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- Babau
67e10b52-5455-4014-bc32-ae202f08fc61 Babau Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (From Dungeons & Dragons Monster Manual - 2015) Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt. It is said that when Glasya wounded Graz’zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature, and its talons gleam with acidic slime. (from Planescape Monstrous Compendium Appendix. I - 1994) Babaus are greater tanar’ri that roam the layers of the Abyss recruiting lesser and least tanar’ri for the vast armies of the Blood War. They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature. Babaus communicate using telepathy. Other tanar’ri hate babaus because they roam around recruiting for the vast Abyss armies. To escape service, numbers of lesser tanar‘ri sometimes gang up on a pursuing babau and try to kill it. However, the babau defend themselves well. True tanar’ri have close ties with babaus. If a babau is attacked, a true tanar’ri (randomly determined) is 20% likely to notice and come to its aid - not through any sense of loyalty, hut rather to further the Blood War. This causes the lesser tanar’ri to fear babaus even more. According to the true tanar’ri (presumably among the greatest powers of the Abyss), the only purpose of the lesser and least tanar’ri is to fight in the Blood War. Because the babaus are the grim recruiters of those armies, they are integral to the Abyss and important in the Blood War. Combat : Any creature who meets a hahau’s glowing red gaze must save vs. spells or be affected as by a ray ofenfeeblement. Gaze range is 20’. The gaze affects one opponent per round, in addition to normal attacks. Babaus are immune from attacks by nonmagical weapons. Babaus can use any weapon they find. They have enchanted and magical weapons 20% of the time (determine magical weapon randomly). Babaus have Strength 19 and gain a +7 damage bonus. Babaus attack with two claws (1d4+1 damage each) and their sharp horn (2d4 damage). Babaus are intelligent and prefer other means of attack, hut they fight fiercely unarmed when necessary. Babaus generate a slick, dark red substance that covers their bodies. This slippery jelly halves damage from all slashing and piercing weapons (type S and P), and it has a corrosive quality. It has a 20% chance per hit of corroding a metal weapon. Normal metal weapons must save vs. acid with each hit or corrode and become useless. Magical metal weapons lose one “plus.” Further, if the liquid comes into contact with exposed flesh (during grappling attacks or other contact), it burns for ld6 of acid damage. In addition to those available to all tanar'ri, babaus have the spell-like abilities dispel magic , fear, fly, heat metal, levitate, and polymorph self. Once a day they can attempt to gate in 1-6 cambions or 1 babau with a 40% chance of success. There is also a chance that a true tanar’ri comes to the aid of a babau in trouble (see below) Babaus have the abilities of a 9th-level thief (pick pockets 30%, open locks 30%, find/remove traps 25%, move silently 95%. hide in shadows 80%, detect noise 35% climb walls 90%. read languages 30%, backstab (x4). Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnDBeyond Abilities - Weakening Gaze - Innate spellcasting (darkness, dispel magic, fear, heat metal, levitate) Appearance 2e: "They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature." Size Hero Forge: 10' 2" Lore: 7 ft. Suggested: Medium to Large Other Monikers One-horned horrors, ebony deaths Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website
- Lemure
Lemure Lemure Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From 5th edition Monster Manual - 2014): A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil , lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp. A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can’t speak. (From Planescape: Monstrous Compendium Appendix I - 1994): The lowliest denizens of Baator , lernures are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Their faces are equally unrecognizable, with twisted, melted features molded into permanent expressions of horrid anguish. Sometimes, lemures display some slight vestige of their mortal life: a facial feature, nervous twitch, or a small shred of clothing. However, these fragments of their former lives become less and less apparent as the lemure passes its tortured, wretched existence as the weakest baatezu in Baator. Lemures have no minds and no means of communicating. Lemures are wretched creatures, forever tormented by the other baatezu . Their existence is both dismal and insignificant. They wander the first two layers of Baator in large hordes, avoiding other haatezu and relentlessly attacking intruders. Sages believe there are infinite numbers of lemures on Baator. Occasionally a lemure is selected to form a spinagon, a least baatezu. This is done randomly, and is not based on merit, although sometimes, for the pleasure of the baatezu involved, more than one lemure is selected for such a promotion. The mindless lemures are pitted against each other in a brutal fight to the death. Winners of such a fight are either promoted to spinagons or slaughtered outright, depending on their entertainment value. Lemures are occasionally transformed into wraiths or spectres, as well. Other baatezu consider the lemures beneath notice. Combat: Unless ordered otherwise, lemures relentlessly attack anything except another baatezu, regardless of danger. They never check morale. In combat, they claw for 1d3 points of damage. Their main strength is in their large numbers. Lemures attack in wave after wave, dozens of them, until they either wear down more powerful opponents or are destroyed. Lemures have no mind of their own, so they are immune to any mind-affecting spells such as charm person or illusions. They do not, however, have the spell-like abilities common to other baatezu. Lemures regenerate 1 hit point per melee round. Any piece of a lemure, even its burnt ashes, regenerates until the creature is whole again. The only way to permanently destroy lemures is with holy water, a holy sword, or other holy item. In desperate battles when success is more important than huge losses, baatezu leaders initiate a fearsome battle drive, a wedge formation of 1,000 or more lemures. On command from a superior, the lemures march slowly, mindlessly toward their destination. As they arrive, the lemure are invariably cut down by the dozens. Oblivious, they attack with +2 to their attack rolls. Eventually, the sheer number of lemures prevails, but they commonly see 70 to 90% casualties. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Returns to life if killed in the nine hells - Immune to fire, being charmed, frightened, poisoned - Resistant to cold - Darkvision 120 ft. Appearance Lemures are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Their faces are equally unrecognizable, with twisted, melted features molded into permanent expressions of horrid anguish. Size Hero Forge: 7 ft. (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Least baatezu, damned souls, damned petitioners, shit devils Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's website
- Gray Waste - Cauldron
Gray Waste - Cauldron Gray Waste - Cauldron Author(s) Matt-GM, conspirator05h, Lemurian_Settler (Dustdown) talespire://published-board/R3JheSBXYXN0ZSAtIENhdWxkcm9u/65eb5582425175b986e11c88c00ed8dc Board Link Features - Desolate isle of the cursed, bleached of color - Resident villagers look like ghosts - Hideous fomorians, hags and undead walk freely in the streets - Ancient cauldron at the town square vomits out newly arrived spirits of the dead - Portal to Sigil at the wall of the inn at the town square - Docks with Marraenoloth, boatman of the river Styx Notes - Gray Waste (a.k.a. Hades) is a realm of many underworlds, where spirits succumb to apathy and despair - Cauldron is the primary town of Anwyn, the Celtic "Isles of the Cursed" in 2nd edition, ruled by Arawn, the god of death Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/ Black Knight's Castle: https://talestavern.com/slab/black-knights-castle/
- Template - Cursed Swamp
Template - Cursed Swamp Template - Cursed Swamp Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBDdXJzZWQgU3dhbXA=/ac8779c548700ec156b8aca3f68d4a29 Board Link Features - Colossal, kaiju-sized footprints in the mud (titans); left and right foot - Muddy, root-covered terrain - Dead, dying, fallen trees (one with giant bird nest), broken stumps - Razorvine overgrowth - Small fiendish boat (shorter Styx ferry) - Mossy, slimy boulders covered in razorvine - Mossy, slimy, alien, spiky rock formations - Decayed rope bridges (straight and diagonal) - Fish and seaweed - Colossal chains reaching up into infinity Notes - Template for my Carceri - Othyris Swamp map... basically a fiendish hell dimension Assets from Tales Tavern None
- Astral Dreadnought
Astral Dreadnought Astral Dreadnought Gargantuan Aberration, Chaotic Neutral Hero Forge Mini Kitbashed, double mini, 1 variant below Description (from Planescape: Monstrous Compendium Appendix II (1995): The gods alone know what these things are or where they come from, bot one thing is certain: Where the astral dreadnought goes, even the most powerful fiends know fear. The astral dreadnought’s a gigantic creature the size of a storm giant , with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. The dreadnought’s sole interest appears to be feeding on any astral traveler unlucky enough to cross its path. No one has managed to communicate with the dreadnought and lived to tell the tale. Combat: The astral dreadnought’s an absolute terror in combat. Its massive claws are lined with sharp, serrated edges that can easily catch and crush a human. If the dreadnought scores a natural 18 or better against a creature of size L or smaller with its claws, the victim is pinned. Trapped victims are automatically crushed for normal claw damage in subsequent rounds and are 50% likely to have 1d4 limbs pinned as well — possibly rendering them helpless in the dreadnought's grip. Getting free of the dreadnought requires a bend bars/lift gates roll with a +30% penalty. Instead of crushing a trapped victim, the dreadnought can bring it to its maw for a bite attack with a +4 bonus to hit, or throw the hapless victim 30 to 180 (3d6 x 10) yards. (’Course, a sod won’t stop going in the Astral once he’s been thrown until he collects himself and uses his mind to stop his movement.) The dreadnought’s gaping maw is capable of crunching through even the toughest armor or shield. If the creature makes its bite attack roll by 4 or more, the victim’s armor must survive a saving throw versus crushing blow or be destroyed. If the victim has no armor, he must successfully save versus death magic or lose a random limb, severed cleanly by those razor-sharp teeth. The dreadnought can sever a victim’s silver cord with its bite if it aims for the cord and makes an attack roll that hits AC 0. This destroys the victim’s astral form and causes the death of the victim’s body. To make matters worse, the astral dreadnought has several magical powers as well. Its gaze creates a cone-shaped area of antimagic , 100 yards long by 20 yards wide at its far end. No spell or magical item can function in this area. Any creature who meets the gaze of the dreadnought must make a successful saving throw versus spell or be affected by magical fear . The dreadnought has only two weaknesses: its single eye and its silver cord. The creature’s eye is effectively AC -8, since it’s protected by several large, bony ridges on the monster’s face, and can suffer 10 hit points of damage before being destroyed. If the dreadnought’s blinded it’ll flee the fight. The creature’s silver cord is AC -5, and requires 60 hit points of damage from Type S weapons to sever. If the cord is severed, the dreadnought is destroyed. Naturally, the dreadnought’s fiercely protective of its own silver cord. Habitat/Society: Fortunately, astral dreadnoughts’re exceedingly rare. In fact, some sages argue that only one of the creatures can exist at any given time. The dreadnought roams the Astral Plane without cease, searching for prey. The creature appears to be joined with the plane on a level not fully understood by other beings: sages have theorized that the dreadnought is of the Astral, not on it. This property allows it to avoid or ignore phenomena such as shifting conduits, ether cyclones, and similar hazards. Ecology: The dreadnought has a very unusual and specific diet: It devours astral bodies. The monster is uninterested in creatures who are physically present in the Silver Void, so characters who are plane shifted , probability travelling , or present in the Astral by means of a magical device are beneath the notice of the dreadnought. On the other hand, characters who are astrally projecting form the basis of the monster’s diet. The astral dreadnought usually destroys and then devours the astral body, but doesn’t strike at the silver cord except as it may be incidental to the process of devouring the astral character. The dreadnought’s encountered only when an astral body is nearby. It doesn’t bother physical travelers unless they happen to get between it and its prey. (from Mordenkainen's Tome of Foes - 2018): Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Antimagic cone - Massive bite and claw attacks that can sever silver cords of astral travelers - Eaten creatures and objects transported to a demiplanar donjon - Legendary actions, including AOE psychic projection attack - Legendary Resistance - Immune to charm, exhaustion, frightened, paralyzed, petrified poisoned, prone, stunned - Resistant to nonmagical attacks - Doesn't need to breathe, eat, drink, or sleep - Cannot be made to leave astral plane - Flight Appearance The astral dreadnought’s a gigantic creature the size of a storm giant, with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. Size Hero Forge: 11+ ft. (XXL) Lore: Gargantuan (30' tall) Suggested: Gargantuan+ Other Monikers None Sources - Angry Golem Games - DnDBeyond - Modenkainen's Tome of Foes (2018) - Manual of the Planes 3rd Edition (2001) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Baku
Baku Baku Large Fey, Neutral Good (80%) Hero Forge Mini Kitbashed, mount mini Description (from Planescape Monstrous Compendium Appendix I - 1994) In the book Magic and Mistery of Ind , Vimalanda Rey passes along a revealing tale of the baku: "I learned the art of coppersmithing from an old man in my village named Lohajangha. He was a kind and gentle fellow, and his patience at the work taught me not only how to work with metal, but how to have patience and fixity of purpose. He never laughed at my mistakes, but always applauded my triumphs. He taught me lore of the woods surrounding my village: which herbs heal, which stones may be cut into sparkling gems. He taught me the principles of art: symmetry, harmony, and mystery. Only once did I see him angry. "A runner came to our village with the sad news that a woman who rules the next village had been trampled by a strange evil beast that looked like a small elephant. "Lohajangha called me to him. I saw his eyes, which normally sparkled with joy, were dark as storm clouds. He said to me, 'Vimalanda, I am giving you my shop. I had hoped to work here longer, but I have other business I must attend to. Vimalanda, do not cling to this shop - from here, someday, you will be called for a greater mission. When the time comes, you will know, and you will make use of my lessons then.' "He turned to leave the village, but I begged him to tell me what was going on. "He took me with him into the woods, and there he showed me his true form. He said that after this revelation, he could no longer work among men, and that he had to go fight the evil baku, who had killed in the next village. "I asked if he knew the evil one. "'Yes,' he said, 'it is my brother.' Then he ran like lightning into the dense woods. I never saw him again, save in dreams." A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Combat: Despite its size and bulk, a baku can move rapidly, attacking with a goring butt and two foreleg stomps. It stomps only man-sized opponents or those less than 6 feet tall. A baku’s trunk can hold simple devices such as weapons or wands, so a baku of wealth or status may attack with a magical weapon or device. Baku can use psionics to become invisible at will. They expend no PSPs for this, and the power check always succeeds. A baku’s trumpeting roar affects creatures of certain alignments: Neutral good baku affect only evil creatures, dark (evil) baku affect good creatures, and holy baku can affect either good and/or evil creatures at their discretion. Any vulnerable creature wirhin 40 feet suffers 1d8 points of damage; it must also make a successful save vs. paralyzation or flee in panic as if affected by fear (as cast by a 12th-level wizard). Baku can trumpet once every four rounds. Neutral good baku are usually timid, peace-loving creatures, but they resolutely battle evil and malicious monsters. Psionics Summary LevelDis/Sci/DevAttack/DefenseScorePSPs 124/6/17MT,PsC/All=Int200 Clairvoyance — Science: aura sight; Devotions: comprehend writing, danger sense. Psychometabolism — Sciences: animal affinity, metamorphosis; Devotions: absorb disease, cell adjustment, ectoplasmatic form, lend health, reduction. Telepathy — Sciences: psionic crush, superior invisibility; Devotions: awe, conceal thoughts, contact, invisibility, mind link, mind thrust, telepathic projection, truthear. Psychoportation — Science: probability travel; Devotions: dream travel, astral projection. Habitat/Society: Baku come from the Outlands. They seldom travel in desolate settings and prefer to move invisibly among humanity. Most baku (80%) are creatures of good will. They secretly dwell among humankind to serve its interests. Good baku favor societies in semitropical forests. About 15% of all baku are of evil alignment. These baku, called The Dark Ones by their brethren, also move among humankind, thwarting the plans of their good brothers and causing suffering wherever they go. The remaining 5% of baku are true neutral. Other baku know them as Great Ones or Holy Ones. Although no discernible abilities set them apart from their brethren, other baku reverently obey them. Holy baku always have an Intelligence of at least 18. Ecology: Among evil merchants, baku tusks are worth 200 gp each. Good-aligned buyers regard traffic in tusks as an atrocity, and even neutrals regard it as tasteless. Holy baku who hear reports of tusk merchants sometimes travel long distances, either physically or by astral projection, to counsel the merchants against their evil trade. If a merchant ignores the counsel, the baku may try to enlist local adventures to steal the tusks and give them decent burial. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands Stat Block 5th Edition: - DanDWiki.com (homebrew) 2nd Edition: - mojobob's website Pathfinder: - d20pfsrd.com Abilities - Invisibility - Consumes nightmares - Psionic spellcasting - Great strength and constitution - Gore, stomp, trampling, pounce Appearance A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Size Hero Forge: 11 ft. (XXL) Lore: 9 ft. (at shoulder) Suggested: Large to Huge Other Monikers Dream Eater Sources - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website
- Template - Outlands Town
Template - Outlands Town Author(s) OurLivesOnline talespire://published-board/T3V0bGFuZHMgVG93biBBc3NldHM=/6f5b7c25422ad5a4e1052196f54800c6 Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Board Link Template - Outlands Town Assets from Tales Tavern None
- Orthon
Orthon Orthon Large Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen Presents: Monsters of the Multiverse - 2022): When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon’s first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. (From Fiendish Codex II: Tyrants of the Nine Hells (2006): This hulking fiend is covered in metal plates bolted directly to its flesh. The nails that fix the plates in place drip black blood that stains armor and body alike. The creature has monstrous features, twisted in pain but filled with a primal cunning. Rotten tusks sprout from its lower jaw and maggots wriggle in its wounds. Orthons are foot soldiers in Hell’s armies. Though specialized in killing demons, they are equally dangerous against mortal foes. Orthons are common on Avernus, where they see the most action. Some pit fiends and archdevils employ them as sentries. They live to fight, having little interest beyond dying for their masters. Environment : Native to the Nine Hells of Baator, these are creatures of the battlefield. Typical Physical Characteristics: An orthon stands 8-1/2 feet tall and weighs close to 500 pounds. Society : It is an honor to die for the baatezu, or at least that’s what the orthons believe. Their sacrifice furthers the glory of Hell. Since these creatures have combat abilities nearly as dangerous to devils as they are to demons, other devils treat them well. Orthons live a miserable, pain-wracked existence. The armored plates hammered into their body grind against bone, muscle, and sinew. The smallest movement causes them terrible anguish. Only in combat are their minds distracted enough to allow them to rise above their misery. Orthons despise demons more than any other creatures. Alignment : Orthons are always lawful evil. They are loyal to a fault. Typical Treasure: Orthon have typical treasure for their Challenge Rating. They usually carry mementos from previous battlefield encounters, such as jeweled belts, shields, weapons, and other trinkets. Combat : As creatures accustomed to fighting in military units, orthons are best used in groups of four or six. They assemble themselves into ranks, two or three abreast. The front rank brandishes hellspears, while the ones in the rear fire hellfire crossbows as they advance. If encountered alone, an orthon moves cautiously and slowly in an attempt to engage its opponents from as far away as possible. An orthon uses its hellfire crossbow to weaken its opponents before setting its hellspear to receive a charge. It tries to spread out damage across its opponents in hopes of taxing their resources as much as possible. If hard-pressed, an orthon prefers to use greater teleport to retreat to safety, gather more of its kind, and return to fi nish off its foes. PCs are likely to face orthons in areas controlled or contested by devils. While dim, these well-organized creatures use intelligent tactics. Individual (EL 8): An individual orthon is likely to be cut off from the rest of his squad or assigned to patrol an area. Using see invisibility to watch out for intruders, it retreats at the first sign of heavy resistance to gather a counterattack. Team (EL 10): Outside of heavily contested war zones, orthons work in pairs. One uses its crossbow and see invisibility to spot enemies, while the second one fi ghts in melee. If the orthons outnumber their foes, they draw their spears and attempt to fl ank the enemy. Squad (EL 12): Orthons prefer to fight in formations of four. Two orthons form a front line and use their spears, while the other two have their crossbows out while scanning the area for enemies. In battle, the orthons keep close together if they face a powerful foe. If they feel they can overwhelm their foes, they split into two teams of two and attempt to flank an enemy. 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 - Invisibility field - Infernal crossbow bolts that mark, track, restrain, blind, explode, burn, or paralyze victims - Poisonous Infernal dagger - Explosive self-destruct - 30 feet truesight - Immune to fire, poison, exhaustion, and being charmed - Magic resistance Appearance This hulking fiend is covered in metal plates bolted directly to its flesh. The nails that fix the plates in place drip black blood that stains armor and body alike. The creature has monstrous features, twisted in pain but filled with a primal cunning. Rotten tusks sprout from its lower jaw and maggots wriggle in its wounds. Size Hero Forge: 11 ft. (XL) Lore: Large Suggested: Large Other Monikers Bounty hunter devils Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond
- Banderhobb
Banderhobb Banderhobb Large Monstrosity, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (from Volo's Guide to Monsters - 2016): A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper. Birthed by Hags . In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry. Silent and Deadly. When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner. Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away. A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam. (from 4th Edition Monster Manual III - 2010): As the day recedes, shadows lengthen over the world like grasping claws. That's when the banderhobbs come. Beneath the stars, in the dead ofmoonless nights, they march in ones and twos from the land ofdeath and darkness. A banderhobb's snaking tongue ensnares its victim, drawing it into the creature's distended maw before it is swallowed into the banderhobb's cavernous stomach. Then the creature departs to where its master waits for it to regurgitate its stili-living cargo. For what purpose? A banderhobb never tells. LORE: Arcana DC 25: Parents tell children that if they misbehave, banderhobbs will come to take them away. According to stories. the torsos ofbanderhobbs are carved with ritual markings that allow them to pass between worlds at places where the veil is thin and shadows are thick. Their home is the Shadowfell, where their ancient master dwells in a dark tower. People speculate that the banderhobbs' captives work as slaves in the Shadowfell until they eventually transform into banderhobbs. Fragments oflore tell ofvast feeding pits where banderhobbs feast. In the dark reaches of this place, no god watches. Encounters: Even the other fell creatures ofthe Shadow fell shun banderhobbs. When banderhobbs do ally with other creatures, they are most often seen in the company of shadow wolves and howlers. Banderhobb Warder: Lurking in shadow, such as the dark of the cellar and the black abyss beneath the bed, are the banderhobb warders. No place in the world is safe from warders, for it is in the brightest light that the darkest shadows are cast. No matter how far a person flees, a warder finds its prey. Banderhobb Filch: Like a lizard, a shadowy thing scuttles down chimneys, through windows in walls and holes in thatch to the bedsides ofsleepers. Something is dragged across the floor. A shadow is hunched, hefting an awkward sack stretched from its shoulder to the earth. Something is dragged through the woods. The creature moves over stones, through brambles. The sack whimpers, and the thing draws it tight, draws it silent. Someone is dragged away. Banderhobb Abductor: They find the places where shadows are thick. On flat 0 feet, banderhobb abductors silently slip into the world ~ to steal and feed. They lurk in the seams between this w world and the shadow realm. looking into this world, waiting for the right opportunity. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Shadowfell, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010) Abilities - Tongue attack deals necrotic damage and drags enemies close - Grappling bite attack - Swallows enemies, dealing necrotic damage each turn - Shadow step teleport - Shadow stealth - Uses piece of object or creature to track within 1 mile - Immune to charmed, frightened Appearance A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. Size Hero Forge: 13 ft. (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010)
- Redcap | Digital Demiplane
Redcap Small Fey, Chaotic Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Volo's Guide to Monsters - 2016): A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified. In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react. Steeped in Slaughter. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive. Bloodthirsty Mercenaries. Redcaps don’t usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants. Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature’s murderous handiwork. In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap’s natural and necessary urge for blood risks becoming the redcap’s next target. (From 3.5e Monster Manual III - 2004): You see a very short, tough-looking old man with leathery skin, iron boots, and bright red hat. He is wielding a scythe that looks too large for him. His wicked grin is lined with sharp teeth. Redcaps are the most evil fey you’re ever likely to meet. They are mass-murdering psychotic killers who live on other creatures’ pain. A redcap stands 3 to 4 feet tall, weighs about 50 pounds, and looks like a tough old man with protruding teeth. On their heads redcaps wear bright red hats—kept fresh and moistly colored by dipping in their victims’ blood—and on their feet they wear boots of iron. Redcaps prefer to roost in old abandoned keeps and towers, preferably ones left vacant by some horrifi c tragedy. These fey absorb some of the essence of every creature they kill. Thanks to this ability, a redcap that manages to live a long life can amass tremendous strength and near invulnerability. When a redcap dies, it vanishes from the world, leaving only a single tooth behind. Redcaps speak Common and Sylvan. Combat : Redcaps prefer to attack from ambush, usually waiting until their intended victims are preparing to settle in for the evening. Brutal combatants, redcaps attack without mercy, opening up combat with their slings and magic stones but quickly closing to fi nish opponents with their wicked scythes. A redcap normally attacks using its Power Attack feat, taking a –2 penalty on its attack rolls and gaining a +2 bonus on damage rolls (+4 if using a scythe). Eldritch Stone (Su): Bullets fired from a redcap’s sling glow with a greenish-blue magical energy, giving them a +1 enhancement bonus on attack rolls and damage rolls as well as dealing 1d6 points of damage (instead of the 1d4 points an ordinary bullet deals). Powerful Build (Ex): The physical stature of a redcap lets it function in many ways as if he were one size category larger. Whenever a redcap is subject to a size modifi er or special size modifi er for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to it. A redcap is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A redcap can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefi ts of this characteristic stack with the effects of powers, abilities, and spells that change the subject’s size category. Elder Redcap: The elder redcap entry represents a redcap that has advanced to 12 HD by slaying victims and absorbing their essence (see Advancement, below). Combat : An elder redcap fi ghts in a similar manner to the younger version, relying on ambush whenever possible. It is capable of tracking weak or wounded prey for miles, waiting until the intended victims let down their guard. Advancement: After a redcap has slain a victim, it dips its cap into the victim’s blood, thereby gradually gaining strength and power. This ability is refl ected in special rules for advancement that apply only to redcaps. For each additional Hit Die a redcap has, it gains +1 Strength, +1 Dexterity, and +1 Constitution as well as the normal benefi ts for advancing in Hit Dice. For every 2 additional Hit Dice, an advanced redcap gains +1 natural armor. The redcap’s damage reduction also improves as its Hit Dice increases.... Society : Redcaps assemble in small bands, occasionally squatting in old ruins or caves after slaughtering the previous tenants. Redcaps argue and fi ght with each other constantly, and fl aring tempers often result in bloodshed. They will massacre each other with little provocation, but they do not douse their hats in each other’s blood, fearful that some curse will be visited upon them. It takes one or more redcap elders to maintain some semblance of control over a group, essentially bullying the younger redcaps into submission. Redcaps can live up to 150 years, although they typically die at a much younger age. They are asexual creatures that propagate by budding. A redcap buds once or twice in its lifetime, carrying each bud on its back like a hump for six months before it falls off and sprouts a head and limbs. A newborn redcap must fend for itself immediately and quickly develops a ravenous and foul demeanor. It grows to its full size within a year after its birth. Redcaps have their own elaborately interwoven superstitions. They believe rivers contain water spirits that can snatch their souls, so they bathe only in still water. Dubious of even-numbered quantities, they always travel in oddnumbered groups, and no redcap will carry an even number of coins in its pouch. Redcaps are not devout creatures, but redcaps who live near human settlements sometimes worship Erythnul, the god of slaughter. Redcap adepts are rare, and redcap clerics rarer still. Redcap's Tooth: When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2 circumstance bonus on Charismabased checks when dealing with fey, and a +4 circumstance bonus when dealing with other redcaps. Faint transmutation; CL 6th; cannot be made; Price 1,000 gp. Redcaps in Eberron: Murderous gangs of redcaps prowl the hills of Khorvaire as far west as the foothills of the Byeshk Mountains in Droaam and as far east as the foothills of the Hoarfrost Mountains in the Lhazaar Principalities. Redcaps are found in considerable numbers in the Mror Holds, where they display a particularly fi endish hatred for dwarves. Redcaps that spend their days hunting dwarves near the Goradra Gap refer to themselves as “dwarfsplitters.” Redcaps in Faerûn: Redcaps are found throughout Faerûn, although they are a particular nuisance to the halfl ings of Luiren. In many halfl ing fairy tales, redcaps are described as halfl ings who were cursed with murderous rage as punishment for some dreadful act of betrayal. However, these tales are nothing more than whimsy Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Baldur's Gate: Descent Into Avernus (2019, madcap) - DnDBeyond 3rd Edition: - Realmshelps.net (young) - Realmshelps.net (elder) Abilities - Unnaturally strong attacks with oversized sickles - Iron boots can knock creatures prone and crush them - Can grapple and wield heavy weapons like a medium creature Appearance You see a very short, tough-looking old man with leathery skin, iron boots, and bright red hat. He is wielding a scythe that looks too large for him. His wicked grin is lined with sharp teeth. Size Hero Forge: 3.5 ft. (no kitbash) Lore: Small (3-4 ft. tall) Suggested: Small Other Monikers None Sources 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Baldur's Gate: Descent Into Avernus (2019) - DnDBeyond - 3.5e Monster Manual III (2004)
- Shator
Shator Shator Medium Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Fiend Folio - 2003) The shators reside at the top of demodand society. If the farastus are the prison guards of Carceri, the shators are the wardens. Unusually cruel, shators secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the escapees down. Shators make all the decisions about whether to pursue Carcerian fugitives, using their innate planeshifting ability to send demodands out as bounty hunters to bring escapees back. They constantly plot against other Carcerian factions, hoping to extend the demodands’ influence. Shators rarely trust one another, preferring to work through their lackey contingents of farastus and kelubars, but several will band together if a common obstacle presents itself. Shators speak the language of demodands, as well as Abyssal, Infernal, and Common. Combat: Shators are usually accompanied by groups of farastu and kelubar toadies. This retinue often enables a shator to stay out of combat if it desires. Shators prefer to use their spells and spell-like abilities from a distance, and can spit their paralyzing slime as a ranged attack. If forced into melee, a shator uses its Huge +2 guisarme to trip an opponent from 10 feet away, before following up with a free attack thanks to its Improved Trip feat. A shator may use this tactic on several opponents in the same round due to its Combat Reflexes feat. Paralyzing Slime (Ex): A shator’s slime acts as a nerve toxin. Creatures struck in melee by a shator’s claw or bite attack must make a Fortitude save (DC 21) or be paralyzed for 3d6 rounds. The shator can choose to spit a globule of slime as a ranged touch attack with a range of 30 feet, with the same effect. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, spider climb, tongues; 3/day— cloudkill, fog cloud, ray of enfeeblement, stinking cloud; 2/day— dispel magic; 1/day—mass charm. Caster level 15th; save DC 15 + spell level. Spells: A shator can cast arcane spells as an 8th-level sorcerer (spells/day 6/8/7/6/4; spells known 8/5/3/2/1; save DC 15 + spell level). A typical spells known list: 0—dancing lights, daze, flare, ghost sound, read magic, mage hand, open/close, ray of frost ; 1st—enlarge, mage armor, magic missile, obscuring mist, true strike ; 2nd—bull’s strength, detect thoughts, Tasha’s hideous laughter ; 3rd—blink, fireball; 4th—confusion. Summon Demodand (Sp): Once per day, a shator can attempt to summon 1d2 shators with a 30% chance of success (result of 71–100 on d%) or either 1d4 kelubars or 1d6 farastus (shator’s choice) with a 70% chance of success (result of 31–100 on d%). Immunity to Mind-Affecting Effects (Ex): A shator is immune to all spells and effects with the mind-affecting descriptor. Scent (Ex): A shator can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Invisibility (Su): This ability functions like a see invisibility spell, except that it is always active and its range extends to the limit of the shator’s vision. (from Planescape Monstrous Compendium Appendix. I - 1994) The Shator often travel to other planes for their favorite occupation — writing. Shator works are of two categories: magical texts on how to summon creatures from the Lower Planes other than Gehreleth (usually named creatures that the Gehreleth have some particular hatred for), and philosophical texts that promote ideas of futility and cosmic angst. When dwelling in the Prime Material Plane, the Shator hide behind a human whom they set up a philosopher or poet. These men and women come to bad ends when the Shator has decided that its mission is done. When dwelling on other planes, the Shators’ favorite pets are chimerae. Oddly, they sometimes show concern for these beings, treating them like a human treats a kitten. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit 2nd Edition: - mojobob's website Abilities - Paralytic slime that oozes from their bodies - Claws, bite, flight - Immune to acid, poison - Innate spellcasting Appearance Shators are obese and disgusting. They stand 10 feet tall and weigh nearly 700 pounds. Large, batlike wings sprout from their backs, and pale slime drips from the corners of their froglike, fanged mouths, as well as from their skin. Their shaggy nickname is actually a misnomer rooted in the fact that the hairless demodands are often draped in overlapping hides. Size Hero Forge: 7 ft. (XL) Lore: 6-10 ft. Suggested: Medium to Huge Other Monikers Shaggy demodands, shaggy gehreleths, shaggy leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website
- Quesar | Digital Demiplane
Quesar Medium Construct, Neutral Good Hero Forge Mini Single mini, no kitbash Description (From 3.5e Book of Exalted Deeds - 2003): This gaunt humanoid creature has blue skin and tall white hair. A slender torso joins two graceful arms, powerful legs, and a noble head. This form is obscured, however, by the incredible amounts of radiant energy emanating from the creature. Like a star brought to ground, a quesar shines with blinding light that sears through evil creatures. Quesars are constructs crafted by angels, originally intended to serve as guardians over celestial treasures. In their benevolence, the angels gave their creations minds and free will, and the quesars refused to serve as slaves. Now they are independent—an isolated society of artificial life who still serve as mighty allies to the forces of good. Quesars stand 6 feet tall and weight 160 pounds. They speak Celestial. Combat : A quesar’s most dangerous weapon is the energy that suffuses its frame. Though they never use weapons, quesars can disrupt flesh and bone with a simple touch, and their energy halo is a powerful manifestation of their terrifying might. Blinding Radiance (Su): At will, a quesar can increase the brightness of its energy halo so that it radiates brilliant light to a radius of 120 feet (and shadowy illumination to 240 feet). Any creature within this radius must make a DC 14 Fortitude save or be blinded for 1d10 rounds. The save DC is Charisma-based. Creatures with light sensitivity take double the normal penalties in this brilliant light. Consuming Brilliance (Su): Three times per day, a quesar can create an instantaneous burst of energy so intense that it reduces all creatures and objects within 15 feet to a trace of fine dust, dealing 22d6 points of damage, as the disintegrate spell. A successful DC 14 Fortitude save means the creature resists disintegration, instead taking 5d6 points of damage. The save DC is based on Charisma. Searing Burst (Su): After a quesar has had blinding radiance active for at least 1 round, it can increase its intensity still more, creating an instantaneous burst of searing energy similar in effect to a sunburst spell. All creatures within 30 feet of the quesar take 6d6 points of damage (Reflex save DC 14 for half ). A quesar can use a searing burst 6 times per day. The save DC is based on Charisma. Construct Traits: A quesar has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision. Energy Halo (Su): At all times, a quesar is surrounded by a radiant glow that sheds bright light to a radius of 20 feet and shadowy illumination to 40 feet. Fast Healing (Ex): A quesar regains lost hit points at the rate of 5 per round as long as it is in daylight (including spells such as daylight and celestial brilliance, but not its own energy halo). It continues regaining hit points even when destroyed, as long as it remains in daylight. Fast healing does not allow the quesar to regrow or reattach lost body parts. (From Planescape: Planes of Conflict Monstrous Supplement - 1995): Quasar, it is said, were created by a group of lawful aasimon to serve as guardians over celestial treasures. These aasimon went to the radiant plains of Elysium and into the layer known as Belierin. There, they formed from the marshy mud a dried husk of human shape and form. In a hidden fortress called Nillis-thur, the aasimon magically transformed this mannequin so that it would absorb its energy from daylight. The fires of the construct began deep within it, but they quickly blossomed forth in cascades of might. Soon the creation was more essence than form. The aasimon named the fruit of their labor a quesar , which meant “borrowed from heaven’s crown”. They were so enamored with themselves and their ingenuity that they immediately began creating more of the quesar. Things continued at an ever-incrcasing pace until the aasimon began to assign their creations tasks to accomplish. In the beginning, the quasar carried out the missions they were given out of a feeling of gratitude or respect for their creators. It did not take long, however, for the quesar to decide for themselves that they had no intention of being slaves or servants of any other creature. The newly formed creatures attempted to relate this concept to their creators peacefully, but the aasimon did not react well to the news that all of their labor was for naught. The quesar thanked the aasimon for their existence and assured them that they had not worked in vain, for the energy constructs would be a powerful force for good even if they did not work directly for the aasimon. Still, the champions of the Upper Planes did not take kindly to their creations acting in such a manner. “The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor,” they said. So there was war in heaven, but it was a short conflict, for some of the powers that called Elysium home intervened. “The quesar are not creatures of order — they follow the commands of no one. That is the way of Elysium,” they said to the aasimon. Then the powers turned to the quesar. “You do not strike out at those who have treated you well. Creatures such as you do not act of rash thoughts and chaos. That is the way of Elysium.” Wordlessly, the aasimon left the marshes of Belierin. The quesar remained, to make a home for themselves and ponder the true purpose of their new lives. Most remain hidden until such meaning is found. A quasar is vaguely human in shape, with two graceful arms, powerful legs, and a noble head joined by a slender torso. This form is obscured by the incredible amounts of energy radiating from the creature. Almost golem like in nature, the quesar are nonetheless free-thinking beings with the energy, power, and life span of a star. Combat: There is one word of advice that those evil beings knowing anything about quesar give in regards to meeting them in battle: “Don’t.” Although they never use weapons (for even those of powerful enchantment would eventually melt or dissolve in their hands), their potent strikes inflict 1d12 points of damage. The truly terrifying might of a quesar is displayed in its energy halo which emanates forth from its corporeal form. At its lowest intensity, which can be generated by a quasar at will, all within 100 yards must make a saving throw versus spells or be blinded for 1d10 rounds. It should be noted that this energy is equivalent to sunlight for purposes of battling certain evil or undead creatures. After one round of blinding light, the intensity can be increased to a level which sears all creatures within 10 yards, inflicting 6d6 points of damage (a saving throw versus breath weapon reduces this damage by half). This attack can be used six times each day. After a round of searing power, the intensity ran be increased further. In this case, the light and force become so great that everything within 5 yards must save versus death magic or be disintegrated. This fearsome power is usable only three times each day. Only magical weapons of +3 or greater enchantment can harm quesar. They are immune to energy-based attacks such as fire, lighting, and magic missiles . Cold, however, inflicts normal damage upon the constructs, assuming their magic resistance can be overcome. These beings of energy regenerate 1 hp per round while in daylight, even after they have been “slain”. There are only two ways to kill a quesar permanently. The first is to defeat it in battle and then place the creature’s remains in darkness where the light of day never reaches. The second method requires the virtual obliteration of the creature by magical means, such as disintegration , multiple energy drains , or wish . Quesar cannot be summoned, and greatly resent being controlled or forced into submission. As the archmage Tessis Ro’lariv said, “Sometimes righteous wrath can be as horrible as evil’s vengeance.” Habitat/Society: In many ways, the quasar are outcasts and enigmas in the Upper Planes. While they are creatures of goodness, kindness, and light, the aasimon and other lawful beings of the good planes resent their insolence and resistance to accepting the hierarchy of the heavens. On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked. Therefore, even when their might would make them useful allies in some conflict against evil waged by devas , planetars , or even asuras , the quasar are not approached for aid. They are never found in the company of other such beings. A select few have chosen paths of action for themselves, but most remain on Elysium still searching for a purpose. Rare quesar may decide to single-handedly attack the fiends in the Lower Planes. The battles that result are often spectacular displays of power in which many tanar’ri , baatezu , yugoloths , or other evil creatures are laid low. Despise the quesar’s great power, however, these attacks are suicidal. Even their might cannot stand alone against the hosts of all evil for very long. Ecology: Quesar absorb daylight’s healing power through their fragile flesh. Without this energy, they are humanoid creatures of simple appearance and delicate construction. If they are slain and this form is destroyed, even if their remains are scattered to the mercies of the four winds, the power of the sun (or whatever generates daylight on the plane they are on) rejuvenates and regenerates them. In most other respects the quesar are similar to golems, constructs without need of food, air, or water. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 3rd Edition: - Book of Exalted Deeds (2003) - Realmshelps.net 2nd Edition: - Planescape: Planes of Conflict Monstrous supplement (1995) - mojobob's website Abilities - Emits blinding sunlight from 300 feet - Burning light can kill creatures at 30 feet - Disintegrates creatures at 15 feet - Immune to nonmagical attacks, fire, radiant, and force damage - Regenerates in sunlight - Magic resistance - Cannot be summoned magically Appearance This gaunt humanoid creature has blue skin and tall white hair. A slender torso joins two graceful arms, powerful legs, and a noble head. This form is obscured, however, by the incredible amounts of radiant energy emanating from the creature. Size Hero Forge: 7 ft. (no kitbash) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers Borrowed From Heaven's Crown Sources - Book of Exalted Deeds (2003) - Realmshelps.net - Planescape: Planes of Conflict Monstrous supplement (1995) - mojobob's website













