image, and slow. Once per day a noviere can confer water breathing for 6 hours or hurl a 60-foot water bolt that does 4d6 points of damage to all creatures in a 5-foot-wide path (save vs. spell for half damage). 5th edition Homebrew Stat Block: Noviere Eladrin Medium Fey (elf), chaotic good Armor Class 15 (or 20 in dolphin form) Hit Points 63 (7d8+31) Speed 30 ft., sim 40 ft. (60 ft. in dolphin form) STR 18 (+4), DEX 16 (+3), CON 16 (+3), INT 15 (+2), WIS 16 (+3), CHA 18 (+4) Damage Resistances: cold Skills Persuasion +7, Stealth +6 Senses darkvision 120 ft., passive Perception 16 Languages Common, Celestial, Elvish, Sylvan Proficiency Bonus +3 Challenge 6 (2,300 XP) Hold Breath. The noviere can hold its breath for 20 minutes. Innate Spellcasting. The noviere’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alter self, charm person, comprehend languages, cure wounds, detect good & evil, light, minor illusion, phantasmal force 3/day each: major image, mirror image, slow 1/day each: water breathing Magic Resistance . The noviere has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The noviere makes makes two melee attacks, or one melee attack and throws a net. Trident . Melee Weapon Attack: +8 to hit, 5 ft. reach, 1 target. Hit: 11 (2d6 + 4) slashing damage. Dagger . Ranged Weapon Attack: +8 to hit, range 150/600, 1 target. Hit: 13 (2d8 + 4) piercing damage. Net . Ranged Weapon Attack: +8 to hit, range 30/90 (or 15/60 underwater),1 target. Creatures hit by the net are restrained (escape DC 15). The net has an Armor Class of 12 and 10 hit points. Water Bolt (recharge 5-6). The noviere hurls a bolt of concentrated water at lethal speeds in a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 magical bludgeoning damage on a failed save, or half as much damage on a successful one. Dolphin Form. As an action, the noviere transforms into a shimmering golden dolphin made of water, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. As a dolphin, the noviere can breathe underwater, has an armor class of 20, a strength of 20, and a swim speed of 60 feet, but its statistics are otherwise the same as its true form. While in the form of a dolphin, the noviere is resistant to bludgoening, piercing, and slashing damage from nonmagical weapons. The dolphin cannot wear clothes or equipment, wield any weapons except its Water Bolt, or cast spells listed in its innate spellcasting. The dolphin can, however, envelop medium or smaller objects into itself that weigh less than 200 lbs, and travel its full swimming speed with these objects inside its watery form. When the dolphin chooses, or if it reverts to its true form, the object is released in an adjacent square of the noviere's choice. Enveloping Slam (dolphin form only). Melee Weapon Attack: +8 to hit, 5 ft. reach, 1 target. Hit: 8 (1d6 + 4) magical bludgeoning damage. If the slam attack beats a medium or smaller creature's Armor Class by 4 or more, the water dolphin can choose to enter the target’s space and envelop it (escape DC 15). While enveloped, the target is grappled, and neither the target nor the dolphin can attack. The dolphin can use its full movement speed to take an enveloped target anywhere it wishes, or use a bonus action to release the target. If the dolphin takes damage, fails a saving throw, or changes back to its true form, the target is also released. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea (Ossa) Stat Block - 5e: Try homebrew below - 3.5e: dnd-wiki.org , Book of Exalted deeds (2003) - 2e: Planescape Monstrous Compendium Appendix II Abilities - Transforms into dolphins made of shimmering water - Enchanted weapons, nets, high strength - Envelop enemies in dolphin form - Innate spellcasting Appearance The novieres appear to be aquatic elves or nixies. Their skins are greenish, blue, or golen in hue, and their hair ranges from deep blue-green to pale blond. Size Hero Forge: Varies Lore: Medium (5' tall or 7' long) Suggested: Medium Other Monikers Sea Eladrin, Aquatic Eladrin, Dolphin Eladrin Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix II

  • Argenach | Digital Demiplane

    Argenach Medium Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): Wherever the Balance is threatened, that’s where the argenachs’ll be found. They’re advisers and agitators, working to ensure that no one gains the upper hand for long in any part of the multiverse. Argenachs are the second-highest bloods among the rilmani , entrusted with the execution of the most delicate and subtle parts of the rilmani’s grand purpose: the careful adjustment of the Balance in places where it’s out of kilter and can’t fix itself. Argenachs are especially interested in the affairs of the countless prime worlds, since they believe that the war of good and evil, law and chaos, will be fought and won in the realms of mortals. Even now, they say, the powers that exemplify these causes squabble over the spirits of humankind. The Prime’s the only theater that counts. Thus, argenachs spend a lot of time away from the Outlands, mired in endless struggles on the Prime Material Plane. The argenachs’ methods are subtle, but simple. They give advice and knowledge to whatever side’s threatened, trying to even things out. Argenachs often conceal their true identity, since no one likes being played for a puppet. They’ll be found masquerading as helpful sages who aid their proteges in a struggle against evil or chaos, or as cold-hearted bloods advising ambitious cutters on how to go about besting the forces of law or good. More often than not, argenachs’ll take a neutral role and just watch to see how things are turning out. Argenachs are tall, slender creatures with a silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of their mission. Argenachs favor great, wide-bladed broad swords and long-handled axes in combat. Combat: Argenachs avoid physical combat when possible. Their primary means of defense are rays of silvery light projected from their hands. These rays inflict 1d20 points of damage, and always strike as an energy form their target’s vulnerable to. For example, baatezu are immune to fire, so the argenachs rays might strike as electricity or magic missiles. Argenachs can fire two rays per round, to a range of 60 yards. Argenachs are deceptively strong, with the equivalent of a 19 Strength. If forced into melee combat, they strike with their mystic weapons (usually enchanted to +3 value) at a +3 attack bonus and inflict +7 points of damage. An argenach who fights bare-handed can still inflict 1d10 points of damage per hit. Argenachs also command a battery of formidable spell-like powers, which they can use one at a time, once per round. These include: advanced illusion , cone of cold (9d4+9 points of damage, 3/day), detect magic , detect invisibility , ESP , fly , geas (1/week), hallucinatory terrain , invisibility , legend lore (1/day), mass charm , mirror image , prismatic spray (1/day), slow , solid fog , suggestion , and wall of fire . An argenach can also lay on hands once per day, duplicating the effects of a heal spell except that no more than 36 points of damage can be cured. Argenachs can be damaged only by +3 or better weapons. They prefer to use their spell-like powers of charm , illusion , or suggestion to avoid physical confrontations, but fight with ruthless efficiency when required. Once per day argenachs can open a gate (75% chance of success), bringing 1 to 4 fenumachs (60% chance) or 1 other argenach (40% chance) to their aid. Habitat/Society: Argenachs are the loners of rilmani society, which is fairly reclusive to begin with. They answer directly to the aurumachs and are usually given only broad guidelines instead of specific orders. For example, an argenach might be ordered into a struggle with no instruction more detailed than “There’s trouble on Toril. Deal with it.” Of course, an argenach’s extremely intelligent and resourceful, and that’s all the orders he’ll need to get the job done. Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands, Prime Material Plane 2nd Edition: - mojobob's website - Hand-projected light rays that deal any damage type targets are weak to - Deceptively strong and skilled with powerful mystic weapons and bare hands - Powerful innate spellcasting - Immune to nonmagical weapons - Summons other rilmani Argenachs are tall, slender creatures with a silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of their mission. Argenachs favor great, wide-bladed broad swords and long-handled axes in combat. Size Hero Forge: 9'5" Lore: Medium (7 ft.) Suggested: Medium to Large Other Monikers Prime Rilmani, Silver Rilmani - Mimir.net - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website

bottom of page