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  • 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/

  • Djinn

    Djinn Djinn Large Elemental, Chaotic Good Hero Forge Mini Button Single mini, no kitbash, 7 variants below Description (From 5th Edition Monster Manual - 2014): Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air. Accepting Servitors. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn protect those in their employ, treat them kindly, and part with them reluctantly. A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend. (From 3.5e Monster Manual - 2003): The djinn (singular djinni) are genies from the Elemental Plane of Air. They live on floating islands of earth and rock, anywhere from 3,000 feet to several miles across, crammed with buildings, courtyards, gardens, fountains, and sculptures. Each island is ruled by a local sheik. The structure of djinn society is based on rule by a caliph served by various nobles and officials (viziers, beys, amirs, sheiks, sharifs, and maliks). A caliph rules all djinn estates within two days’ travel and is advised by six viziers who help maintain the balance of the landholds. If a large force attacks a landhold, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds, thus alerting the entire nation. A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds. Djinn speak Auran, Celestial, Common, and Ignan. Noble Djinn: Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 Hit Dice. Combat: Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni. Spell-Like Abilities: At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based. Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space. Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it. (From 2nd Edition AD&D Monstrous Manual - 1991): The djinn are genies from the elemental plane of Air. It should be noted that “djinn” is the plural form of their name, while “djinni” is the singular. The djinn’s native land is the elemental plane of Air, where they live on floating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gardens, fountains, and sculptures made of elemental flames. In a typical djinn landhold there are 3dl0 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points. The social structure of Djinn society is based on rule by a caliph, served by various nobles and officials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days’ travel, and is advised by six viziers who help maintain the balance of the landholdings. If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds; in this fashion the entire nation is warned. Noble Djinn: Some djinn (1%) are “noble” and are able to grant three wishes to their masters. Noble Djinn perform no other services and, upon granting the third wish are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirlwinds they create cause 3d6 hit points of damage. Combat: The djinn’s magical nature enables them to do any of the following once per day: create nutritious food for 2d6 persons and create water or create wine for 2d6 persons; create soft goods (up to 16 cubic feet) or create wooden items (up to 9 cubic feet) of a permanent nature; create metal , up to 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); create illusion as a 20th-level wizard with both visible and audible components, which last without concentration until touched or magically dispelled; use invisibility , gaseous form , or wind walk . Once per day, the genie can create a whirlwind , which the it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind’s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature’s whim. If the whirlwind strikes a non-aerial creature with fewer than 2 Hit Dice, the creature must make a saving throw vs. breath weapon for each round of contact with the whirlwind, or be swept off its feet, battered, and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact with the whirlwind. A djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions. Airborne creatures or attacks receive a -1 penalty to attack and damage rolls against a djinni, who also receives a +4 bonus to saving throws against gas attacks and air-based spells. Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite. Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity. (from 2nd Edition Monstrous Compendium Al-Qadim Appendix - 1992): NOBLE DJINN: Noble djinn are the rulers of all genies on the Elemental Plane of Air, and they are masters of the province of wind. They can speak their own tongue and that of any intelligent creature they meet through a limited form of telepathy. They never forget either a service or a slight from another creature. Noble djinn pride themselves on being the tallest and fairest of their kind. They enjoy wearing jewelry and rich clothes to distinguish themselves even further from common djinn. They prefer loose, lightweight silks and cottons. On their home plane, noble djinn are always accompanied by processions of 4-40 common djinn who are their courtiers, soldiers, fan-bearers, minstrels, grooms, and servants. On the Prime Material Plane, noble djinn are always carried by either an animal (such as an elephant or camel) or in a rich palanquin by four servants. Under no circumstances will they allow their feet to touch the ground. Ideally, of course, djinn nobles travel by air under their own power, but often wind and weather or the need to enter a city in grand style dictate that they travel near the ground. Noble djinn sneer at life forms unable to fly naturally and will generally hover over earthbound nobles of other races to make their point. Combat: The noble djinn can create nutritious food for 4-24 people, create water or wine for 4-24 persons, create soft goods, including nonmagical cloth, wood, brass, copper, or tin items (up to 25, 16, and 9 cubic feet of each) with permanence, create iron, gold, platinum, and silver items of short life span (about 24 hours), create illusions with visual, thermal, audible, and tactile components which last without concentration until dispelled, become invisible, assume gaseous form, windwalk, or form a whirlwind. In their gaseous form, noble djinn resemble clouds. In addition, a noble djinni may cast gust of wind at will, cloudkill once per day, control weather once per week, and airwalk on up to seven other creatures once per day. Once per year, a noble djinni can cast windtomb . All noble djinn magic is cast as if at the 20th level of ability. Noble djinn can grant three wishes to their masters, but if they are forced to grant such wishes they will undertake no other service; they are freed of their servitude upon granting the third wish. These wishes are only granted to creatures from the Prime Material Plane. A noble djinni’s whirlwind is a funnel 20’ across at its base, 60’ across at its top, and 100’ high. It requires five rounds to form and five rounds to fully dissolve. It lasts for as long as the noble djinni concentrates on it. Nonaerial creatures of less than three Hit Dice are swept away and killed by the whirlwind while hardier beings take 3-18 (3d6) points of damage. This whirlwind may also carry up to 15 man-sized creatures or 6 djinn- or jannsized creatures, which may be protected from harm by the genie’s will. Whether carried creatures are harmed by the whirlwind or not, they can be transported at a movement rate of 21 and a maneuverability class of B as long as the noble djinni’s concentration is not disturbed. Air-based attacks are utterly useless against noble djinn, including poison gases, gaseous breath weapons, cloudkill , wind control , and all elemental air spells. Noble djinn are too intelligent and too powerful to be captured by physical means. Magically enslaved noble djinn will refuse to extend their abilities to the fullest for their masters unless they are constantly deferred to in matters of opinion (though they will still obey orders), given slaves of their own to replace the ones they no longer have at their disposal, and generally treated as equals or even superiors. A noble djinni can carry up to 2,000 pounds either afoot or flying without a penalty to movement, though they consider such work beneath them. They can carry double that weight for three turns afoot or a single turn while flying. (For each 200 pounds less than the maximum, add one turn to the time before tiring.) A fatigued noble djinni must rest for six turns before attempting further strenuous activity. Noble djinn rarely allow themselves to be drawn into direct combat with opposing forces, preferring to command common djinn or summoned creatures to fight for them while casting spells and giving orders. If possible, noble djinn will use their illusion and invisibility spell-like abilities to avoid combat altogether, and under no circumstances will they do combat in an unfavorable elemental environment, such as underground. Habitat/Society: Noble djinn are of two types. Most are local caliphs, sheiks, sherrifs, and maliks who rule over a small number of landholders. These noble djinn command small groups of djinn scattered throughout the Plane of Air. A typical local ruler commands 1-6 households, each of which consists of 3-30 djinn, 1-10 jann servants, and 1-10 elemental creatures of low intelligence. The local sheik or headman of each of these holdings is a djinn of maximum hit points. In general, noble djinn who dwell and rule on the Prime Material Plane command only a single household. Female noble djinn take part as leaders of their people, and they have more freedom than the common djinn. Any holding attacked by a large or dangerous force sends messengers cloaked by invisibility to the nearest two holdings, which each send two more messengers, until the entire djinn nation is warned. Some noble djinn also raise homing pigeons and other flying animals to accomplish the same end. Other nobles have raised falconry and the husbandry of fancy talking birds, tumblers, pouters, and other unusual breeds to a fine art. A smaller but more influential group of noble djinn spends its time at the court of the Great Caliph of the Djinn, known as the Court of Ice and Steel. This rich palace is carved from a huge glacial rock which perpetually hurtles through the gulf of Elemental Air, creating a permanent rush of wind throughout the court. The chambers of the court are secured by steel portals set deep into the ice, and the air is only still in any one of the Court’s rooms when all the portals to that room are shut. Whenever the portals open, a blast of wind stirs the curtains, banners, and clouds of incense throughout the room. Illumination comes from flickering orange lanterns or from the blue light that filters in as it refracts through the glacial ice. Most chambers are only accessible to flying creatures, as there are no stairs, and hallways are just as likely to be vertical shafts as horizontal ones. Visiting creatures not native to the Plane of Elemental Air are usually escorted everywhere to ensure their safety, and to allow the Great Caliph of the Djinn to keep an eye on them. The noble djinn of the Court of Ice and Steel are the viziers, beys, and emirs. They only leave the premises when they are commanded to assume the onerous duties of rulership over groups of djinn elsewhere or when compelled to answer the summons of a powerful sha’ir. Noble djinn are rarely pleased to serve even the most powerful of human wizards, and if the servitude drags on for months they may complain bitterly of the duties they are neglecting by serving a human. Noble djinn who are mistreated and who make their way back to their estates will return with half their subjects to avenge their honor. Ecology: Noble djinn require very little from other creatures, as their djinn subjects provide them with all the necessities of life. However, their constant rivalry both among themselves and with other noble genies leads them to strive for the richest gems, jewelry, cloth, spices, and perfume they can obtain. Often manners and ethics are no obstacle to a noble djinni on the trail of something unique. Noble djinn will sometimes send their servant creatures to obtain these sorts of riches from the Prime Material Plane. Noble djinn hate the efreet and will cooperate in any attempt to harm them. Despite their haughtiness, noble djinn respect individual achievements and will cooperate with other creatures of the Elemental Plane of Air rather than attempting to enslave them. Their servants are retainers who may leave at any time, but stay because they consider it an honor to serve. From time to time, a particularly driven noble djinni will undertake either a raid or a crusade against the dao or efreet and seek to free slaves and embarrass opposing nobles. Since those genies are generally more powerful than noble djinn, these expeditions are rare. Great Caliph of the Djinn: The ruler of the djinn is known by a long list of titles including, but not limited to, the Commander of the Four Winds, Ruler of all Djinn, Defender of the Heavens, Prince of Birds, Storm of the Righteous, and Master of the Air. He is always attended by his courtiers, who number 4-20 noble djinn (half of whom are his dancers and consorts), 40-400 jann, and 10-100 common djinn at any given time. The Great Caliph of the Djinn rarely leaves the Court of Ice and Steel; he is perpetually called upon to decide matters of state, matters of law, and matters of politics among his nobles. When he does leave, it is generally with an entourage of nobles to go hunting elemental creatures, though occasionally they go to the lands of Zakhara to stir up trouble among the cities there. Infrequently, the Great Caliph will demand a procession be held (in his honor or to celebrate the anointment of a new noble djinn or a noble marriage). These processions are grand affairs involving at least 50 noble djinn, 100-1,000 common djinn, and clouds of banners, flags, and streamers. The course of a procession often takes it in loops, rolls, and dives, and its meandering path often tours the Plane of Elemental Air for days or weeks. The Great Caliph has 15+6 Hit Dice and maximum hit points for a noble djinn. In addition to having all the usual powers of a noble djinn, the caliph has access to all spells of the province of wind magic once per day. He is always surrounded by a gentle breeze, which stirs his hair and flowing garments. All hurled and ranged missile weapons are ineffective against him, as the winds protect him, acting as permanent protection from normal missiles and protection from magical missiles spells. The Great Caliph of the Djinn is fickle and easily bored, but this by no means indicates that he is soft or unable to rule. When required, he can rouse genie armies to victory and can wrestle monsters into submission. In general, however, the caliph prefers to win his battles by his wits rather than by the strength of his armies or his magic. Since the efreet that often harass the djinn are individually stronger than the djinn, this tactic is common among lesser djinn as well. The court chamber itself is at the center of the Court of Ice and Steel, with clear shafts running to the outer surfaces in all directions. Creatures who (willingly or unwillingly) gain an audience with the Grand Caliph are brought to hover before him. If they cannot fly under their own power, they are buffeted by the whirlwinds of their djinn guards for 3d6 points of damage each round. Presenting oneself as earthbound before the Great Caliph can be exhausting. The chamber of the court itself seems to be in perpetual motion, as layers of silk streamers constantly flutter in and out. In dealing with creatures not from the Plane of Elemental Air, the Great Caliph is inclined to be merciful and often ends his recitation and judgment within a matter of a few minutes. When traveling to the Prime Material Plane, the arrival of the Great Caliph of the Djinn is always signaled by a great blast of wind. Once there, he often travels in a procession like that of noble djinni, only of twice the usual size. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Air Stat Block 5th Edition: - Aidedd.org - DnDBeyond - Monster Manual (2014) 3.5e: - d20srd.org 2nd Edition: - mojobob's website (& Noble Djinn ) Abilities - Create Whirlwind - Powerful Innate Spellcasting - Immune to air-based attacks and magic - Resistant to Lightning, Thunder - Telepathy - Flight Appearance Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. Size Hero Forge: 9'6" (XL) Lore: Large (10 ft.) Suggested: Large to Gargantuan Other Monikers Djinni, Air 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 Djinn )

  • Lady's Maze - Cursed Forest

    Lady's Maze - Cursed Forest Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBDdXJzZWQgRm9yZXN0/715ce12e4ab91d3599f1adb8d17aac99 Features - Eerie forest full of dead ends and portals - Player starts at maze Center - Each portal leads to the next closest portal facing clockwise - Inner section of maze is cut off from outer sections - Player must travel through all portals in clockwise order to progress to the next outer section, and eventually escape - Treasure chests, mimics Notes - Maze rules can be flexible; make up any rules you want for escape - Multiple exits allowed players to travel between one another's mazes, and reunite as a full group Board Link Lady's Maze - Cursed Forest Assets from Tales Tavern None

  • Dybbuk

    Dybbuk Dybbuk Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Description From Mordenkainen's Tome of Foes (2016): Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can’t resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways — throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. From D&D 3.5e Fiendish Codex I: Hordes of the Abyss (2006): Loumara Subtype: The loumaras represent an emergent demonic subtype and are fairly recent additions to the Abyss. Even so, they have plagued the Material Plane for ages. These demons rise from the fragmenting dreams of dead gods found in the Dreaming Gulf (layer 230), spreading out into the surrounding Abyss like a stain or slipping into the Material Plane through tiny tears in reality. Their indistinct nature and lack of physical forms has resulted in obscurity on the Material Plane, yet their taint in the mortal realm is far greater than most would imagine. Only two kinds of loumaras have thus far manifested with any regularity: the corpse-haunting dybbuks and the murderous guecubus. Loumara Traits : A loumara has the following traits (unless otherwise noted in a creature’s entry). —Immunity to acid, electricity, and fire. —Resistance to cold 10. —Incorporeal: All loumaras have the incorporeal subtype when not possessing a physical body. —Possession (Su): All loumaras can possess physical objects or creatures. The exact kind of object or creature a specifi c loumara can possess is noted in the creature’s description. Dybbuk Intro: A faint brush of cold, the fl eeting scent of moldering lilies, and a sudden conviction of loss mark the passage of this indistinct shape. Its form is visible only as a flickering shimmer in the air accompanied by faint tendrils of pale smoke. Disembodied intelligences spawned by the Abyss, dybbuks must possess the dead to work their evil. A dybbuk in its natural form constantly scours its environment for a suitable host body. It knows that it can be killed when it is without a host and avoids combat as a result. Once it inhabits a body, it apes that body’s normal activities, although this is more of a means to an end (finding a better body) rather than being indicative of any real need to eat, sleep, or otherwise behave as a living creature should. Dybbuks are found in the Abyss at sites of great battles or near large graveyards. They are not fond of regions heavily populated with undead, since they have no use for bodies that are already animated. A dybbuk’s driving need is its eternal search for a perfect body. To a dybbuk, a perfect body is one that is undamaged from violence, quite handsome or beautiful for its race, and has many links to its society’s leadership. A dybbuk hopes to possess such a perfect body before anyone discovers the victim has died, so that it can go on living the victim’s life without arousing suspicion. Once a dybbuk has found a perfect body, it allows itself to be overtaken by that society’s sins and vices, plunging hedonistically into depravity until its body is ruined or it is otherwise forced to abandon its plaything. Much of a dybbuk’s existence actually consists of leapfrogging from lesser body to lesser body. It sees these bodies as stepping stones, with each transfer to a new body putting it closer to its intended target. A dybbuk typically has a specifi c person targeted as a perfect body and does what it can to get closer to this targeted victim, with the goal of either engineering the person’s accidental death or catching the victim alone (in which case it uses its death touch to kill its target). Alternate Versions Button Button Button Button Button Button Button Button Home Plane The Abyss Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Dnd Wiki - DnDBeyond Abilities - Possesses and controls corpses nightmarishly - Life-draining tentacles - Incorporeal Movement - Innate spellcasting Appearance Fiendish Codex (3.5e): A dybbuk is incorporeal and silent. The creature’s basic shape is that of a writhing jellyfish with an indistinct humanoid face floating on the surface of its body. Scores of smoky tendrils trail from the underside of its body to a length of 5 feet. These tendrils braid and twist together, effectively forming two arms when needed. Size Hero Forge: 3 ft. Lore: Medium Suggested: Small to Medium Other Monikers Loumaras (disembodied demonic spirits) Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Fiendish Codex I: Hordes of the Abyss (2006) - DnDBeyond

  • Bladeling

    Bladeling Bladeling Medium Humanoid, Lawful Neutral (Evil) Hero Forge Mini Double mini, no kitbash, 2 variants below Description (From Planes of Law Monstrous Supplement - 1995 [credits] ) Bladelings were once rumored to be tieflings, the spawn of fiends and humanoids. Unlike the other castoffs of the Lower Planes, however, bladelings are a distinct race unto themselves. Not much is known about the bladelings, for they discourage any investigation into their lives — harshly. They are highly superstitious, and most are exceedingly xenophobic. Though they are courteous to strangers encountered outside their home, they tend to administer swift death to those who invade their territory. Bladelings can become conjurers, priests or fighters. Certain bladelings have the ability to call on their unknown gods. These bladelings, usually (but not always) female, can achieve 10th level as priestesses. They are the rulers of bladeling society, guiding it as they see fit. The bladelings live in Ocanthus, the fourth layer of Acheron, amidst the whirling blades of ice and iron. Their city, Zoronor, lies in the Blood Forest. This pulpy mass of wood (and other less savory, unidentifiable material) protects the residents from the whirling blades that are the main feature of this layer. Zoronor is the only known bladeling city. Here, bladelings obey their priest-king fanatically, having followed his tenets and gained some measure of security, which they will defend with their lives. The city itself yields litle except assassins and travelers. Life in Ocanthus is difficult at best. For this reason, bladelings learn to trust in their neighbors and to protect them as well. Though they are prone to internal strife and their priests and priestesses in particular are prey to politics (sometimes to the extent of embroiling parts of the city in their maneuvers), bladelings pull together quickly when faced with outside threats. Though not originally from Acheron, bladelings have established themselves on the plane and are now considered native. They were nearly wiped out in the first years after their arrival. Rust dragons inhabiting the plane destroyed large numbers of bladelings with their corrosive breath weapons. Through magical experimentation, however, bladelings finally developed a resistance to rust of any sort. Combat : Bladelings are quick to leap into a fray. When entering combat, a bladeling wades in hands first. Striking twice with its metal-encrusted fists, the creature inflicts 1d6 points of damage with each successful attack. Then again, a bladeling might instead wield a weapon of nearly any type. Some bladelings are truly brave. These attack the wielders of the weapons most dangerous to other bladelings first, trying to get a measure of their enemy. Bladelings are entirely immune to rustiug, acid, corrosive attacks of all types, and normal piercing missiles or bladed weapons. Bladelings are magical beings; their bodies — composed of elements stronger than mere flesh — are resistant to some types of magic. They take only half damage from cold- and fire-based spells. There’s not a whole lot that can hurt the them — and they press that advantage. Magical or bludgeoning weapons inflict full damage against them. Other spells affecting metal will work normally on a bladeling; the heat metal spell, however, causes double damage. Other heat-based spells, unless specifically designed to work on metal, do nothing. Once per week, a bladeling can create a razor storm. The creature explodes a piece of its outer skin, sending a 5-foot wide hail of blades up to 15 feet forward. The shrapnel attack causes 3d12 points of damage to any within the blast area, though the victims can save vs. breath weapon for half damage. The drawback to this attack is that it weakens the bladeling’s natural armor, reducing it from 2 to 6 in the frontal torso. Any attacks striking this area inflict double damage upon the bladeling; fire- and cold-based spells inflict normal damage if directed at this weak spot. In addition, the bladeling’s magic resistance falls to 5% untll the bladeling has regenerated the lost blades (typically 1d4 days later) Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition: - Homebrew from DM Dave 2nd Edition: - mojobob's website Abilities - Entire body is a deadly weapon - Razor storm (AOE) once per week - Immune to nonmagical piercing and slashing damage, as well as acid, rust, and poison - Fire and cold resistance Appearance Human-shaped, the average bladeling stands about 6 feet tall. The resemblance to humankind ends there. Bladeling eyes glow like translucent chips of glacial ice tinged with purple. Skin and bones protrude in the form of sharp blades of wood and ice and steel, jutting out at all angles; bladelings have no soft flesh. They have blood the color and consistency of oil. Size Hero Forge: 8' 5" Lore: Medium Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Homebrew from DM Dave - Planescape: Planes of Law Monstrous Supplement (1995) - mojobob's website

  • Blue Abishai

    Blue Abishai Blue Abishai Medium Fiend (Devil), Lawful Evil Hero Forge Mini Single mini, no kitbash Description (From Mordenkainen's Tome of Foes (2018): Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat’s enemies. Abishai: Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. (From Planescape: Monstrous Compendium Appendix I (1994): Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors — in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence. Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu. The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu. As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result. Combat: In battle, the abishai strikes with two claws (1d4 points of damage each) and its flexible tail (ld4 + 1 points of damage and poison; note that the poison is fatal unless a successful save vs. poison is made). Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double damage (2d4 points per claw). In addition to the powers of all baatezu, an abishai can change self, command, produce flame, pyrotechnics, and scare . Once per day they can attempt to gate in 2 to 12 lemures (60% chance of success) or 1 to 3 abishai (30% chance). Abishai are susceptible to holy water (2d4 points of damage per vial). They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator (Avernus & Dis) Stat Block 5th Edition: - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DnDBeyond 2nd edition: - Mojobob's Website Abilities - Lightning Strike - Spellcasting - Teleport - Devil sight pierces magical darkness - Magic resistance - Flight Appearance Abishai are gargoyle-like winged humanoids, looking as if a dragonborn or half-dragon were fused with a fiend. The Blue Abishai most closely resemble their draconic kin, the blue dragon. Size Hero Forge: 7 ft. (XL) Lore: Medium (4-8 ft.) Suggested: Medium Other Monikers Dragon devils, Chosen of Tiamat Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2022) - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I - Angry Golem Games - DnDBeyond - Mojobob's Website

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