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- 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 )
- Sigil - Spiral's Palace
Sigil - Spiral's Palace Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBTcGlyYWwncyBQYWxhY2U=/31b396be4a7f46028b30989e9b87a0c4 Features - Jungle-like outer courtyard - Murder holes and heavy defenses around the front gates - Underground devil caverns, including ghosts, torture dungeons, and a lava pit office study Notes - My first map in Talespire! - Warning: narrow corridors, small rooms, and multiple stacked floors with overlapping hide volumes make navigation difficult for new Talespire users - Based on the palace of Spiral Hal’Oight from old Planescape module in Hellbound: The Blood War… except the palace owner in my game was a disguised Rakshasa devil Board Link Sigil - Spiral's Palace Assets from Tales Tavern None
- Dabus | Digital Demiplane
Dabus Medium Humanoid, Unaligned Hero Forge Mini Single mini, no kitbash, 3 variants below (from Planescape: Morte's Planar Parade - 2023): Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus’s difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself. (from Planescape Monstrous Supplement - 1994) Tall, slender, and looking like the riddles they speak, the dabus are feared by some to be the true masters of Sigil, the hidden genius of her being. For others they are nothing but slaves that maintain Sigil's mighty engines. Their thoughts literally fill the air when they pass, for the dabus's speech is illusion shaped into pictures that mortals can then reshape into sounds — the dabus communicate not by word, but by the complicated structures of the rebus. These are the ultimate in thought-pictures, where symbols are chosen for the sounds made in a language, and the sounds are strung together to form words. Sigil is their sole habitat, which they constantly build, cannibalizing one part to construct another. It is known their homes are in substructures far beneath the city, but few have seen them. They don't care for visitors in their cramped workshops, and they mislead those who try to follow them home without permission. The dabus claim to be organized into cells (if their rebuses are read correctly). Each cell has a duty in the city, though it is not tied to one place or skill. One day a member of a cell gathers the trash that blows out of the Great Bazaar. The next, it might be resetting cobbles near the Hive. Whatever guides them in their tasks, the dabus seem to always know what is expected of them. Each cell has 2d6 members. All dabus are of the same sex, for the race appears to have no sex at all. There are no dabus young, yet they do seem to be able to replace those lost to accident or misadventure. No one is sure how they do so, but the best guess is that a new member is constructed from the merged illusions of the others, that the word-pictures take on real form, that what is written/spoken has reality for these creatures that translates into reality for others. That leads to their strange speech, the most puzzling aspect of the dabus race. They have mouths and seem perfectly capable of speaking, but they never do. Instead, should they desire to communicate with someone not of their race, images of appear in the air. The images are the picture equivalents of sounds that match whatever language the onlooker speaks. When a dabus is excited, the rebuses can flicker by with dazzling speed. Why do they not speak? Have they surrendered speech, cutting away the abstractions that bind the flesh to a false image of the world, or is language a mystery to them, an art they haven't learned? Are they a race unable to seize upon words and letters? Perhaps they are like some idiot savant, brilliant at their own chores but blind to the talents common to others. There is no doubt the dabus have a role in Sigil. They are its cells, constantly repairing the body of the city. It is hard to imagine what would happen to Sigil without them, for no one really knows the full extent and workings of Sigil's streets and furnaces. Combat: The dabus are not combative creatures. They seek no battle, as destruction is not their role and purpose in life. Still, in a city like Sigil, avoiding combat is not always possible and the dabus will fight if they must. The dabus possess no special attacks. They can only fight normally, with swords, hand axes, or hammers — the latter two being tools they often have at the ready. The dabus never quite stand on the ground. They neither fly nor walk, but exist on the boundary between each, so they're immune to spells that affect the surface beneath them. A transmute rock to mud won't catch them, nor will a grease spell make them slip. At the same time, they are not really flying, either. Thus, spells that might be effective against flying creatures, such as gust of wind, will not send them spinning out of control. Otherwise, they have no unusual immunities or special resistances. (from Planescape Set: Sigil and Beyond - 1994) The dabus are both servants and lords of Sigil. They're unique to the Cage, never found anywhere else in the planes. In other words, the dabus never leave Sigil. From this, bloods figure the dabus are actually living manifestations of the city, which makes sense since the beings maintain most of the infrastructure that makes the city work. Most of the time the dabus are found repairing what's broken in Sigil. They keep the sewers and catacombs beneath the streets from crumbling, they cut back the razorvine when it grows too rampant, they patch the cobblestone streets, and they repair the crumbling facades of the city's buildings. To most, the dabus are nothing more than cryptic workmen. However, some berks discover another side of their duties, because the dabus also work as agents of the Lady of Pain. Sometimes they appear to punish those knights who've gotten too forward in their plans, and sometimes they arrive in force to put down riots, but they're not concerned with normal crime. It's the factions that are left to deal with the thieves and murderers in Sigil. The dabus only show up when there's a threat to their Lady, and that's usually a sign that another one of the mazes is about to appear. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (Sigil) Stat Block 5th Edition: - WorldAnvil - DnDBeyond - Planescape: Morte's Planar Parade (2023) 2nd Edition: - mojobob's website 4th Edition: - Dungeon Master's Guide 2 Abilities '- Supernaturally skilled architects and crafters - Communicates by arcane rebus - Hovers Appearance Dabus are tall, slender humanoids with four goat-like horns, white hair, and yellow-tan skin. They're dressed in mysterious robes, and float several inches in the air, their feet never touching Sigil's cobblestone streets. Size Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium Other Monikers Custodians, the Lady's entourage Sources - Forgotten Realms Wiki - DnDBeyond - Planescape: Morte's Planar Parade (2023) - Planescape Monstrous Supplement (1994) Planescape: Sigil and Beyond (1994) 4e Dungeon Master's Guide 2 - mojobob's website
- Template - Mechanus Clockwork
Template - Mechanus Clockwork Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBNZWNoYW51cyBDbG9ja3dvcms=/ccdf5e754c845d253f48fea9268e223c Features - Large, traversable gears and cogs of all shapes and sizes - hanging horizontally and vertically Notes - Ideal template for a steampunk clockwork battlemap, perhaps inside a clock tower or colossal machine - These gears don't have direction arrows assigned to them, because I hadn't decided what direction they'd spin until they were in my other map - If only they could really spin in Talespire! Board Link Template - Mechanus Clockwork Assets from Tales Tavern None
- Balaena
Balaena Balaena Gargantuan Beast, Neutral Good Hero Forge Mini Kitbashed, single mini Description (from Planescape Monstrous Compendium Appendix II - 1995) Balaenas serve as the primary mode of transportation on the river Oceanus and are the equivalent of the lower planes’ hydroloths . They look very much like large gray whales with bright, intelligent eyes. Balaenas have a friendly demeanor about them and are often seen conversing with the inhabitants of the upper planes who visit their watery domain. Balaena communicate using a form of telepathy. Combat: Because of their peaceful nature, balaenas prefer to avoid combat whenever possible. Their considerable speed in water helps make retreat a viable option. When pressed, however, a balaena can attack with a ramming head-butt against targets submerged or on the surface of the water. Head-butt attacks do 2-20 points of damage per hit and are 50% likely to knock the victim off balance. Because of their size and the amount of room necessary to perform this ramming attack, balaenas can perform but one attack every two melee rounds. Balenas can also perform a tail slap attack against an opponent in the water with it. Due to the size of the balaenas’ tail, the tail slap acts as an area effect weapon. Any creature within 10 yards of the tail slap will automatically take 2-12 points of damage, no save allowed. Victims must then make a saving throw vs. paralyzation or be stunned for 1-6 melee rounds. If air breathers are stunned in the water, they must make a Constitution check for each round they are left stunned and unattended in the water. Failure means they take an additional 1-4 points of damage. A balaena will never willingly leave intelligent creatures helpless in the water after a tail slap. A balaena’s third means of defense is its magical song. The creature can sing only underwater, and its song affects only other creatures that are submerged. The balaena can make no other attacks during a round in which it sings. There are several possible effects of a balaena’s song: first of all, it can use its song to summon help from any other nearby balaenas or to warn them of danger. If it summons help, there is a 30% chance that 1 or 2 other balaenas respond within 2 to 5 melee rounds. (In the River Oceanus, this chance increases to 80%.) The second effect of the singing is a powerful hypnotism spell; any creature within 100 yards must successfully save versus spell or become susceptible to a telepathic suggestion from the singing balaena. Usually, the suggestion is to cease fighting or leave in peace. Last but not least, the song can be used to charm fish or aquatic monsters. The baleana can order these creatures to attack its enemies, but does so only under the direst of circumstances. Because of the tough, leathery texture of their skin, balaenas will only take half damage from any bludgeoning attack. Because of their acute sense of hearing, balaena are only surprised on a roll of 1 when under water. Balaenas can cast know alignment at will and can communicate with any intelligent creature with their powerful telepathy. Because of their telepathy, they are 50% likely to be able to tell when someone is lying to them. Habitat/Society: Most balaenas are solitary creatures, but in the open oceans of the Upper planes it's possible to find a family of them gathered together in a pod. Half the pod will be youngsters, with 5 Hit Dice instead of 9 HD and ramming damage of only 1d10. Balaenas travelling without family members are very likely to be accompanied by a friend or fellow-traveller of another race: agathinons in whale form, dolphins , or riders are all possible. Balaenas serve a vital role in the upper planes. They are the most accessible means of transportation on the river Oceanus. Oceanus connects the planes of Elysium, Beastlands, and Olympus (and possibly more) much the same way that Styx links the lower planes. There are several ways to attract the attention of balaenas to request transportation across Oceanus. The first method, developed by the rugged warriors of Elysium, is a form of ritual. It involves gathering a bushel of grapes from one of the many vineyards of Elysium. These are mixed with holly leaves, and the mixture is then burned on the shore of Oceanus. If all is done properly, there is an 80% chance of summoning a balaena. The second method for summoning a balaena is more straightforward. A wizard must step into the water of Oceanus and cast any of the monster summoning spells. This method will always attract the attention of a balaena. Because the river Oceanus is very large and can be dangerous to navigate, the balaena are a very well respected species. They will never aid evil creatures and are unlikely to aid nongood neutrals. They will use their know alignment ability before agreeing to transport anyone along Oceanus. If the people are evil, the balaena will leave. If they are neutrals, the balaena will inquire as to their mission, using its ability to sense lies. If the mission is not a good-aligned cause, the balaena will not help the group. Regardless of alignment, balaena will always help any intelligent life form that is in danger in the water of Oceanus. The balaena will gently nudge the creature or person to the shore. Ecology: Balaena are inoffensive creatures, and because of their important role, have no natural enemies. However, the denizens of the lower planes will often travel too the shores of Oceanus in order to try and trick or force a balaena to carry them to one of the upper planes. If they are unable, they will often attempt to brutally slay or capture it. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper planar seas and rivers Stat Block 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 impossible - Resistant to bludgeoning attacks - Telepathy allows communication with all creatures, knowledge of alignment and detection of lies (50%) Appearance They look very much like large gray whales with bright, intelligent eyes. Size Hero Forge: 11 ft. (XL) Lore: Gargantuan (30' long) Suggested: Garguantuan+ Other Monikers Sacred whales Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix II (1995) - mojobob's website
- Astral Streaker
Astral Streaker Astral Streaker Tiny Beast, Lawful Neutral Hero Forge Mini Kitbashed, single mini Description (from Planescape: In the Cage: A Guide to Sigil (1995): Astral streakers are friendly, intelligent avians indigenous to the Astral Plane. The birds are used to deliver messages throughout Sigil. A carrier attaches a message to the streaker's leg, then whispers the destination in its ear. The streaker delivers the message, then returns to the Hall. When a baby streaker hatches (a celebrated but rare event, as the life cycle runs about 100 Prime years), it accompanies a parent for a few weeks to learn the layout of the city. Harming a streaker or interfering with its flight in any way is a criminal offense, punishable by imprisonment. (from Planescape: A Guide to the Astral Plane (1996): Here's an odd bird (if a body don't mind a pun). Folks claim that these little creatures are native to the Astral, but that doesn't add up at all. They look like terrestrial birds for the most part - why would an Astral creature have wings that‘re useless on its “home” plane? No, the dark of it must be that these birds came from someplace else originally. But how, and why? Well, some folks tell a tale about a creature called a krandohl. This avian was a small beast native to the Beastlands, but nowhere else. It was a dark-feathered bird, about the sue of a crow, with bright green eyes and a deep red breast. The story says that a pair of odd spellcasters (some versions say they were evil priests, while othes claim it was two misguided wizards) came to the plane and began using their magic on the native birds. The result of their spellcasting was twofold. The good news was, they granted the krandohls intelligence. The bad news was, this magical intelligence cast them from the natural, instinctual realms of the Beastlands and onto the Astral. These intelligent creatures then adapted themselves to the strange environment of the Astral Plane. It's pretty easy to believe that the krandohl is actually the astral streaker. Streakers are used by those on the Astral (in particular the Githyanki ) as messengers due to their intelligence. They have an innate homing instinct that allows them to make their way to astral locations with great speed, despite the fact that their small-scale movement rate is not all that high when compared to a githyanki. They can travel to any astral locale that they have been to before in one or two days. Initially, their trainers have to take them to these places, but the streakers teach their own young the travel routes. Wait a minute: young? On the Astral? Any cutter knows that time doesn't pass here. Well, the current chant is that astral streakers must have hidden nests somewhere on a particular dead god, around whose corpse time does flow. It's the only explanation anyone can come up with. It's certainly possible. Anyhow, messages are tied to the legs of the streakers in little bundles. The githyanki sometimes send an unladen astral streaker to a particular location, commanding it to simply look around and return. Then, using magic or psionics, they retrieve what the creature saw and use the information for reconnoitering purposes. A number of the birds have been taken to Sigil to serve as messengers there. To all appearances, the streakers like their job delivering messages. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Astral Plane, Outlands (Sigil) Stat Block 5th Edition: - aidedd.org (Raven stat block, homebrew fly 120 ft.) - DnDBeyond (Raven stat block, homebrew fly 120 ft.) 2nd Edition: - adnd2e.fandom.com Abilities - Flies very fast regardless of gravity - Innate homing instinct - Intelligent (for a bird) - Understands Sigilian common (or gith) but cannot speak Appearance Astral Streakers are dark-feathered birds, about the size of a crow, with bright green eyes and a deep red breast. Size Hero Forge: Mount (4'4")(XL) Lore: Tiny (2 ft. long) Suggested: Tiny Other Monikers None Sources - Planescape: In the Cage: A Guide to Sigil (1995) - Planescape: A Guide to the Astral Plane (1996) - adnd2e.fandom.com
- Deep Scion | Digital Demiplane
Deep Scion Medium Humanoid, Neutral Evil Hero Forge Mini Kitbashed, single mini (From Volo's Guide to Monsters - 2016): Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves. Spies from the Sea. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home and a hero’s welcome — unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master’s commands. Cold-Hearted Killers. The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane (deep ocean) Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond Abilities '- Shapechange into piscine hybrid form - AOE psychic screech stuns creatures and transmits deep scion's memories to master - Bite and claw attacks in hybrid form - Amphibious Appearance Deep scions have two forms: the original humanoid form before their transformation and a human-piscine hybrid form with fangs and claws, along with numerous fish-like features. Size Hero Forge: 6'2" (XL) Lore: Medium Suggested: Medium Other Monikers None Sources - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond
- Sigil - Newmarket Square
Sigil - Newmarket Square Sigil - Newmarket Square Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBMb3dlciBXYXJkIE5ld21hcmtldCBTcXVhcmU=/3e3245bf42d6f20ee2c6e6b291530aa4 Board Link Features - Central fountain a perfect place to gather a crowd, make a speech, or incite a riot - Lower Ward location; taverns and dive bars abound - Arched walkways, chruches and towers overhead - Market stalls half demolished by the mob to make torches and clubs Notes - Big, open arena for large combats - Extensive use of Sigil Lower Ward templates Assets from Tales Tavern None
- Jann
Jann Jann Medium Elemental, Neutral Hero Forge Mini Button Double mini, no kitbash, 5 variants below (inc. single minis) Description (From 3.5e Monster Manual - 2003): The jann (singular janni) are the weakest of the genies . Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. They favor forlorn deserts and hidden oases, where they have both privacy and safety. Jann society is very open, treating males and females as equals. Each tribe is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans). Many jann bands are nomadic, traveling with herds of camels, goats, or sheep from oasis to oasis. These itinerant jann are often mistaken for humans—until they are attacked. The territory of a jann tribe can extend for hundreds of miles. Jann speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal). Combat : Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position. Change Size (Sp): Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. Spell-Like Abilities: 3/day—invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based. Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane. Jann as Characters: Janni characters possess the following racial traits. — +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma. —Medium size. —A janni’s base land speed is 30 feet. It also has a fly speed of 20 feet (perfect). —Darkvision out to 60 feet. —Racial Hit Dice: A janni begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. —Racial Skills: A janni’s outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot. —Racial Feats: A janni’s outsider levels give it three feats. A janni receives Improved Initiative as a bonus feat. — +1 natural armor bonus. —Special Attacks (see above): Change size, spell-like abilities. —Special Qualities (see above): Elemental endurance, plane shift, resistance to fire 10, telepathy. 100 ft. —Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran. —Favored Class: Rogue. —Level adjustment +5. (From 2nd Edition AD&D Monstrous Manual - 1991): The jann are the weakest of the elemental humanoids known collectively as genies. Jann are formed out of all four elements and must therefore spend most of their time on the Prime Material plane. In addition to speaking Common and all the languages of genies, jann can speak with animals. Jann favor forlorn deserts and hidden oases, where they have both privacy and safety. Jann society is very open, and males and females are regarded as equals. A tribe is made up of 1d20+10 individuals and is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans). Many jann tribes are nomadic, traveling with flocks of camels, goats, or sheep from oasis to oasis. These itinerant jann appear human in every respect, and are often mistaken for them, unless they are attacked. Jann are strong and courageous, and they do not take kindly to insult or injury. The territory of a jann tribe can extend hundreds of miles in any direction. While traveling, male jann live in large, colorful tents with their wives and married male children, and their families. Married daughters move away to live with their new husbands. When a family eventually grows large enough that it can no longer reside comfortably in the tent, a new tent is built, and a son takes his wife and family with him to this new dwelling. At permanent oases, the jann live not only in tents, but also in elegantly styled structures built from materials brought from any of the elemental planes. Jann are able to dwell in air, earth, fire, or water environments for up to 48 hours. This includes the elemental planes, to which any janni can travel, even taking up to six individuals along if those others hold hands in a circle with the janni. Failure to return to the Prime Material plane within 48 hours inflicts 1 point of damage per additional hour on the jann, until the jann dies or returns to the Prime Material plane. Travel to another elemental plane is possible, without damage, providing at least two days are spent on the Prime Material plane immediately prior to the travel. Jann are suspicious of humans, dislike demihumans, and detest humanoids. Jann accept djinn, but shun dao, efreet, and marids. They sometimes befriend humans or work with them for a desired reward, like potent magical items. One ethic the jann share with other nomads is the cultural demand for treating guests with honor and respect. Innocent visitors (including humans) are treated hospitably during their stay, but some day might be expected to return the favor. Jann Leaders: Jann leaders have 17-18 Intelligence, and 10% have 19 Strength. Sheiks have up to 8 Hit Dice, amirs up to 9. Viziers have 17-20 Intelligence and the following magical powers, each usable three times per day at 12th-level spellcasting ability: augury , detect magic , and divination . Combat: Jann often wear chain mail armor (60% chance), giving them an effective AC of 2. They typically use great scimitars which inflict 2d8 damage to small and medium creatures, and 4d4 points of damage to larger opponents. They also use composite long bows. Jann can use one the following magical powers each round: enlarge or reduce , twice each per day; invisibility three times per day; create food and water once per day as a 7th-level priest; and etherealness (as the armor) once per day for a maximum of one hour. Jann perform at 12th-level ability, except as noted. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition: - Angry Golem Games (homebrew) 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Powerful Innate Spellcasting - Resistant to Fire - Immune to desert heat and environmental effects - Telepathy - Flight Appearance Jann resemble powerfully built humans or half-elves. Members of both sexes are usually quite attractive. The average janni stands between six and seven feet (180 to 210 centimeters) tall. Their skin is the color of golden sand or earth, allowing them to mingle unnoticed among the dark-skinned Zakharans, and they are often mistaken for the humans they resemble. Their eye color varies greatly, but always hold a supernatural intensity. Size Hero Forge: 9 ft. (XXL) Lore: Medium (6-7 ft.) Suggested: Medium to Large Other Monikers Janni, Desert Genie Sources - Forgotten Realms Wiki - Dungeon Dad (youtube) - AJ Pickett (youtube) - 3.5e Monster Manual (2003) - 2nd Edition Monstrous Compendium Al-Qadim Appendix (1992) - 2nd Edition Monstrous Manual (1991) - mojobob's website
- Manes
Manes Manes Small Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below (inc. single mini) Description (from Dungeons & Dragons Monster Manual - 2014) Souls of evil creatures that descend to the Lower Planes are transformed into manes — the lowest form of demonkind. These wretched fiends attack any non-demon they see, and they are called to the Material Plane by those seeking to sow death and chaos. Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. Other demon lords feed on manes, destroying them utterly. Otherwise, killing a manes causes it to dissipate into a cloud of reeking vapor that reforms into another manes after one day. (from Planescape Monstrous Compendium Appendix I - 1994) Manes are the most pathetic beings on the lower layers of the Abyss, vast and endless as the layers themselves. [They] cannot communicate. Manes travel in gibbering, snarling hordes that sometimes number in the thousands. Physically weak, they attack in such great numbers that non-tanar’ri fear them. These wretched armies are difficult to maintain, for the manes are literally too stupid to understand commands. They can temporarily form a regiment, but they eventually wander about aimlessly, paying no heed to orders. If brought to a battle, however, they make excellent soldiers; once they see the enemy, they attack tirelessly. Sometimes they attack even when such a tactic does not favor their army, but such is war in the Abyss. In the Abyss, manes are viewed as sub-tanar’ri c and scorned by everything there. This does not bother the witless manes. Like the dretches, the manes represent a major fighting force that is highly expendable. Unaware of their position in the Blood War, the manes have no way to improve the cruel treatment they receive. When chaotic evil mortals from the Prime Material Plane die, their spirits go to the Abyss and become manes. Those who were particularly cruel and evil in life are confined to the Pits of Despair on the 400th layer of the Abyss. Of this place, wizards and sages know only the name, because none have ever seen it. The Pits are thought to be hidden beneath the Mountain of Woe, but again, little is known. The lowly manes, plentiful and weak, have the dubious honor of serving as the primary food source in the Abyss. When a manes is eaten, it is destroyed utterly and will not reform. Combat: Manes are nearly mindless, senseless creatures. They are immune to mind-affecting spells. They wander the Abyss in endless hordes, attacking all non-tanar’ri they encounter with two raking claws (1d2 damage each) and bite (1d4 damage). When formed into legions, manes carry maces (1d8 damage). One major problem with arming the manes, however, is that they quickly forget how to use the maces, drop them, and fight with claws and teeth. These creatures disregard their own existence. They never check morale and fight until slain. Killing a manes simply dissipates it into a noxious, stinking vapor that reforms in 24 hours. Anyone within 10’ of a manes when it dies must save vs. poison or sustain 1d6 damage from the acidic vapor. Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Monster Manual (2014) - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Abilities - Immune to being charmed, frightened, posioned Appearance They have pale white skin that appears bloated. Manes have long, cruel claws; sharp teeth; sparse hair; and pale white eyes that constantly drip disgusting liquids. Their bodies crawl with carrion creatures that literally feed on them. Size Hero Forge: 5'2" Lore: Small (3 ft.) Suggested: Small Other Monikers Least tanar'ri, petitioner souls Sources - Forgotten Realms Wiki - Monster Manual (2014) - DnDBeyond 2nd Edition: - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website
- Phoenix | Digital Demiplane
Phoenix Huge Celestial or Elemental, Neutral or Neutral Good Hero Forge Mini Double mini, no kitbash Description (from Monster Manual II 3rd Edition - 2002): The phoenix, or firebird, is a creature of tremendous power and potent omen. Many intelligent races look upon it as a god, or at least as a god’s messenger. Physically, a phoenix resembles an immense bird of prey. It measures between 10 and 15 feet from beak to tail, but its wingspan can be as wide as 40 feet. By far its most striking feature, however, is its plumage. All of its feathers are the colors of fire—primarily scarlet, crimson, and orange. In flight or at rest, a phoenix looks like a bird made of flame. When a phoenix reaches the end of its natural life, or when it finds itself in an extreme, life-threatening situation, it immolates itself with intense fire. After its death, a new phoenix arises from the ashes. Because of its traditional association with renewal and rebirth, most cultures ascribe some symbolic meaning to the sighting of a phoenix. Some consider it a positive omen— a sign of the gods’ favor and a promise of renewed life and increased prosperity in the coming years. Others (usually those with a darker outlook on life) see the firebird as a sign of approaching death and destruction—an ordeal that only the strongest will survive. Whatever meaning a particular culture associates with this creature, there’s no doubt that it is on the side of good. A phoenix doesn’t involve itself in worldly affairs or join in mundane conflicts, but neither does it shy away from attacking evil. Combat : In battle, a phoenix usually begins by shrieking to soften up its enemies before joining melee with its claws and beak. It has no fear of fighting to the death, since its immolation ability ensures its later rebirth. Shriek (Ex): Once per minute, a phoenix can utter a war shriek that forces every opponent within 30 feet to succeed at a Will save (DC 22) or be slowed (as the slow spell) for 1 round. This is a sonic, mind-affecting effect. Spell-Like Abilities: Always active—detect evil, detect magic, protection from evil; at will—blindness, blink, blur, color spray, cure light wounds, dancing lights, find the path, find traps, fire seeds (using drops of its own blood rather than holly berries as a material component; no acorn grenades), heal, invisibility, misdirection, negative energy protection, neutralize poison, polymorph self, produce flame, remove fear, remove curse, see invisibility; 1/day incendiary cloud, reincarnate, pyrotechnics, summon nature’s ally IX, veil, wall of fire. Caster level 20th; save DC 15 + spell level. After 10 rounds of ritual and preparation—dismissal, dispel evil, dispel magic. Caster level 40th; save DC 15 + spell level. Defensive Aura (Sp): A phoenix has a +5 deflection bonus to Armor Class. This ability is always in effect. Immolation (Su): When it knows that death is near, a phoenix immolates itself as a full-round action. This produces a cloud of flame in a 20-foot-high, 15-foot-radius spread. Each creature in the area takes 40d6 points of damage (Reflex DC 22 half ). Half of this damage is fire; the rest results directly from divine power and is therefore not subject to reduction by protection from elements (fire), fire shield (chill shield), or similar magic. This action kills the original phoenix and produces a new one, fully grown and unharmed, from the ashes. This new bird arrives at the end of the round. Planar Travel (Su): A phoenix can enter and exit the Astral Plane or the Ethereal Plane at will and navigate through these planes without error or risk. Spell-Like Metamagic (Ex): A phoenix can apply any one of its metamagic feats (Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell) to a spell-like ability by using that ability as a fullround action. Telepathy (Su): A phoenix can communicate telepathically with any nonavian creature within 60 feet. It can also speak normally with any avians. Uncanny Dodge (Ex): A phoenix retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked. Even if it fails a Spot check, it still knows that something is in the area; it merely lacks any details as to its exact location or description. (From 2nd Edition Monstrous Manual - 1993): The phoenix is a great, extra-planar bird thought to represent the spirit of freedom and rebirth. It is a mortal creature that displays the ultimate in godlike detachment. A phoenix appears as a large bird with a 40’ wingspan and bright, multi-colored feathers. The plumage includes bright violet, scarlet, crimson and flaming orange. Its beak and claws are of blue-violet. A phoenix’s eyes are a deep, glowing ruby color. In addition to its own language, a phoenix can speak with all avians. It otherwise communicates with a limited telepathy or by empathy. Combat: The phoenix is a free and benevolent spirit and does not derive pleasure from attacking others. But if the need for combat arises, a phoenix is a swift and powerful foe. It can attack in the air with two powerful claws inflicting 1-8 points of damage per strike. When on the ground it attacks with its great beak for 2-12 points of damage per hit. The phoenix is an intelligent and magical beast, however, so it usually opts for more effective measures of attack and defense. A phoenix will always open up each round of combat with a piercing shriek that gives the creature an edge in the combat round. All opponents of 12 hit dice or less within 30 feet of a shrieking phoenix receive a +3 penalty on their initiative dice. The shriek does not affect the phoenix’s combat roles in any way. Every phoenix has the following spell-like powers, at 20th level of magic use, usable once per round, one at a time, at will: affect normal fires audible glamer blindness blink blur call woodland beings , 1 time per day color spray , 3 times per day continual light control temperature, 10’ radius dancing lights detect charm , always active detect evil , always active detect magic , always active duo-dimension , 1 time per day find traps find the path , 1 time per day fire charm fire seeds , 1 time per day incendiary cloud , 1 time per week invisibility misdirection neutralize poison , 1 time per day polymorph self , 3 times per day produce fire protection from evil, 10’ radius , always active pyrotechnics reincarnate , 1 time per day remove fear , within a 10-foot radius remove curse snake charm veil , 1 time per day wall of fire , 1 time per day Also, by spreading its wings and performing a ritual dance, the phoenix can perform the following spell-like abilities at 40th level of magic use: dismissal dispel evil dispel magic Any of these three abilities can be used by a phoenix as many times as desired, but can only be done one at a time and each takes a full round to complete. No other activities — such as a shriek — can be done in conjunction with these three powers. A touch of its wing is equal to a cure light wounds spell, with 2 touches possible per individual per day per phoenix. A touch of the comb gives an effect equal to cure disease , but only once per day per person. When hard-pressed, the phoenix is able to cause spilled droplets of its own blood to act as fire seeds of the holly berry type, one being created for every five points of damage taken by the phoenix. In extreme situations, the phoenix can create a 40th-level combination of fire storm (20’ high � 5’ wide � 8’ deep) and incendiary cloud , even if it has already used these powers previously. This destroys the adult phoenix but leaves behind a young phoenix with all the powers and abilities of its predecessor. The phoenix can travel astrally or ethereally at will. They are hit only by +3 or better magical weapons. The phoenix can never be surprised. It has infravision to 120 feet. Habitat/Society: Phoenixes are strange and enigmatic creatures. They are held in very high regard in the legends of many tribes of barbarians and in other, primitive cultures. It is said that the phoenix is the embodiment of rebirth. This is symbolized in the classic imagery of the self-immolation of the phoenix from which a new bird is formed. This is seen as the ultimate sacrifice for the cause of good and thus the phoenix are considered noble creatures. Legend states that the phoenix has an extremely long lifespan. Some reports claim they can live to be over 1,000 years old, while others suggest it to be as high as 12,000 years. When it is time for the phoenix to die, it goes far into the mountains away from civilization. At the very top of these peaks, the phoenix builds a great nest made of straw and various herbs. The phoenix will lie in the nest, taking its last look at the world it knows. Satisfied that its work in the world is at an end, it then immolates itself in a flash of great flame and light. When the flames die down, there in the nest, which remains untouched by flames, is a young phoenix arrayed in bright colors like its parent before it. Legend then suggests that the phoenix must fly away to the temple of the sun and there bury the mummified corpse of its parent. In general, phoenixes are reclusive creatures, tending to make their lairs away from the worlds of humanoid beings. Though they have the ability to travel through the Astral and Ethereal planes (and thus to any inner and outer plane), they will generally tend to stay on Elysium or in a secluded place on the Prime Material plane. There are as many legends of the phoenix as there are cultures, each with its own slightly differing viewpoint. Some believe the phoenix to be the benevolent symbol of death, only appearing when someone’s time is up among the living. Other cultures — primarily evil — see the phoenix as the symbol of destruction and rage, bringing fiery devastation in its wake. Still other cultures record their phoenix to be a friend and benefactor of good beings. Although a wealth of mystery surrounds the phoenix, still there are some things that are known for sure. It is obvious that the phoenix is a champion of good. Although is seems these creatures do not actively seek out evil to destroy, they will rarely pass up such an opportunity when it presents itself. Also, despite the vast differences in ideology, belief, and philosophy in the various cultures that revere the phoenix, one thing remains constant: the phoenix is the symbol of creation by destruction. Some cultures believe that fire is the one great purifier, cleansing all that it touches. Others believe that fires merely destroys. With the phoenix, both are true. In its own reproduction, fires destroys the old bird, taking with it many centuries of life and wisdom, yet it creates a new phoenix with a new mind, thus purifying the line. Ecology: Of all magical or enchanted creatures, the phoenix is perhaps most sought after by alchemists and sages alike. There is almost no part of a phoenix that cannot be used in a magical potion or for research. The feathers of the phoenix have a great many uses. They can be used to adorn a staff of healing , they can be used to make potions of extra-healing , and have many other healing, magic uses. The eyes, beak, and talons of a phoenix are very valuable in the open market, often commanding 5,000 gp and up. Of course it is not always easy to find a buyer on the open market, because many cultures consider it a bad omen or taboo violation to kill a phoenix. The exact nature of the phoenix can only be guessed at by scholars. All phoenixes are male and the reproduction cycle consists entirely of the self-immolation. Whether this is a natural biological reproduction cycle or a magical birth is unclear. (From Mordenkainen's Tome of Foes - 2018): Elder Elementals: On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep. Phoenix: Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke — an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. To rise like a phoenix from the ashes — so many use that quaint colloquialism. Little do they know the truth about the true horror of such a rebirth. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elysium (celestial type), Plane of Fire (elemental type) Stat Block 5th Edition: - Angry Golem Games (elemental type) - Mordenkainen's Tome of Foes (2018) - DnDBeyond (elemental type) 3rd Edition: - Realmshelps.net (celestial type) 2nd Edition: - mojobob's website (celestial type) Abilities - Intense illumination, fire form burns creatures - Fiery beak attack - Swoop attack with fiery talons - Siege Monster - Burns creatures during flyby - Powerful innate spellcasting (celestial type) - Immune to fire and poison - Legendary Actions - Legendary Resistance - Resistant to nonmagical weapons - Fiery death and rebirth - Fast flight Appearance A phoenix appears as a large bird with a 40’ wingspan and bright, multi-colored feathers. The plumage includes bright violet, scarlet, crimson and flaming orange. Its beak and claws are of blue-violet. A phoenix ’s eyes are a deep, glowing ruby color. Size Hero Forge: 15+ ft. (no kitbash) Lore: Large to Huge (40'+ wingspan) Suggested: Large to Gargantuan Other Monikers Phoenix Nobilus Conflagrata Sources - Forgotten Realms Wiki - Angry Golem Games (elemental type) - Mordenkainen's Tome of Foes (2018) - DnDBeyond (elemental type) - Monster Manual II 3rd Edition (2002) - Monstrous Manual (1993)
- Template - Lady's Mazes
Template - Lady's Mazes Template - Lady's Mazes Author(s) Matt-GM, John-Fercher talespire://published-board/VGVtcGxhdGUgLSBMYWR5J3MgbWF6ZXM=/e4c872d144fb65376f1b8594267bf459 Board Link Features - Burning, molten walls and floor - Clockwork walls, floor, doors - Temple/Stained glass walls and floor - Ruined tenement stone walls and floor - Mage Academy walls and floor - Godsmen Hall walls and floor - Black-Barbed maze walls and floor - Enchanted Forest walls and floor - Blased plains floor - Lightboard number signs - Portal ring (all angles) - Trees Notes - Took the trees from a Rivendell map I found Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/













