top of page

Search Results

592 results found with an empty search

  • Per | Digital Demiplane

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

  • Guardinals | Digital Demiplane

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

  • Pit Fiend

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

  • Gray Waste - Cauldron

    Gray Waste - Cauldron Author(s) Matt-GM, conspirator05h, Lemurian_Settler (Dustdown) talespire://published-board/R3JheSBXYXN0ZSAtIENhdWxkcm9u/65eb5582425175b986e11c88c00ed8dc Features - Desolate isle of the cursed, bleached of color - Resident villagers look like ghosts - Hideous fomorians, hags and undead walk freely in the streets - Ancient cauldron at the town square vomits out newly arrived spirits of the dead - Portal to Sigil at the wall of the inn at the town square - Docks with Marraenoloth, boatman of the river Styx Notes - Gray Waste (a.k.a. Hades) is a realm of many underworlds, where spirits succumb to apathy and despair - Cauldron is the primary town of Anwyn, the Celtic "Isles of the Cursed" in 2nd edition, ruled by Arawn, the god of death Board Link Gray Waste - Cauldron Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/ Black Knight's Castle: https://talestavern.com/slab/black-knights-castle/

  • Carceri - Othrys Swamp

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

  • Elysium - Blessed Fields

    Elysium - Blessed Fields Author(s) Matt-GM talespire://published-board/RWx5c2l1bSAtIEJsZXNzZWQgRmllbGRz/124898094ed34e0fea30b49d6d7d2bd4 Features - Gentle, grassy hill serves as players’ first view of Elysium after an emergency plane shift from the plane of vaccum - Walk along shores of the majestic River Oceanus, full of life - Sweet old lady (Elysium petitioner) invites players to stay the night at her cozy farmhouse Notes - Players started on the grassy knoll at the map's center, then eventually strolled down the side of the River Oceanus - Extremely relaxed, cheerful, pleasant map not really intended for combat, but to allow players to unwind and feel safe after a lot of grim, stressful adventures - Elysium is so pleasant that creatures may not want to leave - the primary threat of the plane is that players abandon their adventure and reture here forever. Board Link Elysium - Blessed Fields Assets from Tales Tavern None

  • Sigil - Twelve Factols Tavern

    Sigil - Twelve Factols Tavern Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBUd2VsdmUgRmFjdG9scyBUYXZlcm4=/87e614334ea76fa673d24f826dee3368 Features - Famous underground watering hole - Trap door entrance in pig-infested lot in the Lady's Ward - Fighting pit in lower level - Mysterious empty chamber with chairs for every Factol in Sigil - Access to Undersigil and Dangerous catacombs below Notes - Based on map from old 2e sourcebook In the Cage: a Guide to Sigil Board Link Sigil - Twelve Factols Tavern Assets from Tales Tavern None

  • Khayal

    Khayal Khayal Large Elemental, Chaotic Neutral Hero Forge Mini Button Single mini, no kitbash, 7 variants below Description (From 3.5e Tome of Magic - 2006): The khayal dwell apart from the rest of geniekind , whom they view with varying degrees of antipathy. They are particularly hostile toward the jann, with whom they have fought a hidden and sporadic war for eons. Just as the jann are genies formed of all four elements, sages postulate that the fi rst khayal were elemental spirits that materialized outside the four elements. Lacking any form at all, they drifted around the periphery of genie society, until they fi nally bonded their emptiness with the shadow of the elements. Whether this theory is accurate or not, it is undeniable that the khayal consider themselves apart from others of their kind. Khayal look down upon most other races, including humans and other humanoids. They think of these creatures as weak and delight in deceiving them. Deception is a fi ne art among the khayal, who seem to have dishonesty in their blood. They are consummate liars, but tradition demands that should a “lesser being” ever confront one of the khayal with irrefutable proof that the individual has lied to him, the genie must then perform a service for that individual in penance for being found out. Of course, some khayal cleave to this tradition with greater devotion than others. On occasion, the khayal offer to assist mortals who have impressed them—often with their own abilities at deception—or those with whom they share a common goal. In such circumstances, the khayal always assumes a leadership role, and might be surprised that the others don’t simply accept him as superior. Khayal are usually the size of tall humans. Each speaks Common, any one elemental language (Aquan, Auran, Ignan, or Terran), and any one alignment language (Abyssal, Celestial, or Infernal). Most khayal make their homes in the City of Onyx on the Plane of Shadow. This is a community of twisted spires and high minarets, protruding in all directions and paying no heed to the laws of architecture or physics. The Malik al-Khayal, the King of Shadows, rules the khayal from the Grand Palace of Endings. The city’s marketplaces bustle with all manner of races and travelers, individuals who make use of the Plane of Shadow as a byway between other planes, but the center of the city is off limits to nonkhayal. The khayal penchant for deception does not extend to their own race. A khayal thinks nothing of deceiving a human, an elf, or a member of one of the other genie races, but he never lies to another khayal. Gender is a relative nonissue among the khayal; the City of Onyx makes few distinctions between its male and female citizens. Other khayal communities exist across the Plane of Shadow. They operate on similar principles, although their rulers usually claim the title of emir. Nobody but the true king can claim the title of malik. Combat : Khayal are courageous and swift combatants, confident of their prowess and easily offended. They consider the concept of a “fair fight” to be a ludicrous one and make frequent use of their spell-like abilities, sneak attacks, and ambush tactics. Khayal are willing to retreat in the face of a losing struggle, but they find flight humiliating and hold grudges against those who drive them to it. Improved Finesse (Ex): Khayal can apply their Weapon Finesse feat to any weapon they wield one-handed, even if it is not normally a light weapon. Shadow Bound (Su): Khayal cannot survive for long away from the Plane of Shadow. If a khayal ever spends more than 24 consecutive hours away from the Plane of Shadow, it takes 2 points of Constitution drain. For each additional hour beyond 24 hours that a khayal remains away from the Plane of Shadow, it takes another 2 points of Constitution drain. Sneak Attack (Ex): Anytime a khayal’s target is denied a Dexterity bonus, or when the target is fl anked by the khayal, the khayal deals an additional 3d6 points of damage. See the rogue class feature of the same name (PH 50) for more details. Spell-Like Abilities: At will—black candle, pass into shadow; 3/day—dusk and dawn, sight eclipsed; 2/day—bolster (DC 15); 1/day—umbral body (1 hour duration). Caster level 8th. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Shadowfell (Plane of Shadow) Stat Block 5th Edition: - Dungeon Dad Google Doc (homebrew) 3.5e: - Tome of Magic (2006) Abilities - Powerful Innate Spellcasting (shadow magic) - Resistant to Necrotic - Blindsight - Telepathy - Flight Appearance This being appears to be a muscled, wiry human. Its skin is a dark and dusky gray; its beard, pants, and vest of deepest black. Its eyes appear empty, naught but tunnels into the darkest night. Size Hero Forge: 9 ft. (XL) Lore: Medium Suggested: Medium to Huge Other Monikers Shadow Genie Sources - Forgotten Realms Wiki - Dungeon Dad (Youtube) - 3.5e: Tome of Magic (2006)

  • Imp

    Imp Imp Tiny Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From 5th edition Monster Manual - 2014): Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger. Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal’s soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. (From Planescape: Monstrous Compendium Appendix I - 1994): Imps are diminutive creatures of an evil nature who roam the world and act as familiars for lawful evil wizards and priests. The imp can polymorph itself into two other animal forms. The most commonly encountered alternate forms are those of a large spider, raven, giant rat, or goat. In such forms the imp is physically identical to a normal animal. Imps are beings of a very evil nature who originate on the darkest of evil planes. Their main purpose on the Prime Material plane is to spread evil by assisting lawful evil wizards and priests. When such a person is judged worthy of an imp’s service, the imp comes in answer to a find familiar spell. Once they have contacted their new “master¨, imps begin at once to take control of his actions. Although imps maintain the illusion that the summoner is in charge, the actual relationship is closer to that of a workman (the imp) and his tools (the master). Although an imp’s body can be destroyed on the Prime Material plane, it is not so easily slain. When its physical form is lost, its corrupt spirit instantly returns to its home plane where it is reformed and, after a time, returned to our world to resume its work. While they are technically in the service of their master, imps retain a basic independence and ambition to become more powerful someday. They may acquire treasure from those they slay, and will often pilfer valuables encountered during their travels. The imp confers some of its powers upon its master. A telepathic link connects the two whenever they are within one mile of each other. This enables the master to receive all of the imp’s sensory impressions, including its infravision. The master also gains the imp’s inherent 25% magical resistance and is able to regenerate just as the imp does. If the imp is within telepathic range, the master acts as if he were one level higher than he actually is. Conversely, if the imp is more than a mile away, the master acts as if he were one level of ability below his actual rank. If the imp is killed, the master instantly drops by four levels, though these can be regained in the usual manner. Imps are the errand boys of the powerful evil beings who command the darkest planes. They often act as emissaries and agents, but their primary task is to enhance the spread of evil in our world. Combat: In its natural form, the imp attacks with the wicked stinger on its tail. In addition to inflicting 1-4 points of damage, this stinger injects a powerful poison which is so deadly that those who fail their save versus poison are instantly slain by it. When it is polymorphed, the imp attacks with the natural weaponry of its adopted form, though the goat and raven forms lack damaging attacks. The imp can use its special magical abilities no matter what its form. All imps are able to detect good , detect magic , or become invisible at will. Once per day they can use a suggestion . Imps are immune to attacks based on cold, fire, or electricity and resist all other spell attacks as if they were 7 Hit Die creatures. They can be harmed only by silver or magical weapons and are able to regenerate one hit point per melee round. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th edition: - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Shapechange into tiny beasts - Invisibility at will - Venomous tail stinger - Can enter a contract as a familiar for a creature and share telepathic contact - Devil sight pierces magical darkness - Magic resistance - Flight Appearance The average imp is a 2’ humanoid with leathery, bat-like wings, a barbed tail, and sharp, twisted horns. Its skin is a dark red and its horns and jagged teeth are a gleaming white. Size Hero Forge: 5'11" (XL) Lore: Tiny (2 ft.) Suggested: Tiny Other Monikers None Sources - D&D Basic Rules - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's Website

  • Template - Hell - Lower Planes

    Template - Hell - Lower Planes Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBIZWxsIC0gTG93ZXIgUGxhbmVz/218f5b3e4df4ad3bd327cdb53e39203c Features - Volcanic slopes, cliffs and rivers of lava (used in Gehenna) - Volcanic Calderas (used in Gehenna) - Jagged, dark, rocky basalt landscape (used in Baator) - Lava rivers and pits (used in Baator) - River of blood (used in Baator) - Desolate wasteland variants (used in the Abyss, Baator, and the Gray Waste) - Craters (used in Baator, the Gray Waste) - Spiky, alien-looking natural formations and spires (used in Gehenna, the Gray Waste, Carceri and the Abyss) - Creepy, green-glowing chasms, pits, and fissures (used in the Abyss) - Ruined cathedrals and other buildings (used in Baator) - Gargantuan pillar of skulls (cut from Baator) - Volcanic caverns (used in Gehenna) - Cavern with Shrine of Bhall (used in Gehenna) - Cavern access to the River Styx (used in Acheron, Gehenna, and Pandemonium) - Styx boat/ferry (used in Acheron, Gehenna, the Gray Waste, and Pandemonium) - Decaying trees (used in Carceri, the Gray Waste) - Fiendish vegetation and razorvine (used in the Abyss, Carceri, the Gray Waste) - Colossal chains reaching up into infinity (used in Carceri) Notes - Most of my terrain templates for the hell dimensions of the lower (outer planes) Board Link Template - Hell - Lower Planes Assets from Tales Tavern None

  • Psurlon | Digital Demiplane

    Psurlon Medium Aberration, Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Spelljammer: Adventures in Space - 2022): Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon’s eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons. Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims. On the Material Plane, psurlons have been known to work with mind flayers . Together, they collect victims to feed on; the illithids devour the victims’ brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea wherever they are found. When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon. Psurlon Leader: One out of every hundred psurlons is a mutant with two heads, one at each end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership. (From Monster Manual II 3rd Edition - 2002): Psurlons are wormlike creatures with formidable mental powers. The resemblance between psurlons and worms is likely more than coincidence; perhaps the monsters were magically created from earthworms, or an earthworm is a radically degenerate form of psurlon. A psurlon has a long, tubular, pinkish body marked with faint rings, just like an earthworm’s. It also has two arms and two legs, each of which also looks like a giant earthworm. The psurlon’s head is little more than a blunt end to its tubular body. Its only facial feature is a circular maw filled with gnashing teeth that serves as a mouth. It has visual organs (for darkvision) spaced evenly around the head. The typical psurlon wears a decorative or utilitarian belt fitted with straps and hooks to carry items, but no other clothing or armor. Psurlons often choose to live solitary lives, or to live only with their mates. Sometimes, however, psurlons form small communities called clusters for the purpose of claiming territory or working toward a common cause. Psurlons speak Undercommon. Combat : Psurlons never use melee weapons. They can fight with their bare claws and teeth, but this does not make them very formidable opponents in physical combat. The real danger a psurlon presents is in its ability to cloud, numb, and control the minds of others. Blindsight (Ex): A psurlon can ascertain its surroundings by sensing sound, scent, heat, and vibration. This ability enables it to discern objects and creatures within 60 feet. The psurlon usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. Immunities (Ex): Psurlons are immune to sleep, charm, and hold effects. Telepathy (Su): A psurlon can communicate telepathically with any creature within 250 feet that has a language. AVERAGE PSURLON: Average psurlons perform all day-today tasks related to keeping a cluster running smoothly. Of all psurlons, it is these that most often strike out to live on their own. An average psurlon stands about 5 feet tall and weighs about 130 pounds. Combat : Combat Although they do not relish combat, average psurlons are naturally suspicious and bad-tempered. They usually unleash their spell-like abilities against anything that approaches too closely. They usually begin with mind fogand then, if menaced by a whole group, follow up with dominate person to make physically powerful foes turn on their allies. Spell-Like Abilities: At will—detect thoughts, dominate person, hold monster, mind fog, sleep; 1/day—stoneskin. Caster level 10th; save DC 13 + spell level. ELDER PSURLON: Elder psurlons are leaders within their communities. They are respected for their experience, resourcefulness, and superior mental abilities. An elder psurlon stands about 5 feet tall and weighs about 130 pounds. Combat : Elder psurlons use much the same tactics as average psurlons do, but they are more likely to direct the battle from the rear while their underlings bear the brunt of the fighting. Spell-Like Abilities: At will—detect thoughts, dominate person, hold monster, mass suggestion, mind fog, sleep; 1/day— stoneskin. Caster level 12th; save DC 13 + spell level. GIANT PSURLON: Giant psurlons are bred for combat. Like all psurlons, however, their mental powers are more formidable than their physical abilities. A giant psurlon stands 12 feet tall and weighs about 600 pounds. Combat : Giant psurlons prefer to attack from afar. After softening up the opposition with mind fog, a giant psurlon follows up with disintegrate against the most dangerous opponent. Spell-Like Abilities: At will—detect thoughts, dominate person, hold monster, mass suggestion, mind fog, sleep; 1/day—disintegrate, stoneskin. Caster level 18th; save DC 13 + spell level. (From Planescape: Planes of Conflict Monstrous Supplement - 1998): Psurlons are extremely intelligent wormlike humanoids. The psurlons are an advanced race living on the Astral Plane, and are sometimes summoned by evil psionicists who have the power to summon planar creatures. Psurlons have earthwormlike bodies, legs that end in toothed maws, and arms that end in claws with black talons. Their heads are similar to those of earthworms, with large, gaping maws ringed with teethlike projections. They have no eyes and use other senses to “see”. They wear richly colored robes and never wear armor or carry weapons. Psurlons communicate with one another telepathically and through grunts and squeals. Combat: When psurlons engage in physical combat they use both their claws, causing 3-12 (3d4) points of damage each, and their bite, for 2-16 (2d8) points of damage. They seldom engage in physical combat, preferring to fight psionictally. Psurlons have a natural AC 4 and can only be hit by a +1 or better magical weapon or by creatures of 6 HD or better and those with natural magical abilities. Wounds of other types cause very little damage and heal instantly. Their enhanced protection is because of their magical and psionic experimentation on their own flesh. Psurlons are immune to all sleep , charm , and hold spells and have 40% magic resistance. Habitat/Society: Many thousands of years ago the psurlons lived on another world. The psurlons were a highly evolved race with vast knowledge and psionic power. In their quest for knowledge and power, the psurlons developed a means to psychically link all members of their race. However, disaster struck. A psychic backlash occurred, creating a massive rift into the Astral Plane, and their home world was destroyed. All surviving psurlons were sucked into the rift and became permanent residents of the Astral Plane. With their world destroyed, the psurlons built cities within the Astral Plane, and have no desire to return to the Prime Material Plane. In the Astral Plane they can pursue research that is impossible elsewhere. They have noted Athas because it is a world that could survive the massive amounts of psionic force they used to destroy their own world. As a race they have no particular plans for Athas, although individual Psurlons might have some. The psurlons, who are far smaller in number than they were on their home world, are trying to boost their psionic powers and hone their abilities in order to attempt the mind meld again, despite their diminished population. Psurlons are only encountered on Athas when summoned. Their knowledge is sought by many, especially psionicists and wizards who travel the Astral Plane. They hate being forced to serve, and seek vengeance upon those who summon them. Ecology: Psurlons normally feed on the flesh of living creatures, especially that of other sentient races. They particularly lake human and halfling flesh. The typical lifespan of a psurlon is 1,500 years. They are at the top of the food chain and are seldom preyed upon. Athasian rocs consider psurlons a delicacy, but fortunately for the psurlons there are no rocs on the Astral Plane. Some evil psionicists summon psurlons in hopes of gaining their knowledge. The price is very high and often leads to the death of the summoner. Summoners who gain knowledge from psurlons and then attempt to slay them or send them back are tracked down and forced to pay what is due either by the psurlons they summoned or by others of their race. Psionics Summary Level Dis/Sci/Dev Attack/Defense Score PSPs 7 3/4/12 EW,II,MT,PsC/IF,MB,MBk,TS 12 45 Telepathy — Sciences: mass domination, mind link; Devotions: id insinuation, contact, psionic crush, mind thrust, ego whip.' Psychoportation — Science: banishment; Devotions: astral projection, time/space anchor. Psychometabolism — Science: life draining; Devotions: control body, mind over body, enhanced strength, flesh armor, prolong. Psurlon Adepts: Psurlon adepts serve as leaders of the small psurlon communities. They are specially gifted psurlons whose psionic potential extend beyond that of most within their race. They are trained from an early age to serve as both a protector and a leader among the psurlons. Some psurlons have become astral explorers, traveling across the Astral Plane, seeking new knowledge and power, hunting food and suitable creatures that might be subjugated and used as slave labor. Small exploration parties usually consist of 2-8 (2d4) psurlon adepts. Psionics Summary Level Dis/Sci/Dev Attack/Defense Score PSPs 12 4/6/17 EW,II,MT,PsC/IF,MB,MBk,TS 13 50 Telepathy — Sciences: mass domination, mind link, psionic blast; Devotions: id insinuation, contact, psionic crush, mind thrust, ego whip, psionic drain. Psychoportation — Science: banishment; Devotions: astral projection, time/space anchor. Psychometabolism — Science: life draining; Devotions: control body, mind over body, enhanced strength, flesh armor, prolong. Clairsentience — Science: clairvoyance; Devotions: combat mind, danger sense, know location, spirit sense. Giant Psurlons: Giant psurlons are mutated psurlons who existed when their kind destroyed their world. They absorbed so much psionic energy when their world was destroyed that they became nearly immortal and they grew in size and psionic ability. Only a handful of these creatures are left. These creatures make their own solitary dens upon the Astral Plane and have little contact with others, including those of their own kind, since other psurlons consider them cursed monsters. There are a few, however, who have taken control of small psurlon communities, ruling them as harshly as any sorcerer king ever ruled. Giant psurlons can attack with their claws and bite that cause far greater damage than those of both typical psurlons and psurlon adepts, but they seldom need to do so. Psionics Summary Level Dis/Sci/Dev Attack/Defense Score PSPs 18 5/8/20 All/All 17 100 Telepathy — Sciences: mass domination, mind link, psionic blast; Devotions: id insinuation, contact, psionic crush, mind thrust, ego whip, psionic drain. Psychoportation — Science: banishment; Devotions: astral projection, time/space anchor. Psychometabolism — Science: life draining; Devotions: control body, mind over body, enhanced strength, flesh armor, prolong, double pain. Clairsentience — Science: clairvoyance; Devotions: combat mind, danger sense, know location, spirit sense. Psychokinesis — Sciences: disintegrate, telekinesis; Devotions: levitation, inertial barrier. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, any underground Stat Block 5th Edition: - Spelljammer: Adventures in Space (2022) - 5eTools (Psurlon) - 5eTools (Psurlon Leader) - DndBeyond (Psurlon) - DndBeyond (Purlon Leader) 3rd Edition: - Realmshelps.net (average) - Realmshelps.net (elder) 2nd Edition: - Planescape: Monstrous Compendium Appdendix III (1998) - mojobob's website Abilities - Psionic spellcasting - Psychic crush - Claw and bite attacks - Aberrant mind - Genius-level intellect Appearance Psurlons have earthwormlike bodies, legs that end in toothed maws, and arms that end in claws with black talons. Their heads are similar to those of earthworms, with large, gaping maws ringed with teethlike projections. They have no eyes and use other senses to “see”. They wear richly colored robes and never wear armor or carry weapons. Size Hero Forge: 6-8 ft. (kitbashed) Lore: Large (10 ft. tall) Suggested: Large to Huge Other Monikers Wormfolk Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Spelljammer: Adventures in Space (2022) - Monster Manual II 3rd Edition (2002) - Planescape: Monstrous Compendium Appdendix III (1998) - mojobob's website

  • Gray Waste - Oinos

    Gray Waste - Oinos Author(s) Matt-GM talespire://published-board/R3JheSBXYXN0ZSAtIE9pbm9z/00fed24545d06f885cf2bc8f495d50e0 Features - Plane of selfish apathy, hopelessness, despair - The Gray Waste slowly leeches all color from one's clothing, equipment, and skin, until a person is entirely grey and monochrome; after that, the plane leeches a mortal's hope, compassion, and motivation, leaving them a withered shell of their former self, too depressed to even remember why they came, how to get out, or even their own name; mortals who wander aimlessly in the waste for too long undergo a horrific transformation, degenerating into fiendish larvae - mindless, slimy, man-sized maggots with disturbingly human faces; larvae are the petitioner souls of the Gray Waste, and fodder for its fiendish inhabitants - The plane is strongly evil-aligned; considered by many to be the most evil place in existence - The Gray Waste is known by most primes as "Hades," but Hades is only one of many realms of the dead residing in the wastes, including Nifelheim and Annwyn, the celtic underworld - The first gloom of the waste, known as Oinos, is a dreary plain that serves as a battle-scarred no man's land in the endless Blood War between the devils of Baator (Baatezu) and the demons of the Abyss (Tanar'ri) - Fiendish mercenary yugoloths (a.k.a. daemons) inhabit the plane, preying on the weak and selling their military services to both sides of the blood war - Night Hags wander the waste, invading the dreams of any visiting mortals and torturing them with nightmares, hastening the mortals' degeneration into larvae , which the hags then corral into great herds and sell to sentient undead as food, or to devils and demons as fodder for their blood war – The toxic river Styx crosses the waste, poisoning all creatures who touch it with permanent and catastrophic memory loss, but the Styx is also one of the only ways off the plane; daemon boatmen (known as Merrenoloths ) offer safe passage down the river, but their prices are extortive – Other native species include the endless hordlings (a.k.a. Castlevania night creatures), darkweavers , ironmaws , the shrieking diakk , the horrid Styx Dragon , and many forms of undead Notes - This map could very likely double as a map for the Shadowfell (plane of Shadow) in 4th/5th edition. - Neutral evil souls with no sense of morality (compulsive liars, heartless manipulators, treacherous bastards, etc.) end up in the Gray Waste when they die, transforming into bloated, grotesque larvae that gather in slimy swarms - Being the plane of hopelessness and despair, I designed this map as a vast, grey, largely featureless void of a landscape that stretches on and on with no change or possibility of escape. If players attempt to go beyond the map's edge, I recommend teleporting them to the opposite end, so they must traverse it from the beginning, to reinforce the plane's sense of pointlessness. - Portal (blue fire ring) can be closed with a hide volume. - A merrenoloth boatman can be found at the south end of the map at the river Styx; the boat can be removed with a hide volume. - A night hag has a small "larva ranch" at the northeast corner. Players might be led to the ranch by trails of slimy black ooze that streak across the landscape. - The corpses of dead planewalkers dot the waste, and occasionally have useful equipment, and letters of suicide - The larger, withered trees on the landscape have hanged corpses on their branches - The strange, alien black structures and formations visible on the map are inspired by concept art of the Shadowfell; narratively, I'd explain them as mysterious, inexplicable secretions of fiendish larvae, when the maggots are left to their own devices for too long Board Link Gray Waste - Oinos Assets from Tales Tavern None

bottom of page