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  • Lady's Maze - Cursed Forest

    Lady's Maze - Cursed Forest Lady's Maze - Cursed Forest Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBDdXJzZWQgRm9yZXN0/715ce12e4ab91d3599f1adb8d17aac99 Board Link Features - Eerie forest full of dead ends and portals - Player starts at maze Center - Each portal leads to the next closest portal facing clockwise - Inner section of maze is cut off from outer sections - Player must travel through all portals in clockwise order to progress to the next outer section, and eventually escape - Treasure chests, mimics Notes - Maze rules can be flexible; make up any rules you want for escape - Multiple exits allowed players to travel between one another's mazes, and reunite as a full group Assets from Tales Tavern None

  • White Abishai

    White Abishai White Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes - 2018): White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Reckless bite, claw, and sword attacks - Biting reprisal against anyone that injures it - Immune to cold, fire, poison - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The White Abishai most closely resemble their draconic kin, the white dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (7 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat 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 - Mojobob's Website

  • Asrai

    Asrai Asrai Tiny Fey, Chaotic Neutral Hero Forge Mini Kirbashed, single mini, 1 variant below Description (from Planescape: Planes of Chaos Monstrous Supplement - 1994): The asrai are delicate female faeries that melt away like ice when exposed to sunlight. Called Sjörå in Ysgard and water sprites in the Beastlands, the small, beautiful water nymphs stand no more than four feet high. Their hair is long and gold and shimmers warmly as they glide through the cool blue water of their home. Asrai are wonderfully adept in their element, dazzling all who see them. The asrai can live in either salt or fresh water, though they are sluggish for a few days after they make the transition from one to the other. The largest schools or asrai live in the depths of the River Oceanus, rarely coming to the surface except on nights the algae blooms, when they feed voraciously and harvest all they can in a flurry of activity. Asrai rarely wear clothing, preferring to use their hair to preserve their modesty. This works better than might be expected, for asrai hair is a living thing, twisting, flexing, and twining about their bodies in unconscious reaction to their feelings, much as a dog’s tail wags or droops. Their hair grows constantly and often reaches their buttocks or calves. Asrai speak their own language, as well as the languages of balaena , fish, nixies , sirines , mermaids, tritons , and sea elves. Combat: The asrai rarely attack out of malice. They bite anyone trying to scoop them out of their native waters with nets, though they prefer to flee when they can, to return for their vengeance later. When a school of asrai works in unison, they can hypnotize enemies. They swim at the water’s surface, creating a weaving, darting water dance that has the same effect as a hypnotic pattern spell. Their golden hair turns and twists, forming a myriad or captivating sparkles that hold the viewer’s attention for as long as the asrai wishes. Hypnotized sailors sometimes fall into the water and drown, and for this reason sharks, giant pike, and other predatory fish follow a school of asrai, hoping for a windfall. The asrai and the fish rarely have any bond of friendship, but the fish often attack anything in the water near the asrai, expecting it to be hypnotized food. Sunlight inflicts 1d4 points of damage to asrai each round, but a sunray spell has no effect. Only direct, true sunlight affects them, so they can take cover in shadows under stones, docks, or ships if they are caught unaware by the dawn. Some types of deep-dwelling asrai, primarily those of the River Oceanus, cannot survive capture and cannot live in air for any length of lime. This may explain why so little is know about the history and society of these creatures. Habitat/Society: Most asrai wander in fresh waters and travel in schools like fish. They are highly intelligent but very fearful of larger creatures, and so they can almost never be persuaded to talk. When they do speak, it is usually to insult the larger creatures. To avoid sunlight they live far beneath the sea during the day and come up to feed only at night. Fresh-water asrai must have shadowy lairs under banks, logs, or in caves to hide from the sun. Ocean-living asrai keep giant flying fish as mounts, using them as others might use horses. The giant flying fish are INT animal, AC 8, HD 1-1, MV sw 24, and #AT Nil. The small water spirits live exactly nine years; they have � Hit Die as young, and a number of Hit Dice equal to half their age after a year. When they die, the asrai dissolve into water that later spontaneously forms 1d4+1 new asray equal in all respects to their mother. Asrai leaders are the school pilots, guiding the tribe’s yearly navigation from warmer to cooler waters after the summer’s feeding season. Pilots are respected, and competition to become an apprentice to the clan’s pilot can be intense. The most skilled pilots can lead the school skillfully enough to swim in a ship’s shadow during the day; at night the whole clan attempts to seduce the sailors on watch into abandoning their posts. The asrai consider this especially amusing if it results in a shipwreck. The few tribes of asrai in Arborea are protective nature spirits watching over springs, streams, rivers, lakes, and seas. They are fiercely watchful of the territory in their custody, and quick to punish any wrongdoer who infringes on the pure waters. These gurdian asrai can speak the languages of oreads, dryads, and other nature spirits, in order to coordinate punishments. They also use bows of springy willow strung with braided waters; these poor weapons have a range of 2/4/8 yards, but the arrows are smeared with fish gut, which cause disease unless the victim makes a saving throw versus poison. Ecology: The asrai are fond of algae and all freshwater plants; they eat no meat, prepared or raw. They also eat foods thrown on the surface of the water, swarming to it much as fish do. Their vegetarianism is part of a greater pact, for no predator of the deeps will attack them, even if under magical influence. The asrai have loose ties to the Seelie Court and its servants. Though they rarely show themselves there, they are welcomed among nixies, selkies, and sea elves. There are even rumors from time to time of an asrai queen who dwells in the Seelie Court, hidden from most eyes. Her home is said to be either a bottomless well or a pure, everflowing spring, but she may be no more than a sprite’s trick turned into common wisdom. In the River Oceanus, the asrai sometimes serve as guides, translators, or companions for balaena, whose songs they understand. They are indifferent to most other sentient races, except as possible targets of abuse. Hydroloths, slaadi, and marraenoloths consider live asrai one of the finest delicacies. Evil fisherfolk cast vegetables, kelp, algae pellets, and other food on the water by night, hoping to draw more than schools of fish. Captured asrai are sealed in amphorae of water protected by a darkness spell and sold to the denizens of the Lower Planes. In this form, asrai fetch as much as 200 to 300 gp each in the Gray Wastes and nearby Lower Planes. Ancient legends tell of a time when the asrai served as guides throughout the length and breadth of Oceanus, as the marraenoloths still do on the River Styx, but the asrai have long since abandoned this duty (perhaps because they are so hunted and persecuted) and have scattered across the planes. Stories abound of asrai on the Plane of Elemental Water, the Prime Material, Sigil’s aqueducts and sewers, and elsewhere. Elusive as the asrai are, it’s not surprising that these stories cannot be confirmed. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard, Arborea, Beastlands, Elysium (River Oceanus) Stat Block 2nd Edition: - Mojobob's Website Abilities - Hypnotic water dance causes victims to fall overboard, drown - Bite attack - Can manipulate their own hair like multiple appendages Appearance ...The small, beautiful water nymphs stand no more than four feet high. Their hair is long and gold and shimmers warmly as they glide through the cool blue water of their home. Size Hero Forge: 7'7" (5') (XL) Lore: Tiny to Small (1-4') Suggested: Tiny to Small Other Monikers Sjörå, Water sprites, Sources - Forgotten Realms Wiki - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website

  • Template - Lady's Mazes

    Template - Lady's Mazes Template - Lady's Mazes Author(s) Matt-GM, John-Fercher talespire://published-board/VGVtcGxhdGUgLSBMYWR5J3MgbWF6ZXM=/e4c872d144fb65376f1b8594267bf459 Board Link Features - Burning, molten walls and floor - Clockwork walls, floor, doors - Temple/Stained glass walls and floor - Ruined tenement stone walls and floor - Mage Academy walls and floor - Godsmen Hall walls and floor - Black-Barbed maze walls and floor - Enchanted Forest walls and floor - Blased plains floor - Lightboard number signs - Portal ring (all angles) - Trees Notes - Took the trees from a Rivendell map I found Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/

  • Djinn

    Djinn Djinn Large Elemental, Chaotic Good Hero Forge Mini Button Single mini, no kitbash, 7 variants below Description (From 5th Edition Monster Manual - 2014): Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air. Accepting Servitors. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn protect those in their employ, treat them kindly, and part with them reluctantly. A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend. (From 3.5e Monster Manual - 2003): The djinn (singular djinni) are genies from the Elemental Plane of Air. They live on floating islands of earth and rock, anywhere from 3,000 feet to several miles across, crammed with buildings, courtyards, gardens, fountains, and sculptures. Each island is ruled by a local sheik. The structure of djinn society is based on rule by a caliph served by various nobles and officials (viziers, beys, amirs, sheiks, sharifs, and maliks). A caliph rules all djinn estates within two days’ travel and is advised by six viziers who help maintain the balance of the landholds. If a large force attacks a landhold, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds, thus alerting the entire nation. A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds. Djinn speak Auran, Celestial, Common, and Ignan. Noble Djinn: Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 Hit Dice. Combat: Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni. Spell-Like Abilities: At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based. Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space. Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it. (From 2nd Edition AD&D Monstrous Manual - 1991): The djinn are genies from the elemental plane of Air. It should be noted that “djinn” is the plural form of their name, while “djinni” is the singular. The djinn’s native land is the elemental plane of Air, where they live on floating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gardens, fountains, and sculptures made of elemental flames. In a typical djinn landhold there are 3dl0 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points. The social structure of Djinn society is based on rule by a caliph, served by various nobles and officials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days’ travel, and is advised by six viziers who help maintain the balance of the landholdings. If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds; in this fashion the entire nation is warned. Noble Djinn: Some djinn (1%) are “noble” and are able to grant three wishes to their masters. Noble Djinn perform no other services and, upon granting the third wish are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirlwinds they create cause 3d6 hit points of damage. Combat: The djinn’s magical nature enables them to do any of the following once per day: create nutritious food for 2d6 persons and create water or create wine for 2d6 persons; create soft goods (up to 16 cubic feet) or create wooden items (up to 9 cubic feet) of a permanent nature; create metal , up to 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); create illusion as a 20th-level wizard with both visible and audible components, which last without concentration until touched or magically dispelled; use invisibility , gaseous form , or wind walk . Once per day, the genie can create a whirlwind , which the it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind’s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature’s whim. If the whirlwind strikes a non-aerial creature with fewer than 2 Hit Dice, the creature must make a saving throw vs. breath weapon for each round of contact with the whirlwind, or be swept off its feet, battered, and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact with the whirlwind. A djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions. Airborne creatures or attacks receive a -1 penalty to attack and damage rolls against a djinni, who also receives a +4 bonus to saving throws against gas attacks and air-based spells. Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite. Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity. (from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992): NOBLE DJINN: Noble djinn are the rulers of all genies on the Elemental Plane of Air, and they are masters of the province of wind. They can speak their own tongue and that of any intelligent creature they meet through a limited form of telepathy. They never forget either a service or a slight from another creature. Noble djinn pride themselves on being the tallest and fairest of their kind. They enjoy wearing jewelry and rich clothes to distinguish themselves even further from common djinn. They prefer loose, lightweight silks and cottons. On their home plane, noble djinn are always accompanied by processions of 4-40 common djinn who are their courtiers, soldiers, fan-bearers, minstrels, grooms, and servants. On the Prime Material Plane, noble djinn are always carried by either an animal (such as an elephant or camel) or in a rich palanquin by four servants. Under no circumstances will they allow their feet to touch the ground. Ideally, of course, djinn nobles travel by air under their own power, but often wind and weather or the need to enter a city in grand style dictate that they travel near the ground. Noble djinn sneer at life forms unable to fly naturally and will generally hover over earthbound nobles of other races to make their point. Combat: The noble djinn can create nutritious food for 4-24 people, create water or wine for 4-24 persons, create soft goods, including nonmagical cloth, wood, brass, copper, or tin items (up to 25, 16, and 9 cubic feet of each) with permanence, create iron, gold, platinum, and silver items of short life span (about 24 hours), create illusions with visual, thermal, audible, and tactile components which last without concentration until dispelled, become invisible, assume gaseous form, windwalk, or form a whirlwind. In their gaseous form, noble djinn resemble clouds. In addition, a noble djinni may cast gust of wind at will, cloudkill once per day, control weather once per week, and airwalk on up to seven other creatures once per day. Once per year, a noble djinni can cast windtomb . All noble djinn magic is cast as if at the 20th level of ability. Noble djinn can grant three wishes to their masters, but if they are forced to grant such wishes they will undertake no other service; they are freed of their servitude upon granting the third wish. These wishes are only granted to creatures from the Prime Material Plane. A noble djinni’s whirlwind is a funnel 20’ across at its base, 60’ across at its top, and 100’ high. It requires five rounds to form and five rounds to fully dissolve. It lasts for as long as the noble djinni concentrates on it. Nonaerial creatures of less than three Hit Dice are swept away and killed by the whirlwind while hardier beings take 3-18 (3d6) points of damage. This whirlwind may also carry up to 15 man-sized creatures or 6 djinn- or jannsized creatures, which may be protected from harm by the genie’s will. Whether carried creatures are harmed by the whirlwind or not, they can be transported at a movement rate of 21 and a maneuverability class of B as long as the noble djinni’s concentration is not disturbed. Air-based attacks are utterly useless against noble djinn, including poison gases, gaseous breath weapons, cloudkill , wind control , and all elemental air spells. Noble djinn are too intelligent and too powerful to be captured by physical means. Magically enslaved noble djinn will refuse to extend their abilities to the fullest for their masters unless they are constantly deferred to in matters of opinion (though they will still obey orders), given slaves of their own to replace the ones they no longer have at their disposal, and generally treated as equals or even superiors. A noble djinni can carry up to 2,000 pounds either afoot or flying without a penalty to movement, though they consider such work beneath them. They can carry double that weight for three turns afoot or a single turn while flying. (For each 200 pounds less than the maximum, add one turn to the time before tiring.) A fatigued noble djinni must rest for six turns before attempting further strenuous activity. Noble djinn rarely allow themselves to be drawn into direct combat with opposing forces, preferring to command common djinn or summoned creatures to fight for them while casting spells and giving orders. If possible, noble djinn will use their illusion and invisibility spell-like abilities to avoid combat altogether, and under no circumstances will they do combat in an unfavorable elemental environment, such as underground. Habitat/Society: Noble djinn are of two types. Most are local caliphs, sheiks, sherrifs, and maliks who rule over a small number of landholders. These noble djinn command small groups of djinn scattered throughout the Plane of Air. A typical local ruler commands 1-6 households, each of which consists of 3-30 djinn, 1-10 jann servants, and 1-10 elemental creatures of low intelligence. The local sheik or headman of each of these holdings is a djinn of maximum hit points. In general, noble djinn who dwell and rule on the Prime Material Plane command only a single household. Female noble djinn take part as leaders of their people, and they have more freedom than the common djinn. Any holding attacked by a large or dangerous force sends messengers cloaked by invisibility to the nearest two holdings, which each send two more messengers, until the entire djinn nation is warned. Some noble djinn also raise homing pigeons and other flying animals to accomplish the same end. Other nobles have raised falconry and the husbandry of fancy talking birds, tumblers, pouters, and other unusual breeds to a fine art. A smaller but more influential group of noble djinn spends its time at the court of the Great Caliph of the Djinn, known as the Court of Ice and Steel. This rich palace is carved from a huge glacial rock which perpetually hurtles through the gulf of Elemental Air, creating a permanent rush of wind throughout the court. The chambers of the court are secured by steel portals set deep into the ice, and the air is only still in any one of the Court’s rooms when all the portals to that room are shut. Whenever the portals open, a blast of wind stirs the curtains, banners, and clouds of incense throughout the room. Illumination comes from flickering orange lanterns or from the blue light that filters in as it refracts through the glacial ice. Most chambers are only accessible to flying creatures, as there are no stairs, and hallways are just as likely to be vertical shafts as horizontal ones. Visiting creatures not native to the Plane of Elemental Air are usually escorted everywhere to ensure their safety, and to allow the Great Caliph of the Djinn to keep an eye on them. The noble djinn of the Court of Ice and Steel are the viziers, beys, and emirs. They only leave the premises when they are commanded to assume the onerous duties of rulership over groups of djinn elsewhere or when compelled to answer the summons of a powerful sha’ir. Noble djinn are rarely pleased to serve even the most powerful of human wizards, and if the servitude drags on for months they may complain bitterly of the duties they are neglecting by serving a human. Noble djinn who are mistreated and who make their way back to their estates will return with half their subjects to avenge their honor. Ecology: Noble djinn require very little from other creatures, as their djinn subjects provide them with all the necessities of life. However, their constant rivalry both among themselves and with other noble genies leads them to strive for the richest gems, jewelry, cloth, spices, and perfume they can obtain. Often manners and ethics are no obstacle to a noble djinni on the trail of something unique. Noble djinn will sometimes send their servant creatures to obtain these sorts of riches from the Prime Material Plane. Noble djinn hate the efreet and will cooperate in any attempt to harm them. Despite their haughtiness, noble djinn respect individual achievements and will cooperate with other creatures of the Elemental Plane of Air rather than attempting to enslave them. Their servants are retainers who may leave at any time, but stay because they consider it an honor to serve. From time to time, a particularly driven noble djinni will undertake either a raid or a crusade against the dao or efreet and seek to free slaves and embarrass opposing nobles. Since those genies are generally more powerful than noble djinn, these expeditions are rare. Great Caliph of the Djinn: The ruler of the djinn is known by a long list of titles including, but not limited to, the Commander of the Four Winds, Ruler of all Djinn, Defender of the Heavens, Prince of Birds, Storm of the Righteous, and Master of the Air. He is always attended by his courtiers, who number 4-20 noble djinn (half of whom are his dancers and consorts), 40-400 jann, and 10-100 common djinn at any given time. The Great Caliph of the Djinn rarely leaves the Court of Ice and Steel; he is perpetually called upon to decide matters of state, matters of law, and matters of politics among his nobles. When he does leave, it is generally with an entourage of nobles to go hunting elemental creatures, though occasionally they go to the lands of Zakhara to stir up trouble among the cities there. Infrequently, the Great Caliph will demand a procession be held (in his honor or to celebrate the anointment of a new noble djinn or a noble marriage). These processions are grand affairs involving at least 50 noble djinn, 100-1,000 common djinn, and clouds of banners, flags, and streamers. The course of a procession often takes it in loops, rolls, and dives, and its meandering path often tours the Plane of Elemental Air for days or weeks. The Great Caliph has 15+6 Hit Dice and maximum hit points for a noble djinn. In addition to having all the usual powers of a noble djinn, the caliph has access to all spells of the province of wind magic once per day. He is always surrounded by a gentle breeze, which stirs his hair and flowing garments. All hurled and ranged missile weapons are ineffective against him, as the winds protect him, acting as permanent protection from normal missiles and protection from magical missiles spells. The Great Caliph of the Djinn is fickle and easily bored, but this by no means indicates that he is soft or unable to rule. When required, he can rouse genie armies to victory and can wrestle monsters into submission. In general, however, the caliph prefers to win his battles by his wits rather than by the strength of his armies or his magic. Since the efreet that often harass the djinn are individually stronger than the djinn, this tactic is common among lesser djinn as well. The court chamber itself is at the center of the Court of Ice and Steel, with clear shafts running to the outer surfaces in all directions. Creatures who (willingly or unwillingly) gain an audience with the Grand Caliph are brought to hover before him. If they cannot fly under their own power, they are buffeted by the whirlwinds of their djinn guards for 3d6 points of damage each round. Presenting oneself as earthbound before the Great Caliph can be exhausting. The chamber of the court itself seems to be in perpetual motion, as layers of silk streamers constantly flutter in and out. In dealing with creatures not from the Plane of Elemental Air, the Great Caliph is inclined to be merciful and often ends his recitation and judgment within a matter of a few minutes. When traveling to the Prime Material Plane, the arrival of the Great Caliph of the Djinn is always signaled by a great blast of wind. Once there, he often travels in a procession like that of noble djinni, only of twice the usual size. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - Aidedd.org - DnDBeyond - Monster Manual (2014) 3.5e: - d20srd.org 2nd Edition: - mojobob's website (& Noble Djinn ) Abilities - Create Whirlwind - Powerful Innate Spellcasting - Immune to air-based attacks and magic - Resistant to Lightning, Thunder - Telepathy - Flight Appearance Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. Size Hero Forge: 9'6" (XL) Lore: Large (10 ft.) Suggested: Large to Gargantuan Other Monikers Djinni, Air Genie Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DnDBeyond - 3.5e Monster Manual (2003) - 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992) - 2nd Edition Monstrous Manual (1991) - mojobob's website (& Noble Djinn )

  • Lady's Maze - Cursed Forest

    Lady's Maze - Cursed Forest Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBDdXJzZWQgRm9yZXN0/715ce12e4ab91d3599f1adb8d17aac99 Features - Eerie forest full of dead ends and portals - Player starts at maze Center - Each portal leads to the next closest portal facing clockwise - Inner section of maze is cut off from outer sections - Player must travel through all portals in clockwise order to progress to the next outer section, and eventually escape - Treasure chests, mimics Notes - Maze rules can be flexible; make up any rules you want for escape - Multiple exits allowed players to travel between one another's mazes, and reunite as a full group Board Link Lady's Maze - Cursed Forest Assets from Tales Tavern None

  • Dybbuk

    Dybbuk Dybbuk Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Description From Mordenkainen's Tome of Foes (2016): Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can’t resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways — throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. From D&D 3.5e Fiendish Codex I: Hordes of the Abyss (2006): Loumara Subtype: The loumaras represent an emergent demonic subtype and are fairly recent additions to the Abyss. Even so, they have plagued the Material Plane for ages. These demons rise from the fragmenting dreams of dead gods found in the Dreaming Gulf (layer 230), spreading out into the surrounding Abyss like a stain or slipping into the Material Plane through tiny tears in reality. Their indistinct nature and lack of physical forms has resulted in obscurity on the Material Plane, yet their taint in the mortal realm is far greater than most would imagine. Only two kinds of loumaras have thus far manifested with any regularity: the corpse-haunting dybbuks and the murderous guecubus. Loumara Traits : A loumara has the following traits (unless otherwise noted in a creature’s entry). —Immunity to acid, electricity, and fire. —Resistance to cold 10. —Incorporeal: All loumaras have the incorporeal subtype when not possessing a physical body. —Possession (Su): All loumaras can possess physical objects or creatures. The exact kind of object or creature a specifi c loumara can possess is noted in the creature’s description. Dybbuk Intro: A faint brush of cold, the fl eeting scent of moldering lilies, and a sudden conviction of loss mark the passage of this indistinct shape. Its form is visible only as a flickering shimmer in the air accompanied by faint tendrils of pale smoke. Disembodied intelligences spawned by the Abyss, dybbuks must possess the dead to work their evil. A dybbuk in its natural form constantly scours its environment for a suitable host body. It knows that it can be killed when it is without a host and avoids combat as a result. Once it inhabits a body, it apes that body’s normal activities, although this is more of a means to an end (finding a better body) rather than being indicative of any real need to eat, sleep, or otherwise behave as a living creature should. Dybbuks are found in the Abyss at sites of great battles or near large graveyards. They are not fond of regions heavily populated with undead, since they have no use for bodies that are already animated. A dybbuk’s driving need is its eternal search for a perfect body. To a dybbuk, a perfect body is one that is undamaged from violence, quite handsome or beautiful for its race, and has many links to its society’s leadership. A dybbuk hopes to possess such a perfect body before anyone discovers the victim has died, so that it can go on living the victim’s life without arousing suspicion. Once a dybbuk has found a perfect body, it allows itself to be overtaken by that society’s sins and vices, plunging hedonistically into depravity until its body is ruined or it is otherwise forced to abandon its plaything. Much of a dybbuk’s existence actually consists of leapfrogging from lesser body to lesser body. It sees these bodies as stepping stones, with each transfer to a new body putting it closer to its intended target. A dybbuk typically has a specifi c person targeted as a perfect body and does what it can to get closer to this targeted victim, with the goal of either engineering the person’s accidental death or catching the victim alone (in which case it uses its death touch to kill its target). Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond Abilities - Possesses and controls corpses nightmarishly - Life-draining tentacles - Incorporeal Movement - Innate spellcasting Appearance Fiendish Codex (3.5e): A dybbuk is incorporeal and silent. The creature’s basic shape is that of a writhing jellyfish with an indistinct humanoid face floating on the surface of its body. Scores of smoky tendrils trail from the underside of its body to a length of 5 feet. These tendrils braid and twist together, effectively forming two arms when needed. Size Hero Forge: 3 ft. Lore: Medium Suggested: Small to Medium Other Monikers Loumaras (disembodied demonic spirits) Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Fiendish Codex I: Hordes of the Abyss (2006) - DnDBeyond

  • Bladeling

    Bladeling Bladeling Medium Humanoid, Lawful Neutral (Evil) Hero Forge Mini Double mini, no kitbash, 2 variants below Description (From Planes of Law Monstrous Supplement - 1995 [credits] ) Bladelings were once rumored to be tieflings, the spawn of fiends and humanoids. Unlike the other castoffs of the Lower Planes, however, bladelings are a distinct race unto themselves. Not much is known about the bladelings, for they discourage any investigation into their lives — harshly. They are highly superstitious, and most are exceedingly xenophobic. Though they are courteous to strangers encountered outside their home, they tend to administer swift death to those who invade their territory. Bladelings can become conjurers, priests or fighters. Certain bladelings have the ability to call on their unknown gods. These bladelings, usually (but not always) female, can achieve 10th level as priestesses. They are the rulers of bladeling society, guiding it as they see fit. The bladelings live in Ocanthus, the fourth layer of Acheron, amidst the whirling blades of ice and iron. Their city, Zoronor, lies in the Blood Forest. This pulpy mass of wood (and other less savory, unidentifiable material) protects the residents from the whirling blades that are the main feature of this layer. Zoronor is the only known bladeling city. Here, bladelings obey their priest-king fanatically, having followed his tenets and gained some measure of security, which they will defend with their lives. The city itself yields litle except assassins and travelers. Life in Ocanthus is difficult at best. For this reason, bladelings learn to trust in their neighbors and to protect them as well. Though they are prone to internal strife and their priests and priestesses in particular are prey to politics (sometimes to the extent of embroiling parts of the city in their maneuvers), bladelings pull together quickly when faced with outside threats. Though not originally from Acheron, bladelings have established themselves on the plane and are now considered native. They were nearly wiped out in the first years after their arrival. Rust dragons inhabiting the plane destroyed large numbers of bladelings with their corrosive breath weapons. Through magical experimentation, however, bladelings finally developed a resistance to rust of any sort. Combat : Bladelings are quick to leap into a fray. When entering combat, a bladeling wades in hands first. Striking twice with its metal-encrusted fists, the creature inflicts 1d6 points of damage with each successful attack. Then again, a bladeling might instead wield a weapon of nearly any type. Some bladelings are truly brave. These attack the wielders of the weapons most dangerous to other bladelings first, trying to get a measure of their enemy. Bladelings are entirely immune to rustiug, acid, corrosive attacks of all types, and normal piercing missiles or bladed weapons. Bladelings are magical beings; their bodies — composed of elements stronger than mere flesh — are resistant to some types of magic. They take only half damage from cold- and fire-based spells. There’s not a whole lot that can hurt the them — and they press that advantage. Magical or bludgeoning weapons inflict full damage against them. Other spells affecting metal will work normally on a bladeling; the heat metal spell, however, causes double damage. Other heat-based spells, unless specifically designed to work on metal, do nothing. Once per week, a bladeling can create a razor storm. The creature explodes a piece of its outer skin, sending a 5-foot wide hail of blades up to 15 feet forward. The shrapnel attack causes 3d12 points of damage to any within the blast area, though the victims can save vs. breath weapon for half damage. The drawback to this attack is that it weakens the bladeling’s natural armor, reducing it from 2 to 6 in the frontal torso. Any attacks striking this area inflict double damage upon the bladeling; fire- and cold-based spells inflict normal damage if directed at this weak spot. In addition, the bladeling’s magic resistance falls to 5% untll the bladeling has regenerated the lost blades (typically 1d4 days later) Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition: - Homebrew from DM Dave 2nd Edition: - mojobob's website Abilities - Entire body is a deadly weapon - Razor storm (AOE) once per week - Immune to nonmagical piercing and slashing damage, as well as acid, rust, and poison - Fire and cold resistance Appearance Human-shaped, the average bladeling stands about 6 feet tall. The resemblance to humankind ends there. Bladeling eyes glow like translucent chips of glacial ice tinged with purple. Skin and bones protrude in the form of sharp blades of wood and ice and steel, jutting out at all angles; bladelings have no soft flesh. They have blood the color and consistency of oil. Size Hero Forge: 8' 5" Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Homebrew from DM Dave - Planescape: Planes of Law Monstrous Supplement (1995) - mojobob's website

  • Blue Abishai

    Blue Abishai Blue Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes (2018): Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat’s enemies. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Lightning Strike - Spellcasting - Teleport - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The Blue Abishai most closely resemble their draconic kin, the blue dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (4-8 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat 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 - Mojobob's Website

  • Ethereal

    Ethereal Dragon Ethereal Dragon Gargantuan Dragon, Neutral Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Ethereal dragons spend most of their lives floating through the Ethereal Plane, spying into the Material Plane for valuable treasure. Ethereal dragons’ natural coloration is a pearlescent brown-gray, which accounts for their nickname of “moonstone dragon.” They have needlelike claws and teeth. Ethereal dragons are naturally curious and inquisitive, and often spy on those “stuck” on the Material Plane. They are also greedy, and may come to covet the valuables carried by those they spy upon. In such cases, an ethereal dragon might visit the Material Plane only to appropriate such items, returning to its native Ethereal Plane as soon as possible. Ethereal dragons speak Draconic. Combat: Most ethereal dragons prefer escape over battle, heading either to the Ethereal Plane or the Material Plane to avoid conflict. If forced into a fight, or if the ethereal dragon feels combat is necessary, it uses its powers to frustrate its foes. An adult or older ethereal dragon relies on dimensional anchor to trap opponents on one plane while it escapes to the other. Young and older ethereal dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An ethereal dragon has one type of breath weapon, a cone of force. Like all force effects, this breath weapon affects ethereal creatures when the ethereal dragon is on the Material Plane. Ethereal Vision (Ex): While on the Material Plane, a very young or older ethereal dragon can see ethereal creatures as if they were visible. While on the Ethereal Plane, an ethereal dragon can see normally out to the range of its darkvision (normally, creatures on the Ethereal Plane have a visual limit of 60 feet). Note that blindsense functions normally even on the Ethereal Plane, regardless of visual limits. See Ethereal (Su): A very young or older ethereal dragon can see ethereal creatures as if they were visible. Strike Ethereal Creatures (Ex): An ancient or older ethereal dragon can strike ethereal creatures as if they were material. This ability does not allow an ethereal dragon on the Ethereal Plane to affect creatures on the Material Plane. Summon Ethereal Cyclone (Su): Once per day, a great wyrm ethereal dragon on the Ethereal Plane can summon an ethereal cyclone. This requires a full-round action, and the storm lasts for 1 minute. All creatures (except undead) within 120 feet of the ethereal dragon are affected as described in Chapter 5 of Manual of the Planes. (If you don’t have access to Manual of the Planes, you can simply rule that each creature within the cyclone is thrown 1d10 miles in a random direction.) This power has no effect anywhere other than on the Ethereal Plane. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ethereal Plane Stat Block 5th Edition (different ages have their own stat block): - Nic the DM Homebrew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Force breath weapon - Ethereal cyclone - Immune to force damage - Ethereal vision on any plane - Colossal claw, bite, and tail attacks that hit ethereal creatures from any plane - Frightful Presence - Ethereal vision on any plane - Stealth bonus while ethereal - Legendary Actions - Legendary Resistance - Flight - Innate spellcasting Appearance Ethereal dragons’ natural coloration is a pearlescent brown-gray, which accounts for their nickname of “moonstone dragon.” They have needlelike claws and teeth. Size Hero Forge: 8'6" (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers Moonstone dragon Sources - Forgotten Realms Wiki - Nic the DM (youtube video with stat block) - 3.5e Draconomicon: The Book of Dragons (2003) - realmshelps.net

  • Balor

    e5993b79-0e41-493f-90c2-13da4ba2a05a Balor Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (from Planescape Monstrous Compendium Appendix I - 1994) Greatest and most terrible of the true tanar’ri , the balors are the undisputed terrors of the Abyss. They motivate the tanar’ri involvement in the Blood War and derive immense pleasure from others’ suffering. Balors communicate using telepathy. At least twenty-four balors are known to exist. They wander the Abyss, forming armies and commanding them in battle with the baatezu. Balors recognize all planes as potential battlegrounds in the War. They make pacts with mortals to perform services in return for power in the mortals’ planes. The more followers or allies they gain there, the more magical power they command in the Blood War. Nothing is more important in the Abyss than the Blood War. The balor, in a sense, are the Blood War from a tanar’ri perspective. In that sense they are the ecology of the Abyss, driving the creation of new beings and mandating their survival. Combat : Balors are cannot be surprised. They are immune to all nonmagical attacks including fire, gas, poison, and weapons, and all attacks with magical weapons of less than +3 enchantment. Balors prefer their primary weapon, a vorpal sword that looks like a bolt of lightning and can detect evil/good in a 30’ radius. Any creature picking up a balor’s sword suffers 10d6 damage and must save vs. spell or die. Balors also use a long whip with many tails (1d4 damage). These magically wrap around the victim, who is drawn into the balor’s bodily flames (4d6 damage per round). Escaping the whip requires a successful check against half the victim’s Strength score. A whip that holds a victim cannot be used in attacks. Balors can also attack with their fists (2d6 damage and save vs. spell at -6 or flee in terror for 1-6 turns). If slain in the Abyss, a balor explodes in a blinding flash of light, inflicting 50 hp damage to everything in a 100‘radius (save vs. spell for half damage). In addition to those available to all tanar’ri, balors can use the following spell-like powers at 20th level of spell use: detect invisibility (always active), detect magic (always active), dispel magic, fear, pyrotechnics, read magic, suggestion, symbol (any type), telekinesis , and tongues . Once per hour they can automatically gate in 1-8 least, 1-6 lesser, 1-4 greater, or 1 true tanar’ri. (from Dungeons & Dragons Monster Manual - 2014) Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes. Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Lightning Sword - Fire whip - Fire Aura burns nearby enemies - Explodes when slain - Flight, Teleportation Appearance Balors are repulsive, towering humanoids with dark red skin; huge wings that propel them with unnatural speed and agility; long, wicked claws; and grotesque fangs that drip venom. Each balor carries a sword of lightning and a many-tailed whip, and searing flames surround the creature. Size Hero Forge: 7 ft. (XL) Lore: 12 ft. Suggested: Huge to Gargantuan Other Monikers Type IV Demons Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website

  • Immoth | Digital Demiplane

    Immoth Large Elemental, Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Planescape: Monstrous Compendium Appendix III - 1998): Words are power. It’s been said many times, and each time it’s the truth. It’s also been said that on the Paraelemental Plane of Ice, the air is so cold that a cutter’s words freeze the minute they’re spoken. That’s never been taken as a literal fact, but it’s just as true a statement. The frost-rimed immoth, giant native of the plane of Ice, knows the dark of where the frozen words go. It gathers them and taps the power inherent within. No one else has been able to fathom these secrets, but those who’ve encountered an immoth have no doubt that the chant about these creatures is true. A giant made of icy crystals and encrusted with gemlike nuggets of ice, the immoth is both beautiful and terrible to behold. The creature is essentially humanoid but for the long tail that sweeps along the icy ground and the cruel talons that gleam at the end of its hands. Its sparkling, semitransparent body shimmers in the dim light of the plane of its origin. A beard of frost grows long on the face of the giant, marking its age. Mortals know no other means of distinguishing one immoth from another except by the length of the creatures’ beards. Each of the thousands of ice nuggets adhered along the immoth’s body holds a frozen word gathered from a hidden place deep within the plane of Ice, a locale so utterly cold that everything freezes — even a body’s speech. All words spoken on the Paraelemental Plane of Ice end up in this forbidden place to freeze for all eternity. Immoths speak their own language and some speak planar common as well. Combat: Physically imposing, an immoth can inflict grievous wounds with its icy talons (inflicting 1d8+1 points of damage each). Worse, however, the giant can also strike an opponent with its whiplike tail (causing 2d4+2 points of damage). Although the tail appears blunt, it’s coated with a virulent contact poison secreted by the immoth. This strange venom, which appears as a partially frozen brown syrup, imparts a multistage affliction upon those who’re struck and fail their saving throw. The first stage of the poison’s effects begins almost immediately. The victim collapses and suffers a -2 penalty to all actions. The poor sod then begins to suffer 1d3 points of damage every hour. Not long after — 1d100 rounds after the first stage begins — the second stage sets in, as the victim begins to lose his words. The poor sod finds himself helplessly babbling away, speaking whatever words come to his mind. Strangely, once he uses a particular word, he cannot ever use it again — it is purged from his memory. Even as he loses his words, the diction continues to rattle his bone-box until every bit of language he knows is gone. In 24 hours, if the sod is still alive, the poison finally finishes him off. Further, the immoth can use the frozen words encrusted all over its body. Tapping into some inherent power, it can cause any of the ice crystals to shatter, releasing the word and a spell-like effect. An immoth casts spells as a 12th-level wizard, both in the power of its magic and in the number of spells it has available from the crystals. The immoth isn’t restricted by the usual limitations on magic imposed by the nature of the plane of Ice: it essentially has an innate spell key to avoid any such conditions. Regardless, an immoth never conjures forth magic that generates heat or fire or summons other creatures. Instead, it prepares spell-like abilities that inflict pain or misfortune (such as fumble , hold person , or magic missile ), that give it useful abilities (fly , haste , passwall , or teleport ), or those with an icy nature (cone of cold , ice storm , or wall of ice ). It can also manipulate spell effects to better control its frozen environment (ice shape rather than stone shape , transmute ice to slush rather than transmute stone to mud , and so on) as the DM allows. Immoths are immune to cold attacks. Due to their hard crystalline nature, they suffer only half damage from bladed weapons. However, magical weapons are not required to strike them. Habitat/Society: Immoths are solitary creatures that keep to themselves. No one knows how many of these creatures live on the plane of Ice, but the number seems to be small. Although reports claim the existence of a particular immoth that has a number of frost salamanders charmed and under its control, it seems that most of the time the icy giants disdain the presence of other creatures. When the immoths gather, they do so in a hidden locale somewhere in the Paraelemental Plane of Ice. This mysterious place lies somewhere near the fabled Mountain of Ultimate Winter. Here, chant has it, ideas, concepts, emotions, and words freeze forever in the incredible cold. Immoths scour the mountain for useful words trapped in the frozen ice. This area of the plane is said to be even colder than the rest, freezing non-natives solid in 1d4 rounds if they fail a saving throw versus spell (required each round). When they need to feed, the creatures leave the mountain and prowl other areas of the plane for months at a time. During these hunting trips, immoths attack any living creature (whether native to the plane of Ice or not) that they encounter, considering all other beings potential sustenance. Attempts to parlay or otherwise communicate peacefully with the giants hit the blinds. If there’s a way for a body other than an immoth to utilize the power in the frozen word-crystals, no one’s ever tumbled to it. That doesn’t mean, however, that ambitious berks out there aren’t giving it a try. A frozen word can be worth up to 100 gold pieces to the right buyer. ’Course, a body’s got to figure out a canny way to get the icy crystal off the plane of Ice without it melting — no mean feat. Ecology: Creatures of solid ice, the immoths are probably related to ice elementals in some way. One story relates that immoths are actually a group of intelligent ice elementals cursed by a powerful mortal witch. Supposedly, this woman came to the plane of Ice to obtain a number of servants; when the elementals refused to obey her commands, she magically compelled them to forever seek the words that she spoke to them on the Mountain of Ultimate Winter. This task changed them physically into the forms they currently wear. Once they find all of her words, the curse will be lifted — and in the meantime, the other words that they find can be useful. Immoths eat any sort of living creature, feeding more on the life essence than the actual flesh, although they consume the flesh as well. Most graybeards (at least, those who’ve bothered to study the reclusive creatures) believe that immoths do not reproduce. (From 3rd Edition Monster Manual II - 2002): Immoths originate from the coldest regions of the Elemental Planes of Air and Water, although their thirst for knowledge takes them to many other planes of existence. They tend to dwell in forbidding, freezing regions. Though they are solitary creatures, immoths maintain contact with others of their kind, sharing secrets and coming to each other’s aid when necessary. An immoth appears as a gleaming, 8-foot-tall giant carved from dense, translucent ice. It resembles a bearded, hulking dwarf with icy talons and a large, crystalline tail. The creature covers itself with gemlike nuggets of enchanted ice called ice runes. Immoths seem to be highly curious about all forms of humanoid life, as well as arcane and divine magic, but they generally take a great interest in all things. They barter with intelligent beings for information but show no compunction about taking what they want by force if more peaceful methods fail. These relentless gatherers of knowledge and secrets hide their information in icy libraries. One legend that planar travelers tell speaks of why the immoths seek out information. The tale goes that long ago, a powerful, mad sorcerer tried to recruit elementals to serve him. When they refused, he punished them with a vile curse: They must seek out and collect the words of his curse and return them to their planar home—a place referred to in the tale as the Mountain of Ultimate Winter. According to the story, this place was so cold that spoken words froze in the air and fell to the ground. The cursed elementals who lived there took on new forms and became the creatures now known as immoths. They then began traveling the planes to find the sorcerer’s words. This tale bolsters the widely held theory that immoths believe words themselves to have power. (Certainly, the verbal components of spells lend some credence to the idea.) Though the true reasons for their diligent search for knowledge are unknown, it is clear that the monsters prize words for their own sake, not merely the knowledge those words convey. Immoths eat any sort of living creatures, feeding on the life essence rather than the actual flesh—though they nonetheless consume the latter. It is not known how, or even whether, immoths reproduce. Immoths speak Aquan, Auran, and Common. Combat : Before wading into battle, an immoth casts spells designed to bolster its physical and defensive capabilities. In melee, it immobilizes as many foes as possible with its tail poison and uses rune magic to overcome any serious threats. Most immoths prefer runes that inflict pain or can debilitate opponents. When seriously threatened, these monsters flee by walking up the nearest icy cliff. Then, from on high, they cast damaging spells to deter foes from following. Ice Runes (Sp): Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+2 ice runes embedded on its body. Some wonder whether this ability lends credence to the story about frozen words in the Mountain of Ultimate Winter. Poison (Ex): An immoth delivers its freezing venom (Fortitude save DC 19) with each successful tail attack. The initial damage is paralysis (1d6+2 rounds), and the secondary damage is 1 point of Intelligence drain per round of paralysis. Spells: An immoth can cast arcane spells as a 12th-level sorcerer (spells/day 6/8/7/ 7/7/6/3; spells known 9/5/5/4/3/2/1; save DC 15 + spell level). It cannot cast spells with the fire descriptor. Cold Subtype (Ex): An immoth is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Elemental Traits (Ex): An immoth is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range). Icewalking (Ex): This ability works like the spider climb spell, except that it applies to all icy surfaces and it is always active. Immunities (Ex): Because of its dense crystalline body, an immoth takes only half damage from piercing and slashing weapons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Paraelemental Plane of Ice Stat Block 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Jagged tail inflicts venom that slowly steals a victim's words before killing them - Stolen words used as spell keys for innate spellcasting - Icy talon attacks - Immune to cold - Resistant to piercing and slashing damage Appearance A giant made of icy crystals and encrusted with gemlike nuggets of ice, the immoth is both beautiful and terrible to behold. The creature is essentially humanoid but for the long tail that sweeps along the icy ground and the cruel talons that gleam at the end of its hands. Its sparkling, semitransparent body shimmers in the dim light of the plane of its origin. A beard of frost grows long on the face of the giant, marking its age. Size Hero Forge: 10'3" (XL) Lore: Large (8 ft. tall) Suggested: Large to Huge Other Monikers None Sources - 3rd Edition Monster Manual II (2002) - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's website

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