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  • Bezekira

    Bezekira Bezekira Large Fiend (Devil), Lawful Evil Hero Forge Mini Double mini, no kitbash Description (From Planescape: Planes of Law Monstrous Supplement - 1995): The bezekira (or hellcat, to those who don’t know its proper name) is a catlike beast native to Baator . However, it’s got none of the charms associated with a feline: It’s got all the obnoxiousness — and then some! It pads about on feet quieter than velvet sliding across skin. Unlike a cat, however, the bezekira tends not to be very vocal, preferring instead to communicate via a telepathy that extends 9 yards. One of the worst things about the hellcat is that it’s damned near invisible in any kind of light. Though it can be seen by those beings who can ordinarily see invisible creatures, all others are at a serious disadvantage. However, if a body’s smart enough to douse the light when a hellcat’s suspected nearby, she’ll see a glowing outline of a cat the size of a tiger. She’ll also see the thing’s malevolently glowing red eyes — ’course, that might be the last thing she sees. Bezekiras are the associates and familiars of baatezu and are found primarily on the Nine Layers of Baator. Only if summoned forth by a prime wizard (or some other fool who doesn’t know any better) will a hellcat leave Baator. Typically it is turned loose on the Prime Material Plane. There, it may wander for a year and a day before it must return to its dismal lair, but during that time it can wreak considerable havoc. The hellcat’s nature is fickle and capricious. It will seek the one master who can bring it the most power and food — often changing masters a number of times, as outlined below. A bezekira has some standards, however, for it won’t accept just any master. Life in Baator pounds home certain doctrines, and a hellcat will only take on a master who is both lawful evil and intelligent. This monster has developed a unique sense that lets it determine how powerful a lawful-evil body is. Thus, a bezekira can gauge a being’s might and then decide whether it wants to attach itself. If it so chooses, it serves that person to the best of its ability, communicating via telepathy only with him and protecting him while he commits his evil deeds. If it encounters two lawful-evil beings who are of the same level, the hellcat chooses to ally itself to a priest first then a cleric. Its third choice would be a mage, then a specialist. Its fifth choice would be a fighter, then a rogue. If the two most powerful are of the same class, the cat attaches itself to one randomly. However, the hellcat will automatically choose a baatezu (of any power) over a mortal, no matter how powerful. If a bezekira has a master and then encounters a more desirable (read: powerful) lawful-evil person, it has no compunction about abandoning its former master to the dusty wayside. Before actually severing ties, however, the hellcat uses its telepathy to confirm whether the prospective new master might accept it. If he or she will, the bezekira abandons its old master immediately, excited by the prospect of spreading greater evil with its new cohort. The hellcat will readily turn on its former master if its new lord makes such a request. In Baator, it’s not clear just where the animal’s position falls in the hierarchy. The chant is that hellcats serve the fiends, but in what capacity? Even the Guvners aren’t sure, and if they’ve got guesses, they ain’t sharing ’em. Bezekiras reproduce as do normal animals, but their numbers are occasionally augmented in two ways. The first occurs when a baatezu is punished - a frequent event in Baator, though not all those punished are turned into hellcats. The second method occurs far less often. If a petitioner performs a deed of monstrous evil and that deed is witnessed by a lesser or greater baatezu, he is “rewarded” by being turned into a bezekira. The time either of these cutters spends in hellcat form depends on how well each performs. A petitioner who does a good job is usually kept in that place, which is certainly a step up from being a lemure or nupperibo. A fiend, on the other hand, has two options to consider while it’s a bezekira: 1) If it performs badly, it’ll be forced to stay in hellcat form until it learns how to use its new shape properly. 2) If it performs well, odds are it will be forced to remain in hellcat form… Punishment lasts a long time in Baator. Hellcats are carnivorous, requiring a live human or demihuman victim from their masters once per week. If the master is unable to provide a meal, he or she may very well become the next. Bezekiras entirely devour their victims, though first they terrorize their prey so that the taste of fear permeates the flesh. Combat : A bezekira attacks with a rather mundane form: two claw attacks and a vicious bite. However, it’s not its attacks that make this creature a danger to be around, it’s its defense. First, the hellcat’s resistant to magic by 20%. Second, it’s completely immune to any sort of mind-controlling spells; its catlike mentality makes it too independent to be open to such suggestion. Third (and most dangerous), a hellcat can only be hit by a magical weapon. Even then, the weapon’s bonus doesn’t apply to the damage (that is, a long sword +4 used on a hellcat does only 1d12 points of damage, not 1d12+4). Holy water and bless spells cause 1d8 points of damage to a hellcat, and holy items firmly presented keep them at hay. (From 3rd edition Monster Manual I - 2000): Silently, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone. These fierce devil-cats, also called bezekiras, move about almost silently, constantly on the watch for some chance to do evil. They enjoy setting ambushes and otherwise outwitting enemies. While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks. Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds. Combat: A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does. A hellcat’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Improved Grab (Ex): To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +13 melee, damage 1d8+3. Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline. Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - PaperandDice Homebrew (Writing and Rolling) - Try Homebrew below 2nd edition: - Mojobob's Website Abilities - Permanent invisibility except in absolute darkness - Makes no sound when moving - Bite, claw, pounce attacks - Immune to being charmed or put to sleep - 120' darkvision, devil sight pierces magical darkness - Magic resistance Appearance One of the worst things about the hellcat is that it’s damned near invisible in any kind of light. Though it can be seen by those beings who can ordinarily see invisible creatures, all others are at a serious disadvantage. However, if a body’s smart enough to douse the light when a hellcat’s suspected nearby, she’ll see a glowing outline of a cat the size of a tiger. She’ll also see the thing’s malevolently glowing red eyes — ’course, that might be the last thing she sees. Size Hero Forge: 11 ft. (XXL) Lore: Large (7 ft. long) Suggested: Large Other Monikers Hellcat Sources - Forgotten Realms Wiki - 3.5e Monster Manual I (2000) - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's Website

  • Boggle

    Boggle Boggle Small Fey, Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (from Volo's Guide to Monsters - 2016): Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in the caves of a hermit. Irksome Pests. Boggles engage in petty pranks to amuse themselves, passing the time at their hosts’ expense. A boggle isn’t above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle’s antics might cause distress and unintentional harm, mischief — not mayhem — is usually its intent. If threatened, a boggle flees rather than stand and fight. Oily Excretions. A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds — enough time for the boggle to step, reach, or attack through it. Unreliable Allies. A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself. (from 3rd Edition Monster Manual II - 2002): Boggles are clever, gibbering scavengers that behave much like some species of monkeys. They do not value treasure, but they do like to collect bright, shiny objects such as coins, precious gems, and jewelry, as well as bits of polished junk. In addition, they can often be tempted with food and sweets. A boggle is a 3-foot-tall, hairless humanoid with a rubbery hide. It has a large, bulbous, bald head, huge ears, and disproportionate body parts, though the exact details vary from one individual to another. For example, a boggle’s nose might be large and crooked, broad and flat, or nonexistent except for nostril slits. Arms, legs, hands, feet, torso, and abdomen vary from spindly to oversized but are almost always misshapen. Skin color may be any shade from dark gray to blackish-blue. A boggle can stretch and compress its body and limbs to a remarkable degree, which accounts for its impressive reach. Boggles have their own rudimentary language of grunts and whistles. Combat : Boggles are a cowardly lot. They taunt, bluster, and scold in their gibbering language, but always from a distance. If they know intruders are approaching, they often use their grease ability to make a section of floor slippery ahead of time, so that they can easily steal baubles from anyone who falls. When forced to fight, a boggle prefers to climb a wall and leap down on prey from above, so that it can bring its hind claws to bear for rending. Improved Grab (Ex): If a boggle hits an opponent of up to one size category larger than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). If it hits with both claws, it can also rend in the same round. The boggle has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the boggle is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Dimension Door (Sp): A boggle can use dimension door up to six times per day. Caster level 7th. Grease (Su): At will, a boggle can secrete an oily, viscous, nonflammable substance from its skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Die of the boggle (4 rounds for the typical creature), and the Reflex save DC is 12. Typically, a boggle uses this ability to grease a section of floor or wall, though it can use the ability in any of the ways that the spell can be used. This oily fluid also makes the boggle tougher to hold onto (see Skills, below). Boggles are immune to the effects of this substance. Rend (Ex):If a boggle hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d4 points of damage. Scent (Ex): A boggle can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: Because of its perpetually oily skin, a boggle gains a +10 racial bonus on Escape Artist checks. (from 2nd Edition Monstrous Compendium Annal Volume Two - 1995): Boggles are clever gibbering thieves and scavengers, behaving much like spme species of monkey. They are 3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are disproportionate and vary from individual to individual, For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth, Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree. Boggles have a rudimentary language of grunts and whis¬ tles, and can be trained to understand others. Combat : Boggles have an exceptional sense of smell and can detect invisible creatures by scent. Boggles can spider climb at will. A favorite tactic is to climb a wall and leap on prey from above to bring their hind claws to bear. Unless acting as guardians they tend to be thieves and raiders rather than a serious physical threat. They can attack with claws and bite. If both daws hit the boggle can rake with its hind daws as well (two attacks for ld4 damage each). Boggles can stretch their limbs and bodies to twice their nor¬ mal length or contract to half size. Their resilient hides reduce damage from weapon attacks by -1 per die of damage. They naturally resist fire, saving against fire-based attacks at +3 and suffering only half or quarter damage. Boggles can secrete a viscous, nonflammable oily substance from pores in their skin. Not only does this make them hard to catch, but anyone treading on the oil (except those adapted to slippery surfaces, like boggles) must make a Dexterity check or fall down, taking one round to stand up. Boggles will try to steal items from creatures who have fallen. They must make a successful attack against Armor Class 5 to succeed in stealing small hems, with penalties of-1 to -5 for larger items. The most unusual power of a boggle is its ability use any complete frame—such as a hole, a door frame, grill work, a pocket, or a bag—as a dimensional portal They can jump, reach, step, or poke their heads into one frame, to appear from another frame within 30 yards, allowing them to grab or strike from an unexpected direction if a frame is available. Only bog¬ gles can use the portal, but it might be possible for enough of them to pull a man-sized creature through, Habitat/Society: Boggles are a cowardly lot and tend to be whiners if threatened with violence. They have low intelli¬ gence, but the cleverness of monkeys. They taunt, bluster, and scold with their gibbering—from a distance. Boggles do not value treasure, but they do like bright, shiny objects such as precious coins, gems and jewelry as wrell as hits of polished junk, and can be tempted wiLh food and sweets, The social organization of boggles is loosely familial, A gen of 2-43 adults and young live in a pocket warren, which might require the boggle dimensional portal ability to enter, Boggle kits tend to be more roly-poly than their adult counterparts and roll and bounce about rather than running. Old boggles are extremely rare, as they tend to lose their sight, sense of smell, and elasticity as they age. A boggle nest is usually a pit-marked cavern, an earthen bur¬ row or den, or a hide way hollowed in a wall Here, boggles build daylike frames and cubbies, using their oil and the debris of their digging to form a mortar, like a mud wasps nest. Their treasures might be found here in some walled-off cubby. Ecology : Boggles scavenge their food, existing on organic refuse, insects, plants and lichens, and kills stolen from other predators. They seem particularly fund of ants, grubs, and sweets, and can be enticed w ith a bit of a bribe. Boggles some¬ time herd beetles, slugs, and lizards in their nests. The boggles’ innate survival instinct combined with their slipperiness and special abilities makes them difficult to cap¬ ture. Other races, such as goblins, hobgoblins, and ores have been known to use boggles as watchdogs and trackers because of their sharp senses. When guard boggles sense intruders, they set up a high-pitched keening wail. Goblin boggle han¬ dlers use high frequency whistles and collars with inward turned barbs to control their boggles. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Dimensional Rift (short range) - Sticky oil restrains creatures - Slippery oil makes creatures fall prone - Resistant to fire Appearance They are 3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are disproportionate and vary from individual to individual, For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth, Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree. Size Hero Forge: 3 ft. (XL) Lore: Small (3 ft.) Suggested: Tiny to Small Other Monikers Bogeymen, bogeys Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual II 3rd Edition (2002) - Archive.org (Monstrous Compendium Annal Volume II - 1995) - Mojobob's Website

  • Boneclaw

    Boneclaw Boneclaw Large Undead, Chaotic Evil Hero Forge Mini Kitbashed, single mini Description (from Mordenkainen's Tome of Foes - 2018): A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich’s attributes — but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master — a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master’s wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master’s desires. Limited Immortality. A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep. (from 3rd Edition Monster Manual III - 2004): This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws out toa distance of 20 feet, neatly skewering fleshy creatures that stand in the way. A boneclaw stands about 8 feet tall and weighs about 300 pounds. Boneclaws speak Common and Abyssal. Combat : A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, surprising them with an attack of opportunity by extending its claws as its enemies close to melee range. With its Combat Reflexes, this can occur often within the same fight. A boneclaw normally attacks using its Power Attack feat, taking a —2 penalty on its attack rolls and gaining a +2 bonus on damage rolls. Reaching Claws (Ex): A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 \, feet (thereby allowing the boneclaw to threaten more squares than even its Large size 4 would otherwise indicate). i Unholy Toughness (Ex): A boneclaw gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice. Boneclaws in Eberron: Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. During the Last War, spies from Karrnath failed to steal the secrets of boneclaw construction from a cabal of necromancers operating within the Great Crag (Droaam’s capital). Through careful negotiation, however, Emerald Claw agents have succeeded where the Karrns failed and have begun creating their own boneclaw killers. Boneclaws in Faerûn: Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faertin. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Negative Energy Plane Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3rd Edition: - realmshelps.net Abilities - Piercing claw attacks grapple victims and drag them close - Deadly reach - Chooses host/master so it can rejuvenate after its body is destroyed - Shadow jump teleport does AOE necrotic damage - Immune to poison, charmed, exhaustion, frightened, paralyzed - Resistant to cold, necrotic, nonmagical attacks - Shadow stealth - Requires no air, food, drink, or sleep Appearance This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Size Hero Forge: 13 ft. (XL) Lore: Large (8-9 ft. tall) Suggested: Large Other Monikers None Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - 3rd Edition Monster Manual III (2004)

  • Rust

    Rust Dragon Rust Dragon Gargantuan Dragon, Lawful Neutral Button Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From 3.5e Draconomicon: The Book of Dragons - 2003): Native to the Infernal Battlefield of Acheron, rust dragons are creatures of tarnished metal, embodying forces of decay and corruption. Some Material Plane sages posit some connection between these fiendish monstrosities and the relatively innocuous rust monster, but the rational mind correctly sees these claims as the ravings of deranged lunatics. Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. On their native plane of Acheron, rust dragons have an ample food supply in the endless iron cubes the size of continents floating in the void. When drawn to the Material Plane, rust dragons seek out veins of metal in underground caverns, making them particularly loathed by miners. Rust dragons feed on corroded metal, but enjoy fresh meat (particularly vermin) to cleanse the palate between ores. Combat : Rust dragons are not the furious forces of nature that pyroclastic dragons are, nor are they violently insane like howling dragons. Rather, they are simply hungry, and they attack carefully with their goal clearly fixed in mind. They do not tolerate too much interference in pursuit of that goal, and readily break off from combat if a meal proves to be more trouble than it’s worth. Young and older rust dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su): A rust dragon has two breath weapons: a line of acid or a cone of reddish-brown liquid that instantly corrodes and destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid this effect, but any metal is susceptible: iron, steel, silver, gold, even mithral and adamantine. Metal Resistance (Ex): A rust dragon is resistant to attacks from metal weapons. Against weapons whose damage-dealing part is metal (a blade, metal point, arrowhead, or even mace head), a rust dragon has damage reduction equal to what a rust dragon two age categories older than itself has. Wyrm and great wyrm rust dragons have damage reduction 20/magic and 10/chaotic against metal weapons, and lesser weapons corrode when used against them (see Rusting Scales, below). Rusting Bite (Ex): A rust dragon that makes a successful bite attack causes metal armor worn by the target creature to corrode, falling to pieces and becoming useless immediately. A dragon can also use its bite attack to target a weapon or other metal object, of course. The size of the object is immaterial— a full suit of armor rusts away as quickly as a sword. Magic metal items are allowed Reflex saves against a DC equal to the dragon’s breath weapon save DC. Rusting Scales (Ex):A metal weapon with less than a +5 enhancement bonus that hits a wyrm or great wyrm rust dragon corrodes and is destroyed immediately, with no saving throw. A +5 weapon deals damage normally, but then must succeed on a Reflex save (DC equal to the dragon’s breath weapon save DC) or rust away. Spell-Like Abilities: 3/day—wall of iron; 1/day—acid fog, repel metal or stone. (From Planescape: Planes of Law Monstrous Supplement - 1995): It’s said by some that the rusting metal cubes of Acheron are transient, that they’re another stage of something yet to come. Others (most notably the Doomguard) say that the cubes’re in their final millennium, that they are falling prey to the entropy that’s consuming the multiverse. To justify this theory, the Doomguard point to the rust dragons of Acheron. Rust dragons are very similar in appearance to normal dragons , though the latter group is reptilian and the former bears subtle insectoid features. The difference is apparent in only a few areas: The rust dragon’s wings resemble those of a butterfly, and most normal dragons don’t have the antennae of the rust dragon. Also, the rust dragon’s teeth are jagged parts of its exoskeleton, rather than separate pieces of the creature’s body. The rust dragon looks much like a metallic dragon, but its skin is pitted and corroded-looking (woe to any berk who interprets this as a chink in the creature’s armor!), splotched with orange, brown, and blood-red highlights. There’s as many different appearances to a rust dragon as there are varieties of actual dragon, but there is only one true type of rust dragon. Those that’re similar to silver dragons develop a skin that looks like a film of blackened silver; those similar to brass dragons become tarnished and discolored; and those similar to copper become green-tinted as if they had a finish of verdigris. This pattern is the same for all rust dragons; whatever their metal base, these dragons have the skin of that metal oxidized. Combat: Rust dragons have all the combat abilities of normal dragons, with the instinct to use them, too. Unlike those dragons, however, rusts never gain the knowledge of spellcasting. Breath Weapon/Special Abilities: As with the metallic dragons, rust dragons have two sorts of breath weapons. The first is a somewhat standard breath weapon, a spray of acid that spews forth in a stream 5 feet wide and extending 75 feet in a straight line. Those unlucky enough to be caught in this stream may save for half damage. The second type of breath weapon is more insidious, but no less damaging. It is a cone spray of oxidants and reddish-brown liquid that instantly rusts any material it touches. The cone is 5 feet wide, extends 75 feet, and is 30 feet wide at the base. Anything metal caught in it must save versus disintegration or immediately disappear into a cloud of rusty brown dust motes. Rust dragons, unlike true dragons, receive no age abilities. Habitat/Society: As solitary creatures, rust dragons do not often interact. When they do, or when they are forced together, they immediately become involved in a nonfatal struggle for dominance. The victor is the one who places its jaws around the other’s head. Rust dragons do not keep a hoard, preferring to roam as they will. A great wyrm might elect to keep a few choice gems, but most rust dragons have none of the draconic interest in keeping money. Instead they concentrate on gathering steel, iron, and occasionally spells for food and defense. There’s a relation between rust dragons and rust monsters , the sages say, and they’re not far off. It’s been determined that rust monsters are insectoid in origin, that they hatch in great droves of eggs, and are then left to fend for themselves. Many rust monsters don’t survive to adulthood, and fewer still to old age. Those that do survive somehow make their way to Avalas on Acheron. There they find an isolated tunnel in one of the rusty cubes and begin a feeding frenzy. After a year of gorging themselves, they make cocoons of spun metal around themselves and enter into a three-year hibernation. When this time has expired they burst forth from the hardened cocon as hatchling rust dragons. It’s not known if rust monsters are native to Acheron, or if they originally came from the Prime and were somehow mutated into dragons by the magical nature of Acheron. Regardless, they’re here now, and here they stay. There’s never been a documented case of a rust dragon leaving the plane, and it’s not entirely clear what purpose they serve, save to roam the metal cubes. Achaierai sometimes gather the rust cocoons and raise rust dragons as pets. Perhaps the long hibernation under the watchful care of these strange birds has an effect on the metamorphosing creatures, for the rust dragons tolerate the presence of others of their kind and seem to view the achaierai with affection. The birds use the dragons to make tunnels in the iron cubes of Avalas, but what the rust dragons receive in return from the achaierai remains a mystery. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron Stat Block 5th Edition (different ages have their own stat block): - Nic the DM homebew 3.5e: - realmshelps.net - Draconomicon: The Book of Dragons (2003) 2e: - Mojobob's website Abilities - Breath weapons: acid, rust jet - Immune to acid - Resistant to weapons made of metal - Colossal claw, wing, and tail attacks - Rusting bite and scales that corrode even magical equipment - Frightful Presence - Legendary Actions - Legendary Resistance - Flight - Blindsight - Innate spellcasting Appearance Rust dragons bear a strong resemblance to the metallic dragons of the Material Plane, but appear covered in rust, tarnish, or verdigris. Though some rust dragons resemble copper dragons and others silver or brass, individual rust dragons’ abilities do not differ. Their scales appear pitted and lined with corrosive color, and the membranes of their wings are very thin and iridescent. Size Hero Forge: 8'6"-9'4" (XXL) Lore: Medium to Gargantuan Suggested: Medium to Gargantuan Other Monikers None Sources - Forgotten Realms Wiki - Nic the DM (youtube video) - Draconomicon: The Book of Dragons (2003) - realmshelps.net - Planescape: Planes of Law Monstrous Supplement (1995) - Mojobob's website

  • Babau

    67e10b52-5455-4014-bc32-ae202f08fc61 Babau Medium Fiend (Demon), Chaotic Evil Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Alternate Versions Button Button Button Button Button Button Button Button Description (From Dungeons & Dragons Monster Manual - 2015) Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt. It is said that when Glasya wounded Graz’zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature, and its talons gleam with acidic slime. (from Planescape Monstrous Compendium Appendix. I - 1994) Babaus are greater tanar’ri that roam the layers of the Abyss recruiting lesser and least tanar’ri for the vast armies of the Blood War. They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature. Babaus communicate using telepathy. Other tanar’ri hate babaus because they roam around recruiting for the vast Abyss armies. To escape service, numbers of lesser tanar‘ri sometimes gang up on a pursuing babau and try to kill it. However, the babau defend themselves well. True tanar’ri have close ties with babaus. If a babau is attacked, a true tanar’ri (randomly determined) is 20% likely to notice and come to its aid - not through any sense of loyalty, hut rather to further the Blood War. This causes the lesser tanar’ri to fear babaus even more. According to the true tanar’ri (presumably among the greatest powers of the Abyss), the only purpose of the lesser and least tanar’ri is to fight in the Blood War. Because the babaus are the grim recruiters of those armies, they are integral to the Abyss and important in the Blood War. Combat : Any creature who meets a hahau’s glowing red gaze must save vs. spells or be affected as by a ray ofenfeeblement. Gaze range is 20’. The gaze affects one opponent per round, in addition to normal attacks. Babaus are immune from attacks by nonmagical weapons. Babaus can use any weapon they find. They have enchanted and magical weapons 20% of the time (determine magical weapon randomly). Babaus have Strength 19 and gain a +7 damage bonus. Babaus attack with two claws (1d4+1 damage each) and their sharp horn (2d4 damage). Babaus are intelligent and prefer other means of attack, hut they fight fiercely unarmed when necessary. Babaus generate a slick, dark red substance that covers their bodies. This slippery jelly halves damage from all slashing and piercing weapons (type S and P), and it has a corrosive quality. It has a 20% chance per hit of corroding a metal weapon. Normal metal weapons must save vs. acid with each hit or corrode and become useless. Magical metal weapons lose one “plus.” Further, if the liquid comes into contact with exposed flesh (during grappling attacks or other contact), it burns for ld6 of acid damage. In addition to those available to all tanar'ri, babaus have the spell-like abilities dispel magic , fear, fly, heat metal, levitate, and polymorph self. Once a day they can attempt to gate in 1-6 cambions or 1 babau with a 40% chance of success. There is also a chance that a true tanar’ri comes to the aid of a babau in trouble (see below) Babaus have the abilities of a 9th-level thief (pick pockets 30%, open locks 30%, find/remove traps 25%, move silently 95%. hide in shadows 80%, detect noise 35% climb walls 90%. read languages 30%, backstab (x4). Home Plane The Abyss Stat Block 5th Edition: - D&D Monster Manual (2014) - DnDBeyond Abilities - Weakening Gaze - Innate spellcasting (darkness, dispel magic, fear, heat metal, levitate) Appearance 2e: "They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Babaus have long, wicked claws covered with dirt, blood, and decaying flesh. Their movements are very quick, sharp, and mechanical, emphasizing their alien nature." Size Hero Forge: 10' 2" Lore: 7 ft. Suggested: Medium to Large Other Monikers One-horned horrors, ebony deaths Sources - Forgotten Realms Wiki - D&D Monster Manual (2014) - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website

  • Contact | Digital Demiplane

    If you have a cool idea for a Hero Forge Miniature or Talespire scenario, reach out to me here! I'm a particular fan of Dungeons & Dragons' and Planescape, but if you show me authentic excitement for an idea, or just want a fun chat with a fellow nerd in good faith, I'll likely take you up on it. Cheers! Contact If you've got questions, requests, a bug to point out, or just want to say hi, I can be reached at matt-gm@digital-demiplane.com . I'll always be grateful for friendly messages in good faith. I work on this stuff for my own enjoyment, and for the benefit of a few like-minded nerds. I don't seek perfection, only happiness, so let that temper your expectations. My chronic ADHD has me bouncing chaotically between projects (all of Planescape's old Monstrous Compendiums in Hero Forge, for starters), but if you have ideas about what I should work on next, a monster to prioritize, a hero you're dying to see made, I'll hear you out if you're kind. If you want to pay me for a piece of work, I mean... that's a harder thing. Maybe we can talk, but... I didn't really get into this hobby, and make all the art on this site, just to interact with folks in a cold, professional, client-artist financial transaction. I get enough of that in life from my day job. One of the major points of this, for me, is to work creatively on things I enjoy, so unless you want to pay a living wage amount of hours in advance, with no guarantee of satisfaction, throwing money at me probably won't be worth it. On the flipside, if you're nerdy and kind and show genuine excitement for an idea, that's the kind of interaction I like, and I might make you something for free, if I have time. Bonus points if you ramble incoherently about Planescape! :) -Matt

  • Chaos Beasts | Digital Demiplane

    Chaos beasts can look like anything, and do! Maybe they start with 10 heads, then no heads, then eyes with fangs. Sometimes they're smoke monsters, bubbling piles of goo and tentacles, giant moths, or you, or me, or a kitty cat. They are the culmination of all possibilities. One touch infects you with chaos phage, and you might start to lose your form, then your mind, and then you're a new chaos beast. Learn more here, and download some freaky chaos beast miniatures for use in your own game. Chaos Beast Medium Aberration, Chaotic Neutral Hero Forge Mini Alternate Versions Size Hero Forge: Varies (XL) Lore: Medium Suggested: Small to Gargantuan Abilities - Constantly changing physical form - Attacks infect with corporeal instability, madness, potential transformation into chaos beast Stat Block 5th Edition: - 5esrd.com (homebrew a bit lackluster) 3rd Edition: - Realmshelps.net 2nd Edition: - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's website Home Plane Limbo Other Monikers None Appearance It is the culmination of all possibilities. Its form is the form that it was not in its yesterdays. Sources - Forgotten Realms Wiki - Monster Manual v3.5 (2003) - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's website Description (From Planescape: Planes of Chaos Monstrous Supplement - 1994): When seen the chaos beast is... ...a towering horror of hooks and fangs, all pulpy flesh and exposed veins. It shambles forward in lurching steps, tottering unsteadily on its three legs. Its face is a shivered mirror, eyes bent and tortured, nose hooked thrice on itself. It bellows in rage, voice ringing with its own pain; ...a slithering mass of ropy tentacles, each tipped in vermillion. Ten eyes swim in a viscous sac at the top of the body, which in turn is surrounded by a ring of smacking mouths. Scores of vestigial wings flitter helplessly, unable to lift its filmy mass from the plane; ...smoothly noble, striding gracefully through the primordial soup on its six legs, maned head raised high, three eyes flashing brilliantly over the passersby. Its arms are delicate and its skin bashes with the color of the sun; ...a piteous, mewling thing, scarcely larger than a man. Its body hangs on splintered bone like fallen dough. It can barely shuffle forward on stumplike feet, wretchedly grasping the air ahead with crablike hands. Empty eyesockets pit its balding head; ...the thundering charge of a mighty creature, all muscle and fury. Claws lash and glint in the frenzy of its attack. The great alligatorlike jaw snaps menacingly as it rushes forward; ...swiftly silent and deadly, its dark fur barely visible through the rippling sea of Limbo. Broad wings carry it toward its prey, the great talons dropping beneath its slender body. Two eyes glisten with cold hate as it shrills the attack upon its prey; ...a sprawled tangle, a warmly steaming sac of gut that rolls and tumbles over the landscape like flaccid sausages tumbling down a stair. Its folds loop and drape, slipping their warm wetness around all in its way. Blind and dumb it cascades through the soup; ...a carcass flayed from the inside until all that’s left is the puffed-up shell, swollen with gases trapped inside the sealed husk. It bobs on the swells of Limbo, tangling the trailing ends of its own body with all who venture too near; ...the brilliant moth, its powdered wings etched with the stained-glass colors of sanctuaries. Its body is plump with feasting. The compound eyes sparkle with a thousand jewels as it scans the land for prey; ...the person to the left. When encountered, the chaos beast may encompass any or all of these forms. It is the culmination of all possibilities. Its form is the form that it was not in its yesterdays. Combat : How many different attacks can a creature capable of any form have? In this case, only two. For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, the chaos beast does little physical harm with its horrid limbs. Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations may prevent the creature from acquiring the coordination needed to do more than this — or it may just be too dim. The physical damage caused by these attacks is slight (only 1d3 points of harm), again regardless of form. Those struck by the beast describe blows from even the most fearsome-looking claws as “limp and yielding, like a half-filled waterskin”. The buffet stings and bruises but is not an attack doughty adventures fear. But bloods fear the chaos beast, because they know what it can really do. The monster has a far more subtle and delicious terror in its arsenal. A touch of the creature’s body is sufficient to trigger a horrible magical transformation in any victim — corporeal instability, a dread and uncontrollable shifting of form and substance. This threat of instability only comes into effect when the exposed flesh of chaos beast and victim meet. Thus, a hero can use his sword to slice a tentacle from the beast and have little risk of being affected, but should he punch the creature with his fist, he risks dire consequences. When a character’s flesh contacts that of a chaos beast, the character must make a saving throw vs. death magic to avoid corporeal instability. If the character is protected by armor or clothing, the saving throw must still be made, although he or she gains +4 to the die roll. Evcn attacking with a melee weapon is a slight risk, though in this case the character gains a +6 to the saving throw. Clearly, the best method for dealing with a chaos beast is from a distance. Corporeal instability is a terrifying magical effect. Those affected are suddenly stricken by a soft sponginess as their physical bodies suddenly lose all sense of form. Unless controlled through act of will, as if his own body were part of Limbo, the character’s shape melts, flows, writhes, and boils. The consequences are grim. Suddenly the character is unable to hold any item; his hands have no grip. Clothing, armor, rings, helmets, backpacks are all useless as his body bulges and ripples. Large constricting items — armor, backpacks, even shirts — hamper more than help, reducing the character’s Dexterity by 4 points. As feet and legs go soft or become impossible shapes, movement is reduced to 3. Shearing pain courses along the nerves, so strong that the character cannot act coherently. No spells can be cast, magical items are unusable, and any attacks are made blindly, unable to distinguish friend from foe (-4 penalty to THAC0). Although corporeal instability causes no physical damage, the psychic harm is tremendous. Every round until the victim gains control over his body, he must save vs. death magic. Those who succeed have the mental strength to resist the horror; those who fail lose 1 point of Wisdom. Those who lose all Wisdom become mindless, bodiless horrors of the plane. Even if the character manages to retain his form once stricken by corporal instability, he (or others) must be forever watchful. His own body has betrayed him. If not maintained in its current form (like any other part of Limbo) the character immediately begins to change. Note that another can provide the needed stability, allowing the afflicted character to sleep. Corporeal instability is not a normal disease and so is hard to cure. A compulsive order, shapechange, or stoneskin spell does not cure the disease, but fixes the character in his native form (without other effects) for the duration of the spell. A heal, limited wish, or stabilize spell cures an afflicted character and restores lost Wisdom. The condition is immune to cure disease. Habitat/Society: Chaos beasts are strictly solitary creatures, which can only be a blessing for others. They change constantly and from day to day, so postulations about sex, family habits, or other considerations are pointless. They do not seem to guard a particular territory, moving throughout the plane of Limbo as randomly as the wind. They stay clear of stabilized lands, especially those held by strong anarchs. Most chaos beasts are found in the wild churn between the islands of order. A currently popular theory asserts that those stricken by the chaos beasts eventually become like creatures. Supposedly, those stricken mad by the creatures wander the plane until their own madness and horror reaches cyclopean heights within themselves. It is only then that the victim becomes the beast, able to pass on instability with a single touch. Ecology : The flesh of the chaos beast loses all power within moments of the creature’s death (or separation from the greater body). While no one has yet found a use for this protoplasm, there are wizards seeking to use it as a powerful extract for shape change potions. (From 3.5e Monster Manual I - 2003): Foul and terrible, the creature before you has no set form. It constantly melts and reforms, apparently drawing each shape from every nightmare that has ever plagued humankind. It chaotically shifts through a dozen monstrous forms before shaping itself into a bulbous thing with ten eyes swimming in a viscous sac at the top of a body that’s surrounded by a ring of smacking mouths. The horrific creatures known as chaos beasts have mutable, ever-changing forms. Their deadly touch can make opponents melt into formless goo. There’s no telling what a chaos beast will look like. One moment it might be a towering horror of hooks and fangs, all pulpy flesh and exposed veins, and the next a slithering mass of ropy, vermilion-tipped tentacles. Then it become a mighty creature, all muscle and fury A chaos beast’s dimensions vary, but it always weighs about 200 pounds. Chaos beasts do not speak. Combat : How many different attacks can a creature capable of any form have? In this case, only two. For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, a chaos beast does little physical harm. Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more. A chaos beast’s claw attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction. Corporeal Instability (Su): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast. A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful. Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom). Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a chaos beast’s form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

  • Ratatosk | Digital Demiplane

    Ratatosk Medium Humanoid, Chaotic Good Hero Forge Mini Single mini, no kitbash Description (From Planescape: Planes of Chaos Monstrous Supplement - 1994): Ratatosk are tree-dwtlling gliders, able to leap wide chasms from branch to branch of Yggdrasil with sure-fooled ease. Ratatosk serve the World Ash as a sort of messenger system, but they are also very antagonistic to anything they feel doesn’t belong in their home tree, such as most planars, especially tieflings , dwarves , and githzerai . They tolerate elves , most Ysgardians, and bariaur , though only just. The ratatosk steal the goods left for the spirits and the gods, and have little regard for anyone or anything but themselves. If properly bribed, they carry messages to or from any plane connected by Yggdrasil. These bribes usually take the form of the enormous, sterile seed pods of Yggdrasil. Ratatosk look like humanoid flying squirrels , with furry membranes between their arms and legs and a large, flattened tail that they use to direct their gliding. They wear no clothing other than harnesses for gear and protective hats. Their fur is thick enough to keep them comfortable in all but the coldest winter freezes. Their color varies from black to gray to brown to red, though each pack has almost entirely the same coloring. Thelr tails are uniformly darker than the rest of their fur, usually matching the bark or the nears trees. Ratatosk speak their own language, the language of birds , and the Ysgardian common tongue. Combat: Ratatosk are panicky fighters, more willing to attack en masse than risk single combat. They are careless of their own lives, but they lash out violently when their children are threatened. Even then, their strength comes from panic rather than bloodlust. Their sharp claws strike for 1d4 points of damage each. When they are forced to fight, ratatosk prefer to swoop out of a tall tree’s branches to attack. From the dive, they strike with their clawed hands and feet for double damage, then climb up Yggdrasil to dive again. All ratatosk are excellent cursers, and their insults act as a taunt spell on any opponent who fails a saving throw versus spell. This ability is partly magical, and the ratatosk need not be able to speak the language of their target for their taunts to be effective. However, only creatures of low intelligence or greater are affected. Many groups of ratatosk have adopted iron weapons as well as their natural claws, but these are all imported or stolen, since the ratatosk have no skill at forgecraft. In any given group, 30% of the ratatosk are unarmed, 20% have slings, 5% have staff slings, 10% carry spears, 20% carry hand axes, and 15% carry whatever weapons they have scavenged, such as swords, axes, polearms, and bows. The ratatosk steal or loot more weapons whenever they can. While gliding, ratatosk can twist and dodge quickly enough to avoid missiles fired at them. A ratatosk can avoid a missile that would normally hit by rolling its current hit points or less on 1d20. This also applies to magical missiles that require an attack roll, such as Melf’s acid arrow or minute meteors . Habitat/Society: Each pack has a ruling male and female who are the absolute rulers of the pack, a mated pair called the fireholders. The fireholders have 3 Hit Die and do 1d6 points of claw damage, but are otherwise identical to their followers. Any pack member can challenge the rulers, but those who lose a challenge are exiled or reduced to the lowest rung of the pack’s social ladder. The two leaders are the only ratatosk who mate and bear litter; all other pack mumblers are prevented from mating by the pack leaders. The only exceptions are the priests of Yggdrasil, who can reach 7th-level of ability and gain 1 additional Hit Die after reaching 5th level. Only 1 in 4 packs has a priest, but those that do always ask the priests for their counsel in any major decision. The reaction of ratatosk packs to outsiders varies widely. Some packs are tricksters, others are very solemn — their personality is dependent on their leaders. All the ratatosk strive to be like their pack leaders, imitating their habits and behavior. Some pack leaders imitate powerful creatures that they meet, admire, and then “adopt”, and the poor adoptive parent is followed around for weeks or months by dozens of bright-eyed ratatosk that do whatever he does. Ratatosk use fire sparingly, with only a single firepot held by the two leaders. Most food is eaten cold, and fire is used for light at night and for heat in winter. They fear the effects of fire on Yggdrasil and discourage others who use it. For them, burning Yggdrasil’s wood is a sacred act, and others who casually toss a few logs on the fire often wake up to find their mounts are loose, their food is scattered, and their tent has collapsed around them. When the young males reach their full growth they are thrown out of the pack to survive on their own. They must steal brides away from an established pack to start their own group. Those that fail must join as lesser members with little status, never to become leaders. Young females are never thrown out of the pack and are protected by all other members of the pack, who know that she is the target of raiders. Yggdrasil itself is the god of all ratatosk, and they fight to the death to protect her (in their eyes, Yggdrasil is a female tree). The legends of the ratatosk say that they were hatched from a huge nut at the top of the tree, and that they are therefore both the children and the chosen — the protectors or Yggdrasil. It’s useless to argue this point with the creatures: no story of Nidhogg or the eagles of Yggdrasil will convince them that the tree doesn’t love them best, and arguments about their origins can quickly lead to bloodshed. Whether Yggdrasil wants them to protect her doesn’t seem to be a question that occurs to them. The ratatosk can’t seem to decide on where they like to live. A few packs of ratatosk are wanderers, nomads that range Yggdrasil from roots to crown. Each night, they weave tree nests from branches and leaves, as a way to avoid unwanted guests. The nests are built to just hold their weight, so that heavier creatures cannot reach them. When cold weather threatens, these ratatosk often migrate to Arborea for its mild winters. Most ratatosk live in small lairs gnawed out of the wood of the World Ash or other impressively gigantic trees. Each burrow is large enough for a single adult and one young ratatosk. The entrance is sealed with the ratatosk’s own tail when it is sleeping, simply but effectively camouflaging the entryway. If the pack grows large enough, these small burrows are expanded, but most packs are dispersed or kept small by predators and famine. A few tribes of ratatosk live in large hollows and dens dug deep into the tree’s living wood. In winter, the settlements are hibernation dens, small hollows that can hold the entire pack in tightly curled, dreamless slumber. Nearby, the ratatosk always hoard winter food in dozens of specially prepared nut storage caches. The ratatosk love riddles and sometimes tease and taunt Yggdrasil’s travelers with them until the squirrel-folk get an answer. Some bloods have even gained the respect and aid of the ratatosk with riddles of their own. The following are a few of the more common ratatosk riddles: Falling to earth, rising to the sky, Before I fall again, years must go by. [A nut.] Shivering but fearing flame, Wanting sun but needing rain. [A leaf.] Never an acorn, Taller than stars, His fingers hold us, Our fingers hold him. [Yggdrasil.] Ever moving under trees, Startled by the slightest breeze, We need the sun to join our play, And hide ourselves on rainy days. [Shadows in the forest.] Ecology: Ratatosk eat nuts, roots, berries, fruits, insects, growing bark, and tender leaves. They also eat the eggs of the eagles nesting in Yggdrasil’s branches — one or the few foods they bother to cook. In the spring, they eat the young shoots and branches that Yggdrasil offers. A few groups of ratatosk have moved along Yggdrasil’s branches into the largest and most ancient woodlands of Arborea and Ysgard, where they are prey for giant eagles , giant wolves , giant owls and giants, who don’t seem to realize that the squirrel-folk are sentient creatures and spit them like rabbits. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea, Ysgard (Yggdrasil), sylvan woodlands Stat Block 5th Edition: - 5eSRD.com (homebrew) - 5eSRD.com (warlord homebrew) 2nd Edition: - mojobob's website Abilities - Magical taunt - Diving claw attacks do double damage - Some proficient with simple weapons - Skilled climbers - Flight (downwards) with gliding wings - Uncanny dodge of missiles Appearance Ratatosk look like humanoid flying squirrels, with furry membranes between their arms and legs and a large, flattened tail that they use to direct their gliding. They wear no clothing other than harnesses for gear and protective hats. Their fur is thick enough to keep them comfortable in all but the coldest winter freezes. Their color varies from black to gray to brown to red, though each pack has almost entirely the same coloring. Thelr tails are uniformly darker than the rest of their fur, usually matching the bark or the nears trees. Size Hero Forge: 4 ft. (no kitbash) Lore: Small to Medium (4-5' tall) Suggested: Small to Medium Other Monikers Squirrel Folk Sources - Forgotten Realms Wiki - AJ Pickett (youtube video) - 5eSRD.com (homebrew) - Planescape: Planes of Chaos Monstrous Supplement (1994) - mojobob's website

  • Lady’s Maze - Clockwork

    Lady’s Maze - Clockwork Author(s) Matt-GM talespire://published-board/TGFkeSdzIE1hemUgLSBDbG9ja3dvcms=/cda0fa594af164aafccf09998258a032 Features - 5 mathematical questions, the wrong answers lead you in a circle - Player must walk up walls, defying gravity, to progress Notes - Maze for artificer player, attacked him with a giant, psychotic versions of his own inventions - Mechanical maze briefly disintegrates into the chaos soup of limbo, where the player’s lost his closest friend long ago - Fair warning: this board is very heavy on performance… and at least one of the math problems is incorrect! Not my strong suit. :D Board Link Lady’s Maze - Clockwork Assets from Tales Tavern None

  • Pandemonium - Pandesmos Tunnels

    Pandemonium - Pandesmos Tunnels Author(s) Matt-GM talespire://published-board/UGFuZGVtb25pdW0gLSBQYW5kZXNtb3MgVHVubmVscw==/79a63e754d675cb2ee3e128169601c37 Features - The Plane of Madness, strongly chaotic and mildly evil-aligned - The entire plane is a maze of pitch-black, claustrophobic tunnels and caverns that twist in on themselves - The tunnels are constantly blasted with howling winds, sometimes as strong as the gales of a hurricane - The winds are maddening, carrying the screams of Pandemonium's inhabitants through every tunnel and corner of the plane; creatures exposed overlong to the noise slowly go insane - The wind is blinding and deafening; flying grains of sand and dirt sting the eyes; speech can only be heard at screaming volume - Torches and nonmagical fires are immediately extinguished by the gales, and spellcasting with verbal components is very difficult - There is no "up" in Pandemonium; gravity is relative to whatever twisting surface one treads on; a person can walk on any wall or cavern roof, and never really knows whether they're traveling up or down - Most creatures avoid Pandemonium at all costs, and so the plane is largely uninhabited, but one will find encounters with the lost and the insane, who were unable to find a way out before madness overtook them; a few demons , slaadi , and unfortunate githzerai stumble their way into Pandemonium from Limbo or the Abyss, and forget the way they came - The gods and powers of the multiverse use Pandemonium as their dumping ground, consigning all sorts of cursed artifacts, unkillable monsters, and terrible secrets in the twisting tunnels, hoping such things will be lost forever - The few native creatures to Pandemonium are Howler fiends, and the Howling Dragon ; both channel the maddening winds of the plane as a weapon, and both are quite insane - The Bleak Cabal has an outpost on Pandemonium, and are the only Sigil faction that willingly travels here; their philosophies of the mindless chaos of existence are reinforced by the plane - The cursed river Styx travels through some passages on Pandesmos, the plane's most merciful layer. If a body has a boat, they can ride the Styx out of Pandemonium and into the neighbouring Abyss (though that isn't much more pleasant); one touch of the Styx's waters, however, takes a creature's memory, and identity, forever Notes DISCLAIMER : This map is supposed to represent the "plane of madness," and it's not an easy one to inflict on players; it's experimental in that it is designed to be intentionally maddening... so dark and disorienting that the party quickly gets lost, and becomes unsure what direction they're going, where they've been, or where they need to travel. Some tunnels also go nearly straight up and down, as Pandemonium's gravity is relative to every cavern wall; letting players walk along the ceiling, if they wish, finding new holes or vertical tunnels they'd never consider if they were thinking horizontally. Players are meant to traverse the inside of the horseshoe-shaped caverns - if a mini ever gets on the roof of a tunnel, put them back inside. I spent a lot of time sealing the chaotic, rocky walls of the tunnels so that minis wouldn't clip through and fall out of the map, but it may still occasionally happen, and require a DM's intervention. Recommend players use the arrow keys instead of dragging the mouse to move their minis. If a mini is ever fully lost, as a last resort, there's an atmosphere block outside the map that sets lightning to default brightness - the block can be seen at an eerie purple string of light on some stone floor tiles near the portal (blue fire ring). There's a 2nd atmosphere block directly next to the portal that restores the map's darkness. I would also make it very difficult for players to brighten their surroundings with spellcasting or "magic light," as this ruins the maddening atmosphere of the plane. Have the howling winds extinguish fires and ruin the verbal casting of spells, or have the cursed, pitch-black rocks of the tunnels suck the light from their magic. At first glance, every winding passage looks the same, but there are distinct landmarks if folks look carefully. Players are meant to leave markers and think smart in order to track their progress, and make sure they're not going in circles... but this style of play isn't appropriate for every table. If you think your players will just get frustrated, I suggest not using this map at all, and consider theatre of the mind instead, to convey the maddening atmosphere of Pandemonium without pissing everyone off. Don't bother trying to brighten the map, as more light just ruins the mood and makes the dungeon look bad. Hide volumes can be switched on and off if geometry from an upper level interferes with player visibility. The portal (blue fire ring) can also be closed with a hide volume. There are several hidden treasures throughout the map, including 3 mysterious black chests at creepy altars with hooded statues; DMs might use these chests for ancient, cursed artifacts, or pieces of a portal key that might lets players escape Pandemonium. Players can also exit the dungeon by finding an underground passage connected to the River Styx, and paying the fiendish boatman for a ferry ride. Board Link Pandemonium - Pandesmos Tunnels Assets from Tales Tavern None

  • Phirblas | Digital Demiplane

    Phirblas Medium Humanoid, Neutral Good Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Planescape: Monstrous Compendium Appdendix III - 1998): “The chant says that there wasn’t always a City of Doors or a Lady of Pain. Sometime in the past, she built the city as a… well, no one knows the dark of why. But here’s what a body’s got to tumble to: It all had to come from somewhere. “Now, as any Cager knows, one of the permanent fixtures in the City of Doors is the presence of its caretakers, the dabus . But before there was a Sigil, the dabus must have come from somewhere, right? [Not necessarily; the Lady may have created them herself —ed.] “Well, here’s the dark that only I have uncovered: The Lady of Pain took some of the firblings [sic] of the ethereal Plane to her new city of Sigil. There, she altered them for her purposes to create unfailing servants — the dabus.” — from Gorad Drummerhaven’s Origin of Planar Species In any given situation, it’s usually a safe bet that planar biologist Gorad Drummerhaven’s more wrong than right, but in this case, he just may have something. Similarities do indeed exist between the phirblas and the dabus. Both are tall, gaunt humanoid races that seem to float a few inches above the ground rather than trod upon it. Both look somewhat alike, though the phirblas are lighter in color, don’t seem quite as old as the dabus, and have no horns. Both races exhibit a strong devotion to purpose. And, of course, both employ a strange (yet different) means of visual communication. Mildly telepathic, the phirblas project their words as written script in the language of the intended recipient. The words appear very quickly in the air above the phirblas, and only about 10 words are visible at a time, so anyone who wants to communicate with one of these humanoids must be able to read very fast. Illiterate barks can’t understand them at all. It’s not entirely correct to say that the phirblas are from the Ethereal Plane. Rather, they hail from a demiplane they call Inphirblau, a city-realm filled with tall towers elegantly carved and shaped from living stone. Chant says that Inphirblau is one or the oldest of the demiplanes, though no one knows if the phirblas created it themselves or simply took up residence there. Combat: The phirblas are not a combative or aggressive folk. If need be, a few of their number take up ornately decorated arms and armor. Most of the time, these warriors wield a two-handed sword (which causes 1d10 points of damage) or a long spear (which causes 1d6 points), and they wear plate mail (improving their AC from 8 to 1). Unarmed phirblas, if forced into a fight, bash opponents with their bare fists (causing 1d4+1 points of damage). Truth is, they pack a mighty punch, which often surprises barks caught on the receiving end — for some reason, many folks jump to the conclusion that the creatures aren’t very tough. Phirblas also possess a few innate spell-like powers. At will, they can use their telepathic ability to duplicate the effects of an ESP spell. Three times each day, they can create such a dizzying array of words with their “speech” that it acts as a hypnotic pattern . And, once per day, they can use those words to make a suggestion . (Note that the hypnotic pattern and suggestion powers work only on foes that can read and are never used on other phirblas.) Heat- and cold-based attacks inflict only half the usual amount of damage on a phirblas, and disease and poison do them no harm. They’re also immune to charms, suggestions, and any other type of control based on verbal commands. Some berks might think this is because the phirblas’re deaf, but that’s not the case. Despite their strange mode of communication, they can hear just fine. Habitat/Society: Ancient even by planar standards, the phirblas boast a complicated and intricate society. They follow no clear-cut leader; instead, each individual has some degree of authority in one area or another. Even more confusing to outsiders, however, is the fact that the hierarchy of control isn’t rigid, but extremely flexible and fluid. Apparently, only the phirblas themselves can truly tumble to who’s supposed to do what for whom, and who can tell whom to do what in which situation. The demiplane called Inphirblau is difficult to find. It’s a huge city that seems to go on forever once a body’s found his way in. Millions of phirblas live in the burg, yet somehow they all seem to know each other. The communicative style of the phirblas’ speech indicates emphasis, emotion, and intent. Formal, elegantly flowing script is used in important matters, while simple lettering indicates a casual attitude. Quick, messy, hard-to-read wording implies that the phirblas is in a hurry or has no real desire to communicate. Slow, shaky script probably means that the speaker is distraught. Ecology: The herbivorous phirblas eat plants and roots prepared in complicated hot and cold dishes. Members of their society who’re designated as cooks work many days in advance to prepare each intricate meal. The plants grow in small herbariums located throughout the city that fills their demiplane. The phirblas don’t age or get sick, they hardly ever fall victim to serious accidents, and they never use violence against each other. Hence, phirblas rarely die. Most have no fear of the deadbook, as it seems so distant and unreal to them (thus, many outsiders consider the phirblas quite naive). Existing without the distinctions of gender, they produce asexually in a manner that’s not fully understood. Due to the low death rate, little reproduction ever occurs. But when it does, new phirblas are “born” fully grown, apparently with the memories and knowledge of the parent. Despite how loudly some so-called scholars rattle their bone-boxes, no relationship between the phirblas and the dabus of Sigil has ever been proven. Among biologists development and racial experts (a disagreeable bunch of graybeards if there ever was one), this is a hotly contested issue. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Ethereal Plane Stat Block 5th Edition: - None (buff Dabus stat block) 2nd Edition: - mojobob's website Abilities - Projects words as written script above their heads to communicate - Levitation/flight - Surprising strength - Innate spellcasting - Telepathy - Immune to poison, disease, charm, and enchantment magic - Resistant to fire and old damage - Does not age Appearance Similarities do indeed exist between the phirblas and the dabus. Both are tall, gaunt humanoid races that seem to float a few inches above the ground rather than trod upon it. Both look somewhat alike, though the phirblas are lighter in color, don’t seem quite as old as the dabus, and have no horns. Both races exhibit a strong devotion to purpose. And, of course, both employ a strange (yet different) means of visual communication. Size Hero Forge: 8 ft. (no kitbash) Lore: Medium (6 ft. tall) Suggested: Medium Other Monikers Protodabus Sources - Planescape: Monstrous Compendium Appdendix III (1998) - mojobob's website

  • Ooze Sprite | Digital Demiplane

    Ooze Sprite Medium Ooze, Neutral Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Planescape: Monstrous Compendium Appdendix III - 1998): Now here’s a misnamed creature. There’s nothing less spritely than this pile of ooze and muck. Little more than a heap of goo in appearance, the ooze sprite nevertheless possesses abilities and properties that distinguish it from other natives of the plane of Ooze. When asked about ooze sprites, a sage in Sigil (who wished to remain nameless) stated: “These deceptive creatures rarely make their presence known. Their insidious nature reflects their quiet mastery of all things that occur around them. They may be behind everything that occurs on the entire plane — and possibly beyond. Who knows how far their influence has spread? Who knows what — or who — else they control? My advice? Watch out.” While such chant sounds like the paranoid screed of an unstable barmy, it is important for a planewalker to remember that these creatures are much more than they just appear. They are intelligent, well organized, difficult to combat, and potent in their ability to control the minds of others. Ooze sprites do not speak, but communicate with each other through the standard mode of ooze sprite conversation: sign language. By manipulating their pseudopods and body shape, the creatures are able to convey complex ideas to those who understand. Combat: The ooze sprite is an animate bit of protoplasm able to shift its form to virtually any shape. Thus, it is capable of seeping through small openings and conforming to any shape imposed upon the sprite by its surroundings without harm (that is to say, it can’t be crushed, cut, pierced, or seized). Fact is, a sprite is so malleable that blows from weapons can’t harm it. Even magical weapons inflict damage only according to their enchantment (a +1 weapon inflicts 1 point of damage, a +2 weapon inflicts 2 points of damage, and so on). In its natural environment or any similar ooze- or slime-filled area, the creature can hide with 95% efficiency, subtracting 2 from its opponents’ surprise rolls. Ooze sprites have an innate power of suggestion , although the commands given aren’t transferred by voice, but by touch. They secrete a special substance that — when placed on the flesh of another creature — allows the sprites to send commands directly to the brain of their chosen victim. They must first make an attack roll to touch the chosen victim, who then may make a saving throw versus spell to resist the suggestion . The ooze sprites can use this ability on any being with an Intelligence of 1 or better, and the effects last only an hour. Thus, commands are usually short and very simple, such as “come here and let me devour you” or “go away”. Habitat/Society: Ooze sprite society is surprisingly complex. The creatures organize themselves into little tribes, which roam nomadically about the plane of Ooze. Each tribe has a chieftain chosen through a process that is a combination of rotation and election; most ooze sprites have the chance to become a chieftain, at least for a while. Once every six Sigil years (approximately), all the current chieftains gather in a council to choose one of their number to be king. Each ooze sprite pays homage to the king by donating a potent chemical from its own body. This king, thus empowered, becomes a massive creature of 10 HD that then travels the plane, hunting its own kind and culling the weak. This self-destructive cycle keeps their population small, yet each individual strong. Ooze sprites reproduce when each member of the tribe contributes a small portion of its own mass and intelligence to a new offspring created by the group as a whole. The entire tribe then acts as a family unit to raise the young creature, which matures very, very rapidly — due in part to the fact that it directly inherits some knowledge and ability from those creatures that sired it. The ooze sprites use their power to control the minds of others as a matter of course. They don’t look upon it as “evil” or “manipulative”, though most of their victims would certainly claim otherwise. Rather, the ooze sprites use other beings to accomplish various tasks. (Other creatures are merely tools or food for the ooze sprites, so therefore using them cannot be evil.) For example, the ooze mephits , a common target of ooze sprite manipulations, are used to carry sign-language messages to other tribes. Occasionally, they are even used as a means of transportation should a sprite need to get somewhere quickly. Since ooze sprites don’t recognize that other creatures may possess intelligence equal to (or greater than) theirs, they never use their suggestive capabilities to cause a body to do something requiring initiative or intelligence. Ooze sprites never cause their victims to say anything, for they don’t realize that verbal communication is possible. Ecology: The origin of this creature plagues many sages and scholars. Most graybeards don’t apply concepts like natural evolution to the Inner Planes, particularly given odd environments like the plane of Ooze. It seems unlikely that creatures such as the ooze sprites might arise spontaneously from the muck. It also seems unlikely that they were intentionally created by an outside force — unless that force also failed to recognize the intelligence of those around it. Most scholars believe the ooze sprites to be the accidental result of a magical experiment gone awry — although the bloods admit that they always use that same explanation when they have no real idea regarding a creature’s origins. Ooze sprites feed on tiny creatures native to the plane, ranging from nearly microscopic organisms to worms and grubs that live in the mire. Mr. Slur Chant has it that an ooze sprite was brought to Sigil, the City of Doors, where bashers taught it of the existence of other intelligent races, other planes, and more. This creature was even given a magical charm that allowed it to speak (albeit slowly and gutturally). Called Slurgosith originally, the anomalous creature worked its way into and up through the ranks of the Cage’s criminal underground, using its abilities to control the minds of others. It adopted a humanoid shape — a short, fat man with no hair and greasy skin — and the name Mr. Slur. Mr. Slur is now said to be the head of a vast criminal organization. If the dark of its real motives goes beyond that (and it probably does), no one knows for sure how far. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Para-Elemental Plane of Ooze Stat Block 2nd Edition: - mojobob's website Abilities - Hypnotic ooze: physical contact with ooze makes a creature obey - Can change form to any shape - Can seep through small openings - Immune to nonmagical physical attacks and grapples - Resistant to magical bludgeoning, piercing and slashing attacks Appearance The ooze sprite is an animate bit of protoplasm able to shift its form to virtually any shape. Size Hero Forge: 5 ft. (no kitbash) Lore: Medium (5-6 ft. long) Suggested: Medium Other Monikers None Sources - Planescape: Monstrous Compendium Appendix III (1998) - mojobob's website

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