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- Dybbuk
Dybbuk Dybbuk Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Description From Mordenkainen's Tome of Foes (2016): Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can’t resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways — throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. From D&D 3.5e Fiendish Codex I: Hordes of the Abyss (2006): Loumara Subtype: The loumaras represent an emergent demonic subtype and are fairly recent additions to the Abyss. Even so, they have plagued the Material Plane for ages. These demons rise from the fragmenting dreams of dead gods found in the Dreaming Gulf (layer 230), spreading out into the surrounding Abyss like a stain or slipping into the Material Plane through tiny tears in reality. Their indistinct nature and lack of physical forms has resulted in obscurity on the Material Plane, yet their taint in the mortal realm is far greater than most would imagine. Only two kinds of loumaras have thus far manifested with any regularity: the corpse-haunting dybbuks and the murderous guecubus. Loumara Traits : A loumara has the following traits (unless otherwise noted in a creature’s entry). —Immunity to acid, electricity, and fire. —Resistance to cold 10. —Incorporeal: All loumaras have the incorporeal subtype when not possessing a physical body. —Possession (Su): All loumaras can possess physical objects or creatures. The exact kind of object or creature a specifi c loumara can possess is noted in the creature’s description. Dybbuk Intro: A faint brush of cold, the fl eeting scent of moldering lilies, and a sudden conviction of loss mark the passage of this indistinct shape. Its form is visible only as a flickering shimmer in the air accompanied by faint tendrils of pale smoke. Disembodied intelligences spawned by the Abyss, dybbuks must possess the dead to work their evil. A dybbuk in its natural form constantly scours its environment for a suitable host body. It knows that it can be killed when it is without a host and avoids combat as a result. Once it inhabits a body, it apes that body’s normal activities, although this is more of a means to an end (finding a better body) rather than being indicative of any real need to eat, sleep, or otherwise behave as a living creature should. Dybbuks are found in the Abyss at sites of great battles or near large graveyards. They are not fond of regions heavily populated with undead, since they have no use for bodies that are already animated. A dybbuk’s driving need is its eternal search for a perfect body. To a dybbuk, a perfect body is one that is undamaged from violence, quite handsome or beautiful for its race, and has many links to its society’s leadership. A dybbuk hopes to possess such a perfect body before anyone discovers the victim has died, so that it can go on living the victim’s life without arousing suspicion. Once a dybbuk has found a perfect body, it allows itself to be overtaken by that society’s sins and vices, plunging hedonistically into depravity until its body is ruined or it is otherwise forced to abandon its plaything. Much of a dybbuk’s existence actually consists of leapfrogging from lesser body to lesser body. It sees these bodies as stepping stones, with each transfer to a new body putting it closer to its intended target. A dybbuk typically has a specifi c person targeted as a perfect body and does what it can to get closer to this targeted victim, with the goal of either engineering the person’s accidental death or catching the victim alone (in which case it uses its death touch to kill its target). Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond Abilities - Possesses and controls corpses nightmarishly - Life-draining tentacles - Incorporeal Movement - Innate spellcasting Appearance Fiendish Codex (3.5e): A dybbuk is incorporeal and silent. The creature’s basic shape is that of a writhing jellyfish with an indistinct humanoid face floating on the surface of its body. Scores of smoky tendrils trail from the underside of its body to a length of 5 feet. These tendrils braid and twist together, effectively forming two arms when needed. Size Hero Forge: 3 ft. Lore: Medium Suggested: Small to Medium Other Monikers Loumaras (disembodied demonic spirits) Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Fiendish Codex I: Hordes of the Abyss (2006) - DnDBeyond
- Bladeling
Bladeling Bladeling Medium Humanoid, Lawful Neutral (Evil) Hero Forge Mini Double mini, no kitbash, 2 variants below Description (From Planes of Law Monstrous Supplement - 1995 [credits] ) Bladelings were once rumored to be tieflings, the spawn of fiends and humanoids. Unlike the other castoffs of the Lower Planes, however, bladelings are a distinct race unto themselves. Not much is known about the bladelings, for they discourage any investigation into their lives — harshly. They are highly superstitious, and most are exceedingly xenophobic. Though they are courteous to strangers encountered outside their home, they tend to administer swift death to those who invade their territory. Bladelings can become conjurers, priests or fighters. Certain bladelings have the ability to call on their unknown gods. These bladelings, usually (but not always) female, can achieve 10th level as priestesses. They are the rulers of bladeling society, guiding it as they see fit. The bladelings live in Ocanthus, the fourth layer of Acheron, amidst the whirling blades of ice and iron. Their city, Zoronor, lies in the Blood Forest. This pulpy mass of wood (and other less savory, unidentifiable material) protects the residents from the whirling blades that are the main feature of this layer. Zoronor is the only known bladeling city. Here, bladelings obey their priest-king fanatically, having followed his tenets and gained some measure of security, which they will defend with their lives. The city itself yields litle except assassins and travelers. Life in Ocanthus is difficult at best. For this reason, bladelings learn to trust in their neighbors and to protect them as well. Though they are prone to internal strife and their priests and priestesses in particular are prey to politics (sometimes to the extent of embroiling parts of the city in their maneuvers), bladelings pull together quickly when faced with outside threats. Though not originally from Acheron, bladelings have established themselves on the plane and are now considered native. They were nearly wiped out in the first years after their arrival. Rust dragons inhabiting the plane destroyed large numbers of bladelings with their corrosive breath weapons. Through magical experimentation, however, bladelings finally developed a resistance to rust of any sort. Combat : Bladelings are quick to leap into a fray. When entering combat, a bladeling wades in hands first. Striking twice with its metal-encrusted fists, the creature inflicts 1d6 points of damage with each successful attack. Then again, a bladeling might instead wield a weapon of nearly any type. Some bladelings are truly brave. These attack the wielders of the weapons most dangerous to other bladelings first, trying to get a measure of their enemy. Bladelings are entirely immune to rustiug, acid, corrosive attacks of all types, and normal piercing missiles or bladed weapons. Bladelings are magical beings; their bodies — composed of elements stronger than mere flesh — are resistant to some types of magic. They take only half damage from cold- and fire-based spells. There’s not a whole lot that can hurt the them — and they press that advantage. Magical or bludgeoning weapons inflict full damage against them. Other spells affecting metal will work normally on a bladeling; the heat metal spell, however, causes double damage. Other heat-based spells, unless specifically designed to work on metal, do nothing. Once per week, a bladeling can create a razor storm. The creature explodes a piece of its outer skin, sending a 5-foot wide hail of blades up to 15 feet forward. The shrapnel attack causes 3d12 points of damage to any within the blast area, though the victims can save vs. breath weapon for half damage. The drawback to this attack is that it weakens the bladeling’s natural armor, reducing it from 2 to 6 in the frontal torso. Any attacks striking this area inflict double damage upon the bladeling; fire- and cold-based spells inflict normal damage if directed at this weak spot. In addition, the bladeling’s magic resistance falls to 5% untll the bladeling has regenerated the lost blades (typically 1d4 days later) Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition: - Homebrew from DM Dave 2nd Edition: - mojobob's website Abilities - Entire body is a deadly weapon - Razor storm (AOE) once per week - Immune to nonmagical piercing and slashing damage, as well as acid, rust, and poison - Fire and cold resistance Appearance Human-shaped, the average bladeling stands about 6 feet tall. The resemblance to humankind ends there. Bladeling eyes glow like translucent chips of glacial ice tinged with purple. Skin and bones protrude in the form of sharp blades of wood and ice and steel, jutting out at all angles; bladelings have no soft flesh. They have blood the color and consistency of oil. Size Hero Forge: 8' 5" Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Homebrew from DM Dave - Planescape: Planes of Law Monstrous Supplement (1995) - mojobob's website
- Blue Abishai
Blue Abishai Blue Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes (2018): Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat’s enemies. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Lightning Strike - Spellcasting - Teleport - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The Blue Abishai most closely resemble their draconic kin, the blue dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (4-8 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond - Mojobob's Website
- Ethereal
Ethereal Dragon Ethereal Dragon Gargantuan Dragon, Neutral Button Hero Forge Mini Double mini, no kitbash Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Ethereal dragons spend most of their lives floating through the Ethereal Plane, spying into the Material Plane for valuable treasure. Ethereal dragons’ natural coloration is a pearlescent brown-gray, which accounts for their nickname of “moonstone dragon.” They have needlelike claws and teeth. Ethereal dragons are naturally curious and inquisitive, and often spy on those “stuck” on the Material Plane. They are also greedy, and may come to covet the valuables carried by those they spy upon. In such cases, an ethereal dragon might visit the Material Plane only to appropriate such items, returning to its native Ethereal Plane as soon as possible. Ethereal dragons speak Draconic. Combat: Most ethereal dragons prefer escape over battle, heading either to the Ethereal Plane or the Material Plane to avoid conflict. If forced into a fight, or if the ethereal dragon feels combat is necessary, it uses its powers to frustrate its foes. An adult or older ethereal dragon relies on dimensional anchor to trap opponents on one plane while it escapes to the other. Young and older ethereal dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): An ethereal dragon has one type of breath weapon, a cone of force. Like all force effects, this breath weapon affects ethereal creatures when the ethereal dragon is on the Material Plane. Ethereal Vision (Ex): While on the Material Plane, a very young or older ethereal dragon can see ethereal creatures as if they were visible. While on the Ethereal Plane, an ethereal dragon can see normally out to the range of its darkvision (normally, creatures on the Ethereal Plane have a visual limit of 60 feet). Note that blindsense functions normally even on the Ethereal Plane, regardless of visual limits. See Ethereal (Su): A very young or older ethereal dragon can see ethereal creatures as if they were visible. Strike Ethereal Creatures (Ex): An ancient or older ethereal dragon can strike ethereal creatures as if they were material. This ability does not allow an ethereal dragon on the Ethereal Plane to affect creatures on the Material Plane. Summon Ethereal Cyclone (Su): Once per day, a great wyrm ethereal dragon on the Ethereal Plane can summon an ethereal cyclone. This requires a full-round action, and the storm lasts for 1 minute. All creatures (except undead) within 120 feet of the ethereal dragon are affected as described in Chapter 5 of Manual of the Planes. (If you don’t have access to Manual of the Planes, you can simply rule that each creature within the cyclone is thrown 1d10 miles in a random direction.) This power has no effect anywhere other than on the Ethereal Plane. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ethereal Plane Stat Block 5th Edition (different ages have their own stat block): - Nic the DM Homebrew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) Abilities - Force breath weapon - Ethereal cyclone - Immune to force damage - Ethereal vision on any plane - Colossal claw, bite, and tail attacks that hit ethereal creatures from any plane - Frightful Presence - Ethereal vision on any plane - Stealth bonus while ethereal - Legendary Actions - Legendary Resistance - Flight - Innate spellcasting Appearance Ethereal dragons’ natural coloration is a pearlescent brown-gray, which accounts for their nickname of “moonstone dragon.” They have needlelike claws and teeth. Size Hero Forge: 8'6" (XXL) Lore: Gargantuan Suggested: Gargantuan Other Monikers Moonstone dragon Sources - Forgotten Realms Wiki - Nic the DM (youtube video with stat block) - 3.5e Draconomicon: The Book of Dragons (2003) - realmshelps.net
- Balor
e5993b79-0e41-493f-90c2-13da4ba2a05a Balor Huge Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (from Planescape Monstrous Compendium Appendix I - 1994) Greatest and most terrible of the true tanar’ri , the balors are the undisputed terrors of the Abyss. They motivate the tanar’ri involvement in the Blood War and derive immense pleasure from others’ suffering. Balors communicate using telepathy. At least twenty-four balors are known to exist. They wander the Abyss, forming armies and commanding them in battle with the baatezu. Balors recognize all planes as potential battlegrounds in the War. They make pacts with mortals to perform services in return for power in the mortals’ planes. The more followers or allies they gain there, the more magical power they command in the Blood War. Nothing is more important in the Abyss than the Blood War. The balor, in a sense, are the Blood War from a tanar’ri perspective. In that sense they are the ecology of the Abyss, driving the creation of new beings and mandating their survival. Combat : Balors are cannot be surprised. They are immune to all nonmagical attacks including fire, gas, poison, and weapons, and all attacks with magical weapons of less than +3 enchantment. Balors prefer their primary weapon, a vorpal sword that looks like a bolt of lightning and can detect evil/good in a 30’ radius. Any creature picking up a balor’s sword suffers 10d6 damage and must save vs. spell or die. Balors also use a long whip with many tails (1d4 damage). These magically wrap around the victim, who is drawn into the balor’s bodily flames (4d6 damage per round). Escaping the whip requires a successful check against half the victim’s Strength score. A whip that holds a victim cannot be used in attacks. Balors can also attack with their fists (2d6 damage and save vs. spell at -6 or flee in terror for 1-6 turns). If slain in the Abyss, a balor explodes in a blinding flash of light, inflicting 50 hp damage to everything in a 100‘radius (save vs. spell for half damage). In addition to those available to all tanar’ri, balors can use the following spell-like powers at 20th level of spell use: detect invisibility (always active), detect magic (always active), dispel magic, fear, pyrotechnics, read magic, suggestion, symbol (any type), telekinesis , and tongues . Once per hour they can automatically gate in 1-8 least, 1-6 lesser, 1-4 greater, or 1 true tanar’ri. (from Dungeons & Dragons Monster Manual - 2014) Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes. Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Lightning Sword - Fire whip - Fire Aura burns nearby enemies - Explodes when slain - Flight, Teleportation Appearance Balors are repulsive, towering humanoids with dark red skin; huge wings that propel them with unnatural speed and agility; long, wicked claws; and grotesque fangs that drip venom. Each balor carries a sword of lightning and a many-tailed whip, and searing flames surround the creature. Size Hero Forge: 7 ft. (XL) Lore: 12 ft. Suggested: Huge to Gargantuan Other Monikers Type IV Demons Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website
- Immoth | Digital Demiplane
Immoth Large Elemental, Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Planescape: Monstrous Compendium Appendix III - 1998): Words are power. It’s been said many times, and each time it’s the truth. It’s also been said that on the Paraelemental Plane of Ice, the air is so cold that a cutter’s words freeze the minute they’re spoken. That’s never been taken as a literal fact, but it’s just as true a statement. The frost-rimed immoth, giant native of the plane of Ice, knows the dark of where the frozen words go. It gathers them and taps the power inherent within. No one else has been able to fathom these secrets, but those who’ve encountered an immoth have no doubt that the chant about these creatures is true. A giant made of icy crystals and encrusted with gemlike nuggets of ice, the immoth is both beautiful and terrible to behold. The creature is essentially humanoid but for the long tail that sweeps along the icy ground and the cruel talons that gleam at the end of its hands. Its sparkling, semitransparent body shimmers in the dim light of the plane of its origin. A beard of frost grows long on the face of the giant, marking its age. Mortals know no other means of distinguishing one immoth from another except by the length of the creatures’ beards. Each of the thousands of ice nuggets adhered along the immoth’s body holds a frozen word gathered from a hidden place deep within the plane of Ice, a locale so utterly cold that everything freezes — even a body’s speech. All words spoken on the Paraelemental Plane of Ice end up in this forbidden place to freeze for all eternity. Immoths speak their own language and some speak planar common as well. Combat: Physically imposing, an immoth can inflict grievous wounds with its icy talons (inflicting 1d8+1 points of damage each). Worse, however, the giant can also strike an opponent with its whiplike tail (causing 2d4+2 points of damage). Although the tail appears blunt, it’s coated with a virulent contact poison secreted by the immoth. This strange venom, which appears as a partially frozen brown syrup, imparts a multistage affliction upon those who’re struck and fail their saving throw. The first stage of the poison’s effects begins almost immediately. The victim collapses and suffers a -2 penalty to all actions. The poor sod then begins to suffer 1d3 points of damage every hour. Not long after — 1d100 rounds after the first stage begins — the second stage sets in, as the victim begins to lose his words. The poor sod finds himself helplessly babbling away, speaking whatever words come to his mind. Strangely, once he uses a particular word, he cannot ever use it again — it is purged from his memory. Even as he loses his words, the diction continues to rattle his bone-box until every bit of language he knows is gone. In 24 hours, if the sod is still alive, the poison finally finishes him off. Further, the immoth can use the frozen words encrusted all over its body. Tapping into some inherent power, it can cause any of the ice crystals to shatter, releasing the word and a spell-like effect. An immoth casts spells as a 12th-level wizard, both in the power of its magic and in the number of spells it has available from the crystals. The immoth isn’t restricted by the usual limitations on magic imposed by the nature of the plane of Ice: it essentially has an innate spell key to avoid any such conditions. Regardless, an immoth never conjures forth magic that generates heat or fire or summons other creatures. Instead, it prepares spell-like abilities that inflict pain or misfortune (such as fumble , hold person , or magic missile ), that give it useful abilities (fly , haste , passwall , or teleport ), or those with an icy nature (cone of cold , ice storm , or wall of ice ). It can also manipulate spell effects to better control its frozen environment (ice shape rather than stone shape , transmute ice to slush rather than transmute stone to mud , and so on) as the DM allows. Immoths are immune to cold attacks. Due to their hard crystalline nature, they suffer only half damage from bladed weapons. However, magical weapons are not required to strike them. Habitat/Society: Immoths are solitary creatures that keep to themselves. No one knows how many of these creatures live on the plane of Ice, but the number seems to be small. Although reports claim the existence of a particular immoth that has a number of frost salamanders charmed and under its control, it seems that most of the time the icy giants disdain the presence of other creatures. When the immoths gather, they do so in a hidden locale somewhere in the Paraelemental Plane of Ice. This mysterious place lies somewhere near the fabled Mountain of Ultimate Winter. Here, chant has it, ideas, concepts, emotions, and words freeze forever in the incredible cold. Immoths scour the mountain for useful words trapped in the frozen ice. This area of the plane is said to be even colder than the rest, freezing non-natives solid in 1d4 rounds if they fail a saving throw versus spell (required each round). When they need to feed, the creatures leave the mountain and prowl other areas of the plane for months at a time. During these hunting trips, immoths attack any living creature (whether native to the plane of Ice or not) that they encounter, considering all other beings potential sustenance. Attempts to parlay or otherwise communicate peacefully with the giants hit the blinds. If there’s a way for a body other than an immoth to utilize the power in the frozen word-crystals, no one’s ever tumbled to it. That doesn’t mean, however, that ambitious berks out there aren’t giving it a try. A frozen word can be worth up to 100 gold pieces to the right buyer. ’Course, a body’s got to figure out a canny way to get the icy crystal off the plane of Ice without it melting — no mean feat. Ecology: Creatures of solid ice, the immoths are probably related to ice elementals in some way. One story relates that immoths are actually a group of intelligent ice elementals cursed by a powerful mortal witch. Supposedly, this woman came to the plane of Ice to obtain a number of servants; when the elementals refused to obey her commands, she magically compelled them to forever seek the words that she spoke to them on the Mountain of Ultimate Winter. This task changed them physically into the forms they currently wear. Once they find all of her words, the curse will be lifted — and in the meantime, the other words that they find can be useful. Immoths eat any sort of living creature, feeding more on the life essence than the actual flesh, although they consume the flesh as well. Most graybeards (at least, those who’ve bothered to study the reclusive creatures) believe that immoths do not reproduce. (From 3rd Edition Monster Manual II - 2002): Immoths originate from the coldest regions of the Elemental Planes of Air and Water, although their thirst for knowledge takes them to many other planes of existence. They tend to dwell in forbidding, freezing regions. Though they are solitary creatures, immoths maintain contact with others of their kind, sharing secrets and coming to each other’s aid when necessary. An immoth appears as a gleaming, 8-foot-tall giant carved from dense, translucent ice. It resembles a bearded, hulking dwarf with icy talons and a large, crystalline tail. The creature covers itself with gemlike nuggets of enchanted ice called ice runes. Immoths seem to be highly curious about all forms of humanoid life, as well as arcane and divine magic, but they generally take a great interest in all things. They barter with intelligent beings for information but show no compunction about taking what they want by force if more peaceful methods fail. These relentless gatherers of knowledge and secrets hide their information in icy libraries. One legend that planar travelers tell speaks of why the immoths seek out information. The tale goes that long ago, a powerful, mad sorcerer tried to recruit elementals to serve him. When they refused, he punished them with a vile curse: They must seek out and collect the words of his curse and return them to their planar home—a place referred to in the tale as the Mountain of Ultimate Winter. According to the story, this place was so cold that spoken words froze in the air and fell to the ground. The cursed elementals who lived there took on new forms and became the creatures now known as immoths. They then began traveling the planes to find the sorcerer’s words. This tale bolsters the widely held theory that immoths believe words themselves to have power. (Certainly, the verbal components of spells lend some credence to the idea.) Though the true reasons for their diligent search for knowledge are unknown, it is clear that the monsters prize words for their own sake, not merely the knowledge those words convey. Immoths eat any sort of living creatures, feeding on the life essence rather than the actual flesh—though they nonetheless consume the latter. It is not known how, or even whether, immoths reproduce. Immoths speak Aquan, Auran, and Common. Combat : Before wading into battle, an immoth casts spells designed to bolster its physical and defensive capabilities. In melee, it immobilizes as many foes as possible with its tail poison and uses rune magic to overcome any serious threats. Most immoths prefer runes that inflict pain or can debilitate opponents. When seriously threatened, these monsters flee by walking up the nearest icy cliff. Then, from on high, they cast damaging spells to deter foes from following. Ice Runes (Sp): Any spell an immoth has prepared can be inscribed on an ice nugget. The creature can trigger the spell contained in such an ice rune as a free action. An ice rune remains magical until triggered by the immoth. Each immoth has at least 3d4+2 ice runes embedded on its body. Some wonder whether this ability lends credence to the story about frozen words in the Mountain of Ultimate Winter. Poison (Ex): An immoth delivers its freezing venom (Fortitude save DC 19) with each successful tail attack. The initial damage is paralysis (1d6+2 rounds), and the secondary damage is 1 point of Intelligence drain per round of paralysis. Spells: An immoth can cast arcane spells as a 12th-level sorcerer (spells/day 6/8/7/ 7/7/6/3; spells known 9/5/5/4/3/2/1; save DC 15 + spell level). It cannot cast spells with the fire descriptor. Cold Subtype (Ex): An immoth is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Elemental Traits (Ex): An immoth is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range). Icewalking (Ex): This ability works like the spider climb spell, except that it applies to all icy surfaces and it is always active. Immunities (Ex): Because of its dense crystalline body, an immoth takes only half damage from piercing and slashing weapons. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Paraelemental Plane of Ice Stat Block 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Abilities - Jagged tail inflicts venom that slowly steals a victim's words before killing them - Stolen words used as spell keys for innate spellcasting - Icy talon attacks - Immune to cold - Resistant to piercing and slashing damage Appearance A giant made of icy crystals and encrusted with gemlike nuggets of ice, the immoth is both beautiful and terrible to behold. The creature is essentially humanoid but for the long tail that sweeps along the icy ground and the cruel talons that gleam at the end of its hands. Its sparkling, semitransparent body shimmers in the dim light of the plane of its origin. A beard of frost grows long on the face of the giant, marking its age. Size Hero Forge: 10'3" (XL) Lore: Large (8 ft. tall) Suggested: Large to Huge Other Monikers None Sources - 3rd Edition Monster Manual II (2002) - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's website
- Barlgura
b984da0a-b78f-43b6-9d5f-b0afede4a4bc Barlgura Large Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Single mini, no kitbash Alternate Versions Button Button Button Button Button Button Button Button Description (from Planescape Monstrous Compendium Appendix I - 1994) The bar-lgura are hulking, brutish creatures that roam the Abyss in small packs. Bar-lgura dislike other tanar’ri and prefer to hunt among their own kind. They obey only tanar’ri of obviously greater power than themselves, acting as scouts for the Blood War when commanded. In certain areas of the Abyss, the bar-lgura form tribes of 300 or more. These societies divorce themselves from the day to day dealings of the Abyss and form their own crude “government”, the only government in the Abyss. Tribal bar-lgura do not obey other tanar’ri, for their numbers protect them from the wrath of the true tanar’ri. Still, there are tales of a balor summarily laying waste to an entire tribe of rebellious bar-lgura. Bar-lgura are not quite beasts, but are not terribly intelligent. They do not hate baatezu as do other tanar’ri. The closest thing to animals among the tanar’ri, they receive especially cruel treatment by more powerful tanar’ri when they get out of line. Combat : Bar-lgura favor ambush tactics, springing forth at opponents from cover. Experts at camouflage, they change their coloration to that of their surroundings, chameleon-like. The transformation requires one complete round and acts as a thief’s hide in shadows ability (95%). They can spring up to 40’ and attack savagely in the same round. Bar-lgura attack in numbers, often trying to overwhelm a single unfortunate opponent with claws (1d6 damage) and bite (2d6 damage). In addition to those available to all tanar’ri, the bar-lgura have the following spell-like powers at 6th level of spell use: change self (twice per day), detect invisibility, dispel magic, entangle, fear (by touch), invisibility (twice per day), plant growth, spectral force (twice per day), and telekinesis . Once per day they can also attempt to gate in 1-6 additional bar-lgura with a 35% chance of success. (from Dungeons & Dragons Monster Manual - 2014) The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects. A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility. Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - 40-foot leap, fast climber - Reckless attacks with bite, Fists - Innate Spellcasting Appearance Bar-lgura look like orangutans. Their fur is a deep, red dish brown and their skin, where exposed, is grayish brown. They have frightening visages and six digits per limb, sharp, wicked claws extending from each digit. They shamble along the ground using both arms and legs for movement, but prefer to move among trees, rafters, vines, etc., for they have increased movement there. Size Hero Forge: 7' Lore: Large (4e, 5e) or Medium (2e, 3e) Suggested: Large Other Monikers Bar-lgura, Type IV Demons Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website
- Gray Waste - Oinos
Gray Waste - Oinos Gray Waste - Oinos Author(s) Matt-GM talespire://published-board/R3JheSBXYXN0ZSAtIE9pbm9z/00fed24545d06f885cf2bc8f495d50e0 Board Link 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 Assets from Tales Tavern None
- Retriever | Digital Demiplane
Retriever Huge Construct, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Mordenkainen's Tome of Foes - 2018): The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose — to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions. Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon’s intellect has been distilled away, leaving only its cruelty and cunning. Lethal Collectors. Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don’t want to take the chance that the construct will be turned against them. (From 3.5e Monster Manual I - 2003): This creature looks like an enormous spider, standing twice as tall as a human. Its forelegs end in massive cleavers. Four bulbous eyes, a malevolent gleam in each one, rise out of its carapace. A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. Retrievers were created through foul sorcery to be warriors and servants to powerful demon nobles. Most scholars believe retrievers are built to resemble bebiliths. More powerful demons often use these mindless constructs to perform ugly tasks, or tasks they could not trust to their own scheming kind. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds. Combat : Retrievers attack with four claws, but their eye rays are far more deadly. Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is 18. The save DC is Dexterity-based. The four eye effects are: Fire: Deals 12d6 points of fire damage to the target (Reflex half ). Cold: Deals 12d6 points of cold damage to the target (Reflex half ). Electricity: Deals 12d6 points of electricity damage to the target (Reflex half ). Petrification: The target must succeed on a Fortitude save or turn to stone permanently. Find Target (Sp): When ordered to find an item or a creature, a retriever does so unerringly, as though guided by discern location. The being giving the order must have seen (or must have an item belonging to) the creature to be found, or must have touched the object to be located. This ability is the equivalent of an 8th level spell. Improved Grab (Ex): To use this ability, a retriever must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and grips the opponent fast in its mouth. This is the method by which it usually “retrieves” things. (From Planescape: Monstrous Compendium Appdendix II - 1995): Retrievers are living constructs, creatures of nightmare manufactured by the tanar’ri lords to act as their emissaries and enforcers. They are bound to obey their tanar’ri masters and relentlessly pursue their diabolical objectives until they’ve accomplished their master’s commands or died in the attempt. This streak of loyalty and determination makes retrievers especially valuable to the Abyssal Lords. Retrievers are known by that name because they’re commonly ordered to find enemies or misguided subordinates of the Abyssal Lord and bring them back to face the music. A retriever resembles a huge spider the size of an elephant , with a black, chitinous exoskeleton and six insectile eyes. The creature’s four rearmost limbs actually carry most of its weight; its front four limbs end in cleaverlike blades that aren’t used for walking. Despite the monster’s bloated appearance and hideous bulk, it’s frighteningly fast and nimble. The retriever can’t speak, but it sometimes gives voice to insidious whisperings and clickings that can’t quite be understood. Combat: Retrievers can attack with each of their cleaverlike forelimbs in a round, inflicting 3d6 points of damage with each limb. Although its mandibles and jaws are terrifying in appearance, the retriever doesn’t normally bite its opponents. Instead, it uses its mandibles to pin a victim it’s been sent to fetch. If the retriever scores hits with 2 or more of its cleavers on the same man-size victim, it can automatically restrain him in its mandibles, gripping the sod with an effective Strength of 21. Despite the retriever’s fearsome physical attacks, these aren’t its deadliest weapons. Four of the retriever’s yes are smaller than its primary ones and can unleash magical rays against its prey. Up to 2 small eyes can fire in a round, but once fired an eye must recharge for 6 rounds before it can be used again. The retriever can’t make eye attacks in the same round it uses its physical attacks. The four rays are: Eye One: 12d6 fireball , with a 5’ blast radius (30-yard range) Eye Two: 12d4+12 cold ray , one target (30-yard range) Eye Three: 12d6 lightning bolt , 5’ wide and 20 yards long Eye Four: flesh to stone , one target (30-yard range) Victims are allowed saves versus breath weapons for half damage with the fire, cold, and lightning effects. Victims of teh flesh to stone ray may attempt a saving throw versus petrification to avoid the effects; if successful, they are only slowed for 3 to 8 (1d6+2) rounds). Retrievers can be damaged by any weapon, but they regenerate damage caused by nonmagical or silver weapon at the rate of 2 hit points per round. The mere sight of a retriever causes creatures of fewer than 4 Hit Dice to make a save versus spell; if it fails, they are stricken by fear, fleeing for 2 to 12 rounds. Habitat/Society: Retrievers don’t have an existence independent of their abyssal masters. It’s extremely unusual to encounter one that isn’t following some set of orders. When a retriever doesn’t have orders to follow, it’s probably waiting near the palace or fortress of its creator for a new set of instructions. Given the chance, a retriever’ll look for ways to introduce acts of petty malice or cruelty into the execution of its instructions, but above all it exists to do what it’s told. Since retrievers are the living extensions of the will of the Abyssal Lords, they can enter any other plane at will, and have free travel throughout the Abyss. Only the most powerful and daring tanar’ri interfere with a retriever that’s engaged in the pursuit of its duty. Ecology: Retrievers are somewhat similar to golems . Their bodies are shaped from the stuff of the Abyss by a powerful tanar’ri lord and imbued with a spirit of evil to animate them. Therefore, retrievers exist outside of nature and neither eat, sleep, nor reproduce. However, spells that affect living creatures (such as charm , sleep , or enfeeblement ) affect a retriever normally. Not every Abyssal Lord has mastered the making of retrievers. It’s thought that Demogorgon was the first tanar’ri to do so, modeling the retriever’s design on the form of the bebilith , or “creeper of the Abyss”. Graz’zt and Pazrael are known to have retrievers in their service too, but it’s impossible to say if they made the creatures themselves or were given retrievers by Demogorgon in exchange for some service or bargain. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Paralyzing Beam - Force Beam - Plane Shift - Web (spell) - Bladed forelegs - Faultless Tracker - Immune to necrotic, poison, psychic, charmed, exhaustion, frightened paralyzed, and nonmagical weapon attacks that aren't adamantine - Blightsight Appearance A retriever resembles a huge spider the size of an elephant, with a black, chitinous exoskeleton and six insectile eyes. The creature’s four rearmost limbs actually carry most of its weight; its front four limbs end in cleaverlike blades that aren’t used for walking. Size Hero Forge: 10 ft. (kitbashed) Lore: Huge (12 ft. tall) Suggested: Huge to Gargantuan Other Monikers None Sources - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - mojobob's website - v3.5 Monster Manual I (2003) - Planescape: Monstrous Compendium Appendix II (1995)
- Template - Outlands Town
Template - Outlands Town Author(s) OurLivesOnline talespire://published-board/T3V0bGFuZHMgVG93biBBc3NldHM=/6f5b7c25422ad5a4e1052196f54800c6 Features - High-fantasy-Japanese-Steampunk fusion town (complete with full interiors) - Pseudo-Japanese style dwellings, gardens, trees - Red-brick bathhouses, warehouses, inns, gates, stables, grain silos - Surprisingly modern water filtration plant - Collossal spirit tree - Flying watch towers powered by arcane ice crystals (inspired by Excelsior) - "Warning Beacons of Gondor" style marble guard towers - Multiple fountains of enchanted ice - White rock terrain template Notes - One of many creations of OurLivesOnline, who plays in our Planescape campaign as the Lady Saoirse, the godsmen-silver-dragonborn-reincarnated-as-winter-eladrin-divine-soul-conquest-paladin sorceress! - After I wrecked their home base in Sigil (twice), this is the town Saoirse plans to build on the outlands, dedicated to herself, as the town's (eventual) goddess... but it's not built yet, and I can't wait to knock it down! :D Board Link Template - Outlands Town Assets from Tales Tavern None
- Orthon
Orthon Orthon Large Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen Presents: Monsters of the Multiverse - 2022): When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon’s first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. (From Fiendish Codex II: Tyrants of the Nine Hells (2006): This hulking fiend is covered in metal plates bolted directly to its flesh. The nails that fix the plates in place drip black blood that stains armor and body alike. The creature has monstrous features, twisted in pain but filled with a primal cunning. Rotten tusks sprout from its lower jaw and maggots wriggle in its wounds. Orthons are foot soldiers in Hell’s armies. Though specialized in killing demons, they are equally dangerous against mortal foes. Orthons are common on Avernus, where they see the most action. Some pit fiends and archdevils employ them as sentries. They live to fight, having little interest beyond dying for their masters. Environment : Native to the Nine Hells of Baator, these are creatures of the battlefield. Typical Physical Characteristics: An orthon stands 8-1/2 feet tall and weighs close to 500 pounds. Society : It is an honor to die for the baatezu, or at least that’s what the orthons believe. Their sacrifice furthers the glory of Hell. Since these creatures have combat abilities nearly as dangerous to devils as they are to demons, other devils treat them well. Orthons live a miserable, pain-wracked existence. The armored plates hammered into their body grind against bone, muscle, and sinew. The smallest movement causes them terrible anguish. Only in combat are their minds distracted enough to allow them to rise above their misery. Orthons despise demons more than any other creatures. Alignment : Orthons are always lawful evil. They are loyal to a fault. Typical Treasure: Orthon have typical treasure for their Challenge Rating. They usually carry mementos from previous battlefield encounters, such as jeweled belts, shields, weapons, and other trinkets. Combat : As creatures accustomed to fighting in military units, orthons are best used in groups of four or six. They assemble themselves into ranks, two or three abreast. The front rank brandishes hellspears, while the ones in the rear fire hellfire crossbows as they advance. If encountered alone, an orthon moves cautiously and slowly in an attempt to engage its opponents from as far away as possible. An orthon uses its hellfire crossbow to weaken its opponents before setting its hellspear to receive a charge. It tries to spread out damage across its opponents in hopes of taxing their resources as much as possible. If hard-pressed, an orthon prefers to use greater teleport to retreat to safety, gather more of its kind, and return to fi nish off its foes. PCs are likely to face orthons in areas controlled or contested by devils. While dim, these well-organized creatures use intelligent tactics. Individual (EL 8): An individual orthon is likely to be cut off from the rest of his squad or assigned to patrol an area. Using see invisibility to watch out for intruders, it retreats at the first sign of heavy resistance to gather a counterattack. Team (EL 10): Outside of heavily contested war zones, orthons work in pairs. One uses its crossbow and see invisibility to spot enemies, while the second one fi ghts in melee. If the orthons outnumber their foes, they draw their spears and attempt to fl ank the enemy. Squad (EL 12): Orthons prefer to fight in formations of four. Two orthons form a front line and use their spears, while the other two have their crossbows out while scanning the area for enemies. In battle, the orthons keep close together if they face a powerful foe. If they feel they can overwhelm their foes, they split into two teams of two and attempt to flank an enemy. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond Abilities - Invisibility field - Infernal crossbow bolts that mark, track, restrain, blind, explode, burn, or paralyze victims - Poisonous Infernal dagger - Explosive self-destruct - 30 feet truesight - Immune to fire, poison, exhaustion, and being charmed - Magic resistance Appearance This hulking fiend is covered in metal plates bolted directly to its flesh. The nails that fix the plates in place drip black blood that stains armor and body alike. The creature has monstrous features, twisted in pain but filled with a primal cunning. Rotten tusks sprout from its lower jaw and maggots wriggle in its wounds. Size Hero Forge: 11 ft. (XL) Lore: Large Suggested: Large Other Monikers Bounty hunter devils Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond
- Banderhobb
Banderhobb Banderhobb Large Monstrosity, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (from Volo's Guide to Monsters - 2016): A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper. Birthed by Hags . In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry. Silent and Deadly. When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner. Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away. A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam. (from 4th Edition Monster Manual III - 2010): As the day recedes, shadows lengthen over the world like grasping claws. That's when the banderhobbs come. Beneath the stars, in the dead ofmoonless nights, they march in ones and twos from the land ofdeath and darkness. A banderhobb's snaking tongue ensnares its victim, drawing it into the creature's distended maw before it is swallowed into the banderhobb's cavernous stomach. Then the creature departs to where its master waits for it to regurgitate its stili-living cargo. For what purpose? A banderhobb never tells. LORE: Arcana DC 25: Parents tell children that if they misbehave, banderhobbs will come to take them away. According to stories. the torsos ofbanderhobbs are carved with ritual markings that allow them to pass between worlds at places where the veil is thin and shadows are thick. Their home is the Shadowfell, where their ancient master dwells in a dark tower. People speculate that the banderhobbs' captives work as slaves in the Shadowfell until they eventually transform into banderhobbs. Fragments oflore tell ofvast feeding pits where banderhobbs feast. In the dark reaches of this place, no god watches. Encounters: Even the other fell creatures ofthe Shadow fell shun banderhobbs. When banderhobbs do ally with other creatures, they are most often seen in the company of shadow wolves and howlers. Banderhobb Warder: Lurking in shadow, such as the dark of the cellar and the black abyss beneath the bed, are the banderhobb warders. No place in the world is safe from warders, for it is in the brightest light that the darkest shadows are cast. No matter how far a person flees, a warder finds its prey. Banderhobb Filch: Like a lizard, a shadowy thing scuttles down chimneys, through windows in walls and holes in thatch to the bedsides ofsleepers. Something is dragged across the floor. A shadow is hunched, hefting an awkward sack stretched from its shoulder to the earth. Something is dragged through the woods. The creature moves over stones, through brambles. The sack whimpers, and the thing draws it tight, draws it silent. Someone is dragged away. Banderhobb Abductor: They find the places where shadows are thick. On flat 0 feet, banderhobb abductors silently slip into the world ~ to steal and feed. They lurk in the seams between this w world and the shadow realm. looking into this world, waiting for the right opportunity. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Shadowfell, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010) Abilities - Tongue attack deals necrotic damage and drags enemies close - Grappling bite attack - Swallows enemies, dealing necrotic damage each turn - Shadow step teleport - Shadow stealth - Uses piece of object or creature to track within 1 mile - Immune to charmed, frightened Appearance A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. Size Hero Forge: 13 ft. (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010)













