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  • Carceri - Othrys Swamp

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

  • Elysium - Blessed Fields

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

  • Sigil - Twelve Factols Tavern

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

  • Khayal

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

  • Imp

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

  • Template - Hell - Lower Planes

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

  • Psurlon | Digital Demiplane

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

  • Gray Waste - Oinos

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

  • Template - Lady's Mazes

    Template - Lady's Mazes Author(s) Matt-GM, John-Fercher talespire://published-board/VGVtcGxhdGUgLSBMYWR5J3MgbWF6ZXM=/e4c872d144fb65376f1b8594267bf459 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 Board Link Template - Lady's Mazes Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/

  • Oread | Digital Demiplane

    Oread Medium Fey, Chaotic Good (Neutral) Hero Forge Mini Single mini, no kitbash Description (From Planescape: Planes of Chaos Monstrous Supplement - 1994): Oreads are to mountains what dryads are to oak forests: They are guardian spirits, protectors, and shepherds. Oreads are lithe, stony women with skin the color of the rock of the mountain they protect. Some Oreads are soft and round and tawny like limestone or sandstone; others are grainy red, white, and black like granite; or sharp, angular, and brittle like dark gray gneiss. Their eyes are always the color or clear gemstones and their hair resembles lichen: pale gray, whitish green, or a dark yellow-brown. In winter, their hair and their shoulders always turn white, like the snow-capped peaks. Like dryads, all Oreads are female. Oreads always wear loose gowns in black, gray, or gold. They are very fond of ornaments, such as ribbons resembling white, plunging waterfalls, crowns of gold and jewels, and glowing shawls that somehow bend light into rainbows. Oreads speak a dialect of the language of dryads, and the two races can make themselves understood to each other, though only with some difficulty. In addition to their own language, oreads also speak the language of satyrs , korreds , galeb duhr , stone giants , mountain giants , and dwarves . Combat: Oreads dislike combat but are hellions when miners, woodcutters, quarrymen, or builders threaten their territory. Oreads can club their enemies with their hard fists for 1d6 points of damage, or they can use their powerful spells. Each oread can sing the song of stone once per day. The song sounds like a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide. This magical form of attack charms all those who hear it unless they make a saving throw versus spell at -3. Those who fail must serve the oread for one year, and no dispel magic or remove curse can break this charm. Part of the enchantment causes the oread’s servant to be so devoted to her that he’ll willingly lay down his life for hts mistress. A limited wish or holy word is required to break the hold of an oread over her servant. Most oreads keep only a single servant at a time, and if appealed to, they sometimes ransom their servants back to their families before their time of service is done. An oread can cast each or the following spells once per day as a 9th-level caster: stone shape , stoneskin , and stone tell . An oread can dimension door anywhere on her mountain three times per day, and can meld into stone at will. Once melded within the stone, they can either return to the surface when the spell’s effect expires, or they can burrow rapidly through solid stone to reappear elsewhere. “Burrowing” is actually an inaccurate term when applied to oreads: they are at one with the stone that they travel through as other races might travel through water, leaving no trace of a tunnel or disturbance behind them. Oreads prefer to ambush the enemies of the mountains when they can. Their assaults take place on footpaths that their victim travels often. The oreads all meld into stone before the taget arrives, and then leap out as he passes by. In these situations, they gain surprise on a roll of 1-7 on 1d10. Oreads sometimes befriend snow leopards, mountain lions, and mountain goats. These animals aren’t their slaves or servants, but come and go as they please. Oreads have little other company, so they defend their pets fiercely, sometimes to the death. Habitat/Society: Oreads are tied to a single mountain peak. They can travel anywhere on their mountain, from the valley to the heights, but they may never go more than 500 yards from the foot of their mountain. Unlike dryads, they are not vulnerable to the death of their mountain — after all, a mountain cannot die — but they are pained by mining, deforestation, and magical erosion. Although oreads are solitary, up to four have been encountered in one place. These meetings are usually in mountain valleys surrounded by many peaks, and the oreads are usually related. Arboreans say this is why mountains that stand near one another are sometimes called sisters. The mountain spirits dwell alone for most of their lives, though once a century they may raise a daughter. Like dryads, the children of oreads are born of satyr or korred fathers, though the fathers have nothing to do with (and no interest in) raising their young. The young oreads resemble korred until they reach puberty at age 19, when they begin to lose their wild hair and mountain-goat hooves. Any male young are satyrs, who quickly grow to maturity and then strike out on their own. Ecology: Oreads devour certain minerals — especially clear gemstones such as quartz, topaz, emeralds, sapphires, and diamonds — and they gladly accept such gifts from visitors and admirers. They are quite brash about their desires and are not ashamed to bluntly ask for gems that they admire. They enjoy metal jewelry but don’t eat metals of any kind. Oreads are on good terms with dryads, korred, satyrs, galeb duhr, and most faerie creatures. They are the sworn enemies of dwarves, gnomes , goblins , pech , xorn , and other mining races. They are rivals of sylphs , who often tease and harass the earthbound oreads. Snowhair The snowhair are the legendary oreads who have broken the bonds of their ties to a particular mountain and become the guardians of entire mountain ranges. They are the eldest oreads, the keepers of wisdom and the legacy of the entire race, and their age is reflected in their snow-white hair, thir craggy features, and their slumped bodies, like mountains worn into foothills with the passage of time. Snowhair are much stronger than their younger sisters; they have 12 Hit Dice, can cast earthquake once per week, and may cast animate rock , dig , Maximillian’s earthen grasp , and part stone (an earthen version of part water ) at will. If they are severely threatened or angered, they can petrify opponents with a touch. Most snowhair oreads resort to this only against miners, quarrymen, and the like who ignore their warnings and continue to mine. The victim is entitled to a saving throw, and if it succeeds he can never be petrified by that particular snowhair oread. If it fails, he ist transformed into a boulder of about the same size. Because their form is altered, victims can only be restored through a combination of stone shape and stone to flesh . The snowhair are responsible for takinh oread daughters from their mothers to the mountains that the young will be bonded to when they mature, so the snowhair are often seen by the oreads as bringers of sorrow. However, they are also the defenders of the mountains. When a planar shift threatens to slip a mountain over a boundary from one plane to the next, the snowhair oreads are the ones who make the final efforts to keep the land in the plane it belogs to. All snowhair oreads are peaceful, smiling, and talkative, full of the tranquil strength that comes with age. Some are even proxies of the powers. A group of seven ancient snowhair oreads is said to be the guardian nature spirits of Mount Olympus. (From 3rd Edition Fiend Folio - 2003): Like a dryad or a fossergrim, an oread is a fey creature intrinsically linked to some feature of the natural world. In the oread’s case, it’s an undeniably important feature—a mountain. An oread guards the natural state of her mountain home, protecting it from miners and quarrymen and fending off drastic forces of erosion. Individual miners might be charmed, warned, and sent on their way, but large parties that go to mine or quarry an oread’s mountain always come to disaster or are simply never heard from again. Oreads vary in appearance, but all resemble stern, strong humanoid women with stony skin. An oread’s hair looks like strands of stringy lichen and is white when its mountain’s peak is covered in snow. Oreads often wear gowns woven from the metals of their mountain, and many wear jewelry of uncut gems and precious stones. An oread is a fierce warden of her mountain and regularly uses her spells to bring disaster upon those who would despoil it. Such mountains gain the reputation of being cursed or evil, and that sometimes attracts the attention of a tribe of evil humanoids or giants seeking a refuge. Being a lawful creature, an oread will often strike a bargain of mutual protection with such a tribe. Oreads speak Dwarven, Sylvan, and Terran. Combat : An oread uses its knowledge of stone and its skill with engineering to create many deadly deadfalls and avalanche points on its mountain. When confronted with foes, an oread often charms one to lure the rest to a place where its traps can have their greatest effect. The oread then triggers them from hiding, hoping to kill, maim, or frighten its foes enough to cause them to flee. More troublesome and determined foes feel the full brunt of the oread’s spellcasting powers. An oread can be summoned using a summon nature’s ally VI spell. Spell-Like Abilities: At will—stone tell, teleport (from any point on its mountain to any other point on its mountain); 3/day—charm monster, soften earth and stone, spike stones, stone shape, transmute mud to rock, transmute rock to mud; 1/day—earthquake, move earth. Caster level 14th; save DC 13 + spell level. Burrow (Ex): An oread can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing oread flings the oread back 30 feet, stunning the creature for 1 round unless she succeeds on a Fortitude save (DC 19). Earth Mastery (Ex): An oread gains a +1 bonus on attack and damage rolls if her foe is touching the ground. Mountain Dependency (Su): Each oread is mystically bound to a mountain. If an oread strays farther than 1 mile from her mountain, she dies within 4d6 hours. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea, Beastlands, Ysgard Stat Block 5th Edition: - None (buff Dryad stats, add spellcasting of Dao ) 3rd Edition: - Realmshelps.net 2nd Edition: - mojobob's website Abilities - Song of stone turns creatures into Oread's servants for one year - Innate Spellcasting - Stone fist punch Appearance Oreads are lithe, stony women with skin the color of the rock of the mountain they protect. Some Oreads are soft and round and tawny like limestone or sandstone; others are grainy red, white, and black like granite; or sharp, angular, and brittle like dark gray gneiss. Their eyes are always the color or clear gemstones and their hair resembles lichen: pale gray, whitish green, or a dark yellow-brown. In winter, their hair and their shoulders always turn white, like the snow-capped peaks. Like dryads, all Oreads are female. Size Hero Forge: 6 ft. (no kitbash) Lore: Medium (6 ft. tall) Suggested: Medium Other Monikers Mountain dryads, the snowhair Sources - Forgotten Realms Wiki - Fiend Folio (2003) - Planescape: Planes of Chaos Monstrous Supplement (1994) - mojobob's website

  • Sigil - Newmarket Square

    Sigil - Newmarket Square Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBMb3dlciBXYXJkIE5ld21hcmtldCBTcXVhcmU=/3e3245bf42d6f20ee2c6e6b291530aa4 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 Board Link Sigil - Newmarket Square Assets from Tales Tavern None

  • Astral Plane

    Astral Plane Author(s) Matt-GM talespire://published-board/QXN0cmFsIFBsYW5lIDAx/cb44a2534ce00e71c2f7d982a43d037c Features - Barren, eternal transitive plane where there is no effects of time, and the mind and spirit define physical prowess, not the body. - All creatures who will it may fly in any direction. - No hunger, no aging. - Mysterious "color pools" drift in the astral sea, each a portal to other planes of existence. - Colossal corpses of dead goads float in the astral, fossilized; their surface and innards are sometimes inhabited. - Ruthless Githyanki raiders, pirates and slavers patrol the void sea in massive flying cruisers, some with spelljammer helms granting extraplanar travel. – Other denizens include the Berbalang , Dhours , Astral Searchers , Devourers , Astral Streakers , the Garmorm , Foo Creatures , Invisible Stalkers , and Astral Devas , though many other magical creatures, celestials, and psionic beings may be encountered there as well. The most formidable monsters on the plane are the Astral Dreadnaught and Astral Dragon Notes - Dead god is traversable inside and out; pretty happy how it turned out. Don't laugh at the backdoor! - Githyanki ship is part void cruiser and part spelljammer. Tried not to depart from lore too much but I don't know Spelljammer that well honestly. - Gith minis from Gonsplitters, MZ4250, and various artists in awesome TS community creature content Board Link Astral Plane Assets from Tales Tavern None

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