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- Boneclaw
Boneclaw Boneclaw Large Undead, Chaotic Evil Hero Forge Mini Kitbashed, single mini Description (from Mordenkainen's Tome of Foes - 2018): A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich’s attributes — but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master — a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master’s wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master’s desires. Limited Immortality. A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep. (from 3rd Edition Monster Manual III - 2004): This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws out toa distance of 20 feet, neatly skewering fleshy creatures that stand in the way. A boneclaw stands about 8 feet tall and weighs about 300 pounds. Boneclaws speak Common and Abyssal. Combat : A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, surprising them with an attack of opportunity by extending its claws as its enemies close to melee range. With its Combat Reflexes, this can occur often within the same fight. A boneclaw normally attacks using its Power Attack feat, taking a —2 penalty on its attack rolls and gaining a +2 bonus on damage rolls. Reaching Claws (Ex): A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 \, feet (thereby allowing the boneclaw to threaten more squares than even its Large size 4 would otherwise indicate). i Unholy Toughness (Ex): A boneclaw gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice. Boneclaws in Eberron: Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. During the Last War, spies from Karrnath failed to steal the secrets of boneclaw construction from a cabal of necromancers operating within the Great Crag (Droaam’s capital). Through careful negotiation, however, Emerald Claw agents have succeeded where the Karrns failed and have begun creating their own boneclaw killers. Boneclaws in Faerûn: Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faertin. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Negative Energy Plane Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3rd Edition: - realmshelps.net Abilities - Piercing claw attacks grapple victims and drag them close - Deadly reach - Chooses host/master so it can rejuvenate after its body is destroyed - Shadow jump teleport does AOE necrotic damage - Immune to poison, charmed, exhaustion, frightened, paralyzed - Resistant to cold, necrotic, nonmagical attacks - Shadow stealth - Requires no air, food, drink, or sleep Appearance This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Size Hero Forge: 13 ft. (XL) Lore: Large (8-9 ft. tall) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - 3rd Edition Monster Manual III (2004)
- Rust
Rust Dragon Rust Dragon Gargantuan Dragon, Lawful Neutral Button Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Native to the Infernal Battlefield of Acheron, rust dragons are creatures of tarnished metal, embodying forces of decay and corruption. Some Material Plane sages posit some connection between these fiendish monstrosities and the relatively innocuous rust monster, but the rational mind correctly sees these claims as the ravings of deranged lunatics. Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. On their native plane of Acheron, rust dragons have an ample food supply in the endless iron cubes the size of continents floating in the void. When drawn to the Material Plane, rust dragons seek out veins of metal in underground caverns, making them particularly loathed by miners. Rust dragons feed on corroded metal, but enjoy fresh meat (particularly vermin) to cleanse the palate between ores. Combat : Rust dragons are not the furious forces of nature that pyroclastic dragons are, nor are they violently insane like howling dragons. Rather, they are simply hungry, and they attack carefully with their goal clearly fixed in mind. They do not tolerate too much interference in pursuit of that goal, and readily break off from combat if a meal proves to be more trouble than it’s worth. Young and older rust dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A rust dragon has two breath weapons: a line of acid or a cone of reddish-brown liquid that instantly corrodes and destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid this effect, but any metal is susceptible: iron, steel, silver, gold, even mithral and adamantine. Metal Resistance (Ex): A rust dragon is resistant to attacks from metal weapons. Against weapons whose damage-dealing part is metal (a blade, metal point, arrowhead, or even mace head), a rust dragon has damage reduction equal to what a rust dragon two age categories older than itself has. Wyrm and great wyrm rust dragons have damage reduction 20/magic and 10/chaotic against metal weapons, and lesser weapons corrode when used against them (see Rusting Scales, below). Rusting Bite (Ex): A rust dragon that makes a successful bite attack causes metal armor worn by the target creature to corrode, falling to pieces and becoming useless immediately. A dragon can also use its bite attack to target a weapon or other metal object, of course. The size of the object is immaterial— a full suit of armor rusts away as quickly as a sword. Magic metal items are allowed Reflex saves against a DC equal to the dragon’s breath weapon save DC. Rusting Scales (Ex):A metal weapon with less than a +5 enhancement bonus that hits a wyrm or great wyrm rust dragon corrodes and is destroyed immediately, with no saving throw. A +5 weapon deals damage normally, but then must succeed on a Reflex save (DC equal to the dragon’s breath weapon save DC) or rust away. Spell-Like Abilities: 3/day—wall of iron; 1/day—acid fog, repel metal or stone. (From Planescape: Planes of Law Monstrous Supplement - 1995): It’s said by some that the rusting metal cubes of Acheron are transient, that they’re another stage of something yet to come. Others (most notably the Doomguard) say that the cubes’re in their final millennium, that they are falling prey to the entropy that’s consuming the multiverse. To justify this theory, the Doomguard point to the rust dragons of Acheron. Rust dragons are very similar in appearance to normal dragons , though the latter group is reptilian and the former bears subtle insectoid features. The difference is apparent in only a few areas: The rust dragon’s wings resemble those of a butterfly, and most normal dragons don’t have the antennae of the rust dragon. Also, the rust dragon’s teeth are jagged parts of its exoskeleton, rather than separate pieces of the creature’s body. The rust dragon looks much like a metallic dragon, but its skin is pitted and corroded-looking (woe to any berk who interprets this as a chink in the creature’s armor!), splotched with orange, brown, and blood-red highlights. There’s as many different appearances to a rust dragon as there are varieties of actual dragon, but there is only one true type of rust dragon. Those that’re similar to silver dragons develop a skin that looks like a film of blackened silver; those similar to brass dragons become tarnished and discolored; and those similar to copper become green-tinted as if they had a finish of verdigris. This pattern is the same for all rust dragons; whatever their metal base, these dragons have the skin of that metal oxidized. Combat: Rust dragons have all the combat abilities of normal dragons, with the instinct to use them, too. Unlike those dragons, however, rusts never gain the knowledge of spellcasting. Breath Weapon/Special Abilities: As with the metallic dragons, rust dragons have two sorts of breath weapons. The first is a somewhat standard breath weapon, a spray of acid that spews forth in a stream 5 feet wide and extending 75 feet in a straight line. Those unlucky enough to be caught in this stream may save for half damage. The second type of breath weapon is more insidious, but no less damaging. It is a cone spray of oxidants and reddish-brown liquid that instantly rusts any material it touches. The cone is 5 feet wide, extends 75 feet, and is 30 feet wide at the base. Anything metal caught in it must save versus disintegration or immediately disappear into a cloud of rusty brown dust motes. Rust dragons, unlike true dragons, receive no age abilities. Habitat/Society: As solitary creatures, rust dragons do not often interact. When they do, or when they are forced together, they immediately become involved in a nonfatal struggle for dominance. The victor is the one who places its jaws around the other’s head. Rust dragons do not keep a hoard, preferring to roam as they will. A great wyrm might elect to keep a few choice gems, but most rust dragons have none of the draconic interest in keeping money. Instead they concentrate on gathering steel, iron, and occasionally spells for food and defense. There’s a relation between rust dragons and rust monsters , the sages say, and they’re not far off. It’s been determined that rust monsters are insectoid in origin, that they hatch in great droves of eggs, and are then left to fend for themselves. Many rust monsters don’t survive to adulthood, and fewer still to old age. Those that do survive somehow make their way to Avalas on Acheron. There they find an isolated tunnel in one of the rusty cubes and begin a feeding frenzy. After a year of gorging themselves, they make cocoons of spun metal around themselves and enter into a three-year hibernation. When this time has expired they burst forth from the hardened cocon as hatchling rust dragons. It’s not known if rust monsters are native to Acheron, or if they originally came from the Prime and were somehow mutated into dragons by the magical nature of Acheron. Regardless, they’re here now, and here they stay. There’s never been a documented case of a rust dragon leaving the plane, and it’s not entirely clear what purpose they serve, save to roam the metal cubes. Achaierai sometimes gather the rust cocoons and raise rust dragons as pets. Perhaps the long hibernation under the watchful care of these strange birds has an effect on the metamorphosing creatures, for the rust dragons tolerate the presence of others of their kind and seem to view the achaierai with affection. The birds use the dragons to make tunnels in the iron cubes of Avalas, but what the rust dragons receive in return from the achaierai remains a mystery. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) 2e: - Mojobob's website Abilities - Breath weapons: acid, rust jet - Immune to acid - Resistant to weapons made of metal - Colossal claw, wing, and tail attacks - Rusting bite and scales that corrode even magical equipment - Frightful Presence - Legendary Actions - Legendary Resistance - Flight - Blindsight - Innate spellcasting Appearance Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. Size Hero Forge: 8'6"-9'4" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video) - Draconomicon: The Book of Dragons (2003) - realmshelps.net - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's website
- Babau
67e10b52-5455-4014-bc32-ae202f08fc61 Babau Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (From Dungeons & Dragons Monster Manual - 2015) Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt. It is said that when Glasya wounded Graz’zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature, and its talons gleam with acidic slime. (from Planescape Monstrous Compendium Appendix. I - 1994) Babaus are greater tanar’ri that roam the layers of the Abyss recruiting lesser and least tanar’ri for the vast armies of the Blood War. They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature. Babaus communicate using telepathy. Other tanar’ri hate babaus because they roam around recruiting for the vast Abyss armies. To escape service, numbers of lesser tanar‘ri sometimes gang up on a pursuing babau and try to kill it. However, the babau defend themselves well. True tanar’ri have close ties with babaus. If a babau is attacked, a true tanar’ri (randomly determined) is 20% likely to notice and come to its aid - not through any sense of loyalty, hut rather to further the Blood War. This causes the lesser tanar’ri to fear babaus even more. According to the true tanar’ri (presumably among the greatest powers of the Abyss), the only purpose of the lesser and least tanar’ri is to fight in the Blood War. Because the babaus are the grim recruiters of those armies, they are integral to the Abyss and important in the Blood War. Combat : Any creature who meets a hahau’s glowing red gaze must save vs. spells or be affected as by a ray ofenfeeblement. Gaze range is 20’. The gaze affects one opponent per round, in addition to normal attacks. Babaus are immune from attacks by nonmagical weapons. Babaus can use any weapon they find. They have enchanted and magical weapons 20% of the time (determine magical weapon randomly). Babaus have Strength 19 and gain a +7 damage bonus. Babaus attack with two claws (1d4+1 damage each) and their sharp horn (2d4 damage). Babaus are intelligent and prefer other means of attack, hut they fight fiercely unarmed when necessary. Babaus generate a slick, dark red substance that covers their bodies. This slippery jelly halves damage from all slashing and piercing weapons (type S and P), and it has a corrosive quality. It has a 20% chance per hit of corroding a metal weapon. Normal metal weapons must save vs. acid with each hit or corrode and become useless. Magical metal weapons lose one “plus.” Further, if the liquid comes into contact with exposed flesh (during grappling attacks or other contact), it burns for ld6 of acid damage. In addition to those available to all tanar'ri, babaus have the spell-like abilities dispel magic , fear, fly, heat metal, levitate, and polymorph self. Once a day they can attempt to gate in 1-6 cambions or 1 babau with a 40% chance of success. There is also a chance that a true tanar’ri comes to the aid of a babau in trouble (see below) Babaus have the abilities of a 9th-level thief (pick pockets 30%, open locks 30%, find/remove traps 25%, move silently 95%. hide in shadows 80%, detect noise 35% climb walls 90%. read languages 30%, backstab (x4). Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnDBeyond Abilities - Weakening Gaze - Innate spellcasting (darkness, dispel magic, fear, heat metal, levitate) Appearance 2e: "They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature." Size Hero Forge: 10' 2" Lore: 7 ft. Suggested: Medium to Large Other Monikers One-horned horrors, ebony deaths Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website
- Lemure
Lemure Lemure Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From 5th edition Monster Manual - 2014): A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil , lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp. A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can’t speak. (From Planescape: Monstrous Compendium Appendix I - 1994): The lowliest denizens of Baator , lernures are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Their faces are equally unrecognizable, with twisted, melted features molded into permanent expressions of horrid anguish. Sometimes, lemures display some slight vestige of their mortal life: a facial feature, nervous twitch, or a small shred of clothing. However, these fragments of their former lives become less and less apparent as the lemure passes its tortured, wretched existence as the weakest baatezu in Baator. Lemures have no minds and no means of communicating. Lemures are wretched creatures, forever tormented by the other baatezu . Their existence is both dismal and insignificant. They wander the first two layers of Baator in large hordes, avoiding other haatezu and relentlessly attacking intruders. Sages believe there are infinite numbers of lemures on Baator. Occasionally a lemure is selected to form a spinagon, a least baatezu. This is done randomly, and is not based on merit, although sometimes, for the pleasure of the baatezu involved, more than one lemure is selected for such a promotion. The mindless lemures are pitted against each other in a brutal fight to the death. Winners of such a fight are either promoted to spinagons or slaughtered outright, depending on their entertainment value. Lemures are occasionally transformed into wraiths or spectres, as well. Other baatezu consider the lemures beneath notice. Combat: Unless ordered otherwise, lemures relentlessly attack anything except another baatezu, regardless of danger. They never check morale. In combat, they claw for 1d3 points of damage. Their main strength is in their large numbers. Lemures attack in wave after wave, dozens of them, until they either wear down more powerful opponents or are destroyed. Lemures have no mind of their own, so they are immune to any mind-affecting spells such as charm person or illusions. They do not, however, have the spell-like abilities common to other baatezu. Lemures regenerate 1 hit point per melee round. Any piece of a lemure, even its burnt ashes, regenerates until the creature is whole again. The only way to permanently destroy lemures is with holy water, a holy sword, or other holy item. In desperate battles when success is more important than huge losses, baatezu leaders initiate a fearsome battle drive, a wedge formation of 1,000 or more lemures. On command from a superior, the lemures march slowly, mindlessly toward their destination. As they arrive, the lemure are invariably cut down by the dozens. Oblivious, they attack with +2 to their attack rolls. Eventually, the sheer number of lemures prevails, but they commonly see 70 to 90% casualties. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - D&D Basic Rules - Monster Manual (2014) - Angry Golem Games - DnDBeyond 2nd Edition: - Mojobob's website Abilities - Returns to life if killed in the nine hells - Immune to fire, being charmed, frightened, poisoned - Resistant to cold - Darkvision 120 ft. Appearance Lemures are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Their faces are equally unrecognizable, with twisted, melted features molded into permanent expressions of horrid anguish. Size Hero Forge: 7 ft. (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Least baatezu, damned souls, damned petitioners, shit devils Sources - Forgotten Realms Wiki - Monster Manual (2014) - Planescape: Monstrous Compendium Appendix I (1994) - Angry Golem Games - DnDBeyond - Mojobob's website
- Gray Waste - Cauldron
Gray Waste - Cauldron Gray Waste - Cauldron Author(s) Matt-GM, conspirator05h, Lemurian_Settler (Dustdown) talespire://published-board/R3JheSBXYXN0ZSAtIENhdWxkcm9u/65eb5582425175b986e11c88c00ed8dc Board Link Features - Desolate isle of the cursed, bleached of color - Resident villagers look like ghosts - Hideous fomorians, hags and undead walk freely in the streets - Ancient cauldron at the town square vomits out newly arrived spirits of the dead - Portal to Sigil at the wall of the inn at the town square - Docks with Marraenoloth, boatman of the river Styx Notes - Gray Waste (a.k.a. Hades) is a realm of many underworlds, where spirits succumb to apathy and despair - Cauldron is the primary town of Anwyn, the Celtic "Isles of the Cursed" in 2nd edition, ruled by Arawn, the god of death Assets from Tales Tavern Village of Kresk: https://talestavern.com/slab/cos-village-of-kresk/ Black Knight's Castle: https://talestavern.com/slab/black-knights-castle/
- Template - Cursed Swamp
Template - Cursed Swamp Template - Cursed Swamp Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBDdXJzZWQgU3dhbXA=/ac8779c548700ec156b8aca3f68d4a29 Board Link Features - Colossal, kaiju-sized footprints in the mud (titans); left and right foot - Muddy, root-covered terrain - Dead, dying, fallen trees (one with giant bird nest), broken stumps - Razorvine overgrowth - Small fiendish boat (shorter Styx ferry) - Mossy, slimy boulders covered in razorvine - Mossy, slimy, alien, spiky rock formations - Decayed rope bridges (straight and diagonal) - Fish and seaweed - Colossal chains reaching up into infinity Notes - Template for my Carceri - Othyris Swamp map... basically a fiendish hell dimension Assets from Tales Tavern None
- Astral Dreadnought
Astral Dreadnought Astral Dreadnought Gargantuan Aberration, Chaotic Neutral Hero Forge Mini Kitbashed, double mini, 1 variant below Description (from Planescape: Monstrous Compendium Appendix II (1995): The gods alone know what these things are or where they come from, bot one thing is certain: Where the astral dreadnought goes, even the most powerful fiends know fear. The astral dreadnought’s a gigantic creature the size of a storm giant , with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. The dreadnought’s sole interest appears to be feeding on any astral traveler unlucky enough to cross its path. No one has managed to communicate with the dreadnought and lived to tell the tale. Combat: The astral dreadnought’s an absolute terror in combat. Its massive claws are lined with sharp, serrated edges that can easily catch and crush a human. If the dreadnought scores a natural 18 or better against a creature of size L or smaller with its claws, the victim is pinned. Trapped victims are automatically crushed for normal claw damage in subsequent rounds and are 50% likely to have 1d4 limbs pinned as well — possibly rendering them helpless in the dreadnought's grip. Getting free of the dreadnought requires a bend bars/lift gates roll with a +30% penalty. Instead of crushing a trapped victim, the dreadnought can bring it to its maw for a bite attack with a +4 bonus to hit, or throw the hapless victim 30 to 180 (3d6 x 10) yards. (’Course, a sod won’t stop going in the Astral once he’s been thrown until he collects himself and uses his mind to stop his movement.) The dreadnought’s gaping maw is capable of crunching through even the toughest armor or shield. If the creature makes its bite attack roll by 4 or more, the victim’s armor must survive a saving throw versus crushing blow or be destroyed. If the victim has no armor, he must successfully save versus death magic or lose a random limb, severed cleanly by those razor-sharp teeth. The dreadnought can sever a victim’s silver cord with its bite if it aims for the cord and makes an attack roll that hits AC 0. This destroys the victim’s astral form and causes the death of the victim’s body. To make matters worse, the astral dreadnought has several magical powers as well. Its gaze creates a cone-shaped area of antimagic , 100 yards long by 20 yards wide at its far end. No spell or magical item can function in this area. Any creature who meets the gaze of the dreadnought must make a successful saving throw versus spell or be affected by magical fear . The dreadnought has only two weaknesses: its single eye and its silver cord. The creature’s eye is effectively AC -8, since it’s protected by several large, bony ridges on the monster’s face, and can suffer 10 hit points of damage before being destroyed. If the dreadnought’s blinded it’ll flee the fight. The creature’s silver cord is AC -5, and requires 60 hit points of damage from Type S weapons to sever. If the cord is severed, the dreadnought is destroyed. Naturally, the dreadnought’s fiercely protective of its own silver cord. Habitat/Society: Fortunately, astral dreadnoughts’re exceedingly rare. In fact, some sages argue that only one of the creatures can exist at any given time. The dreadnought roams the Astral Plane without cease, searching for prey. The creature appears to be joined with the plane on a level not fully understood by other beings: sages have theorized that the dreadnought is of the Astral, not on it. This property allows it to avoid or ignore phenomena such as shifting conduits, ether cyclones, and similar hazards. Ecology: The dreadnought has a very unusual and specific diet: It devours astral bodies. The monster is uninterested in creatures who are physically present in the Silver Void, so characters who are plane shifted , probability travelling , or present in the Astral by means of a magical device are beneath the notice of the dreadnought. On the other hand, characters who are astrally projecting form the basis of the monster’s diet. The astral dreadnought usually destroys and then devours the astral body, but doesn’t strike at the silver cord except as it may be incidental to the process of devouring the astral character. The dreadnought’s encountered only when an astral body is nearby. It doesn’t bother physical travelers unless they happen to get between it and its prey. (from Mordenkainen's Tome of Foes - 2018): Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Antimagic cone - Massive bite and claw attacks that can sever silver cords of astral travelers - Eaten creatures and objects transported to a demiplanar donjon - Legendary actions, including AOE psychic projection attack - Legendary Resistance - Immune to charm, exhaustion, frightened, paralyzed, petrified poisoned, prone, stunned - Resistant to nonmagical attacks - Doesn't need to breathe, eat, drink, or sleep - Cannot be made to leave astral plane - Flight Appearance The astral dreadnought’s a gigantic creature the size of a storm giant, with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. Size Hero Forge: 11+ ft. (XXL) Lore: Gargantuan (30' tall) Suggested: Gargantuan+ Other Monikers None Sources - Angry Golem Games - DnDBeyond - Modenkainen's Tome of Foes (2018) - Manual of the Planes 3rd Edition (2001) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Baku
Baku Baku Large Fey, Neutral Good (80%) Hero Forge Mini Kitbashed, mount mini Description (from Planescape Monstrous Compendium Appendix I - 1994) In the book Magic and Mistery of Ind , Vimalanda Rey passes along a revealing tale of the baku: "I learned the art of coppersmithing from an old man in my village named Lohajangha. He was a kind and gentle fellow, and his patience at the work taught me not only how to work with metal, but how to have patience and fixity of purpose. He never laughed at my mistakes, but always applauded my triumphs. He taught me lore of the woods surrounding my village: which herbs heal, which stones may be cut into sparkling gems. He taught me the principles of art: symmetry, harmony, and mystery. Only once did I see him angry. "A runner came to our village with the sad news that a woman who rules the next village had been trampled by a strange evil beast that looked like a small elephant. "Lohajangha called me to him. I saw his eyes, which normally sparkled with joy, were dark as storm clouds. He said to me, 'Vimalanda, I am giving you my shop. I had hoped to work here longer, but I have other business I must attend to. Vimalanda, do not cling to this shop - from here, someday, you will be called for a greater mission. When the time comes, you will know, and you will make use of my lessons then.' "He turned to leave the village, but I begged him to tell me what was going on. "He took me with him into the woods, and there he showed me his true form. He said that after this revelation, he could no longer work among men, and that he had to go fight the evil baku, who had killed in the next village. "I asked if he knew the evil one. "'Yes,' he said, 'it is my brother.' Then he ran like lightning into the dense woods. I never saw him again, save in dreams." A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Combat: Despite its size and bulk, a baku can move rapidly, attacking with a goring butt and two foreleg stomps. It stomps only man-sized opponents or those less than 6 feet tall. A baku’s trunk can hold simple devices such as weapons or wands, so a baku of wealth or status may attack with a magical weapon or device. Baku can use psionics to become invisible at will. They expend no PSPs for this, and the power check always succeeds. A baku’s trumpeting roar affects creatures of certain alignments: Neutral good baku affect only evil creatures, dark (evil) baku affect good creatures, and holy baku can affect either good and/or evil creatures at their discretion. Any vulnerable creature wirhin 40 feet suffers 1d8 points of damage; it must also make a successful save vs. paralyzation or flee in panic as if affected by fear (as cast by a 12th-level wizard). Baku can trumpet once every four rounds. Neutral good baku are usually timid, peace-loving creatures, but they resolutely battle evil and malicious monsters. Psionics Summary LevelDis/Sci/DevAttack/DefenseScorePSPs 124/6/17MT,PsC/All=Int200 Clairvoyance — Science: aura sight; Devotions: comprehend writing, danger sense. Psychometabolism — Sciences: animal affinity, metamorphosis; Devotions: absorb disease, cell adjustment, ectoplasmatic form, lend health, reduction. Telepathy — Sciences: psionic crush, superior invisibility; Devotions: awe, conceal thoughts, contact, invisibility, mind link, mind thrust, telepathic projection, truthear. Psychoportation — Science: probability travel; Devotions: dream travel, astral projection. Habitat/Society: Baku come from the Outlands. They seldom travel in desolate settings and prefer to move invisibly among humanity. Most baku (80%) are creatures of good will. They secretly dwell among humankind to serve its interests. Good baku favor societies in semitropical forests. About 15% of all baku are of evil alignment. These baku, called The Dark Ones by their brethren, also move among humankind, thwarting the plans of their good brothers and causing suffering wherever they go. The remaining 5% of baku are true neutral. Other baku know them as Great Ones or Holy Ones. Although no discernible abilities set them apart from their brethren, other baku reverently obey them. Holy baku always have an Intelligence of at least 18. Ecology: Among evil merchants, baku tusks are worth 200 gp each. Good-aligned buyers regard traffic in tusks as an atrocity, and even neutrals regard it as tasteless. Holy baku who hear reports of tusk merchants sometimes travel long distances, either physically or by astral projection, to counsel the merchants against their evil trade. If a merchant ignores the counsel, the baku may try to enlist local adventures to steal the tusks and give them decent burial. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands Stat Block 5th Edition: - DanDWiki.com (homebrew) 2nd Edition: - mojobob's website Pathfinder: - d20pfsrd.com Abilities - Invisibility - Consumes nightmares - Psionic spellcasting - Great strength and constitution - Gore, stomp, trampling, pounce Appearance A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Size Hero Forge: 11 ft. (XXL) Lore: 9 ft. (at shoulder) Suggested: Large to Huge Other Monikers Dream Eater Sources - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website
- Pixie | Digital Demiplane
Pixie Tiny Fey, Neutral Good Hero Forge Mini Single mini, no kitbash Description (From 5th Edition Monster Manual - 2014): Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie’s fear of being captured or attacked stays its hand. Those who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles. Magical Faerie Folk. With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. Pixie Dust. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power. Tiny Tricksters. While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf’s boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor. Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy. (From Monster Manual I 3.5e - 2003): This being resembles a very small elf, but with longer ears and gossamer wings. Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures. These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. A pixie stands about 2-1/2 feet tall and weighs about 30 pounds. Pixies speak Sylvan and Common, and may know other languages as well. Combat : The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents. Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based. One pixie in ten can use Otto’s irresistible dance (caster level 8th) once per day. Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep. Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle. Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus. Pixies as Characters: A pixie character exchanges its 1 HD of fey for its first class level, so a 1st-level pixie sorcerer has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer’s skill points and class skills. Pixie characters possess the following racial traits. — –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma. —Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. —A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). —Low-light vision. —Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks. —Racial Feats: A pixie receives Dodge as a bonus feat. — +1 natural armor bonus. —Special Attacks (see above): Spell-like abilities. —Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels. —Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. —Favored Class: Sorcerer. —Level adjustment +4 (+6 if the pixie can use Otto’s irresistible dance). (From 2nd Edition Monstrous Manual - 1993): Pixies stand about 2 1/2 feet tall. When visible, they resemble small elves, but with longer ears. Pixies have two silver wings, like those of moths. They wear bright clothing, often with a cap and a pair of shoes with curled and pointed toes. Pixies speak their own language, Common, and the language of sprites. Combat: Pixies carry sprite-sized swords and bows. They use three types of arrows, and shoot them with a +4 bonus to the attack roll. Besides standard sprite sleep-arrows, pixies use a war arrow, which inflicts 1d4+1 points of damage, and an arrow which does no physical harm to the target. Those hit by this arrow must make a successful saving throw vs. spell, or suffer complete loss of memory which can be restored only by a heal or a limited wish . Pixies can, once per day, use each of the following magical powers, as if they were 8th-level mages: polymorph self , know alignment , dispel magic , dancing lights , and ESP . They can also do the following once per day: become visible for as long as they desire; create illusions with both audial and visual components; and cause confusion by touch. Their illusions require no concentration and last until magically dispelled. A creature attacked with confusion must make a successful saving throw vs. spell, or suffer its effects until a remove curse is applied. One pixie in 10 can use Otto’s irresistible dance , also once per day. Because pixies are normally invisible, opponents suffer a -4 penalty to attack rolls. A successful dispel magic against 8th-level magic makes any pixies, in its area of effect, visible for one round, then they automatically become invisible again. They attack while invisible without penalty. Habitat/Society: Pixies live in deep forest caves, dancing in moonlit glades to the music of crickets and frogs. They are pranksters and they love to lead travelers astray. They use their illusion powers to accomplish this, hence the expression “pixie-led” for one who has lost his way. They like to frighten maidens, rap on walls, blow out candles, and play in water. Pixies love to trick misers into giving away their treasure, especially by convincing them that something horrible will happen to them if they do not. Pixies carry no treasure, but sometimes have a hoard in their lair to impress visitors. Pixies use treasure to taunt greedy people, and then play merciless pranks on them until they abandon their search for the pixies’ fortune. If the victim shows no greed and exhibits a good sense of humor about their pranks, the pixies may allow that individual to choose one item from their hoard. Pixies dwell together in a community of clans or families that seem to mimic human customs. Each family has a last name, and family and community loyalty is very important to pixies. Their life span is about 300 years. Ecology: Pixies eat fruits and nectar. The most famous by-product of pixies is pixie dust, also known as dust of disappearance . Crushing 50 pixie wings into a fine powder creates one dose of dust of disappearance . Naturally, pixies frown on this use of their wings. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Monster Manual (2014) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Invisibility at will - Innate Spellcasting - Magic Resistance - Flight Appearance Pixies stand about 2 1/2 feet tall. When visible, they resemble small elves, but with longer ears. Pixies have two silver wings, like those of moths. They wear bright clothing, often with a cap and a pair of shoes with curled and pointed toes. Pixies speak their own language, Common, and the language of sprites. Size Hero Forge: 7 ft. (no kitbash) Lore: Tiny to Small (1-2.5 ft. tall) Suggested: Tiny Other Monikers None Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - Angry Golem Games - Monster Manual (2014) - DnDBeyond - Monster Manual v3.5 (2003) - 2nd Edition Monstrous Manual (1993) - mojobob's website
- Zerth | Digital Demiplane
Githzerai Zerth Medium Humanoid (Gith), Lawful Neutral Button Button Hero Forge Mini Double mini, no kitbash, 2 variants below Description (from Mordenkainen's Tome of Foes - 2018): Zerthimon's mortal form died in battle, but his sacrifice freed the githzerai from Gith's dark designs. They believe that Zerthimon, in his new godly form, will return someday and usher them into new age of freedom. Until that happens, the githzerai known as zerths fill the symbolic role of Zerthimon in society, as accomplished wielders of psionic power who can move themselves and others between planes. The githzerai believe that when Zerthimon returns, he will first gather all the zerths and take them to their new paradise to prepare it for those who follow. Zerths are similar to what other races would call priests, although githzerai don't have a religion as such, beyond their admiration for Zerthimon and Menyar-Ag. (from www.torment.fandom.com and the videogame Planescape: Torment - 1998): Karach Blade: "This blade appears to have special religious significance for Dak'kon. [He] has wound a series of parchments around the hilt of the blade [that] appear to be mantras dedicated to Zerthimon." The weapon is a karach blade. "Karach" roughly translates to "chaos matter." It is a special substance that is shaped by its user's will. This type of blade is significant to the githerzai people. Those who know the words of Zerthimon are zerth . They are fit to carry the blades, though it is only trusted to those who are most capable and possess immense self-discipline. "It is a *karach* blade. It is an object that lets others *know* the rank of the wielder... The blade is a symbol carried by the *zerth.* A *zerth* is one who *knows* the words of Zerthimon. In *knowing* the words of Zerthimon, they *know* themselves." - Dak'kon (from 2nd edition Monstrous Manual): Zerths are special among the githzerai, acting as focal points for the attention of Zerthimon. The githzerai believe that when Zerthimon returns for them, he will first gather all of the zerths and lead them to their new paradise. It might be said that the zerths are the center of githzerai religion. Unfortunately, they are not free from religious persecution. (from 5th Edition Monster Manual - 2014): Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to — and were transformed by — the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo — a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Martial arts and weapons that deal psychic damage - Karach blade changes shape/color according to the zerth's will and emotional state - Psychic defense that boosts Armor Class - Innate Spellcasting (psionics), including plane shift Appearance Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Size Hero Forge: 8'4"-8'8" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - WebDM (youtube video) - Mordenkainen's Tome of Foes (2018) - Planescape: Torment Fandom Wiki - Planescape: Torment (videogame, 1998) - 5th Edition Monster Manual (2014) - DndBeyond - AD&D 2nd Edition Monstrous Manual (1993) - mojobob's website - Planescape: Monstrous Compenedium Appendix I (1994)
- Beholder
Beholder Beholder Large Aberration, Lawful Evil Hero Forge Mini Double mini, 2 variants below Description Combat: See "Beholder Tactics" by Keith Ammann at The Monsters Know What They're Doing blog. Beholders in Planescape: while the eye tyrants are known to live deep underground in the prime material, it's questionable whether their origins were on that plane, or one far stranger. In any case, the creatures are a menace in the outer planes as well, with at least two beholder gods - Gzemnid the Deceiver, and the Great Mother herself - having established their divine realms on the outlands and the abyss respectively. Gzemnid's realm is a series of deadly mazes beneath the outlands, intertwining with the brain-melting tunnels of Illisandre, god of the mind flayers. The labyrinths of Gzemnid are full of distortions, illusions, and cunning enchantments, matching the Deceiver's nature. There are no known settlements or safe havens, and anyone encountered there is probably a lying, thieving cultist of Gemmed, or the slave of one of his beholder servants, or both. There is, of course, a large number of devout beholders in the mazes. It might be possible to negotiate with a few of them, but the only thing you can trust in the Deceiver's domain is that everyone's out for themselves. The realm of the Great Mother, mad deity of the beholders, is even worse. She presides over the 6th layer of the Abyss, known as the Realm of a Million Eyes. The walls of the innumerable twisting tunnels in her domain are studded with bulbous eyes, all of them an appendage of the Great Mother herself. The tunnels are also largely vertical, making traversal incredibly difficult for anyone without flight. Beholder enforcers patrol up and down them, slaying intruding fiends and any hapless mortals stupid enough to stumble into the realm. The Great Mother's servants and worshippers are typically insane, and cannot be reasoned with. Bizarrely, outer-planar beholders occasionally find allies, and even safe haven, within the Harmonium faction in Sigil. Though not often seen floating through the streets, the Harmonium homeworld of Ortho employs the monsters as armored sentries, inquisitors, and spymasters in their largest cities. Naturally, the beholder hardheads act more tolerant and law-abiding than most of their kin, perhaps because they know that if they didn't, the Harmonium would wipe them all out. (from Dungeons & Dragons Monster Manual - 2014) Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled . Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row. Regional Effects. A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects: Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t. When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person. If the beholder dies, these effects fade over the course of 1d10 days. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block - D&D Monster Manual (2014) - Dndbeyond - DndWiki Abilities - Antimagic field - Deadly eye rays - Bite - Flying Appearance One glance at a beholder is enough to assess its foul and otherworldly nature. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. Size Hero Forge: 3 ft. (XXL) Lore: Large (8 ft. diameter) Suggested: Large to Huge Other Monikers Eye tyrant, sphere of many eyes Sources - Forgotten Realms Wiki - jsigvard.com - Monster Manual (2014) - Sigil and Beyond: Planescape Campaign Setting (1994) - Planescape: A Player's Primer to the Outlands (1995) - Planescape: Factol's Manifesto (1995)
- Couatl | Digital Demiplane
Couatl Medium Celestial, Lawful Good Hero Forge Mini Kitbashed, single mini (from 5th Edition Monster Manual - 2014) Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins. Divine Caretakers. Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can’t lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence. Ancient and Few. A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring. The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished. (from Monster Manual v3.5 - 2003): This great serpent with rainbow-feathered wings appears confident, powerful, and totally aware of everything around it. The couatl is legendary for its sheer beauty, vast magical powers, and unwavering virtue. Its intelligence and goodness have made it an object of reverence in the regions it inhabits. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds. Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below). Combat : A couatl seldom attacks without provocation, though it always attacks evildoers caught redhanded. It uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle. Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check. Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger 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 can constrict. Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution-based. Psionics (Sp): At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based. Spells: A couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0—cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance; 1st—endure elements, mage armor, protection from chaos, true strike, wind wall; 2nd—cure moderate wounds, eagle’s splendor, scorching ray, silence; 3rd—gaseous form, magic circle against evil, summon monster III; 4th— charm monster, freedom of movement. Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th). Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed. (from 2nd Edition Monstrous Manual - 1993): The couatl are feathered serpents of myth and lore. It is believed that they are distant relatives of dragons , although this remains unproven. So rare as to be considered almost legendary, the couatl is one of the most beautiful creatures in existence. It has the body of a long serpent and feathered wings the color of the rainbow. Since it has the ability to polymorph , the couatl will sometimes appear in the form of other creatures (always of good alignment). Couatl are able to communicate via telepathy with almost any intelligent creature which they encounter. In addition, they can speak common and most serpent and avian languages. Combat: A couatl will seldom attack without provocation, though it will always attack evildoers caught red-handed. Whenever possible, a couatl will attack from the air. Since it is highly intelligent, the couatl will frequently use its spells from a distance before closing with its foes. If more than one couatl is involved, they will discuss their strategy before a battle. The couatl will also not hesitate to polymorph into another, more effective form in combat. The couatl have a variety of abilities which make them more than a match for most other creatures. In addition to being able to polymorph themselves at will, a couatl can use magic. Fully 45% will be 5th level wizards, while 35% can act as 7th level priests. The remaining 20% are able to use both types of abilities. In addition to their other magical abilities, couatl can render themselves and up to 450 pounds of additional matter ethereal at will. Further, they can detect good/evil , detect magic , turn invisible , and employ ESP whenever they desire to do so. The oldest and most powerful of couatl can also use a plane shift on themselves and up to 8 others. This ability has a 90% chance of reaching the desired plane. The couatl uses its poisonous bite and constriction when forced into melee combat. When it bites it does 1-3 points of damage and injects a deadly toxin. If the victim fails a save vs. poison it is killed instantly. If the constriction attack succeeds, the victim takes 2-8 points damage each round until it or the couatl is killed. Habitat/Society: This winged serpent is native to warm, jungle-like regions but can also be found flying through the ether. Their intelligence and goodness have made them objects of reverence by the natives of the regions which they inhabit. Considered to be divine, there are many legends in which the couatl is the benefactor of mankind and the bestower of such precious gifts as agriculture and medicine. There are even shrines in certain areas dedicated to the couatl, and any who attack or harm a couatl are automatically viewed as the blackest of villains. Although solitary in nature, couatl think of themselves as a single, extended clan. This clan is led by the oldest and wisest of their numbers but assembles only in dire emergencies. Most couatl dwell alone, making their lairs in caves and abandoned buildings in remote, uninhabited regions. They hunt jungle animals for food once every fortnight or so. Many enjoy traveling, often undertaking long journeys of exploration. On rare occasions, a pair will mate for life and establish a joint lair. Unlike many other reptiles, the couatl bear live young. Births are rare, averaging only one per couple each century. Both parents participate in the rearing and education of the single offspring, and will fight to the death if their child is threatened. Young couatl reach maturity in thirty or forty years and, though some will elect to remain with their parents for as long as a century, will eventually set off in search of the couatl’s never-ending quest for wisdom. Intellectually curious, all couatl have vast stores of information and enjoy learning more. When one of them learns some new and fascinating fact he will inevitably set out in search of his brethren to share and discuss it. Couatl can sometimes be persuaded to help good adventurers or give sound council. If they feel that they are being sought for frivolous reasons, they will simply fly away. They are not greedy and do not seek treasure for its own sake. Aid from a couatl may well take the form of a magical item from its hoard. Ecology: The couatl usually reigns supreme in its jungle, having little to fear from most other monsters. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air, Mount Celestia, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3.5 Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities '- Innate Spellcasting - Venom from bite puts creatures to sleep - Constrict attack restrains creatures - Bite and other attacks considered magical - Resistant to radiant - Mind shielded from magic detection - Change shape - Flight Appearance It has the body of a long serpent and feathered wings the color of the rainbow. Since it has the ability to polymorph, the couatl will sometimes appear in the form of other creatures (always of good alignment). Size Hero Forge: 5'6" (11')(XL) Lore: Medium Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - mojobob's website












