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  • Sigil - The Ditch

    Sigil - The Ditch Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBIaXZlIFdhcmQgRGl0Y2g=/44ed76dd4a7e945841b0d3b96d2732ec Features - Enormous scar dividing the lower ward from the hive, full of polluted water, trash, dead bodies - Crumbling bridges cross the watery chasm - Extensive city sections on both sides of the river, showing the sharp contrast between the industry of the lower ward and the desperate slums of the hive - Hidden portal on the banks of the ditch Notes - Extensive use of Sigil Hive and Lower Ward templates Board Link Sigil - The Ditch Assets from Tales Tavern None

  • Template - Sigil Generic 01

    Template - Sigil Generic 01 Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBHZW5lcmljIDAx/0cf802b3474a74cc24d07baab094980e Features - Friendly Fiend charms and baubles shop - Huge tenement (partial interior) - Walkway towers - Magic weapons shop - Large Inn - Generic House variants - Repeating House block tiles Notes - Giant Tenement unfinished; also, its main stairwell is too narrow to function normally (teleport players, and try not to have combats on the stairs) Board Link Template - Sigil Generic 01 Assets from Tales Tavern None

  • Sigil - Godsmen Hall

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

  • Template - Sigil Clerk's Ward

    Templare - Sigil Clerk's Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBDbGVyaydzIFdhcmQ=/e882942f45cb021a3ad9dbbd7f838f85 Features - Celestial District temples (half with interiors), libraries, shops, furniture - Celestial Threater (unfinished) - Government/Administrative buildings, courthouses - Repeating House block tiles - Some buildings from Planescape: Torment; Brothel of Slating Intellectual Lusts, Office of Advocate Iannis, Gonclave’s Tailory, Pestle & Kilnn’s Apothecary, Vrischika’s Curiousity Shoppe, Art and Curio Galleria - Entrances to Undersigil (Planescape: Torment) Notes None Board Link Template - Sigil Clerk's Ward Assets from Tales Tavern None

  • Darkweaver | Digital Demiplane

    Darkweaver Medium Aberration, Chaotic Evil Hero Forge Mini Kitbashed, single mini (from Planescape: Morte's Planar Parade - 2023): Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim into the darkness. Darkweavers are fascinated by sensations—particularly taste—and how creatures from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver, served up from the cosmic kitchen that is the multiverse. These spider-like terrors appreciate second-hand descriptions of sensations, especially those they’re unlikely to experience in their home environment. A darkweaver’s captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to escape a darkweaver should think twice about returning to the creature’s lair, though, as darkweavers prioritize their appetites over bargains. A Darkweaver's Lair: Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions: On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can’t take the same lair action two rounds in a row: Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver’s Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn. Shadow Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness. Darkweaver Webs: A darkweaver’s web has a 50 percent chance of having (1d100) cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses. Darkweaver Cocoon Contents: d6 Category 1 Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule . 2 A swarm of insects that might be a darkweaver’s young 3 A corpse holding a jar of universal solvent with a slightly stuck lid 4 A collection of menus from restaurants in Sigil 5 (1d6) gold pieces amid a digested slurry 6 A halfling commoner or musteval guardinal that the darkweaver forgot about (from Fiend Folio - 2003): Darkweavers are sinister and alien beings from the Plane of Shadow that have found that the Material Plane offers far more plentiful hunting grounds than their home. Relatively new arrivals to the Material Plane, the darkweavers seek to learn more about the Material Plane and the power of the creatures that reside there so that they can make a bid for control. Few creatures that have seen a darkweaver truly understand what it looks like. Every darkweaver resides in a thicket of writhing, supernatural shadows, and a creature must delve into the benighted depths of this darkness to find it. At the center of this area, a curious explorer might catch a glimpse of a spiderlike form that is wreathed in protective shifting darkness. The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects. Darkweavers speak Abyssal, Common, and Infernal. COMBAT : A darkweaver relies heavily on its ability to shroud the battlefield in a web of shadow. Capable of seeing through the shadows it creates, a darkweaver prefers to hide in the effect and lure prey in with suggestion. If prey refuses to enter the shadow strands, a darkweaver relies on darkness and confusion to make the creature hesitate while it moves the area of shadow strands over it. When a creature is close to the center of the effect, the darkweaver rears up and lashes out with its front four tentacles, hoping to ensnare the foe and sap its strength. Improved Grab (Ex): If a darkweaver hits an opponent that is at least one size category smaller than itself with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +9). If it gets a hold, it automatically hits with its bite, dealing 1d6+3 points of damage and 2d4 points of Strength damage. Thereafter, the darkweaver has the option to conduct the grapple normally, or simply use its tentacle to grapple the opponent (–20 penalty on grapple check, but the darkweaver is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. Shadow Strands (Su): At will, a darkweaver can create an aura of weblike, supernatural, semisolid shadow that emanates outward from it in a 60-foot spread. A darkweaver can see normally through the shadow strands, but other creatures have great difficulty doing so. Each full 5 feet of shadow strands grants one-quarter concealment. Thus, a creature in the shadow strands 10 feet away from another creature would have one-half concealment, and a creature in the shadow strands 20 feet away would have total concealment. A creature in the shadow strands has no concealment from creatures within 5 feet. Creatures with darkvision suffer these effects, and the shadow strands even baffle blindsight, but true seeing allows a creature to see normally through them. Any creature that enters this area can freely move toward the darkweaver, but any attempt to move in any other direction is resisted by the semisolid shadow strands. A creature attempting to move in such a fashion must make a Strength check or an Escape Artist check; the creature can move away from the darkweaver 5 feet for each full 5 points by which the check result exceeds 10. If a creature is adjacent to the darkweaver (within 5 feet), it can move freely so long as it remains adjacent to the darkweaver. A creature protected by a freedom of movement spell is immune to the constraining effects of the shadow strands. The darkweaver can move about as it wishes and bring the area of shadow strands with it. Creatures are not affected by the darkweaver’s moving the strands, but the direction toward the darkweaver will likely change. Creatures within the strands do not need to guess in which direction the darkweaver lies; it becomes immediately obvious when they try to move away and the shadow strands snarl and twist to block all other routes. When a creature without freedom of movement attempts to move against the strands, the darkweaver is immediately aware of its location even if it cannot see the creature due to invisibility. Darkweavers are immune to other darkweavers’ shadow strands and can see through them. Spell-Like Abilities: 3/day—confusion, darkness, suggestion, tongues, web; 1/day—shadow walk. Caster level 13th; save DC 13 + spell level. Strength Damage (Su): Any creature bitten by a darkweaver takes 2d4 points of Strength damage (or 4d4 points on a critical hit). Darkweavers “eat” by sapping a victim’s strength. All-Around Vision (Ex): A darkweaver can see in all directions at once. Because of this, it has a +4 racial bonus on Search and Spot checks, and it cannot be flanked. Fast Healing (Ex): As long as it has at least 1 hit point, a darkweaver regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a darkweaver to regrow or reattach lost body parts. Shadow Jump (Su): A darkweaver can travel between shadows as if by means of a dimension door. The limitation is that the magical transport must begin and end in an area with at least some shadow. The darkweaver can shadow jump up to a total of 320 feet per day; this amount can be split up among many jumps in 10-foot increments. Thus, a darkweaver that shadow jumps 35 feet would use up 40 feet of its shadow jump limit for the day. A darkweaver in its shadow strands always has enough shadow to jump from unless a light source as bright as a daylight spell is brought within 5 feet of it. Shadowstuff Armor (Su): A darkweaver is shrouded in a semisolid armor of shadowstuff that grants it a +4 deflection bonus to Armor Class and a +10 circumstance bonus on Hide checks (included in the statistics above). The shadowstuff armor does not provide concealment, nor does it provide the requisite shadows to make a shadow jump. This armor disappears in an antimagic field, but it returns as soon as the darkweaver is out of the field. Sunlight Vulnerability (Ex): When exposed to sunlight or to light equivalent to a daylight spell, a darkweaver takes a –2 morale penalty on all attacks, saves, checks, and damage rolls. In addition, it does not regain hit points from its fast healing ability. A darkweaver’s shadow strands provide the creature with total concealment from light that is outside the shadow strands’ area. Any magical light source within the shadow strands must be within 5 feet of the darkweaver to affect it because of the concealment the shadow strands provide. Tentacle Regeneration (Ex): Foes can attack a darkweaver’s tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 27 (touch 19) and can withstand 20 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Skills: A darkweaver has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Darkweaver Society: Darkweavers are loners by nature, but they often keep dangerous predators as “pets.” When a darkweaver saps all of a creature’s strength (reducing its Strength score to 0 and rendering it helpless), it often carries the creature away and locates a large carnivore or a tribe of evil creatures willing to eat its catch. The darkweaver then ensnares the predator in its shadow strands, forcing the predator to move toward it. When it comes close, the darkweaver drops its still-living prey as a reward and steps back, allowing the creature to feed on the weakened foe. The darkweaver repeats this activity several times until the predator comes to rely on it for food and views it as an ally. The darkweaver’s tongues and suggestion abilities often help to cement this relationship. Darkweavers’ lairs are often guarded by such predators, and it isn’t unknown for a tribe of predatory creatures, such as trolls, to come to worship a darkweaver and aid it as it pursues its dreams of dominance over others. (from Planescape Monstrous Compendium Appendix. II - 1995): The darkweaver’s a strange and frightening creature, partly real and partly shadow. It dwells in the caves and grottos of some of the chaotic planes, particularly Pandemonium. Some cutters say the thing’s native to the Demiplane of Shadow, and that it settled in this corner of the planes because it found conditions in the Abyss and Pandemonium to its liking. Not many sods’ve ever gotten a chance to question a darkweaver about its origins, and few of these even survived the experience. The darkweaver creates webs of gloom and shadow just like a spider casts webs of silk. Its snares aren’t easily detected, since it prefers to air in places where daylight never comes. A darkweaver’s net an stretch for miles through twisted tunnels and dank caverns, trapping luckless sds onestradat a time until they’ve hopelessly cpught in its shadow. In its web, the darkweaver can manipulate the thoughts and emotions of its vitims until thes willingly walk into its dark embrace. The darkweaver’s form is amorphous and menacing, gliding like black oil over a cavern wall or pooling in places where the shadow is deepest. Folds of darkness cling to ir like a cloak or a second skin. If the darkness surrounding it can be dispelled, the darkweaver’s body is revealed to be a rubbery, spherical thing with strong wiry tentacles and shorter, thicker feeding proboscises. It’s said that a body’d rather meet the Lady of Pain than see a darkweaver in the light. Combat: The darkweaver tries to lure its victims into its web of shadow, or failing that, to weaver its web around them and prevent their escape. If the darkweaver’s removed from its surrounding shadows, it flees as quickly as possible. The creature can’t abide the touch of bright light. The darkweaver’s web can extend for hundred of yards. The outermost strands appear to be insubstantial at first; a basher can brush his hand right through one and feel only an eerie, oily chill. Shining a light on the web makes the strands fade into mere shadows, but they don’t fade right — they seem to slither away like snakes. The weaver blends the edges of its web into surrounding natural shadows perfectly; there’s only a 10% chance that a character notices the outer strands beforehe enters the web. (Rangers, experienced guides, or creatures with unusual acute senses have a 30% chance to detect the darkweaver’s web). Inside the outer layers of the web, vision drops to half normal. The shadowy strads easily give way to a creature moving toward the center, but a sod trying to get out finds that the shadowy strands don’t retreat from his lihgt anymore; they cling to him and prevent his escape. Any creature trying to leave the web is reduced to half its normal movement and must successfully make a saving throw vs. spell to force its way through the shadowy strands. If a sod enters the inner part of the web (usually an area about 100 yards across), he’s caught for sure. Again, he’s free to move toward the web’s center, but to move back out he must successfully make a saving throw vs. spell or become disoriented and slowed . No matter which way e turns, he travels deeper toward the center. Even if the character makes a successful saving throw, he’s still slowed . The darkweaver’s web is thick enough to swallow any normal light, and vision’s reduced to one-quarter normal. A lantern that casts a beam 60 feet illuminates a path only 15 feet long in the inner part of the web. At the web’s center, victims must successfully save vs. spell or become held. Even if they do succeed, they are still slowed and can’t escape the center without killing the darkweaver or dispelling its web. The darkweaver’s lair is here, and the web’s center is as dark as the blackness of a darkness spell. If the weaver can’t entice a sod into entering its web, it may try to misdirect him into a passage it can close behind him, or get ahead of him and web the path he’s using. A darkweaver can create one 10’ cube of gloomweb per round; if it webs the same area twice, the thickness is equal to the inner part of its web, and a third time results in webbing as thick as what lies at the center of the darkeaver’s web. Once per round, the darkweaver can use the spell-like powers of confusion , sleep , or suggestion with a range of 60 feet. In any area of shadow or darkness, the darkweaver can become invisible , create 2 to 5 mirror images , or teleport up to 200 feet to another area of shadow. In addition, the creature can create shades , solid fog , or a symbol of despair once per day while it’s in its own web. Darkweavers communicate by means of a limited form of telepathy with a 60-foot range; humans and demihumans perceive the creature’s thoughts as sibiliant whisperings in the shadows. The darkweaver uses its powers to immobilize its victims before drawing them near enough to feed. If possible, it attacks physically only when its victims arehopelessly entangled in the center of its web. The weaver attacks by lashing at its victims with its tentacles for 1d2 points of damage each; if it can hit a victim with at least four tentacles, it draws near enough to insert its feeding proboscises. These automatically inflict 2d4 points of damage per round, and the victim must successfully save versus spell or permanently lose 1 point of Constitution in each round of feeding. The darkweaver’s victim can fight back only by trying to break free or attacking with a Type S weapon. A weaver’s forced to release a victim it has grasped of ot takes more than 15 points of damage, if the victim succeeds in a bend bars/lift gates roll, or if the darkweaver is struck with magical light of some kind. The darkweaver’s vulnerable to light-based attacks. A light spell destroy a 10’ cube of its web and inflicts 1d3 points of damage on the creature before dissipating. A continual light destroys 1d6 10’ cubes of the creature’s web, dispels its shadow protection for 1 rpund, and inflicts 1d6 points of damage. Very powerful light effects such as a sunray or the sunburst effect of a wand of illumination inflict 2d10 points of damage, destroy 2d6 10’ cubes of the web, and dispel the darkweaver’s shadow for 1d6 hours. (The Armor Class and magic resistance in parentheses note the darkweaver’s defenses without its shadow protection.) Habitat/Society: The darkweaver haunts subterranean passageways, gloomy forests, and dismal swamps throughout the Abyss, Pandemonium, and Limbo. It’s also been rumored that great numbers of the creatures dwell on the Demiplane of Shadow. The darkweaver is asexual and reproduces by division, although this is a very rare occurence. A sod who runs across a darkweaver that’s just divided should be aware that the young creature’s a 3 HS version of its parent. Darkeavers’re diabolical creatures that use any means available to lure potential pery into their webs. When dealing with intelligent creatures, the weaver’s likely to say or promise anything to get its prey to come nearer. They’re clever enough to leave formidable prey such as greater tanar’ri alone, and may strike deals with more powerful neighbors. Darkweavers are patient and calculating creatures, and may let a meal go today if it means having two meals tomorrow. Ecology: The darkweaver preys on anything that comes near its web, but has the sense to leave very tough creatures alone. If anything strong enough to kill it enters its web, the darkweaver is likely to use its powers of illusion and deceit to hide from its attacker until it’s safe again. As a result, there’s nothing known that makes a regular meal of a darkweaver. Despite the weaver’s alien appearance, it’s a subtle creature that enjoys its mastery of suggestion and illusion. Nothing pleases a darkweaver more than tricking its foes into placing themselves at its mercy. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss, Limbo, Pandemonium, Shadowfell Stat Block 5th Edition: - 5eTools - Planescape: Morte's Planar Parade (2023) - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities '- Shadow webbing grapples and causes necrotic damage, hard to see - Victims caught in shadow web can be reeled in for a bite attack - Bite causes necrotic damage, cannot be healed, kills at 0 HP - Shadowy form difficult to hit in darkness - Resistant to cold - Immune to necrotic damage - Spider Climb Appearance The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects. Size Hero Forge: 6'2" (XL) Lore: Medium (4' body, 10' tentacles) Suggested: Medium to Huge Other Monikers None Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - DndBeyond - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Green

    Green Dragon Green Dragon Gargantuan Dragon, Lawful Evil Hero Forge Mini Button Double mini, no kitbash, 4 variants below Description (From 5th Edition Monster Manual - 2014): The most cunning and treacherous of true dragons , green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up. Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves. Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions. A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die. Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status. Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch — sometimes for decades — for the chance to slay the other dragon, then claim its lair and hoard. Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects. A Green Dragon's Lair The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 ((4d8)) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 ((4d8)) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Regional Effects The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 ((4d8)) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path. Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within (4d8) days, they become mundane plants and normal difficult terrain, losing their thorns. (From Fizban's Treasury of Dragons - 2021): Creating a Green Dragon Use the Green Dragon Personality Traits and Green Dragon Ideals tables to inspire your portrayal of distinctive green dragon characters, and use the Green Dragon Spellcasting table to help select spells for a spellcasting dragon. Green Dragon Personality Traits d8 - Trait: 1 - You’re either with me or you’re against me. Just kidding—you’re lunch either way! 2 - I hate how much people think they matter in a world that was old before their kind even learned the idea of names. 3 - The more the merrier as far as I’m concerned: more to control, more to torture, more to feast upon when I’m finally bored. 4 - Bipedal life is too ugly and ignorant to merit even a scrap of compassion. 5 - I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out. 6 - The wilds are mine and mine alone, and anyone who thinks they can enter my territory had best hope I have other distractions that day. 7 - I allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return. 8 - I harbor no animosity toward anyone. Let me grow ancient with my forest, and I’ll leave you in peace. Green Dragon Ideals d6 - Ideal: 1 - Isolation. Territories can be properly established only when all parties respect the borders of their neighbors. (Lawful) 2 - Control. All lesser beings should bare their throats to their betters. (Evil) 3 - Respect. Fear is amusing, but reverence is delicious. (Any) 4 - Intrigue. The world is so much more entertaining when no one trusts anyone. (Evil) 5 - Imagination. Nothing is more gauche than repeating the same activities day after day. (Any) 6 - Tolerance. The impermanence of intelligent life is bittersweet and should be honored as such. (Good) Green Dragon Spellcasting Age Spell Save DC Spells Known Ancient 19 invisibility , mass suggestion , plant growth , speak with animals (from 2nd Edition Monstrous Manual - 1993): Green dragons are bad tempered, mean, cruel, and rude. They hate goodness and good-aligned creatures. They love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated. A hatchling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and become lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon’s scales never become as thick as other dragons’, remaining smooth and flexible. Green dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling green dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target creature intrigues the dragon or appears to be difficult to deal with, the dragon will stalk the creature, using its environment for cover, until it determines the best time to strike and the most appropriate tactics to use. If the target appears formidable, the dragon will first attack with its breath weapon, magical abilities, and spells. However, if the target appears weak, the dragon will make its presence known quickly for it enjoys evoking terror in its targets. When the dragon has tired of this game, it will bring down the creature using its physical attacks so the fight lasts longer and the creature’s agony is prolonged. Sometimes, the dragon elects to control a creature, such as a human or demi-human, through intimidation and suggestion. Green dragons like to question men, especially adventurers, to learn more about their society, abilities, what is going on in the countryside, and if there is treasure nearby. Breath Weapon/Special Abilities: A green dragon’s breath weapon is a cloud of poisonous chlorine gas that is 50’ long, 40’ wide, and 30 feet high. Creatures within the cloud may save versus breath weapon for half damage. A green dragon casts its spells at 6th level, adjusted by its combat modifier. From birth, green dragons are immune to gasses. As they age, they gain the following additional powers: Juvenile: water breathing . Adult: suggestion once a day. Mature adult: warp wood three times a day. Old: plant growth once a day. Very old: entangle once a day. Wyrm: pass without trace three times a day. Habitat/Society: Green dragons are found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants , which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest. The majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring. Ecology: Although green dragons have been known to eat practically anything, including shrubs and small trees when they are hungry enough, they especially prize elves. If the forest is on a hillside, hill giants will hunt the younger dragons, which they consider a delicacy. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond - Basic Rules 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Poison breath - Poison immunity - Frightening Presence - Colossal claw, bite, and tail attacks - Legendary Actions - Legendary Resistance - Lair Actions - Flight - Blindsight - Spellcasting Appearance A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. Size Hero Forge: 8'4"-8'11" (XXL) Lore: Medium to Gargantuan (85 ft. long) Suggested: Medium to Gargantuan Other Monikers Forest dragons, D. Chlorinous Nauseous Respiratorus Sources - Forgotten Realms Wiki - MrRhexx - Fizban's Treasury of Dragons (2021) - 5th Edition Monster Manual (2014) - Basic Rules - DndBeyond - AD&D 2nd Edition Monstrous Manual - d20srd.org - mojobob's website

  • Merregon

    Merregon Merregon Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen Presents: Monsters of the Multiverse - 2022): The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells’ legionnaires, tasked with protecting their infernal plane and its rulers against intruders. Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer’s identity that matter: the commander it serves and the layer of the Nine Hells it protects. Because of their unshakable loyalty, merregons form the backbone of many devils ’ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight. (From 4th edition Monster Manual - 2008): The armies of the nine hells are largely made up of legion devils—cruel, pitiless warriors that gather in countless numbers from the scorched plains of Avernus to the deepest chasms of Nessus. Brutally disciplined, legion devils haven’t the slightest regard for their own existence and live to crush their masters’ foes beneath their iron-shod heels. Legion devils are regimented soldiers that work together to overwhelm foes. They can teleport short distances to gain flanking or position itself adjacent to an ally in order to gain the squad defense benefit. Battalions of legion devils can be found as guards in evil temples, troops in the service of evil overlords, or marauders laying waste to defenseless lands. (From Fiendish Codex II: Tyrants of the Nine Hells - 2006): This creature is humanoid in shape, with deep red skin. It wears studded leather armor and a chain coif, and it sports a vicious snarl that reveals sharp teeth. It carries a longsword in one hand. Its other arm ends in a bloated, iron-studded forearm with a small, withered hand hanging from its end. Merregons are Hell’s weakest foot soldiers, warriors that serve in vast, endless legions. They overwhelm their enemies by working together as an effective team. Legion devils live an existence similar to mortals. They require barracks, training grounds, and other support to fi ght effectively. On Avernus, thousands of legion devil barracks stretch from horizon to horizon. At the first sign of an attack, or before a major incursion from Hell, the ranks of legion devils can take days to march from their encampments to a battle site. Environment : Legion devils are native to the Nine Hells of Baator. They are relentless in their duty and rarely stray from their encampments. If a legion devil isn’t on guard duty, it is practicing its weapon skills, studying tactics, cleaning the barracks, or performing some other assignment. Typical Physical Characteristics: A legion devil stands 6 feet tall and weighs 170 pounds. All legion devils look identical to one another. Society : Legion devils are the utter ideal of law within Hell. They are utterly loyal, fearless, and perfectly routine in their lives. They go through strictly regimented schedules each day, patrolling, marching in formation, practicing, and maintaining their camps. Smart adventurers learn to carefully observe a legion devil camp. Once an observer has determined the legion devils’ schedule, he can be sure that they will follow it exactly again and again, at least until something disrupts the routine. Alignment : Legion devils are always lawful evil. They are utterly dedicated to their duties within Hell’s armies Combat : Individually, a legion devil is relatively weak. When encountered in numbers, they are formidable opponents who can easily overwhelm powerful foes. While legion devils are dim-witted brutes, they seem to form a sort of group mind when gathered together for battle. They fight with uncanny cunning, coordination, and tactical insight. In combat, legion devils readily adapt to the situation they face. They prefer to move in tightly clustered groups, the better to take advantage of their many special abilities. They attempt to swarm toward a foe and overpower him with sheer numbers. Their immunity to fear is reflected in their brutal disregard for casualties. Even as screaming orbs of energy rip into their ranks and voracious demons rip through their regiments, the legion devils fight on. Legion’s Strength (Su): Legion devils combine their physical vitality into one single pool of strength. In many battles, legion devils seem to absorb blow after blow, fighting on despite massive injuries, until a single decisive attack against one causes all of them to fall to the ground, slain. Legion devils combine their hit points into one large pool. Any damage that a legion devil takes comes from this hit point pool. If the pool is reduced to 0, all the legion devils in it immediately die. A legion devil gains the pool’s benefits as long as it remains within 100 feet of the rest of the group. If forced to move farther away, the legion devil reclaims some of its hit points. Divide the hit points in the pool by the number of devils in the group. The devil forced out of the group gains that many hit points, and the pool loses a like number. If the share is less than 1, the devil immediately dies and the pool does not lose any points. By the same token, if any devil receives healing apply it to the devils’ total pool. Legion’s Defenses (Su): If a spell, supernatural ability, or other effect that allows a saving throw targets more than one legion devil, all the devils use the highest d20 result rolled by the group. If three legion devils are caught in a fireball and the d20 rolls for their saves are 17, 5, and 8, all three devils use 17 as the result of their roll before adding any modifiers. Legion’s Mind (Su): If a mind-affecting spell or ability targets a single legion devil, the devil and all other devils within 60 feet make saving throws against it. If any devil succeeds, all the devils succeed. If all the devils fail, they all suffer the effect of a failed save. Shield Arm (Ex): The left arm of a legion devil is enlarged and heavily armored, providing it with a +3 shield bonus to its Armor Class. A legion devil can also use this arm to make a bashing attack as a secondary weapon. A legion devil does not lose its arm’s shield bonus when it attacks in this manner. An arm bash deals 1d6 points of bludgeoning damage. Legion’s Battle Skill (Ex): Trained and experienced in working together, legion devils gain a +4 bonus on attack rolls for every other legion devil within 60 feet. Legion’s Advance (Su): As a move action, a legion devil can immediately teleport to a space adjacent to any other legion devil within 100 feet. The legion devil can continue its turn after using this ability as normal. Summon Baatezu (Sp): Once per day, a legion devil can attempt to summon another legion devil with a 35% chance of success. This ability is the equivalent of a 3rd level spell (CL 5th). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond Abilities - Halberd, heavy crossbow - Trained to intercept attacks meant for superiors - Devil sight pierces magical darkness - Magic resistance Appearance Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer’s identity that matter: its commander and the layer of the Nine Hells it serves. Size Hero Forge: 6'8" ft. (XL) Lore: Large (6 ft.) Suggested: Medium Other Monikers Legion devils Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - 4th edition Monster Manual (2008) - Fiendish Codex II: Tyrants of the Nine Hells (2006) - Angry Golem Games - DnDBeyond

  • Per | Digital Demiplane

    Per Medium Celestial, Lawful Neutral Hero Forge Mini Single mini, no kitbash Description (From Planescape: Monstrous Compendium Appdendix II - 1994): Pers guard the portals of the Upper Planes. They are tireless warriors at those gates. Pers look like muscular human fighters. They wear bronze or steel armor with elaborate decoration and huge helmets adorned with large plumes or other ornaments. They carry frost-covered swords of intelligence and magical power. Although these guardians are not evil, their appearance is grim and foreboding. Pers speak the languages they knew in life and the common tongue. Combat: Pers have truesight and are never surprised. They are continuously protected by an aura with the effect of a shield spell. Pers regenerate 3 hp per melee round. They are fanatical warriors and never leave their post. If challenged, pers battle to the death, never checking morale. Pers carry great two-handed swords that they can wield for 2d10 damage. The swords are intelligent, magical weapons. Each is a sword +3, frost brand, +6 vs. fire using/dwelling creatures (DMG , page 185). These intelligent frost brands are imbued with the essence of a servitor of an upper power. Each is lawful neutral in alignment and has Intelligence 15 and ego of 18, as well as the following special abilities: confusion (special purpose power, 2d6 rounds), detect evil/good (10’ radius), detect invisible objects (120’ radius), and detect magic (10’ radius). These weapons help guard the portals between the planes. They speak the common language. Pers are in total agreement with their weapons so there is no conflict with their egos. However, if another being tries to use the weapon, there is conflict. Pers also have these spell-like powers that they can use at will, at 10th level of spell-use, once per round or as stated: blade barrier , charm person or mammal (7 times per day), cure serious wounds (3 times per day), ESP , light , mirror image , and read magic . Although pers are powerful, they know their limitations. Pers can magically size up an opponent and know its fighting prowess. This ability does not, however, extend to spell use. Pers are intelligent, and one who outmatched by a group of adventurers may challenge the opposing leader or most powerful warrior to single combat. Per are hit only by +1 or better weapons. Habitat/Society: Most pers are absolutely dedicated to their cause. To this purpose they use both their ESP power and the detect evil/good power of their sword. Pers have limited mental links with the powers of their plane. If a per is under duress or killed, those powers become aware of it. The powers always send reinforcements (usually additional pers) if intruders breach a portal. One of the items in the collection of oddities at Castle Neutomas is a shield with the figure of a mephit (painted in green) within a red circle, through which a red bar passes. Mordeia the Great, author of Signs and Wonders: A Planar Tour, explains that should she ever visit the Upper Planes again, she intends to take the shield as a gift to a per named Zehulon. This is the story she tells: “I had thought that the pers were an emotionless race, merely living to serve the upper powers by their constant guardianship of the portals. Indeed, I scarce spoke to the first two or three I met, treating them much like golems . However, my irrepressible curiosity took hold when I met Zebulon. I asked him of his adventures, and he told me in a dispassionate fashion of creatures and men that he had to fight in the line of duty. Never did he raise his voice, nor seem upset in his retelling. I asked if there was anything he hated. “Oh yes,’ he said, "Mephits, pixies , sprites , that sort of thing. I hate them.’ “His voice was bitter, so I asked him his reasons. “I can only use my great sword in lawful defense of my doorway. I cannot leave my post. These tiny pranksters often torment me. They make my hair grow, or change it pink or green. They tell me jokes like, 'How many pers does it take to make popcorn? Five - one to hold the pan and four to shake the stove.’ I can’t stand them.” Ecology: Pers are the spirits of those humans who were dedicated to their cause in life. Fallen humans feel highly honored to become a per. Good powers create new pers either when their numbers run low or when new portals are created. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 5th Edition: - None (give champion crazy magic greatsword and listed abilities) 2nd Edition: - mojobob's website Abilities - Wields sentient Frost Brand greatsword that casts spells - Innate Spellcasting - Regeneration - Permanent Shield Spell aura around themselves - Immune to nonmagical weapons, frightened condition - Truesight, never surprised - Can perfectly size up any opponent who is not a spellcaster Appearance Pers look like muscular human fighters. They wear bronze or steel armor with elaborate decoration and huge helmets adorned with large plumes or other ornaments. They carry frost-covered swords of intelligence and magical power. Although these guardians are not evil, their appearance is grim and foreboding. Size Hero Forge: 6.5 ft. (no kitbash) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers Portal Sentinel Sources - Planescape: Monstrous Compendium Appdendix II (1994) - Monstrous Compendium: Outer Planes Appendix (1993) - mojobob's website

  • Guardinals | Digital Demiplane

    So the Guardinals are a group of celestials native to Elysium, the afterlife of ultimate goodness and peace in Dungeons & Dragons. Weirdly enough, they're also all furries. I get a powerful C.S. Lewis/Chronicles of Narnia vibe from the anthropomorphic animal guardinals, combined with Redwall and the Thundercats. If you can combine those vibes I think you've got something there. Anyhoo, lore and miniatures are available here (made in Hero Forge) for use in your own game! Guardinals Made with Hero Forge Musteval Cervidal Lupinal Equinal Avoral Ursinal Leonal (from Planescape Monstrous Compendium Appendix II - 1995 - [credits] ) The guardinals are the people of Elysium, just as the eladrins are the folk of Arhorea or the tanar’ri are natives of the Abyss. Most resemble beautiful, muscular humans with noticeable animal traits - a thick, lionlike mane for hair, a flat muzzlelike nose and mouth, or pawlike hands. The degree of animalistic features vanes between individuals, hut guardinals frequenting the Beastlands appear most heastlike (and least human) of all. The guardinals aren’t a numerous race, even compared to the eladrins or the archons. In Elysium they live in small groups, watching the upper layers for any signs of trouble, or roaming the magnificent landscapes in nomadic hands. Guardinals are quick to laugh and slow to anger on Elysium; they’re living embodiments of the peacefulness of the plane, and don’t lightly disturb it. While guardinals’re peaceful enough in their home, they show a different face away from Elysium. They’ve got no tolerance for evil of any type and often journey into the Great Ring or the Outlands to seek out evil and confront it. Guardinals’ve even been known to mount lightning raids into the first layers of the Gray Waste, Carceri, or Gehenna just to strike hack at the evil fiends living there. Unlike the eladrins, who respect mortals’ freedom of choice as much as their right to live untroubled hy evil, guardinals make no secret of who or what they are and take whatever steps’re necessary to defeat evil wherever they find it. Guardinals are basically unorganized; in Elysium there’s little need for laws or orderly societies. A cutter traveling across Elysium won’t find guardinal cities or fortresses scattered across the landscape. Instead, he’ll find guardinals living wherever they feel comfortable - some can be found in the peaceful towns of Amoria, others prefer the solitude and beauty of Eronia or Belierin. Guardinals of any type tend to be solitary, introspective creatures who like being left to their own devices when the land‘s at peace. On the other hand, they’re also capable of handing together with military discipline when evil threatens. Although the guardinals don’t have any real hierarchy or structure, they’re led by the mighty leonals. These noble creatures are the most vigilant and powerful of the guardinals and act as gathering points for guardinal causes. A typical cause might he the defeat of a powerful evil empire on the Prime Material Plane, the recovery of a good artifact stolen from its rightful place by fiends, or the monitoring of a powerful organization that might begin to lean toward evil activities. The guardinals associated with a cause rarely abandon it, although they might temporarily turn aside to attend to a more immediate issue. Guardinals are creatures of exceptional honor and integrity, and do not lie, cheat, or attack needlessly unless the cause at hand is in the direst jeopardy. Talisid and the Five Companions: The mightiest guardinal is the leonal prince Talisid, a wise and ancient being who has survived uncounted confrontations with evil. He is accompanied by his Five Companions - the strongest and wisest of the avorals, the equinals, the lupinals, the cervidals, and the ursinals. Talisid’s abilities and intelligence are on par with some quasi or demipowers, and the pantheons native to Elysium hold him in the highest regard. His companions have powers far beyond those typical of their tvDe. and many sones are sune ahout their deeds in battle or their wisdom in peacetime. Combat: All guardinals boast the spell-like powers of detect illusion, detect invisibility, detect evil with a 100’range. dimension door, dispel magic, infravision, and protection from evil in a 10-foot radius. Much like paladins, all guardinals can also lay on hands, healing a number of hit points equal to their own total every day. (This healing can be divided among several individuals as the guardinal sees fit.) Guardinals are affected hy attack forms as noted below: Acid = Full Cold = Half Electricity = None Fire (magical) = Full Fire (nonmagical) = Full Gas (poisonous) = Half Iron Weapon = None* Magic Missile = Half Poison = Half Silver weapon = Full** *Iron weapons inflict damage only if the guardinal can be hit by normal weapons. Otherwise they have no unusual effect. **Silver weapons can hit a guardinal regardless of whether or not an enchanted weapon is required. Guardinals have a special form of telepathy that allows them to communicate with intelligent, nonmonstrous creatures or natural creatures of any kind. A beholder or catohlepas wouldn’t fall into these categories, hut a human, dog, or giant eagle would. In addition, normal, nonmagical animals or giant animals will never attack a guardinal, even under magical compulsion. Guardinals’re unrestricted in planar travel. They can leave Elysium by an innate ability resembling probability travel, which allows them to enter the Astral Plane with their physical bodies. They can also make use of any gate, portal, or conduit they find. In addition, guardinals can travel directly to the first layer of Bytopia, the Beastlands, or the Outlands from any point in Elysium. (From D&D 3.5e Monster Manual I - 2003 - [credits] ) Guardinals are a celestial race native to the plane of Elysium. When at home, they are among the most peaceful of creatures, quick to laugh and slow to anger. They show a very different face when away from Elysium, however—they have no tolerance for evil and often rove the cosmos looking for evil to confront. Guardinals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability. Guardinal Traits: A guardinal possesses the following traits (unless otherwise noted in a creature’s entry). —Darkvision out to 60 feet and low-light vision. —Immunity to electricity and petrification. —Resistance to cold 10 and sonic 10. —Lay on Hands (Su): As the paladin class feature, except that each day, a guardinal can heal an amount of damage equal to its full normal hit points. — +4 racial bonus on saves against poison. —Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound. (From the Book of Exalted Deeds - 2003 - [credits] ) Guardinals are the native outsiders of Elysium, the living embodiment of goodness. Guardinals are one of seven varieties: the avoral and leonal described in the Monster Manual, the cervidal and lupinal detailed in the Monster Manual II, and the varieties described here: the lowly musteval, the equinal, and the mighty ursinal. The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself, roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms. Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate—some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours (which most other guardinals consider undignified). Combat : Guardinals vary widely in their combat ability, from the small and weak mustevals to the mighty leonals. Ursinals are the real spellcasters of the guardinals, while lupinals value stealth and ambush. All guardinals prefer to subdue and incapacitate if necessary, but they readily kill evil outsiders, and other evil creatures if necessary. Energy Resistance (Ex): Guardinals have resistance to acid 10 and cold 10. Immunities: Guardinals are immune to electricity and petrification. They have a +4 racial bonus on saves against poison. Speak with Animals (Sp): Guardinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound. Tongues (Su): Guardinals can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. Musteval Cervidal Lupinal Equinal Avoral Ursinal Leonal

  • Pit Fiend

    Pit Fiend Pit Fiend Large Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From 5th edition Monster Manual - 2014): The undisputed lords of most other devils , pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle. With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells. A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat. (From Planescape: Monstrous Compendium Appendix I - 1994): The most terrible baatezu , pit fiends are giant winged humanoids, gargoylish in appearance, with huge bat-wings that can wrap around their body in defense, large fangs that drip with vile, green liquid, and hulking red, scaly bodies that burst into flame when thev are angered or excited. Pit fiends are the lords of Baator, the baatezu with the greatest power and station. Pit fiends are found throughout Baator, but are very rare on the upper layers and in the frigid cold of Caina, the eighth layer. Pit fiends are very rare on Avernus, Dis, and Minauros. They are rare on phlegethos, Stygia, Malbolge, and Maladomini. In the fearful realm of Nessus, the pit fiends are common. Wherever they are, pit fiends wield enormous power. They lead legions of dozens of complete armies into battle against the tanar’ri. These huge forces are terrifying to behold, and any non-native of the Lower Planes of less than 10 Hit Dice who sees them flees in panic for 1 to 3 days. Those of 10 Hit Dice and greater must save vs. rod, staff, or wand or flee in panic for 1d12 turns. It is rumored that pit fiends are not the most powerful beings in Baator, but themselves servants of some greater power. If there are greater beings in Baator, certainly they are powerful enough to hide their presence from mere mortal sages. Pit fiends are spawned from the powerful gelugons of Baator’s eighth layer. When gelugons are found worthy, they are cast into the Pit of Flame for 1,001 days. They emerge as pit fiends. Combat : No baatezu is more terrifying in combat than a pit fiend. The pit fiend uses its 18/00 Strength (+6 damage adjustment) to attack six times per round, dividing its attacks among up to six different opponents if necessary. It can attack with two hard, scaly wing buffets (1d4 points of damage each), powerful claws (1d6 points), and a bite (2d6 points and poison; save vs. poison or die in 1d4 rounds). The bite also infects the victim with a disease, whether or not he saves against the poison. Pit fiends can also attack with their tail every round (2d4 points of damage). The tail can then hold and constrict the victim for 2d4 points of damage per round until the victim makes a successful Strength check to break free. Pit fiends also carry jagged-toothed clubs which inflict 1d6+1 points of damage; this replaces one claw attack. In addition to those magical abilities inherent to all baatezu, a pit fiend can use one of the following spell-like powers once per round: detect magic , detect invisibility , fireball , hold person , improved invisibility , polymorph self , produce flame , pyrotechnics , and wall of fire , Once per year, a pit fiend can cast a wish spell. Once per round, it may automatically gate in two lesser baatezu or one greater baatezu. Once per day, a pit fiend can use a symbol of pain ; the victim must save vs. rod, staff, or wand or suffer a -4 penalty on attack rolls and a -2 penalty to Dexterity for 2d10 rounds. Pit fiends regenerate 2 hit points per round. They radiate a powerful fear aura in a 20-foot radius (save versus rod, staff, or wand at a -3 penalty or flee in panic for 1d10 rounds). Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Basic Rules (2014) - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Fear aura - Burning mace - Venomous bite, claw, and tail attacks - Innate Spellcasting - Summon devils - Devil sight pierces magical darkness - Flight - Magic resistance Appearance Pit fiends are giant winged humanoids, gargoylish in appearance, with huge bat-wings that can wrap around their body in defense, large fangs that drip with vile, green liquid, and hulking red, scaly bodies that burst into flame when thev are angered or excited. Size Hero Forge: 7 ft. (XL) Lore: Large (12 ft.) Suggested: Large to gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Basic Rules (2014) - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Gray Waste - Cauldron

    Gray Waste - Cauldron Author(s) Matt-GM, conspirator05h, Lemurian_Settler (Dustdown) talespire://published-board/R3JheSBXYXN0ZSAtIENhdWxkcm9u/65eb5582425175b986e11c88c00ed8dc 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 Board Link Gray Waste - Cauldron 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/

  • Carceri - Othrys Swamp

    Carceri - Othrys Swamp Author(s) Matt-GM talespire://published-board/Q2FyY2VyaSAtIE90aHJ5cyBTd2FtcA==/52f790834890e8221dca8cbe8cf88d9a Features - Unholy swamps of Othrys in Carceri (a.k.a. Tartarus), the Prison Plane, home of exiles and the forgotten of the multiverse; full of monsters that could not be killed, only locked away. Once you arrive in Carceri, it is almost impossible to escape - Strongly evil- and mildly chaotic-aligned; - Most of the waters are poisoned; vegetation is fiendish and carnivorous, and an eerie red glow emits from the earth - Beware of plots of earth that glow an odd green: a sign of deadly quicksand – Inhabitants are treacherous, self-serving bullies, many desperate to find a way out of Carceri; one such native is the Gautiere - Demodand fiends serve as cruel wardens and tyrants of the plane, alongside the Tarterian Dragons – Deadly flora such as bloodthorn , razorvine and ironmaws grow in amundance - Great Titans, exiled from Olympus, march through the swamp to and from the nearby mountains; their gargantuan footprints flatten trees, and leave great lakes and banks in the marshland - Collosal chains rise from the poisoned marsh, connecting to a red planetoid that fills most of the sky above; the planetoid is merely one of a series of great spheres or moons, each its own prison, spiraling into an infinite red haze Notes - Basically a hell dimension for the worst cuttrhoats, outlaws, and exiles in existence; you must've really sucked in your past life to end up in this afterlife, and you're never getting out - The only settlement on the map is likely full of terrible, treacherous people (note the piles of bones under the shacks), and possibly a hag - A few hidden treasures on the map, mostly the packs of dead adventurers, and occasional rare mushrooms (usually surrounded by quicksand) - Portal (blue fire ring) can be closed with a hide volume Board Link Carceri - Othrys Swamp Assets from Tales Tavern None

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