top of page

Search Results

Search this site

592 results found with an empty search

  • Cranium Rat | Digital Demiplane

    Cranium Rat Tiny Beast, Lawful Evil Hero Forge Mini Kitbashed, single mini, 1 variant below (from Volo's Guide to Monsters - 2016): Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells. A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can’t drop below 4 and becomes 15 again if it rejoins the swarm or another one. Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain , transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy. Cranium rats occasionally spread beyond the elder brain’s range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire. (from Planescape: Morte's Planar Parade - 2023): The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents. (from Planescape Monstrous Supplement - 1994) The following passage is taken from the dreams of Bilfar the Diviner, who believed that secrets fled their sleeping masters every night: “A small, crawling form itched into the back of my brain, and I dreamed of its words. My dreams had caught the secrets of one called vishkar, and it said: “Fear me. Fear my coming. What others know of me is a mask that hides my true might. They think I am vermin, those rats whose brains pulsate with bilious light. They do not know I see through the thousand eyes of my body. My body lives among them, and they do not see me. “Upon waking I had the image of the cranium rat, commonly seen in the dark corners of pestilent villages, locked into my mind. But my dream was this creature, and yet it was not. Perhaps I will dream it again.” Indeed he did dream it again, but Bilfar never lived to publish his stolen secrets. A month after he penned these words, he was dead. Perhaps his dresms caught another, darker secret, for his servant found him one morning, bled dry from a hundred tiny wounds. Combat: While dangerous and unpleasant, the cranium rat is not an aggressive creature. Like most vermin, it avoids open attacks in favor of flight or ambushes. Indeed, in the latter action the cranium rat shows a cunning skill. Cranium rats usually move in packs of ten or more. They hide in garbage or the crack of a wall until a victim ventures close and then swarm out and strike, but even then they won’t fight for long. If the victim cannot be slain or crippled in a just a few rounds, they break off and scatter in all directions, making pursuit almost impossible. Still, these actions are no different than those of most other vermin, and they are not what make the cranium rat truly dangerous. It is the slight mental prowess of these creatures that makes them truly menacing. Individually, these creatures are little more than clever vermin, but cranium rats are seldom encountered singly. They’re many creatures and one creature all at once, as they possess a type of group mind. A cranium rat is automatically in telepathic contact with every other such creature within 10 feet, which allows them to share not just thoughts, but also brain capacity — every five rats in contact generate 1 point of Intelligence. Thus, one to four rats have no more than animal intelligence (1 point). Add another rat and the group becomes semi-intelligent (2 points). Fifty rats in a single area have the intelligence of an average person (10), while 100 rats in close quarters would be frightening (20 Intelligence)! Theoretically there is no upper limit to the group mind, but no packs have been found with an Intelligence higher than 20 or so. Perhaps with overpopulation comes metaphysical insight, such that these creatures ascend to a higher level of existence. Or perhaps overpopulation brings about a sudden decrease in their numbers. With increasing Intelligence comes increasing powers, as shown on the table below. Entries in color apply to that level and higher. Spells can be used daily. For example, a pack with an Intelligence of 7 can use pne lst-level wizard spell each day. Intelligence: Ability: 1-6 Standard 7 1 spell level of wizard spells 8 2 spell levels of wizard spells 9 Mind blast , 1/3 rounds 10 3 spell levels of wizard spells 11 4 spell levels of wizard spells 12 Mind blast , 1/2 rounds 13 5 spell levels of wizard spells 14 6 spell levels of wizard spells 15 Mind blast , every round 16 Immune to gases 17 Immune to cold 18 10% magic resistance 19 40% magic resistance 20 70% magic resistance The group mind also confers several defensive advantages upon the creatures. First, when calculating damage from area-affecting spells, treat the Hit Dice of the communal creature as a pool. For example, casting an 8-HD firesball at a horde of 30 rats destroys just eight of them if the saving throw is failed. If the save is successful, only four (half damage) rats are destroyed. In other words, ignore the individual hit points of the rats for area effects. Second, the rats save as if they are a creature of as many Hit Dice as their Intelligence. In the example above, 30 rats have a 6 Intelligence, so the horde saves as a 6-HD creature. The communal nature of their Intelligence is also the cranium rats’ weakness. When members of a pack are killed or scattered, the Intelligence of the pack immediately drops, and the pack loses any special powers attributable to the communal mind. The communal mind, however, is highly resistant to mental attacks. A pack with an Intelligence of 5 or higher is immune to sleep spells (by virtue of its effective Hit Dice). The pack acts quickly to break its telepathic link with rats that have fallen under another creature’s control. Consequently, spells such as suggestion and charm monster affect but a single rat (although the rat gains the benefit of the pack’s saving throw). Habitat/Society: So continues Bilfar’s notes: “The vishkar’s secrets flee it at night, arriving piecemeal for my studies. Where they come from I cannot tell — there are too many images of too many places — but in all of these them is a common thread. It is a pulsing green vein that is the cord to a master who steals secrets from others. I am forced to guess that the vishkar is an agent of Ilsensine, the great god-brain of the illithids. Vishkar is the eyes and ears of its lord, gathering in all it sees and hears to please that ravenous power. A thousand eyes gather a thousand scenes all at once. “Curious, I inquired with travelers and caravan masters about the extent of the cranium rat. I myself have seen them in Sigil, and I am told they are not uncommon in the Lower Planes. “I have seen myself in my own dreams, asking and re-asking these questions. There are also dreams of packs searching me out. Are these the dreams of my mind, or secrets I have captured? Even my philosophies fail me here, but I think precautions are necessary.” Ecology: Cranium rats subsist on a diet only slightly more carnivorous than the normal rat. The extent and purpose of their powers are held closely secret, less Ilsensine’s instruments be exposed. Those who discover the true purpose of the cranium rats are under sentence of swift and terrible death. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outer Planes, Sigil Stat Block 5th Edition: - 5eTools: Cranium Rat Squeaker , Cranium Rat Squeaker Swarm - DndBeyond: Cranium Rat Squeaker , Cranium Rat Squeaker Swarm - Planescape: Morte's Planar Parade (2023) 2nd Edition: - Mojobob's Website Abilities '- Human-level intellect - Hypnotic song casts suggestion, charms aquatic monsters and/or summons more balaena, - Ramming head and stunning tail slap attacks - Acute hearing underwater makes surprise almost imposcreasible - Resistant to bludgeoning attacks - Telepathy allows communication with all creatures, knowledge of alignment and detection of lies (50%) Appearance Cranium rats typically resemble ordinary black- or gray-furred city rats, except their exposed brains appear visible at the tops of their skulls. Both this brain and the rats' eyes are known to glow an eerie light when the rat is using psionics. Size Hero Forge: -- Lore: Tiny (medium swarm) Suggested: Tiny Other Monikers Brain vermin Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - Mordenkainen Presents: Monsters of the Multiverse (2022) - Volo's Guide to Monsters (2016) - DndBeyond: Cranium Rat Squeaker , Cranium Rat Squeaker Swarm - Planescape Campaign Monstrous Supplement (1994) - Mojobob's Website

  • Barghest

    Barghest Barghest Large Fiend, Neutral Evil Hero Forge Mini Kitbashed, mount mini, 1 variant below Description (from Volo's Guide to Monsters - 2016): Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls. The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids. A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn’t kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. (from 3.5e Monster Manual - 2003): A horrifying wolflike monster with blue-tinged fur, long sharp claws, and a fiendish glint of intelligence in its hateful, glowing eyes darts out of the shadows. A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin–wolf hybrid with terrible jaws and sharp claws. Barghests come into the world to feed on blood and souls and thus grow stronger. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether. A fullgrown barghest, such as the one described here, is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited. Barghests speak Goblin, Worg, and Infernal. COMBAT: Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy’s main strength. A barghest’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest’s HD. The save DCs are Charisma-based. Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally. The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act. Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack. Pass Without Trace (Ex): A barghest in wolf form can use pass without trace (as the spell) as a free action. Skills: *A barghest in wolf form gains a +4 circumstance bonus on Hide checks. GREATER BARGHEST: A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack. A greater barghest can reach a maximum of 18 Hit Dice through feeding. Spell-Like Abilities: In addition to the spelllike abilities all barghests possess, a greater barghest gains the following abilities. At will—invisibility sphere; 1/day—mass bull’s strength, mass enlarge. Caster level equals the greater barghest’s HD. Combat : Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest’s spell-like abilities is 14 + spell level. (from Planescape: Campaign Monstrous Supplement - 1994): Of the various monsters that inhabit the rifts of the plane of Gehenna, the barghest is certainly the most common and one of the most fearsome. The barghest’s natural shape is very much the same as that of a large goblin , and when dwelling among goblins, it generally retains that form. While it appears to be a large goblin when it is a whelp, its skin darkens from yellow to a bluish-red as it grows larger and stronger, and eventually its skin turns an even blue at adulthood. The eyes of the monster glow orange when it is excited, but otherwise they are indistinguishable from those of a normal goblin. A barghest is also able to assume at will the form of a large war dog or a wild dog. Hence, the creature has oftentimes been referred to as a “devil-dog”, but this is a misnomer. The precise form taken can vary from creature to creature, but all forms are those of typical wild or war dogs, and it is almost impossible (95% unlikely) to tell one from its natural counterpart. However, natural dogs instantly recognize, fear, and hate a barghest, and they will attack it at any opportunity. Combat: Barghests employ a claw/claw attack in battle. (In canine form, they only bite.) They may only be hit by weapons of +1 or better enchantment. They are not particularly vulnerable to any attack form, but in their canine shape they risk the failure of a saving throw vs. spell when subjected to a fireball , flame strike , or meteor swarm spell: If attacked by such a spell while in canine form and a barghest fails its saving throw, it is instantly hurled to Gehenna. Those returned to the Outer Plane are most likely slain or enslaved by their full-grown fellows, but even if they are not so treated they cannot return to the Prime Material Plane without outside assistance. Barghests are able to perform the following spell-like abilities, once per round, at will: shape change (into either canine or goblinlike form), levitate , misdirection , and project image . They are able to perform the following abilities once per day: charm (person or monster), dimension door , and emotion . When in canine form, barghests are able to move at double their normal movement rate (maximum of 30), pass without a trace (as the spell), and become 75% unlikely to be noticed when motionless. If undetected, they impose a -2 penalty on opponents’ surprise rolls. Habitat/Society: These beings are native to Gehenna and tend to live in isolation on that plane. There, each barghest has its own stronghold and force of servitors, over which it rules despotically. Goblins readily recognize and worship barghests (even in their goblinoid form), but other races find them to be virtually indistinguishable from these common prime-material monsters. The goblin hosts fear and serve the barghests, often going to great lengths to bring them suitable gifts and sacrifices, and the barghests respond by slaying powerful enemies of the goblins as well as generally enriching the goblins’ treasure hoards. Occasionally, a barghest on Gehenna will spawn a litter of six young, which are immediately sent to the Prime Material Plane to feed and grow. Those that survive eventually return to Gehenna, but while they are away, they must feed upon humans and demihumans. Barghest whelps are found either alone or in pairs or the Prime Material Plane, generally living near isolatea communities of humans or with bands of goblins. When barghest whelps first come to the Prime Material, they are relatively weak, having only 6+6 Hit Dice. However, for every energy (experience) level of human (or demihuman) life that they slay or devour, 1 hit point is added to their overall total. Once they absorb eight levels, they gain another Hit Die, plus an additional hit point per die. (Hence, a 6+6 HD barghest who absorbs eight experience levels becomes a 7+7 HD barghest.) Note that 0-level characters are worth only one-half of an experience level to the barghest, so they are considerably less attractive targets than high-level heroes. In addition, each time a barghest gains a Hit Die, its Armor Class decreases by 1 and its Strength score increases from an initial 18/00 to a maximum of 24. When the barghest finally achieves full growth and power, it discovers the ability to plane shift to Gehenna, where it seeks its own reeking valley rift to lord over. What treasure barghests gather into their own strongholds in Gehenna is unknown, although it is rumored to be great. However, while they live upon the Prime Material Plane, they accumulate no personal treasure. Ecology: The barghest passes through different stages in its life. As a whelp it is a hunter and tracker consigned to the Prime Material Plane. There it grows in cunning and wisdom until it is ready to enter into the next stage of its life. At this phase it returns to Gehenna and becomes a leader. It is still a hunter, though now its tactics and attitudes are greater, to match the game — other intelligent beings — that it hunts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gehenna, Prime Material Plane Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - DndBeyond 2nd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Transforms into wolf-like fiend or small goblin - Eats the souls of victims - Innate Spellcasting - Immune to acid, poison - Resistant to cold, lightning, nonmagical attacks - Telepathy Appearance A horrifying wolflike monster with blue-tinged fur, long sharp claws, and a fiendish glint of intelligence in its hateful, glowing eyes darts out of the shadows. Size Hero Forge: 5'10" (XXL) Lore: Medium to Large (5-9') Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DndBeyond - 3.5e Monster Manual (2003) - Planescape: Campaign Setting Monstrous Supplement (1994) - Mojobob's Website

  • Template - Cursed Swamp

    Template - Cursed Swamp Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBDdXJzZWQgU3dhbXA=/ac8779c548700ec156b8aca3f68d4a29 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 Board Link Template - Cursed Swamp Assets from Tales Tavern None

  • 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)

  • Redcap | Digital Demiplane

    Redcap Small Fey, Chaotic Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Volo's Guide to Monsters - 2016): A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified. In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react. Steeped in Slaughter. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive. Bloodthirsty Mercenaries. Redcaps don’t usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants. Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature’s murderous handiwork. In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap’s natural and necessary urge for blood risks becoming the redcap’s next target. (From 3.5e Monster Manual III - 2004): You see a very short, tough-looking old man with leathery skin, iron boots, and bright red hat. He is wielding a scythe that looks too large for him. His wicked grin is lined with sharp teeth. Redcaps are the most evil fey you’re ever likely to meet. They are mass-murdering psychotic killers who live on other creatures’ pain. A redcap stands 3 to 4 feet tall, weighs about 50 pounds, and looks like a tough old man with protruding teeth. On their heads redcaps wear bright red hats—kept fresh and moistly colored by dipping in their victims’ blood—and on their feet they wear boots of iron. Redcaps prefer to roost in old abandoned keeps and towers, preferably ones left vacant by some horrifi c tragedy. These fey absorb some of the essence of every creature they kill. Thanks to this ability, a redcap that manages to live a long life can amass tremendous strength and near invulnerability. When a redcap dies, it vanishes from the world, leaving only a single tooth behind. Redcaps speak Common and Sylvan. Combat : Redcaps prefer to attack from ambush, usually waiting until their intended victims are preparing to settle in for the evening. Brutal combatants, redcaps attack without mercy, opening up combat with their slings and magic stones but quickly closing to fi nish opponents with their wicked scythes. A redcap normally attacks using its Power Attack feat, taking a –2 penalty on its attack rolls and gaining a +2 bonus on damage rolls (+4 if using a scythe). Eldritch Stone (Su): Bullets fired from a redcap’s sling glow with a greenish-blue magical energy, giving them a +1 enhancement bonus on attack rolls and damage rolls as well as dealing 1d6 points of damage (instead of the 1d4 points an ordinary bullet deals). Powerful Build (Ex): The physical stature of a redcap lets it function in many ways as if he were one size category larger. Whenever a redcap is subject to a size modifi er or special size modifi er for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to it. A redcap is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A redcap can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefi ts of this characteristic stack with the effects of powers, abilities, and spells that change the subject’s size category. Elder Redcap: The elder redcap entry represents a redcap that has advanced to 12 HD by slaying victims and absorbing their essence (see Advancement, below). Combat : An elder redcap fi ghts in a similar manner to the younger version, relying on ambush whenever possible. It is capable of tracking weak or wounded prey for miles, waiting until the intended victims let down their guard. Advancement: After a redcap has slain a victim, it dips its cap into the victim’s blood, thereby gradually gaining strength and power. This ability is refl ected in special rules for advancement that apply only to redcaps. For each additional Hit Die a redcap has, it gains +1 Strength, +1 Dexterity, and +1 Constitution as well as the normal benefi ts for advancing in Hit Dice. For every 2 additional Hit Dice, an advanced redcap gains +1 natural armor. The redcap’s damage reduction also improves as its Hit Dice increases.... Society : Redcaps assemble in small bands, occasionally squatting in old ruins or caves after slaughtering the previous tenants. Redcaps argue and fi ght with each other constantly, and fl aring tempers often result in bloodshed. They will massacre each other with little provocation, but they do not douse their hats in each other’s blood, fearful that some curse will be visited upon them. It takes one or more redcap elders to maintain some semblance of control over a group, essentially bullying the younger redcaps into submission. Redcaps can live up to 150 years, although they typically die at a much younger age. They are asexual creatures that propagate by budding. A redcap buds once or twice in its lifetime, carrying each bud on its back like a hump for six months before it falls off and sprouts a head and limbs. A newborn redcap must fend for itself immediately and quickly develops a ravenous and foul demeanor. It grows to its full size within a year after its birth. Redcaps have their own elaborately interwoven superstitions. They believe rivers contain water spirits that can snatch their souls, so they bathe only in still water. Dubious of even-numbered quantities, they always travel in oddnumbered groups, and no redcap will carry an even number of coins in its pouch. Redcaps are not devout creatures, but redcaps who live near human settlements sometimes worship Erythnul, the god of slaughter. Redcap adepts are rare, and redcap clerics rarer still. Redcap's Tooth: When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2 circumstance bonus on Charismabased checks when dealing with fey, and a +4 circumstance bonus when dealing with other redcaps. Faint transmutation; CL 6th; cannot be made; Price 1,000 gp. Redcaps in Eberron: Murderous gangs of redcaps prowl the hills of Khorvaire as far west as the foothills of the Byeshk Mountains in Droaam and as far east as the foothills of the Hoarfrost Mountains in the Lhazaar Principalities. Redcaps are found in considerable numbers in the Mror Holds, where they display a particularly fi endish hatred for dwarves. Redcaps that spend their days hunting dwarves near the Goradra Gap refer to themselves as “dwarfsplitters.” Redcaps in Faerûn: Redcaps are found throughout Faerûn, although they are a particular nuisance to the halfl ings of Luiren. In many halfl ing fairy tales, redcaps are described as halfl ings who were cursed with murderous rage as punishment for some dreadful act of betrayal. However, these tales are nothing more than whimsy Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Baldur's Gate: Descent Into Avernus (2019, madcap) - DnDBeyond 3rd Edition: - Realmshelps.net (young) - Realmshelps.net (elder) Abilities - Unnaturally strong attacks with oversized sickles - Iron boots can knock creatures prone and crush them - Can grapple and wield heavy weapons like a medium creature Appearance You see a very short, tough-looking old man with leathery skin, iron boots, and bright red hat. He is wielding a scythe that looks too large for him. His wicked grin is lined with sharp teeth. Size Hero Forge: 3.5 ft. (no kitbash) Lore: Small (3-4 ft. tall) Suggested: Small Other Monikers None Sources 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - Baldur's Gate: Descent Into Avernus (2019) - DnDBeyond - 3.5e Monster Manual III (2004)

  • Shator

    Shator Shator Medium Fiend (Demodand), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (from Fiend Folio - 2003) The shators reside at the top of demodand society. If the farastus are the prison guards of Carceri, the shators are the wardens. Unusually cruel, shators secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the escapees down. Shators make all the decisions about whether to pursue Carcerian fugitives, using their innate planeshifting ability to send demodands out as bounty hunters to bring escapees back. They constantly plot against other Carcerian factions, hoping to extend the demodands’ influence. Shators rarely trust one another, preferring to work through their lackey contingents of farastus and kelubars, but several will band together if a common obstacle presents itself. Shators speak the language of demodands, as well as Abyssal, Infernal, and Common. Combat: Shators are usually accompanied by groups of farastu and kelubar toadies. This retinue often enables a shator to stay out of combat if it desires. Shators prefer to use their spells and spell-like abilities from a distance, and can spit their paralyzing slime as a ranged attack. If forced into melee, a shator uses its Huge +2 guisarme to trip an opponent from 10 feet away, before following up with a free attack thanks to its Improved Trip feat. A shator may use this tactic on several opponents in the same round due to its Combat Reflexes feat. Paralyzing Slime (Ex): A shator’s slime acts as a nerve toxin. Creatures struck in melee by a shator’s claw or bite attack must make a Fortitude save (DC 21) or be paralyzed for 3d6 rounds. The shator can choose to spit a globule of slime as a ranged touch attack with a range of 30 feet, with the same effect. Spell-Like Abilities: At will—detect magic, clairaudience/ clairvoyance, fear, invisibility, spider climb, tongues; 3/day— cloudkill, fog cloud, ray of enfeeblement, stinking cloud; 2/day— dispel magic; 1/day—mass charm. Caster level 15th; save DC 15 + spell level. Spells: A shator can cast arcane spells as an 8th-level sorcerer (spells/day 6/8/7/6/4; spells known 8/5/3/2/1; save DC 15 + spell level). A typical spells known list: 0—dancing lights, daze, flare, ghost sound, read magic, mage hand, open/close, ray of frost ; 1st—enlarge, mage armor, magic missile, obscuring mist, true strike ; 2nd—bull’s strength, detect thoughts, Tasha’s hideous laughter ; 3rd—blink, fireball; 4th—confusion. Summon Demodand (Sp): Once per day, a shator can attempt to summon 1d2 shators with a 30% chance of success (result of 71–100 on d%) or either 1d4 kelubars or 1d6 farastus (shator’s choice) with a 70% chance of success (result of 31–100 on d%). Immunity to Mind-Affecting Effects (Ex): A shator is immune to all spells and effects with the mind-affecting descriptor. Scent (Ex): A shator can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Invisibility (Su): This ability functions like a see invisibility spell, except that it is always active and its range extends to the limit of the shator’s vision. (from Planescape Monstrous Compendium Appendix. I - 1994) The Shator often travel to other planes for their favorite occupation — writing. Shator works are of two categories: magical texts on how to summon creatures from the Lower Planes other than Gehreleth (usually named creatures that the Gehreleth have some particular hatred for), and philosophical texts that promote ideas of futility and cosmic angst. When dwelling in the Prime Material Plane, the Shator hide behind a human whom they set up a philosopher or poet. These men and women come to bad ends when the Shator has decided that its mission is done. When dwelling on other planes, the Shators’ favorite pets are chimerae. Oddly, they sometimes show concern for these beings, treating them like a human treats a kitten. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Carceri Stat Block 5th Edition: - Homebrew stat block on Reddit 2nd Edition: - mojobob's website Abilities - Paralytic slime that oozes from their bodies - Claws, bite, flight - Immune to acid, poison - Innate spellcasting Appearance Shators are obese and disgusting. They stand 10 feet tall and weigh nearly 700 pounds. Large, batlike wings sprout from their backs, and pale slime drips from the corners of their froglike, fanged mouths, as well as from their skin. Their shaggy nickname is actually a misnomer rooted in the fact that the hairless demodands are often draped in overlapping hides. Size Hero Forge: 7 ft. (XL) Lore: 6-10 ft. Suggested: Medium to Huge Other Monikers Shaggy demodands, shaggy gehreleths, shaggy leths Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - Fiend Folio (2003) - Pathfinder Bestiary 3 (2011) - mojobob's website

  • Quesar | Digital Demiplane

    Quesar Medium Construct, Neutral Good Hero Forge Mini Single mini, no kitbash Description (From 3.5e Book of Exalted Deeds - 2003): This gaunt humanoid creature has blue skin and tall white hair. A slender torso joins two graceful arms, powerful legs, and a noble head. This form is obscured, however, by the incredible amounts of radiant energy emanating from the creature. Like a star brought to ground, a quesar shines with blinding light that sears through evil creatures. Quesars are constructs crafted by angels, originally intended to serve as guardians over celestial treasures. In their benevolence, the angels gave their creations minds and free will, and the quesars refused to serve as slaves. Now they are independent—an isolated society of artificial life who still serve as mighty allies to the forces of good. Quesars stand 6 feet tall and weight 160 pounds. They speak Celestial. Combat : A quesar’s most dangerous weapon is the energy that suffuses its frame. Though they never use weapons, quesars can disrupt flesh and bone with a simple touch, and their energy halo is a powerful manifestation of their terrifying might. Blinding Radiance (Su): At will, a quesar can increase the brightness of its energy halo so that it radiates brilliant light to a radius of 120 feet (and shadowy illumination to 240 feet). Any creature within this radius must make a DC 14 Fortitude save or be blinded for 1d10 rounds. The save DC is Charisma-based. Creatures with light sensitivity take double the normal penalties in this brilliant light. Consuming Brilliance (Su): Three times per day, a quesar can create an instantaneous burst of energy so intense that it reduces all creatures and objects within 15 feet to a trace of fine dust, dealing 22d6 points of damage, as the disintegrate spell. A successful DC 14 Fortitude save means the creature resists disintegration, instead taking 5d6 points of damage. The save DC is based on Charisma. Searing Burst (Su): After a quesar has had blinding radiance active for at least 1 round, it can increase its intensity still more, creating an instantaneous burst of searing energy similar in effect to a sunburst spell. All creatures within 30 feet of the quesar take 6d6 points of damage (Reflex save DC 14 for half ). A quesar can use a searing burst 6 times per day. The save DC is based on Charisma. Construct Traits: A quesar has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision. Energy Halo (Su): At all times, a quesar is surrounded by a radiant glow that sheds bright light to a radius of 20 feet and shadowy illumination to 40 feet. Fast Healing (Ex): A quesar regains lost hit points at the rate of 5 per round as long as it is in daylight (including spells such as daylight and celestial brilliance, but not its own energy halo). It continues regaining hit points even when destroyed, as long as it remains in daylight. Fast healing does not allow the quesar to regrow or reattach lost body parts. (From Planescape: Planes of Conflict Monstrous Supplement - 1995): Quasar, it is said, were created by a group of lawful aasimon to serve as guardians over celestial treasures. These aasimon went to the radiant plains of Elysium and into the layer known as Belierin. There, they formed from the marshy mud a dried husk of human shape and form. In a hidden fortress called Nillis-thur, the aasimon magically transformed this mannequin so that it would absorb its energy from daylight. The fires of the construct began deep within it, but they quickly blossomed forth in cascades of might. Soon the creation was more essence than form. The aasimon named the fruit of their labor a quesar , which meant “borrowed from heaven’s crown”. They were so enamored with themselves and their ingenuity that they immediately began creating more of the quesar. Things continued at an ever-incrcasing pace until the aasimon began to assign their creations tasks to accomplish. In the beginning, the quasar carried out the missions they were given out of a feeling of gratitude or respect for their creators. It did not take long, however, for the quesar to decide for themselves that they had no intention of being slaves or servants of any other creature. The newly formed creatures attempted to relate this concept to their creators peacefully, but the aasimon did not react well to the news that all of their labor was for naught. The quesar thanked the aasimon for their existence and assured them that they had not worked in vain, for the energy constructs would be a powerful force for good even if they did not work directly for the aasimon. Still, the champions of the Upper Planes did not take kindly to their creations acting in such a manner. “The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor,” they said. So there was war in heaven, but it was a short conflict, for some of the powers that called Elysium home intervened. “The quesar are not creatures of order — they follow the commands of no one. That is the way of Elysium,” they said to the aasimon. Then the powers turned to the quesar. “You do not strike out at those who have treated you well. Creatures such as you do not act of rash thoughts and chaos. That is the way of Elysium.” Wordlessly, the aasimon left the marshes of Belierin. The quesar remained, to make a home for themselves and ponder the true purpose of their new lives. Most remain hidden until such meaning is found. A quasar is vaguely human in shape, with two graceful arms, powerful legs, and a noble head joined by a slender torso. This form is obscured by the incredible amounts of energy radiating from the creature. Almost golem like in nature, the quesar are nonetheless free-thinking beings with the energy, power, and life span of a star. Combat: There is one word of advice that those evil beings knowing anything about quesar give in regards to meeting them in battle: “Don’t.” Although they never use weapons (for even those of powerful enchantment would eventually melt or dissolve in their hands), their potent strikes inflict 1d12 points of damage. The truly terrifying might of a quesar is displayed in its energy halo which emanates forth from its corporeal form. At its lowest intensity, which can be generated by a quasar at will, all within 100 yards must make a saving throw versus spells or be blinded for 1d10 rounds. It should be noted that this energy is equivalent to sunlight for purposes of battling certain evil or undead creatures. After one round of blinding light, the intensity can be increased to a level which sears all creatures within 10 yards, inflicting 6d6 points of damage (a saving throw versus breath weapon reduces this damage by half). This attack can be used six times each day. After a round of searing power, the intensity ran be increased further. In this case, the light and force become so great that everything within 5 yards must save versus death magic or be disintegrated. This fearsome power is usable only three times each day. Only magical weapons of +3 or greater enchantment can harm quesar. They are immune to energy-based attacks such as fire, lighting, and magic missiles . Cold, however, inflicts normal damage upon the constructs, assuming their magic resistance can be overcome. These beings of energy regenerate 1 hp per round while in daylight, even after they have been “slain”. There are only two ways to kill a quesar permanently. The first is to defeat it in battle and then place the creature’s remains in darkness where the light of day never reaches. The second method requires the virtual obliteration of the creature by magical means, such as disintegration , multiple energy drains , or wish . Quesar cannot be summoned, and greatly resent being controlled or forced into submission. As the archmage Tessis Ro’lariv said, “Sometimes righteous wrath can be as horrible as evil’s vengeance.” Habitat/Society: In many ways, the quasar are outcasts and enigmas in the Upper Planes. While they are creatures of goodness, kindness, and light, the aasimon and other lawful beings of the good planes resent their insolence and resistance to accepting the hierarchy of the heavens. On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked. Therefore, even when their might would make them useful allies in some conflict against evil waged by devas , planetars , or even asuras , the quasar are not approached for aid. They are never found in the company of other such beings. A select few have chosen paths of action for themselves, but most remain on Elysium still searching for a purpose. Rare quesar may decide to single-handedly attack the fiends in the Lower Planes. The battles that result are often spectacular displays of power in which many tanar’ri , baatezu , yugoloths , or other evil creatures are laid low. Despise the quesar’s great power, however, these attacks are suicidal. Even their might cannot stand alone against the hosts of all evil for very long. Ecology: Quesar absorb daylight’s healing power through their fragile flesh. Without this energy, they are humanoid creatures of simple appearance and delicate construction. If they are slain and this form is destroyed, even if their remains are scattered to the mercies of the four winds, the power of the sun (or whatever generates daylight on the plane they are on) rejuvenates and regenerates them. In most other respects the quesar are similar to golems, constructs without need of food, air, or water. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium Stat Block 3rd Edition: - Book of Exalted Deeds (2003) - Realmshelps.net 2nd Edition: - Planescape: Planes of Conflict Monstrous supplement (1995) - mojobob's website Abilities - Emits blinding sunlight from 300 feet - Burning light can kill creatures at 30 feet - Disintegrates creatures at 15 feet - Immune to nonmagical attacks, fire, radiant, and force damage - Regenerates in sunlight - Magic resistance - Cannot be summoned magically Appearance This gaunt humanoid creature has blue skin and tall white hair. A slender torso joins two graceful arms, powerful legs, and a noble head. This form is obscured, however, by the incredible amounts of radiant energy emanating from the creature. Size Hero Forge: 7 ft. (no kitbash) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers Borrowed From Heaven's Crown Sources - Book of Exalted Deeds (2003) - Realmshelps.net - Planescape: Planes of Conflict Monstrous supplement (1995) - mojobob's website

  • Efreet

    Efreet Efreet Large Elemental, Lawful Evil Hero Forge Mini Button Single mini, no kitbash, 6 variants below Description (From 5th Edition Monster Manual - 2014): Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers. Haughty and Cruel. The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don’t see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. Spiteful Enslavers. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are oppressive tyrants toward those they force to labor for them. Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions can be found scattered throughout the planes. On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races. (From 3.5e Monster Manual - 2003): The efreet (singular efreeti) are genies from the Elemental Plane of Fire. They are said to be made of basalt, bronze, and congealed flames. Efreet are infamous for their hatred of servitude, desire for revenge, cruel nature, and ability to beguile and mislead. Their primary home is the fabled City of Brass, but there are many efreet outposts throughout the Elemental Plane of Fire, military stations for watching or harassing others on the plane. Efreet are enemies of the djinn and attack them whenever they meet. The efreet are ruled by a grand sultan who makes his home in the City of Brass. He is advised by a variety of beys, amirs, and maliks concerning actions on the plane, and by six great pashas who deal with e f r e e t business on the Material Plane. The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is bordered by seas and lakes of glowing magma. The city sits upon a hemisphere of glowing brass some 40 miles in diameter. From the upper towers rise the minarets of the great bastion of the sultan’s palace, which is said to hold vast riches. The city’s population far outnumbers that of any of the great cities of the Material Plane. An efreeti stands about 12 feet tall and weighs about 2,000 pounds. Efreet speak Auran, Common, Ignan, and Infernal. Combat : Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic. Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling. Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based. (From 2nd Edition AD&D Monstrous Manual - 1991): The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes. Efreet are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands. The efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures. Efreet are infamous for their hatred of servitude, desire for revenge, cruel nature, and ability to beguile and mislead. The efreet’s primary home is their great citadel, the fabled City of Brass, but there are many other efreet outposts throughout the plane of Fire. An efreet outpost is a haven for 4d10 efreet and is run as a military station to watch or harass others in the plane. These outposts are run by a malik or vali of maximum normal hit points. There is a 10% chance that the outpost is also providing a temporary home for 1d4 jann or 1d4 dao (the only other genies efreet tolerate). Outpost forces are usually directed against incursions from the elemental plane of Air, but they can be directed against any travelers deemed suitable for threats, robbery, and abuse. Efreet are neutral, but tend toward organized evil. They are ruled by a grand sultan who makes his home in the City of Brass. He is advised by a variety of beys, amirs, and maliks concerning actions within the plane, and by six great pashas who deal with efreet business on the Prime Material plane. The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is often bordered by seas of magma and lakes of glowing lava. The city sits upon a hemisphere of golden, glowing brass some 40 miles across. From the upper towers rise the minarets of the great bastion of the Sultan’s Palace. Vast riches are said to be in the palace of the sultan. The city has an efreet population that far outnumbers the great cities of the Prime Material plane. The sultan wields the might of a Greater Power, while many of his advisors are akin to Lesser Powers and Demi-Powers. Fire elementals tend to avoid the efreet, whom they feel are oppressive and opportunistic. Djinn hate them, and there have been numerous djinn-efreet clashes. Efreet view most other creatures either as enemies or servants, a view that does not endear them to other genies. Combat: An efreeti is able to do the following once per day: grant up to three wishes ; use invisibility , gaseous form , detect magic , enlarge , polymorph self , and wall of fire ; create an illusion with both visual and audio components which will last without concentration until magically dispelled or touched. An efreeti can also produce flame or use pyrotechnics at will. Efreet are immune to normal fire-based attacks, and even an attack with magical fire suffers a -1 penalty on all attack and damage rolls. Efreet can carry up to 750 pounds on foot or flying, without tiring. They can also carry double weight for a limited time: three turns on foot or one turn aloft. For each 150 pounds of weight under 1500, add one turn to either walking or flying time permitted. After tiring, the efreeti must rest for one hour. (from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992): NOBLE EFREETI: These hulking warlords are the cruel rulers of the efreet, though in theory they all obey the Sultan of the City of Brass. They plot and scheme against one another with a degree of cunning and skill usually seen only in the Lower Planes. They care nothing for humans and generally try to corrupt those sha’ir powerful enough to command them. Their arrogance and lust for power have won them few friends on either the Elemental or Prime Material Planes. A noble efreeti is even more massive and solid than a common efreeti, though they share the same appearance: skin the color of basalt, hair of brass, and eyes of flame. The noble efreet wear baggy pantaloons, a shoulder harness for swords and daggers, and massive jewelry, generally armbands and earrings. The males enjoy showing off their muscled chests and broad shoulders, and so only wear tunics and cloaks when cold demands it; this is a matter of status and pride in strength rather than pure vanity. Noble efreet are not as vain as other genie nobles, as they depend on force and treachery rather than wit, appearances, and skill to persuade their fellow nobles to follow them. Their goal in choosing weapons, clothes, and jewelry is as much to intimidate others as to adorn themselves. Combat: Noble efreet are powerful warriors, trained in magical and physical combat from a very young age. Although they are masters of strategy and trickery, they delight in the raw power that bloodshed gives them, and they lead their followers in battle rather than skulking in the rear. Noble efreet can perform each of the following spell-like functions three times per day: grant wishes to creatures from the Prime Material Plane, become invisible, assume gaseous form , detect magic , enlarge , polymorph themselves, create an illusion with visual, olfactory, tactile, and audio components which will last without concentration until touched or magically dispelled, sunscorch , misdirect , or create a wall of fire . When in gaseous form, noble efreet resemble smoke, often in an undefined pillar shape. When polymorphed among humans, a noble efreet often takes the form of a colorful rooster or a youth of sterling features. A noble efreet can also produce flame, flame arrows, sundazzle, or cause pyrotechnics at will. Fire attacks do no harm to noble efreet if the fire is nonmagical; magical fire causes half damage. In addition, once per day noble efreet can sow fire seeds or surround themselves with a fire shield . Once per week they can use fire track . Once per month a noble efreet can cast conflagration . Noble efreet perform all magic at the 16th level of spell use. Noble efreet can carry up to 3,000 pounds, afoot or flying, without tiring, though they will only do so if magically compelled or in fear of their lives. They can carry double weight for only a limited time.three turns afoot or one turn aloft. (For each 300 pounds under 6,000, add one turn to either walking or flying time permitted.) After tiring from extreme exertion, a noble efreeti must rest for six full turns. Normally, noble efreet command common efreet to perform all such tasks. When hunting, noble efreet enjoy the kill but prefer not to do all the work of wearing down an opponent themselves. They prefer to watch as their common efreet hunters and summoned creatures (such as hell hounds) harry the prey, then throw themselves into battle at the last minute to claim a kill. Toying with one’s opponents is considered an art form among the noble efreet, and their ability at playing “cat-and-mouse” is remarkable. They also employ flying creatures of the Elemental Plane of Fire as “hawks” in their hunts. Habitat/Society: Noble efreet fall into two camps: those native to the City of Brass and those who command the efreet of the Prime Material Plane. The city itself hovers in the hot regions of the Plane of Elemental Fire and often borders seas of paraelemental magma and lakes of glowing lava. It is a huge, glittering haven of avarice and malice 40 miles wide, its base a hemisphere of golden, glowing brass. From the upper terrace rise the minarets of the great citadel of the Sultan’s Palace, where great riches are said to be kept. The beys and amirs of the City of Brass serve the Sultan of the Efreet; though the lesser efreet are neutral, their rulers are more inclined to law and evil than their subjects. Though the streets of the city are kept clean and the palaces are showpieces in a gaudy way, an air of blood and suffering hangs over everything, due largely to the numberless glum servants found on every street and in every hallway. While most noble efreet fill their palaces with rich works of gold, priceless ceramics, and masterfully-woven rugs and tapestries, others merely create temporary illusionary treasures to impress their visitors as needed. Female noble efreet are kept apart in a state of seclusion from male company, but they do have their own heirarchy within households. They hold no official power with the sultan and his court, but the scheming nature of the efreet results in many of the females effectively ruling through figurehead males. The palaces of noble efreet in the City of Brass are large and imposing and swarming with servants. A typical noble household consists of 1-6 noble efreet, 4-40 common efreet who serve as overseers and bodyguards, 10-100 jann and other imported slaves, 10 summoned intelligent elemental creatures for specialized tasks, 2-4 nightmares, and 3-18 elemental hawks and hounds. The slaves of the efreet are magically protected from the flames of the city, but these protections must be renewed each week. Thus, escaped slaves rarely survive their freedom. The palaces are all small fortresses as well as overflowing dens of slavery, able to keep out spies, assassins, hostile nobles, and the merely curious while providing spacious quarters for the noble family. The beys and amirs of the city are each responsible for 1-4 of the efreet’s military outposts elsewhere on the Plane of Fire, each of which is a haven for 4-40 efreet ruled by a malik or vali (common efreet of maximum normal hit points). These outposts are strictly military and spartanly functional. The only chamber of any comfort whatsoever is the chamber the bey or amir occupies when he visits, a duty most beys and amirs perform as infrequently as decorum permits. Each outpost usually houses 10-100 prisoners and captives who are being broken to a life of service to the efreet. The noble efreet of the Prime Material Plane are servants of the six great pashas who rule them in the sultan’s name. Their camps are generally deep in the desert, often in ruined or abandoned cities. If their camps are discovered they are moved overnight to a new location, either by physically transporting all the goods of the genies in the camp or by transporting the same in the twinkling of an eye through the use of magic. Noble efreet are great patrons of the hunt and are often found whiling away their days using both elemental hawks and hounds to track down the odd animals of the Elemental Plane of Fire. They also enjoy the use of bronze chariots pulled by nightmares in slave hunts. Their elemental hawks and hounds are sent ahead, and common efreet are often used as beaters to flush out game. These hunts involve 1-6 noble efreet and their retinue of 5-30 common efreet servitors, as well as 2-20 hounds or hawks. The nobles each have their own chariot. Ecology: Noble efreet see all living things as either their servants or their enemies and acknowledge no one but their caliphs and pashas as their masters. Thus their reaction to other races is usually to either force them into servitude or to destroy those who cannot be enslaved. This has made them greatly feared by other creatures of the Elemental Plane of Fire, but it hasn’t won them any friends. Almost all salamanders, fire elementals, and other natives of the plane will gladly assist those who wish to embarrass the efreet. There have been cases of efreet princes who have demonstrated better behavior when wooing human maidens. However, even in these cases the noble efreet often demand that their true nature be kept hidden from other humans. Whether this is due to magical limitations, a wish to escape the notice of other genies, or some other reason is unclear. For the noble efreet, the wooing is just another form of the hunt. The Sultan of the Efreet: The master of the City of Brass is also referred to as the Lord of Flame, the Incandescent Potentate, the Tempering and Eternal Flame of Truth, Fuel of the Unquenchable Legions, the Most Puissant of Hunters, Marshall of the Order of the Fiery Heart, the Smoldering Dictator, and the Crimson Firebrand. The Sultan of the Efreet is constantly accompanied by a horde of 20-70 common efreet bodyguards, 1-20 entertainers, and 4-40 noble efreet courtiers, all of them vying for his attention and approval. This circus can be quite comical, though laughing in the presence of these efreet worthies is invariably fatal; they take themselves very seriously indeed. The Sultan of the Efreet has 20 Hit Dice and maximum hit points. He has all the powers of a noble efreet as well as access to all spells of the province of fire magics once per day. In addition, he may use flames of justice at will. The Sultan is also immune to both magical and normal fire, and he is constantly surrounded by a nimbus of pale red fire and a halo of smoke. These cause 1d10 points of damage to anyone within 10’ who is not immune to both magical fire and poison gas. No amount of water or magic can douse his magical fire. The sultan sports a tiny goatee, his hands end in extremely long, almost knifelike claws, and his eyes constantly spark like fire. Due to his aurora of flame, the sultan wears only clothes capable of withstanding extreme heat, generally armor of whitehot iron, but sometimes delicate pantaloons and robes made of tiny blackened links of adamantite. His armoring gives the sultan an Armor Class of -5. Audiences with the Sultan of the Efreet are held in an iron chamber at the center of his palace in the City of Brass, a smoky blast furnace of a room with reddish light and little air. Ornaments of alloyed gold and brass are everywhere, and chained fire elementals provide both heat and light. In fulfilling his military duties, the Sultan often organizes drills, marches, and parades of spit-and-polish precision. These occasions require the entire population of the City of Brass to turn out and watch the spectacle of the sultan.s might march by; indeed, the disruption of thousands of efreet marching through the streets and turning the squares and suqs into drillgrounds makes undertaking any other task impossible. When he travels to the Prime Material Plane, the Sultan of the Efreet always first appears as a firestorm that scorches the earth for hundreds of yards around. He prefers to appear in extremely hot environments like volcanoes, hot springs, and forest fires. This is not done out of any deference to the property or lives of creatures unable to withstand fire, but simply for his own comfort in adjusting to the frigid temperatures of the Prime Material Plane. Once he has arrived, he travels with a full military escort of 20-200 jann, 2-20 common efreet warriors, and a single noble efreeti emir. These numbers are tripled when visiting the pashas of the Prime Material Plane, whose loyalty must always be enforced with an iron fist. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - Aidedd.org - DnDBeyond - Monster Manual (2014) 3.5e: - d20srd.org 2nd Edition: - mojobob's website (& Noble Efreeti ) Abilities - Hurl Flame - Powerful Innate Spellcasting - Immense physical strength, constitution - Immune to fire - Telepathy - Flight Appearance This being looks like a mighty giant with brick-red skin, fiery eyes, small horns, and jutting tusks. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. Size Hero Forge: 9'10" (XL) Lore: Large (12') Suggested: Large to Gargantuan Other Monikers Efreeti, Fire Genie Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DnDBeyond - 3.5e Monster Manual (2003) - 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992) - 2nd Edition Monstrous Manual (1991) - mojobob's website (& Noble Efreeti )

bottom of page