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- Outlands - Ecstasy Downtown
Outlands - Ecstasy Downtown Outlands - Ecstasy Downtown Author(s) Matt Sifton, OurLivesOnline, conspirator05h talespire://published-board/T3V0bGFuZHMgIC0gRWNzdGFzeSBEb3dudG93bg==/a5ac1e1c469d8f0b26ff03931da0d12f Board Link Features - “City of Plinths” surround majestic gardens - Grand amphitheater of the Philosopher’s Court - Celestial structures, some external only, some with magic levitation circles instead of stairs - “Bone Plinth” portal to Elysium Notes - Town serves as a welcome rest between harrowing adventures, and a place to contemplate belief and philosphy for more thoughtful players - Fountain done by OurLivesOnline, one of my Planescape players! Created in-game by the PC’s Hallow spell, dedicated to their ascension to godhood Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/
- Frost Giant
Frost Giant Frost Giant Huge Giant, Chaotic Evil Hero Forge Mini Single mini, no kitbash, 2 variants below Description (From D&D 5th Edition Monster Manual - 2014): Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. Hearts of Ice. Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice. Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don’t grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids. They hunt the wild game of the tundra and mountains but don’t cook it, since meat from a fresh kill tastes sufficiently hot to their palate. Reavers of the Storm. The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants’ path. Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor. Rulers by Might. Frost giants respect brute strength above all else, and a frost giant’s place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness. When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon’s teeth or claws. (From Volo's Guide to Monsters - 2016): Frost giants dwell in the remote, frozen places of the world. Anything warmer than the flesh of a recently killed elk is as flame to them. As a sailor fears the howl of the wind heralding a storm, the denizens of icecapped mountains and northern steppes shudder at the war horns that presage the arrival of Thrym's blueskinned, icy children. Ordning of Might. Position within the frost giant ordning is determined by sheer, brute strength. Frost giants know that those that use cunning, agility, and magic are dangerous foes and can sometimes overcome pure strength, but never in a straightforward, fair manner; enemies that act that way are maug, and strength alone is maat. Doubt or disagreement between frost giants over which is strongest is settled by a trial of strength. Such a contest typically involves wrestling but can also be a rock-throwing competition, a hunt, or one-onone combat. To show proof of their superiority, frost giants keep and display trophies of their victims. Mammoth tusks, griffon beaks, and manticore tails adorn the walls of frost giant lairs. Formidable humanoid enemies are memorialized in trophies, too, but only rarely do giants put the heads or bodies on display. A human hero's greatsword or a wizard's staff is a more appropriate trophy in such cases. A frost giant's armor and weapons are as much a record of its battle honors as its trophy collection is, for those who know how to read the signs. Notches carved into the haft of a weapon show the number and type of foes it has brought down. Horns, feathers, claws, and tusks affixed to helmets and armor serve as decorations commemorating the giant's greatest feats of strength. The ordning is determined by strength and strength alone, and there is no difference in physical prowess between the genders of frost giants. (Most child-rearing duties are handled by the elderly of both sexes, not solely by females.) It is considered highly maug to attack or challenge a pregnant female, even to improve one's standing, just as it would be to attack a frost giant as it slept. A frost giant that is innately weaker than its kin has a low rank in the ordning and practically no chance of rising any higher. At times, when a giant becomes intensely frustrated with that situation, it turns to clandestine worship of Vaprak, the deity of trolls and ogres. An individual touched by Vaprak's favor is transformed into an everlasting one-a giant with enough strength to rival the leaders of the clan, but destined to be cast out or destroyed if its secret allegiance becomes known. Because strength is their only standard of measurement, frost giants are more likely than other giants to welcome a non-giant into their group. The might of a human who hunts polar bears bare-handed as frost giants do, or who wrestles a frost giant into submission, can't be denied. Such a human could never become the chieftain of a tribe but could earn a place of honor as one blessed by Thrym. Ruthless Raiders. Frost giant society has no industry to speak of. It takes what it needs from others, and if it can't take something, it has no need for it. Frost giants do make leather, clothes, and bone tools and adornments from the animals they hunt, but those activities account for almost all of their craftwork. When frost giants plan a raid on a nearby settlement or outpost, they time it to take place under the cover of a blizzard, believing the storm to be a sign from Thrym that the weak-boned humanoids are ready to be plundered, in the same way that a farmer might look at a rainstorm as a blessing from the harvest god. Frost giants recognize two kinds of loot: rod and kvit. Rod ('•red") plunder consists of living creatures, either livestock or slaves. Kvit refers to material goods, the most prized being objects of steel, alcohol, and large gems. Frost giants like to grab gems for adorning their clothing, but ordinary currency is usually left behind after a raid. Tiny, round coins simply have no worth to a frost giant. Because frost giants can't stand the heat of a forge, they don't mine their own metal or craft their own weapons and armor. The fire-forged items of steel and iron that they wield and wear are prized as though they were made of gold. The giants are always on the lookout for such booty on their raids, but they don't often come across gear that is large enough for them to wear. Many of the giants in a tribe boast arms and armor handed don from their ancestors; others make do with items cobbled together from smaller parts. Shields sized for a human, for example, can be lashed ·together into a crude suit of scale armor; an anvil riveted onto a log serves as a warhammer. Masters of Beasts. Frost giants dominate wild creatures both as evidence of their strength and to use them as hunting companions. They don't, however, have much grasp of animal husbandry, so their "pets" are bullied and beaten into submission more than they're trained. When a frost giant commands a beast to attack, ifs less a command than an acknowledgment to the creature that the giant won't beat it for satisfying its hunger. A creature that proves willful or that resists "training" is fated to end up on the giant's dinner table. The roster of creatures in a frost giant lair can include polar bears, winter wolves, and mammoths, but the giants' most prized living possessions are remorhazes. Adult remorhazes are untrainable by anything short of powerful magical compulsion, but one taken as an egg can be trained as it is raised. In fact, remorhaz hatchlings are surprisingly pliant to the frost giants' manner of teaching by bullying. Thrym's Frigid Might. Thrym has long rivaled his twin brother Surtur for Annam's affection and pride. Frost giants pride themselves on Thrym's victories over Surtur and other 1egendary threats when he proved to have more strength or a steadier heart. Yet, Annam was swayed more by Surtur's well-crafted gifts than by the trophy heads Thrym laid at his feet. For this reason, frost giants bear more ill will toward Annam than most other giants do. Unlike his brothers, Thrym is seldom depicted alone. He is usually accompanied by up to ten shield-brothers and shield-sisters, heroic frost giants that won ~uch great glory during the war between giants and dragons thatThrym granted them the honor of fighting forever at his side. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ysgard (Jötunheimr), Prime Material, Plane of Ice Stat Block 5th Edition: - D&D Basic Rules - D&D 5th Edition Monster Manual (2014) - DnDBeyond Abilities - Great strength, size, constitution - Immune to cold - Tamer of monstrous beasts - Throws rocks Appearance Frost giants are creatures of ice and snow, with hair and beards of pale white or light blue, and flesh as blue as glacial ice. Size Hero Forge: 9'8" Lore: Huge (21 ft.) Suggested: Huge to Gargantuan Other Monikers Isejotunen Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - D&D 5th Edition Monster Manual (2014)
- Kyton
Kyton Kyton Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, nokitbash, 1 variant below Description (From 5th edition Monster Manual - 2014): This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies. Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest. (From Planescape: Planes of Law Monstrous Supplement - 1995): Kytons are a race of creatures inhabiting the city of Jangling Hiter on the third layer of Baator. They are the city’s constabulaly, ferreting out transgressors. A soul knows when he’s being stalked by one of these monstrosities if he hears tinkling chains and an accompanying malicious titter. Kytons are humanoid, though it’s hard to tell if they’re human. They wear chains in lieu of clothing and armor, using this “apparel” as weapons. The body, arms, and legs are all tightly wrapped with smaller chains. When a kyton raises its arms, a cutter can see dangling ropes of metal — chains studded with barbs, welded scraps of iron, and other small sharp implements. The kyton’s head is also wrapped with chains, covering where the hair, eyes, ears, and nose would be on a normal humanoid. The only visible features on a kyton are its throat, its grimacing mouth, and occasionally one gleaming eye. Some people might wish they hadn’t seen even that much. See, the kyton has a nasty habit of assuming the feature of a departed loved one or friend — or sometimes that of much-feared enemy. Though all a berk can see is the lower part of the face, he can often reconstruct the rest of it. No one’s really sure whether this is an illusion the creatures create, or if it’s actually the dead person come to horrible “life” in the city of chains. Regardless, anyone viewing a kyton’s features must make a successful Wisdom check or suffer a -1 penalty to initiative for 1-3 rounds from the shock. All Kytons are equal in Jangling Hiter. They don’t disagree over standing, though they do squabble over choice scraps of unlucky berks. These fights are short-lived and usually end with the victor claiming the morsel. The loser fades (flees, really) into the metal jungle of the city. The only treasure a kyton has is that of its victims. That hoard can va ly widely, depending on the kyton’s power and the resources of its quarry. Kytons are the police force of the city, enforcing its edicts and trampling those who don’t live by them. It’s rumored that they eat their victims, though it’s been put forth that what the kytons really consume are the spirits of those they hunt. These sages speculate that kytons survive on the anguish of the screaming spirits they catch. This is conjecture, for kytons have never been studied in depth. Bloods know a captured kyton can kill itself simply by willing it. And a dead kyton dissolves, leaving behind an acrid stench and a greasy puddle of chains and ichor — nothing much there to study. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Minauros) Stat Block 5th Edition: - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Barbed chain manipulation to attack and restrain - Impersonate the dead to frighten enemies - Immune to fire, poison - Devil sight pierces magical darkness - Magic resistance Appearance Kytons are humanoid, though it’s hard to tell if they’re human. They wear chains in lieu of clothing and armor, using this “apparel” as weapons. The body, arms, and legs are all tightly wrapped with smaller chains. When a kyton raises its arms, a cutter can see dangling ropes of metal — chains studded with barbs, welded scraps of iron, and other small sharp implements. The kyton’s head is also wrapped with chains, covering where the hair, eyes, ears, and nose would be on a normal humanoid. The only visible features on a kyton are its throat, its grimacing mouth, and occasionally one gleaming eye. Size Hero Forge: 11 ft. (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Chain devils Sources - D&D Basic Rules - Monster Manual (2014) - Planescape: Planes of Law Monstrous Supplement (1995) - Angry Golem Games - DnDBeyond - Mojobob's website
- Belker
Belker Belker Large Elemental, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (From Monster Manual 3.5e - 2003): A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw. Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. Because of its semigaseous nature, however, it shifts and changes shape with every puff of wind. It is about 7 feet long and weighs about 8 pounds. Belkers speak Auran. Combat : In most cases, a belker fights with its nasty claws and painful bite. Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th). Skills: Belkers have a +4 racial bonus on Move Silently checks. (From Planescape: Monstrous Compendium Appendix III - 1998): I am not what you might think. Do you see me as a creature of evil nature or intent? I enjoy peace and solitude, not violence or pain. Yet still I’m regarded as though I were a monster — a fiend from the Abyss. Oh, yes, I know of the Abyss. I’m aware of the Outer Planes that stretch beyond our Inner Planes. I’ve never been there, but I have heard tales. And because my form looks a bit fiendish and I have large black wings — well, I know what you think when you see me. But I’m no devilish tormentor from the Lower Planes. Someone such as you might consider me an elemental creature. I suppose that I am — your kind refers to my home as the Paraelemental Plane of Smoke. Creatures that I call the N’raaigib, you call smoke paraelementals (that, in itself, says much of our difference, does it not?) Smoke is an integral part of my essence, and thus you would name me an elemental as well. That’s fine. I’m not bothered by it — quite flattered, really. Smoke is one of the fundamental components of existence, and I’m glad that you’re aware of that. I can even alter the composition of my body to become as the smoke of my home. This ability provides me with many advantages, and makes me a great deal different from you. But different is not always evil. Combat: When I must fight, I do so with claws and fangs [1d3/1d3/1d4] or with powerful blows from my large wings [1d6/1d6] — particularly if I am in my smoke form. Did I mention that I can transform my body into a smoky cloud? When I do, however, my wings remain completely solid. Turning to smoke is a useful defensive measure, certainly, but it also complements my natural weaponry. It allows me to weaken a foe in the manner I really prefer — from the inside. You see, if a creature such as yourself — and by that I mean someone who breathes air (not that I would ever think of harming you) — engages in combat with me, my favorite tactic is to transform my body into smoke and let my foe simply inhale me. Ah, what a wondrous feeling that is! Then, while the air-breather coughs and chokes on the vapors of which I’m composed [saving throw versus poison to avoid] , I make a portion or myself solid — a claw, perhaps — directly inside his body. This causes him great distress. [If the victim failed his saving throw, the attack automatically succeeds, inflicting 3d4 points of damage per round. Each round, the victim can attempt another saving throw versus poison to expel the smoky creature from his body.] Best of all, while in my smoke form, I can be harmed only by enchanted weapons [+1 or better] , and my resistance to magic doubles. I can transform into smoke at will, and I can even turn only part of my body to smoke and leave the rest solid, if I wish. However, as I think I mentioned before, I can never turn fully to smoke — my wings remain solid in any situation. [If any portion of the balker is smoke, its special defenses are in effect — that is, it’s hit only by +1 or better weapons and its magic resistance doubles.] Sadly, I can sustain my smoky form for only a short while each day [20 rounds per day, which need not be consecutive] . Still find me fiendish or frightening? I’ll tell you what — as a show of good faith, I’ll even reveal to you a few of my weaknesses. Perhaps that will set your mind at ease. You see, while my smoke form helps to protect me from attacks with weapons, it makes me especially vulnerable to certain kinds of magic. Cold-based attacks inflict twice their usual damage, a gust of wind spell sends me up to a mile away, and a wind wall entraps me as if it were a hold spell. No matter what form I’m in, though. I’m always immune to heat, fire, poison, paralyzation, and petrification. And, as a last note, I apparently have the unique ability to damage other creatures that can also transform into smoke or mist — even when they’re normally considered untouchable. It must be a product of the environment in which I flourish. I’ve never thought much about it, but I’ve heard that I could attack and destroy even a vampire (whatever that is) in its mist form. Habitat/Society: Most of the time, I keep to myself. Only when one of the baser needs comes upon me do I seek out the company of others — and even then, it’s only for a short time. Sometimes, though, it is enjoyable to hunt with my fellows. We work well together, bringing down our prey quickly and efficiently. If our hunger is great, we finish the meal off quickly. Other times… not so quickly. You’d be surprised how loud some creatures can squeal when they’re in pain. When I catch something particularly soft-fleshed, I like to — well, I suppose you’d call that evil. You’re quick to judge, aren’t you? Occasionally, when things grow particularly boring, some of us find the time to procreate. Once born, however, my kind learns to survive on its own. We’re not coddled like mewling infants, and that’s part of what makes us strong. We thrive and nourish here in our own realm. thank you, with little interference from outsiders like yourself. Look around you, at this large cinder in which I’ve made my lair — impressive, yes? For the most part, cinders like these are the only solid surfaces on the entire plane, and they’re quite rare. I’ll slay any fool that — I mean, rather, that intruders are not welcome, even others of my kind. Ecology: I eat whatever I please. Nothing can escape me when I’m on the hunt. Most of the time, I feed on tiny creatures that I believe you call vapor rats and smoke mephits. (Strangely enough, some of your scholars believe me related to the mephits — the fools.) But whenever something new crosses my path, I just can’t resist — that is, I try to… ah… (smack) you, erm… Pardon me. It’s just that (smack smack)… it’s just that you look so — well, tasty … Alternate Versions Button Button Button Button Button Button Button Button Home Plane Paraelemental Plane of Smoke, Elemental Plane of Air Stat Block 5th Edition: - 5esrd (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Assumes gaseous form for bonus defense and to choke breathing enemies - Claw, bite, wing attacks - Immune to fire, poison, paralysis, petrification - Can attack creatures that try to assume gaseous form - Flight Appearance A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw. Size Hero Forge: 6' (15') (XL) Lore: Large Suggested: Large to Huge Other Monikers None Sources - Monster Manual v3.5 (2003) - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's website
- Amnizu
Amnizu Amnizu Medium Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From Mordenkainen's Tome of Foes (2018): Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells . Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal — qualities that the hellish archdukes value. Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. (From Planescape: Monstrous Compendium Appendix I (1994): The amnizu, as greater baatezu , enjoy a nobility of sorts. They follow orders only because of their desire to advance and their fear of the pit fiends. The higher a fiend advances in Baator, the more closely the Dark Eight watch it. Given the opportunity, however, amnizu order their minions to attack anything under the control of the Dark Eight. Possibly an amnizu would even attack a pit fiend given sufficient reason, if it thought it could evade suspicion. The amnizu guard the river Styx, which enters Baator through Stygia as well as Avernus — a weak point in Baator’s defenses. For their own perverse ends as well as the protection of Stygia, amnizu individually command an army of thousands of abishai and erinyes. The amnizu protect Baator from invaders, and thus they are given their power of imprisonment . Mortals who travel here to combat evil generally become fodder for the amnizu. The amnizu dwell primarily on Stygia, the fifth plane of Baator. They often enter the upper layers of Baator on missions. Combat : The amnizu are greater baatezu and, as such, prefer to leave combat to underlings. Their touch, a channeling of harmful energy, does 2d4 points of damage. It bypasses ordinary armor, so the amnizu need only hit Armor Class 10 to cause damage. Magical pluses of armor, shield, or a protective device such as a ring of protection improve the defender’s Armor Class. Magical items that give a base Armor Class also protect against the touch. Because of the amnizu’s close ties to the river Styx, its attacks work as a powerful forget spell that causes the target to forget one whole day’s memory unless he saves vs. spells. In addition to those magical abilities available to all baatezu, an amnizu can use the following spell-like abilities, one per round: fireball (3 times per day) and imprisonment (once per day). Once per day amnizu can attempt to gate in 2 to 20 abishai (50% chance of success) or 1 to 8 erinyes (30% chance). A holy word drives an amnizu back to its own plane, Stygia. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Stygia) Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - DnD Wiki - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Inflicts forgetfulness that can stun - Poisons mind, inflicting damage and blindness - Instinctive charm that makes enemies attack one another - Necrotic touch - Enchanted taskmaster whip - Innate spellcasting - Flight Appearance The amnizu are gruesome and unseemly: short (4 feet tall) with elongated, bald heads, stubby legs and arms, and large, leathery wings. Amnizu have pug noses, large eyes, and snarling mouths tilled with jagged, razor-sharp teeth. Size Hero Forge: 6'5" (XXL) Lore: Medium (4-5 ft.) Suggested: Small to Medium Other Monikers Styx devils, bureaucracy devils Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - DnDBeyond - Mojobob's Website
- Abyss - Pazunia
Abyss - Pazunia Abyss - Pazunia Author(s) Matt-GM talespire://published-board/QWJ5c3MgLSBQYXp1bmlh/4c4cd29f44b62bd81262dc9aa82ad258 Board Link Features - Nightmarish wasteland filled with demons under a burning red sun - Flora and fauna are twisted mockeries of life that want to kill you - Battlefield of the Blood War between Devils (baatezu ) and Demons (tanar'ri ) - Fiends have iron fortresses scattered throughout the layer - Plane of Infinite Portals: Yawning chasms scar the landscape, each pit descending to a deeper, more terrible layer of the Abyss - Visitors must make saving throes to resist dark urges, eventually turning chaotic evil in alignment – Home to unlimited demon hordes, as well as Bodaks , Ghouls , Ghasts, Darkweavers , Bloodthorn , Ironmaws , Razorvine , Abrian , Devourers , Abyssal Drakes , Night Hags , fiend Larvae , and the terrible Abyssal Chicken Notes - Basically a hell dimension for chaotic evil souls, serial murderers, demons, etc. - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes - Portal (fire ring) can be closed with a hide volume - All demons in screenshots made in Hero Forge, and available in the Bestiary Assets from Tales Tavern None
- Incarnate | Digital Demiplane
Incarnate Gargantuan Celestial or Fiend, Any Alignment Hero Forge Mini Kitbashed, single mini, 7 variants below Description (from Planescape: Monstrous Compendium Appendix I (1994): (Information is for major incarnates; statistics of minor incarnates appear in parentheses.) Incarnates are sapient embodiments of the pure energy of abstract principles. For instance, an evil incarnate is formed of pure living evil energy, and a courage incarnate is the living energy of pure courage. An incarnate is completely invisible. If magically viewed by spell or device, it appears as a multicolored ball of light. Incarnates inhabit many of the Outer Planes, primarily the upper and lower. They gravitate toward planes and planar layers that suit their individual alignments and temperaments. Incarnates are divided into major and minor types. The major classification holds only two: good incarnates and evil incarnates. The 14 minor incarnates are divided into good and evil groups. The good-aligned minor incarnates are charity, courage, hope, faith, justice, temperance, and wisdom. The evil-aligned minor incarnates are anger, covetousness. envy, gluttony, lust, pride and sloth. Combat: Incarnates are attracted to energy sources similar to their own subtance — good incarnates to sources of goodness, anger incarnates to anger in a creature, the courageous attract courage incarates, etc. Incarnates attack and attempt to take over a victim (called the host) in order to feed on that energy. The touch of an incarnate drains 2 points of Constitution per hit. The host suffers not only the penalties of lowered Constitution, but also feels an increasing weakness in mind and body. If the host’s Constitution reaches zero, the incarnate can take over the host’s body. The host receives a system shock roll (based on original Constitution); if the roll is made, the incarnate cannot take over the host. The host’s Constitution immediately returns to normal if incarnate takes over, or if the system-shock roll is successful. In addition, if the incarnate ceases the attack for any reason (killed, captured, driven off, etc.) before it takes over the host, the victim’s Constitution returns to normal at the rate of 2 points per turn. (Monsters without Constitution scores can he assumed to have a default value of 12.) Once in control, the incarnate can use the host body as it desires. The incarnate and host can communicate through a telepathic link established when it takes over. The incarnate can control all speech, actions, and spellcasting by the host. However, not all incarnates use this control. Good-aligned incarnates take over a host but rarely attempt to interfere with the host’s behavior: control allows the incarnate to feed on the courage, hope, etc., of the host. (As detailed below, good incarnates avoid taking over hosts who will be harmed by their presence. Evil incarnates are not so choosy, and they care nothing for their hosts except to get as much energy from them as possible.) Incarnates gift their hosts with special powers during the time of control. Only one incarnate can take over a host at any one time. Also, control by any incarnate prevents the host from being taken over by other creatures, such as a ghost or haunt , or even a wizard using a magic jar spell. The host is also immune to many mind-affecting spells, as if the host had a Wisdom score of 25. Incarnates can be driven from their hosts or victims only by the appropriate spells (see below) or by the death of the host body. Attacks against those controlled by an incarnate affect only the host’s body and not the incarnate. This includes energy draining, spell, and weapon attacks. The host is a buffer between the incarnate and these attacks. However, this does not render the incarnate completely immune to all spells. Minor incarnates can be dislodged from a host by dispel evil/good or a limited wish spell. The spells abjure , exaction , holy/unholy ward , and wish drive out both major and minor incarnates. Once an incarnate leaves a host, it can be attacked physically. Physical attacks require a +1 or better magical weapon to hit. Also, incarnates are immune to heat, cold, and electrical attacks. Ecology: Major incarnates cannot take over creatures of less than 10 HD without completely destroying them. Victims of less than 10 HD are simply incinerated by the force of the major incarnate’s pure energy. Creatures of greater than 10 HD, but of an alignment differing from the major incarnate’s, take damage from the control. Damage is a base 10d8, minus 1d8 per level of the host above 10th. For instance, if a 15th-level good or neutral fighter is taken over by an evil major incarnate, the fighter takes 5d8 in damage; at 20th level or greater the fighter takes no damage. After damage (if any) is assessed, the host’s alignment immediately and temporarily changes to that of the incarnate. Good Major Incarnates: Good incarnates are lawful good in alignment and dwell in Chronias, the seventh layer of Mount Celestia . They are sometimes found on Solania, Mertion, and Jovar, the fourth, fifth, and sixth layers. Here good incarnates use only sword and tome archons as hosts. They prefer to take over only lawful-good beings, such as paladins, lawful-good clerics, and gold and silver dragons . The relationship between the good incarnate and its host is synergistic — that is, the two form a whole greater than the sum of their parts. The host gains the following abilities: detect evil and protection from evil, 20� radius (both always active); turn undead as a 5th-level cleric (or at five levels higher than normal if the host can already turn undead); Wisdom and Strength raised by 1 each; and Charisma raised by 3 (maximum 19). Major incarnates have none of the above abilities unless in control of a host. Evil Major Incarnates: Evil incarnates make their home in the darkest, vilest layers of the Abyss . They are chaotic evil and prefer to take over those in positions of power. The host of an evil major incarnate gains these abilities: detect good and protection from good, 10’ radius (both always active); control undead and turn paladins as a 5th-level evil cleric (or at five levels higher than normal); Wisdom falls by 1; Strength rises by 2 (maximum 19); and Charisma falls by 3 (minimum 3). Major incarnates have none of the above abilities unless in control of a host. Minor Incarnates: Control by minor incarnates may adjust some of the host’s ability scores. Adjustments apply immediately upon success. They never raise an ability score above 18 or reduce it below 3. Unless otherwise noted, both good and evil minor incarnates will take over neutrally aligned hosts, but abandon them as soon as possible for a more appropriate individual. Good Minor Incarnates never force a host to behave a certain way nor remain in a host if the control threatens the host’s well-being. The following descriptions of the good-aligned minor incarnates list alignment; preferred planes; ability score adjustments, if any; and effects on role-playing. Charity: Lawful good: Mount Celestia and Bytopia; Wisdom and Charisma increased 1 point each; host immune to greed, envy, or berserk rage; incarnate leaves if host fails for any reason to spare the life of a surrendering foe. Courage: Neutral good: Upper Planes; Constitution and Charisma increase 1 each; host becomes immune to magical fear and becomes fearless but not stupid or reckless; incarnates leaves if host changes to evil alignment. Hope: Chaotic good; Upper Planes (most numerous of all incarnates): Charisma increases 1, +1 bonus to all saving throws: host immune to despair or hopelessness. Faith: Lawful good; Upper Planes; Strength increases 2, Wisdom 2, Charisma 1 (incarnate prefers only paladins or lawful-good clerics as hosts); hosts immune to magical alignment change. Justice: Lawful good; Mount Celestia (fewest in number of good minor incarnates); increases Wisdom, Intelligence, and Charisma 1 each; incarnate leaves if host takes unjust action (cheating, stealing, or lack of fair play). Temperance: Neutral good; Mechanus, occasionally Beastlands and Mount Celestia; host gains +2 on all saving throws vs. charm , confusion , emotion , fear , spook symbol , and taunt spells; do not take over evil hosts. Wisdom: Neutral good; Mount Celestia; increases Wisdom 1; do not take over evil hosts except as a last resort. Evil Minor Incarnates prefer hosts of good alignment. They care nothing for their host’s health and enjoy forcing hosts to commit reprehensible and repugnant acts. Hosts can resist being forced to act against their will, lowering the body’s physical Dexterity by 2. The following descriptions of the evil minor incarnates give alignment; preferred planes; ability score adjustments, if any; and effects on role-playing. Anger: Neutral evil; Lower Planes; increases Strength 1, decreases Intelligence and Charisma 2 each; a tame or timid creature suddenly rages and tries to kill anything near it. Covetousness: Neutral evil beings; Gehenna and the Gray Waste; Wisdom and Charisma decreased 2: host develops “gold fever” or turns into a miser. Envy: Chaotic evil; Lower Planes (least in number of the incarnates); Wisdom and Charisma decreased 2; no obvious signs that a host is controlled, but host begins a slow, devious campaign of rumor and backbiting against fellows; perpetually jealous of others’ abilities and treasure; secretly tries to lose, ruin, or destroy prized treasure of others. Gluttony: Neutral evil; most Lower Planes; Wisdom and Charisma decreased 2, and host gains 2d4+4 lbs. per week (Dexterity, Strength, and Constitution reduced 2 each for every 100 pounds gained); hosts overindulge in food and drink; begs, borrows, or steals food (or money to get food). Lust: Chaotic evil; the Abyss; Charisma increases 1, Intelligence and Wisdom decrease 2 each; host knows only desperation of unfulfilled desire. Pride: Lawful evil; Baator; Wisdom decreases 1, Intelligence and Charisma decrease 2 each; host is vain and haughty in the extreme and tends to treat everyone as a lowly servant; angry with anyone who fails to act servile.Sloth: Neutral evil; Lower Planes; Strength, Dexterity, and Wisdom each reduced 2; incarnate takes over any host available (too lazy to choose); host becomes lazy and slipshod, shirks duties, sleeps on guard duty, and neglects equipment and weapons. If a wizard, host skips memorizing spells; if a priest, neglect meditation and prayers. (from 5th Edition Planescape: Morte's Planar Parade - 2023): The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane’s power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they embody. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outer Planes Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023) - 5etools - DnDbeyond 2nd Edition: - mojobob's website Abilities 2e: - Invisible - Can drain constitution and possess creatures of similar alignment - Gives hosts buffs, powers and abilities - Telepathy - Flight 5e: - Planar exhalation does AOE damage (type according to home plane) - Powerful slam and energy bolt attacks - Causes spontaneous combustion in creatures as reaction - Teleport as reaction - Legendary Resistance - Magic Resistance - Siege Monster - Immune to necrotic, poison, radiant, nonmagical attacks, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, restrained, stunned unconscious - Truesight - Flight Appearance - 5e: They appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. - 2e: An incarnate is completely invisible. If magically viewed by spell or device, it appears as a multicolored ball of light. Size Hero Forge: 5'9" (XL) Lore: Tiny (1.5') or Gargantuan Suggested: Tiny to Gargantuan Other Monikers Planar Incarnates Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - DnDbeyond - Planescape: Monstrous Compendium Appendix I (1994) - mojobob's website
- Asura
Asura Asura Medium Celestial, Chaotic Good Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from Planescape: Planes of Conflict Monstrous Supplement - 1995) Asuras are found throughout the Upper Planes, serving various powers as messengers and heralds with a righteous zealotry. They may serve as the voices of knowledge, sharing wisdom that guides mortal oracles and mystics. More often, however, the asuras carry messages of revenge, punishment, and death, sent to those who have angered one of the powers. The asuras are organized into hosts, although there is little more structure to their ranks than that. Nevertheless, the host operates well together and gladly obeys the commands of its superiors. All asuras are free to leave their current host and join another at any time. Their service is always freely offered and gladly accepted by the host leader. These leaders have double the normal number of Hit Dice and maximum hit points. They are also blessed with a Wisdom score or 22, along with the corresponding spell immunities. Standing before the host that they command, asuras leaders are visibly different from their subordinates. Taller and more noble in appearance, they have a visible aura of golden light circling their forms. The general of the Grand Celestial Host is an asuras named Absalom. This radiant individual outshines all others of his kind, leading his holy army of thousands like a handsome, luminous beacon of righteous power. Despite his might and appearance, Absalom is not a power and does not aspire to such high office. Asuras dislike devas and other aasimon (especially lawful ones), seeing them as rivals for the attention of the good powers. Unlike their lower-planar counterparts, however, aasimon and asuras rarely allow their rivalry to degenerate to blows. Likewise, due to the nature of both types of beings, neither resorts to any sort of double-dealing or underhanded measures. Instead, their feelings for each other are openly contemptuous. The asuras feed upon energies from the Positive Energy Plane. Gaining their sustenance from this otherworldly source, they have no base requirements such as food, air, or even sleep. As a creature born of a chaotic nature, sometimes an asuras falls through the cracks. For whatever reason, such an asuras may end up without a power to serve. These rare individuals roam the planes, committing random acts of charity and good will. They defend the downtrodden, rescue the oppressed, and provide for the needy. These rogues often become so narrowly focused in their deeds that they do anything to meet the desired end — sometimes getting carried away in violence and their use of power. In the words of the planar merchant Gillias Fornmith: "Asuras without a host wander about the planes, giving a good turn wherever they go. But here’s the real dark of it: When they travel alone they go a little barmy. You meet one, get greeted politely, and the next thing you know he’ll take your head off to save a rabbit you’ve trapped for your dinner, or steal your whole haul to give to some poor street waif. You might say they lose a bit of perspective on the whole good/evil thing. Lucky for a sod like me, a clever tongue can talk them out of their cockeyed notions. You can use the good sense within the creatures to show them their own folly." Occasionally, a rogue asuras succumbs to the charms of a particularly pious or righteous human. If such a union occurs, the offspring is usually a fair-skinned human with bright, piercing eyes. A few are able to detect lie in the same manner as their asuras progenitor. All asuras offspring are likely to become mystics, holy figures, or powerful warriors — always significant figures for the force of goodness. These offspring closely resemble the aasimar, having similar origins. Combat: The claws of the asuras have been likened to rubies both for their color and their consistency. Very sharp and very hard, the talons tear into the flesh of the wicked with terrible force, dealing 1d10 points of damage each blow. Because of the potency of its claws, an asuras prefers to attack from the air, swooping and hovering above foes. Additionally, this righteous avenger can carry a scimitar or huge spear. Weapon attacks can be directed at a second enemy or at the victim being clawed. There is a 25% chance that an asuras carries a magical flaming weapon similar to a flame tongue sword. Large groups of asuras blow mighty trumpets while entering battle, the sound of which chills a dark soul to its core. Evil beings of 3 Hit Dice or less must make a morale check upon hearing these horns, even if not yet engaged in conflict. The horns can be heard for miles. Moreover, three or more asuras can create a burning wind with their wings. This mode of attack inflicts 2d10 hit points of damage upon evil beings, while not harming good or neutral creatures at all. The renowned intuition of the asuras is spoken of throughout the planes. Asuras have a Wisdom score of 21, giving them an immunity to charm , command , fear , forget , friends , hold person , hypnotism , ray of enfeeblement and scare spells. They also can see the truth behind all illusions. The golden fires of their eyes dim in the presence of untrue words as a detect lie spell, and three times each day they can see through all deceptive or concealing veils, as the spell true seeing . All asuras cast priest spells as 9th-level casters, with full benefits gained from their remarkable Wisdom scores. Lastly, these beings can polymorph self twice per day into the form of a human or demihuman in order to blend in with normal societies. Their forms are always extremely pleasing, and they remain capable fighters and spellcasters no matter what their outward appearance. ASURA (Homebrew stat block) Armor Class 17 (Natural Armor) Hit Points 136-192 (16d8 + 64) Speed 30 ft., fly 90 ft. STR 18(+4), DEX 18(+4), CON 18(+4), INT 17 (+3), WIS 20 (+5), CHA 20 (+5) Saving Throws: WIS +9, CHA +9 Skills: Insight +9, Perception +9 Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Immunities: Fire, Charmed, Exhaustion, Frightened Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 19 Languages: All, Telepathy 120 ft. Challenge 12 (8,400 XP) Celestial Weapons. The asura's weapon attacks are magical. When the deva hits with any melee weapon, the weapon deals an extra 4d8 radiant damage or fire damage (the Asura's choice, included in the attack). Divine Intuition. The asura knows if it hears a lie, is immune to being charmed, and magic cannot put it to sleep. Innate Spellcasting. The asura's spellcasting ability is Wisdom (spell save DC 19). The asura can innately cast the following spells, requiring only verbal components: At will: detect evil and good, zone of truth, protection against evil and good 1/day each: dispel evil and good, branding smite, divine smite, searing smite Magic Resistance. The asura has advantage on saving throws against spells and other magical effects. Actions Multiattack . The asura makes three attacks - one with its spear and two with with its talon. Spear . Melee Weapon Attack: +8 to hit, range 40/120, one target. Hit: 7 (1d6 + 4) piercing damage or 9 (1d8+4) piercing damage if wielded with two hands, plus 18 (4d8) radiant damage or fire damage (the asura's choice). Talon . Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 18 (4d8) radiant damage or fire damage (asura's choice). If a medium or smaller creature is hit by both the asura's talon attacks on the same turn, the creature is grappled (escape DC 18), and the asura can move at its full flying speed with the creature in its clutches. Searing Wind (3/Day). As an action, the asura beats its wings, generating a searing heat within a 15-foot radius of itself. All creatures of the asura's choice within range must make a DC 18 dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half that damage on a success. Change Shape. The asura magically polymorphs into a humanoid, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 2nd Edition: - mojobob's website - Planescape: Planes of Conflict Monstrous Supplement (1995) 5th Edition: - Try homebrew below Abilities - Ruby talons, angelic weapons - Burning wind - Immune to enchantment and charm - Polymorph into humanoid - Detects lies, true sight - Innate Spellcasting - Flight Appearance Noble warriors, asuras have birdlike talons for feet and wings of brightly burning flame. Marble-white flesh of pleasing countenance covers their stately frame, and their eyes are piercing orbs of the purest fire. Males and females alike wear loose togas of sky blue or snow white. A long mane of red, gold, or copper locks crowns their pale heads. Male asuras adorn their heads in feather-crested helms of bronze. The unjust understandably find asuras terrifying to behold. Size Hero Forge: 7' 10'' (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Chaos Angels, Fiery Angels Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website
- Githzerai Monk | Digital Demiplane
Githzerai Monk Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths . These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts that deal psychic damage - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics) Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'1"-9'1" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)
- Template - Sigil Hive Ward
Template - Sigil Hive Ward Template - Sigil Hive Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBIaXZlIFdhcmQ=/7f9b618c495bc08d893d91b11e41981d Board Link Features - Small-size exterior buildings from Planescape: Torment; Smouldering Corpse Bar, Gathering Dust Bar, Fell’s Tatoo Parlour, tenement of thugs (2 variants), Fiend bar, abandoned foundries/factories, warehouses, marketplaces, temples, water towers, etc. - Ragpicker's Square walkways, ruined tenements, walls, half-buried towers, garbage heaps - Entrances to Undersigil - Giant wells - Burnt-out buildings - Shantytown lookout posts - Corpse collector carts - Shantytown houses/huts, walled city homes Notes None Assets from Tales Tavern None
- Tartarian
Tartarian Dragon Tartarian Dragon Gargantuan Dragon, Neutral Evil or Chaotic Evil Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Native inhabitants of a prison plane, Tarterian dragons are at once wardens and prisoners themselves, preying on weaker denizens than themselves. Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over witheredlooking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Tarterian dragons inhabit a wide range of habitats on their native plane of Carceri, from the steaming jungles of Cathrys (the second layer) to the cruel mountains of Colothys (the fourth). Similarly, when they make their way to the Material Plane they can dwell comfortably in a variety of locales, both above and under the ground. They delight in reproducing the jailhouse atmosphere of Carceri whenever they find themselves on the Material Plane. Tarterian dragons are accustomed to a diet of fiendish flesh and condemned souls. They do not enjoy other food, but can live on literally anything. Combat: Tarterian dragons use their spell-like abilities to divide and constrain their opponents, trying to face each one individually when possible. They use their gas breath weapon to weaken foes at the start of combat, then their force breath to take out the strongest foes. Young and older Tarterian dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A Tarterian dragon has two types of breath weapon, a line of disruptive force or a cone of will-sapping gas. Creatures within the cone must succeed on a Will save or be affected by a crushing despair effect, taking a –2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 round per age category of the dragon. Force Resistance (Ex): Tarterian dragons have a +4 racial bonus on saving throws against force-based spells and effects. Freedom of Movement (Su): Tarterian dragons can move and attack normally despite any magic that usually impedes movement, such as hold monster, paralysis effects, solid fog, slow, and web spells. Strength of Will (Ex): Tarterian dragons have a +4 morale bonus on saving throws against charm and compulsion effects. Spell-Like Abilities: 1/day—forcecage, imprisonment, maze, Otiluke’s resilient sphere. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition (different ages have their own stat block): - emptyhexes.com 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Breath weapons: force, crushing despair - Immune to paralysis, freedom of movement - Resistant to force damage and charmed condition - Colossal claw, bite, wing, and tail attacks - Legendary Actions - Legendary Resistance - Flight - Blindsight Appearance Tarterian dragons are skeletally gaunt, with leathery scales stretched tight over witheredlooking flesh. Their wings have a tattered appearance, though they can fly fast and ably. Their teeth and claws are long and black, while their scales form a striped pattern of black, gray, and olive green. Ghostly green light flickers in their black eyes, and their faces seem to wear a perpetual sneering grin. Size Hero Forge: 8'6" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers Tarterian dragon, tomato dragon Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Draconomicon: The Book of Dragons (2003)
- Devete | Digital Demiplane
Devete Medium Humanoid, Unaligned Hero Forge Mini Kitbashed, single mini (from Planescape Monstrous Compendium Appendix. III - 1998): The devetes are blue-skinned, humanoid creatures that wander the Astral Plane. They're easily marked by their large, haunting eyes and long, swishing tails. They roam the Silver Void as if on some kind of arcane quest; a few graybeards claim that the devetes are actually searching for a means of returning to the birthplace of their race (see the “Ecology” section for the dark of a theory as to their origins). Most scholars, however, believe that the devetes have long since given up the search and have become a race without motivazion, emotion, or goals. And that makes them potentially quite dangerous, especially to a berk who has no idea what he’s getting into. See, the nature of a devote depends on how its approached — literally. When it comes to emotions and mental outlook, the creature is a blank slate. If a basher advances on it spoiling for a fight, he’ll get one. If he comes looking for aid, he’ll find only need himself. This mimicry is an unconscions power of the devete. It can’t be peeled or tricked. If a bark pretends to be nice to a devote while secretly planning treachery, he’ll run into nothing but the same. If a delete encounters multiple entities with different emotions and motivations, it simply copies one basher at random (or goes along with a majority. if one exists). These strange creatures can communicate telepathically with any intelligent being. As far as anyone can tell, it’s impossible to successfully lie to a devete, or to hide any thought or fact from it. Combat: Like many other monsters on virtually any plane, the devete attacks its foes with its claws and fangs. But the damage inflicted by these assaults depends on the ferocity of the attack — in other words, on the motivation and intent of the devete. If a devete attacks out of fear, each claw inflicts 1d4+1 points of damage, and its bite another 1d3+1 points. When lashing out in pure self-defense, the devete inflicts 1d6 points with each claw and 1d4+1 points with its bite. If it strikes with malice or hate, each claw causes 1d8 points of damage, while the fangs inflict 1d6+1 points and drip a foul venom (the victim must make a saving throw versus poison or die in 1d4 rounds). And in all other cases, the damage per attack is simply 1d4/1d4/1d3. All devetes possess an immunity to poison, paralyzation, and petrification. Further, elemental attacks — such as those involving fire, cold, and electricity — inflict only half their normal damage. Habitat/Society: Normally, devetes lead solitary lives, meandering through the Astral Plane without any apparent aim or goal. Encounters with a wandering devete usually lead to strange events. Since the creature copies the motives and outlook of those around it, meetings with devetes are always different — and often confusing. It’s almost impossible for other beings to somehow “take advantage” of the devete’s mimicry, for the sods’ll soon find it taking advantage of them . The creature’s emotional adaptation is just too complete. However, if a clever cutter understands the nature of a devete and wishes to influence it with his own emotional state, he can attempt to make a Wisdom check at -6 to successfully change his motivations/emotions. Bluffing and lying just don’t work. The bashers actually got to make himself happy, or sad, or whatever he wants the devete to likewise feel. Sometimes, however, a planewalker runs across more than one of the creatures traveling together in a little clutch. When devetes gather like this, they act very, very differently. Fact is, they develop extremely xenophobic tendencies, looking to slay any other beings (intelligent or otherwise) they encounter out of sheer malice. The murderous devetes should be considered neutral evil in alignment, and their attacks always inflict the hate-based damage listed above (1d8/1d8/1d6+1) — including the poison dripping from their fangs. Ecology: Chant has it that an intelligent race known as the kyleen once dwelled on the Outlands (in a gate-town where Xaos now stands) but traveled throughout the multiverse as traders, explorers, and planewalkers. Unfortunately, their downfall came when a great smith performed a grand experiment. He wanted to see if he could sculpt an entire palace out of karach, a dangerous, unstable, transmuting substance made from the chaos-stuff of Limbo itself. The enormity of the berk’s hubris was matched only by the scope of his blunder and its ramifications. Not only did the palace transform itself into something never seen before (or since) and then promptly disappear, but the whole event infected the kyleen with a strange chaos-plague. This rampant infection somehow spread through the race, eventually catching up even with members on faraway planes. Each victim of the disease slowly and painfully turned into an entirely new sort of creature, and when the chaos-plague had run its course, the sods all simply disappeared. Some graybeards say that most of the mutated kyleen ended up on the Astral and became known as the devetes. However, a few folks claim that some landed on the Ethereal Plane, where they evolved into the mysterious creatures now called tweens . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 2nd Edition: - Mojobob's Website Abilities - Strength of claw attacks and venom according to the level of hostile emotion directed toward it - Exact mimicry of a target's emotions and intent - Immune to poison, paralysis, petrified -Resistant to cold, fire, acid, and lighting Appearance The devetes are blue-skinned, humanoid creatures that wander the Astral Plane. They're easily marked by their large, haunting eyes and long, swishing tails. Size Hero Forge: 5'8" (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website












