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  • 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

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  • DeleteMe | Digital Demiplane

    Calamari Name Large Calamari, Unaligned Hero Forge Mini Dunno Alternate Versions Button Button Button Button Button Button Button Button Size Other Monikers Appearance Abilities Home Plane Stat Block Sources

  • Calamari | Digital Demiplane

    Calamari Name Large Calamari, Unaligned Hero Forge Mini Calamari Size Hero Forge: 11 ft. (XXL) Lore: giant-sized (15 ft.?) Suggested: Large to Gargantuan Abilities - Gaze that inflicts wounds, kills, causes fear or insanity - Banishment to Mazes - God-like control of reality inside Sigil - Flying, invisibility Stat Block None (cannot be defeated) Home Plane Outlands (Sigil) Other Monikers Her Serenity, The Lady Appearance Every witness is barmier than the last, but usually she's described as a towering robed woman who hovers several feet above the cobblestone street with a wreath of blades encircling her face. Sources - Forgotten Realms Wiki - Torment Wiki - AJ Pickett - Dolores , a poem from 1865 that inspired the Lady - Planescape Campaign Boxed Set - In the Cage: a Guide to Sigil

  • Eater of Knowledge Large Aberration, Neutral Evil Hero Forge Mini Hero Forge Mini Description (From Planescape: Monstrous Compnedium Appendix II - 1995): One of the powers residing in the Land is Ilsensine, the illithid god-brain. Ilsensine doesn’t leave its Caverns of Thought, preferring to watch and wait from its immobile form in the center of the Caverns, but it does have agents it can send into the Outlands on its errands. These creatures are called eaters of knowledge. The eaters are charged with a variety of tasks, but one of their principal missions is to add to Ilsensine’s knowledge by venturing into realms the god-brain cannot perceive and recording their observations. An eater of knowledge does this by devouring the brains of creatures it comes across. The memories and experiences of its victims become its own as it digests their brains. In addition to their role as knowledge-seekers, eaters of knowledge serve Ilsensine as instruments of its vengeance against those that have defied or displeased it; it may even loan an eater to another power in payment for some service or other. An eater of knowledge is a hideous thing. It resembles a humanoid heap of leathery hide and exposed ganglia, with naked brain matter oozing from openings in its distended skull. A reek of rot and decay surrounds it. Eaters are slow, shambling creatures that move with ponderous, awkward steps. They’re speechless, but occasionally moan or gurgle when agitated. Despite their repulsive, clumsy appearance, eaters of knowledge are exkemely intelligent and remorseless beings with an array of dangerous powers. Combat: Eaters of knowledge appear awkward and soft-skinned, but their soft, bulbous bodies conceal sinews of iron, and they can move with surprising speed. The eater can strike powerful blows with its crude fists and can easily stand toe-to-toe against a skilled, armored warrior. If the eater scores a hit against the same man-size or smaller opponent with both its attacks, it can seize that opponent, hold it still (no movement or attacks), and attempt to ingest the victim’s brain. The trapped victim can attempt an open doors roll once per round to wrench free of the eater’s grasp. To ingest a victim’s brain, the eater brings its exposed cerebral matter in contact with the victim’s flesh. This requires a normal attack roll, but a pinned victim doesn’t receive any Dexterity bonuses to his AC. If the eater scores a hit, tiny tendrils of nerves bore into the victim’s flesh and begin to take control of the victim’s nervous system, tunneling toward the brain. This agonizing process causes 1d6+6 points of damage and permanently destroys 1 point of the victim’s Intelligence, Wisdom, and Dexterity scores each round it continues, unless the victim succeeds in a saving throw versus death magic. After 1d4 rounds of boring, the eater’s nerve tendrils are in place to begin extracting the victim’s brain. Tiny chunks of brain matter are torn away by the tendrils and drawn back into the eater’s own gray matter. This kills the victim in 1d3 rounds, reducing each of the victim’s ability scores by 1d6 points for each round the extraction continues. There is no saving throw. Normally, an eater of knowledge won’t release its victim until it has completely consumed the brain. The damage and loss of ability scores stop if the victim is pulled free or the eater’s forced to let go. If the victim’s friends help him in his attempt to pull away, he gains a +4 bonus on his chance to escape the eater’s grasp. The eater can he forced to let go by being killed or reduced to 10 hp or fewer; the creature will flee rather than die. A single attack or spell that inflicts at least 20 hp of damage in 1 round also forces the eater to let go. While the eater of knowledge’s special abilities make it an exceptionally dangerous opponent in hand-to-hand combat, this is not its preferred method of fighting. The monster relies on its mental powers and the stolen powers of those it has fed on to lure lone victims away from their companions, where it can feed uninterrupted. A typical eater may have one or more of the special abilities noted below: d10 Roll Special Ability 1-2 No special abilities currently available 3-5 Spell powers of a 2nd-7th-level cleric 6-8 Spell powers of a 1st-8th-level wizard 9 Thief abilities of a 3rd-12th-level thief 0 Two of the above In addition to its stolen powers, the eater of knowledge can use the following powers, once per round, at will: confusion , detect invisibility , domination , ESP , forget , hold person , levitate , and shadow walk . Eaters communicate with a natural power of telepathy; their mental voices’re a discordant chorus of every sentient creature they’ve devoured. The eater of knowledge is itself completely immune to any mental attacks or mind-affecting powers, including illusions and charm or hold effects. Psionics Summary Level: 10 Dis/Sci/Dev: 3/7/14 Attack/Defense: All/All Score: 16 PSPs: 210 Psychokinesis — Sciences: disintegrate, project force, telekinesis; Devotions: animate object, control body, control winds, inertial barrier, molecular agitation, soften. Psychoportation — Science: probability travel; Devotions: astral projection, dimensional door. Telepathy — Sciences: domination, mind link, probe; Devotions: contact, ESP, inflict pain, invincible foes, invisibility, synaptic static. Habitat/Society: The eaters of knowledge were created by Ilsensine as its servants. They have no role or purpose other than to do its will. They can be found as guardians of the Caverns of Thought, emissaries or messengers bearing Ilsensine’s words, or stealthy hunters and brain-takers in the wilds of the Outlands. In addition to their lesser tasks on the Outer Planes, eaters of knowledge’re occasionally sent to the Prime Material Plane for missions among the illithid worshippers of Ilsensine. Even mind flayers must be careful of the eaters of knowledge. Ecology: Bleakers say that the eaters of knowledge are made from the living corpses of Ilsensine’s zombies. The god-brain selects some of these empty husks, removes their burned-out brains, and replaces them with a small portion of its own gray matter. This vile material causes the host body to swell and change, as noted above. Eaters of knowledge subsist on the brains they devour, but also crave the memories and experiences of the minds housed in those brains. Animal brains are of no interest to them; only the mind of a sentient creature can provide them with the nourishment they require. Eaters of knowledge have no definite life span or method of reproduction; Ilsensine creates a new eater of knowledge whenever it requires one, and cares little whether an individual eater survives a year or a millenium before dying in its service. (From Planescape: Morte's Planar Parade - 2023): Originally created by the mind flayer god-brain Ilsensine and now produced by some of that god’s followers, eaters of knowledge are lumbering, bipedal masses of squelching muscles and exposed brain matter. These rugose hulks collect information from others by devouring brains before returning to their masters with delicious secrets. Unlike illithids, which overwhelm their foes with psionic power, eaters of knowledge use their physical strength to hold prey while burly feeding tentacles crack free their victims’ brains. Consuming brains fuels these brutes’ psionic power, making eaters of knowledge deadlier with each brain devoured. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 8'88" (12+')(XL) Lore: Large (9 ft. tall) Suggested: Large to Gargantuan Other Monikers None Appearance Abilities - Spellcasting (psionics) according to number of brains devoured - Slam attacks grapple and potentially stun victims - Extract brain - Immune to psychic, charmed, frightened - Magic resistance - High intellect and mental attributes - Telepathy An eater of knowledge is a hideous thing. It resembles a humanoid heap of leathery hide and exposed ganglia, with naked brain matter oozing from openings in its distended skull. A reek of rot and decay surrounds it. Home Plane Outlands (Caverns of Thought) Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023) - 5etools - DndBeyond 2nd Edition: - mojobob's website Sources - Planescape: Morte's Planar Parade (2023) - Planescape: Monstrous Compendium Appendix II (1995) - DndBeyond - mojobob's website

  • Howler Large Fiend, Chaotic Evil Hero Forge Mini Hero Forge Mini Description (From Mordenkainen's Tome of Foes - 2018): A far-off wail precedes the sight of a howler. Even at a distance, one’s mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t enough to stand up against them, and even one’s sanity is at risk. Prowlers from Pandemonium. These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack’s undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty. Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy’s ability to use spells and other powers. (From 3.5e Monster Manual - 2003): This creature looks like some gaunt, bestial hound or feline, with a mane of bristling quills. Howlers live on planes where chaos and evil hold sway; they originate on the plane of Pandemonium. These beasts hunt in packs, racing through caverns to wear down their prey and rend it to bits. A howler is about 8 feet long and weighs about 2,000 pounds. Although they are surprisingly intelligent, howlers do not speak—they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal. Combat : Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage. Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mindaffecting effect. Training a Howler: Small and Medium infernal creatures such as quasits, abyssal orcs, and even succubi sometimes use howlers as mounts or pack animals. Larger and more powerful demons use them like hunting dogs. Although intelligent, a howler requires training before it can bear a rider in combat. To be trained, a howler must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly howler requires six weeks of work and a DC 25 Handle Animal check. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461–920 pounds; and a heavy load, 921–1,380 pounds. A howler can drag 6,900 pounds. (Planescape: Planes of Chaos Monstrous Supplement - 1994): Howlers are the keening brood-hounds or Pandemonium, the singers of dementia who cluster around the great rocky spires in those plunging caves. In that eternally night-lit plane the howlers are drawn to shriek their madness to the moonless heavens. The howlers are gigantic beasts, four-legged, with the burly backs of oxen and scales glinting through their matted red fur. This fur spreads into a thick ruff of trembling quills that frame their simian faces. Their front claws are the clotted knots of coarse fingers too long crnshed under the beastly weight, their back feet are hooved. When they cry, they rock back until they almost stand and throw their muzzled faces toward the missing sky. Lips pursed into a perfect O, they howl the voices of madness. Combat: Although brutish and cruel, howlers aren’t particularly aggressive beasts. Scavengers by nature, they seldom attack groups larger than their own numbers or any that seem more capable of defending themselves. When a howler pack does attack, it usually singles out a weak victim, while trying to hold the rest at bay. If this proves impossible, the howler pack breaks and flees. This doesn’t mean, however, that howlers are weak opponents. Far from it — their own cowardice makes them formidable opponents. When a howler pack does attack, it is determined and ruthless. All energy is devoted to bringing down the prey. In actual battle, howlers can choose from several attack forms. Normally they rush in on the first round of combat, attempting to get within biting distance as soon as possible. The rush and the round that follows are the two most dangerous moments or any howler attack. As they rush forward, their neck bristles rise to form a spined shield, reducing their Armor Class to 3. If the howlers move 120 reel or more in the charge, they gain a +2 bonus to their chance to hit and their damage is doubled for carrying the charge through. Finally, while in their frenzied charge, the howlers are immune to all morale checks. Once in combat, howlers fight by snapping their powerful jaws and savagely slashing with their erect neck quills. The quills can only be used on those at the creatures’ forward flanks and aren’t particularly accurate (-2 on the chance to hit). Each successful hit jabs the person with 1d4 quills, and each quill causes 1d4 points of damage. Creatures struck by the quills must make a saving throw versus breath weapon for each quill. For each save that is failed, the quill remains embedded In the victim. The victim’s attack rolls are reduced by 1. Removing quills takes 1d6 rounds and causes an additional 1d3 points of damage. Habitat/Society: Howlers are beasts native to the tunnels of Pandemonium and are not naturally found on any other plane. Even within Pandemonium they aren’t found everywhere. They stay far from the settled regions and the small tunnels, preferring the larger curved passages that pass for plains and grassland. On these plains they hunt in packs; for they are carnivorous scavengers. There is no hard and fast size for a howler pack, as is the way of the animal kingdom. Packs range from 2 to as many as 20 members. This number includes bulls, females, and kits. (Of a pack, it is the bulls who defend the others, hence the small number met in a normal encounter) The packs scour the land. searching for anything edible. As news of their migrations travels through the tunnels, other dwellers in Pandemonium brace themselves for the agony that is sure to come. Howlers are aptly named, for their howls cut through the whistling wind with the pitch of madness. Their cries have the same effects as the winds of Pandemonium, gradually driving those who hear them to insanity. Whenever a howler lets loose its cry, all within hearing distance, whether indoor or out, must make a check as if they were exposed to Pandemonium’s winds. A howler’s cry lacks the full strength of the winds — their keening pitch can never push a chancier beyond Stage 3 (Hysteria). Characters who have already reached Resignation exhibit all their tics and twitches when the howlers sing. Even on other planes, a howler’s effect travels with it. It is fortunate that howlers don’t bay all the time. In that regard they are more like common dogs . They howl and keen occasionally, when the circumstances are right. As pack animals, they howl when they are lonely — kept in the stable apart from their masters, for example. They howl during the rutting season and when their territory is challenged. They howl when cornered. The DM has final say over when the beasts bay to the blackness. Ecology: Howlers would be just another bane of Pandemonium were it not for those in the tunnels who can capture and tame the beasts to be good riding and pack mounts. A howler has the carrying capacity of a draft horse , and is far better adapted to traveling the twisted tunnels than a simple horse. Some wizards claim the howlers sing secrets of the planes, a code concealed in their pitch and their keening. Others think the wizards have been howled mad by their studies. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: Mount (3')(XL) Lore: Medium (dog, 3-4' long), Large (lion, 7' long) Suggested: Medium to Huge Other Monikers None Appearance Abilities - Mind-Breaking howl cripples with fear - Rending bite causes psychic damage if target is frightened - Pack tactics - Immune to frightened - Resistant to cold, fire, lightning, nonmagical attacks This creature looks like some gaunt, bestial hound or feline, with a mane of bristling quills. Home Plane Pandemonium Stat Block 5th Edition: - Mordenkainen's Tome of Foes (2018) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - 3.5e Monster Manual (2003) - Planescape: Planes of Chaos Monstrous Supplement (1994) - Angry Golem Games - DndBeyond - mojobob's website

  • Foo Creature Medium or Large Celestial, Chaotic Good Hero Forge Mini Hero Forge Mini Description (From Planescape: Monstrous Compendium Appdendix I - 1994): Foo creatures are powerful extraplanar entities that can sometimes be convinced to serve or guard humans of good alignment. Foo creatures have large, blunt heads with wide-set, bulging eyes. Their bodies appear somewhat leonine, with thick fur and large, padded feet. Their forelegs resemble those of lions, while their hind legs are more doglike. Foo dogs are the most frequently encountered species of this creature. They have short, bush-tipped tails, long floppy ears, and broad noses. Their fur is typically golden or black, but also may be white, green, violet, or gray. Each foo creature — dog or lion — speaks its own language as well as the language of other foo creatures. All foo creatures also speak the language of human or humanoid races with whom they have formed relationships. Combat: Foo dogs bite and attack with their claws. When engaged in combat with opponents of evil alignment, the dogs attack as if they were 10 HD creatures. If the opponents are lawful evil, foo dogs gain a +1 bonus to their attack and damage rolls. Evil opponents who attack foo dogs suffer a -1 penalty to their attack rolls and inflicted damage. Foo dogs can become invisible and ethereal at will. They can travel astrally and ethereally, both at will. In addition, their thunderous barking is 20% likely to create a gate that summons 1-6 additional foo dogs, provided the barking lasts 7 consecutive rounds or more. Habitat/Society: Foo dogs lair in the Astral Plane, Ethereal Plane, Arborea, Ysgard, and others. Occasionally, characters of good alignment can convince foo dogs to join or guard them on the Prime Material Plane, especially if the person requesting assistance impresses the foo dog with kindness and benevolence, or if the cause appeals to the foo dog's sense of justice. However, a foo dog seldom voluntarily remains for long (a stay of more than a few weeks is rare). Ecology: Foo creatures were once petitioners who served chaotic good powers, but they have earned proxy status and their present forms as a reward for excellent service. They don't remember much about their past lives, however. No new foo creatures have appeared in a long time, but then foo creatures live a long time. They, themselves, believe that a foo ages only when it's not performing good acts, so the rare aged-looking foos are sometimes snubbed by younger specimens. Eventually, very old ones move into isolated corners of the less-traveled planes. Foos can eat almost anything. They love gobbling gems and precious metals, especially platinum and silver, and an adventuring party must surrender a portion of recovered treasures to a foo creature if they hope to retain its company. Foo Lions Foo lions look like big foo dogs with longer tails and larger mouths. Shaggy manes encircle their necks. Sometimes the manes are entangled with peony flowers. A foo lion’s fur may be a variety of colors, but is most commonly black, orange, or gold. Foo lions have the same outlook, personality, diet, and habitats as foo dogs. They also have the same abilities and attack techniques, but overmatched lions retreat and regroup faster than dogs do. Foo lions also favor sneak attacks, surprise, and siege tactics more than foo dogs; they are also more patient. Foo lions don't dislike foo dogs, but rarely associate with them. In combat with opponents of evil alignment, foo lions attack as 15-HD creatures. Evil opponents attack lions with the same penalties they suffer against foo dogs. If a foo lion roars for at least four consecutive rounds, it has a 20% chance of gating in 1-2 additional foo lions from another plane. Many good-aligned characters consider foo lions symbols of courage and strength. Emblems of foo lions are embroidered on court robes of military officials in the Beastlands, Mount Celestia, and in oriental cultures on the Prime Material. Stone statues of foo lions stand in front of many official buildings. Sometimes these statues and emblems are magically enchanted, making it possible to talk with a foo lion in its home plane. It won't always answer, though. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: Mount (3')(XL) Lore: Medium (dog, 3-4' long), Large (lion, 7' long) Suggested: Medium to Huge Other Monikers Foo dogs, foo lions Appearance Abilities - Bites particularly effective against evil creatures - Evil creatures have penalties attacking them - Thunderous barking/roars summon more foo creatures - Become invisible or ethereal at will - Can plane shift to Astral or Ethereal planes at will Foo creatures have large, blunt heads with wide-set, bulging eyes. Their bodies appear somewhat leonine, with thick fur and large, padded feet. Their forelegs resemble those of lions, while their hind legs are more doglike. Home Plane Astral Plane, Ethereal Plane, various Outer Planes Stat Block 5th Edition: - 5esrd.com (homebrew Foo Lion) 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki - P lanescape: Monstrous Compendium Appendix I (1994) - mojobob's website

  • Empyrean Huge Celestial (Titan), Unaligned Hero Forge Mini Hero Forge Mini Description (From 5th Edition Monster Manual - 2014): Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured. Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs. Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans. Empyreans don’t age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean’s parents resurrects the empyrean unless he or she has a good reason not to. (From 3.5e Monster Manual - 2003): This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured. Titans are statuesque beings of heroic proportions. They have agile minds and powerful bodies. Many come from the plane of Arborea. Titans favor heavy armor crafted in ancient designs. They wear rare and valuable jewelry and generally make themselves seem beautiful and overpowering. Titans are wild and chaotic, masters of their own fates. They are closer to the wellsprings of life than mere mortals and so revel in existence. They are prone to more pronounced emotions than humans and can experience deitylike fits of rage. Many titans are powerful servants of good, but in ages past the race of titans rebelled against the deities themselves, and a number of titans turned to evil. An evil titan is an indomitable tyrant who often masters entire kingdoms of mortals. A titan is about 25 feet tall and weighs about 14,000 pounds. Titans speak Abyssal, Common, Celestial, Draconic, and Giant. Combat : Titans can wreak havoc with their massive warhammers, which are sometimes referred to as “mauls of the titans.” In addition to their considerable battle prowess, titans possess great speed and considerable magical power. A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction. Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty. Spell-Like Abilities: At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day—etherealness, word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based. In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will—daylight, holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based. Titans of evil alignment can use the following additional spelllike abilities: At will—bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day—Bigby’s crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based. Tactics Round-By-Round: Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spelllike abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time. Prior to combat: Invisibility purge or invisibility. Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight. Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents. Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble. Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents. Round 5: Full attack against any nearby opponent, or use fire storm. Use another quickened chain lightning if foes seem really dangerous. A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well. (From 2nd Edition Outer Planes Appendix - 1993): Titans are gargantuan, almost godlike men and woman. They, quite simply, look like 25’ tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering. In addition to speaking their own language, titans are able to speak the six main dialects of giants. All titans are also conversant in the common tongue as well as that commonly spoken by forest creatures, as these giants have close ties with nature. Combat: The basic attack of titans is their great maul (maul of the titans ). These monstrous beings are capable of attacking twice in a melee round and inflicting 7-42 points of damage per hit. Titans may choose to make a single other attack in a round. This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan’s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships. Titans can become ethereal twice per day. All titans are able to employ both mage or priest spells (dependent on the individual titan — only one, not both) as a 20th-level spell caster. In addition, all titans have the following spell-like powers, at 20th level of spell use, usable once per round, one at a time, at will: advanced illusion , alter self , animal summoning II , astral spell , bless , charm person or mammal , commune with nature , cure light wounds , eyebite , fire storm , hold person , hold monster , hold undead , invisibility , levitate , light , mirror image , pass without trace , produce fire , protection from evil, 10’ radius , remove fear , remove curse , shield , speak with plants , summon insects , and whispering wind . Titans are not affected by attacks from nonmagical weapons. Habitat/Society: Titans are livers of life, creators of fate. These benevolent giants are closer to the well springs of life than mere mortals and, as such, revel in their gigantic existences. Titans are wild and chaotic. They are prone to more pronounced emotions that humans and can experience godlike fits of rage. They are, however, basically good and benevolent, so they tend not to take life. They are very powerful creatures and will fight with ferocity when necessary. To some, titans seem like gods. With their powers they can cause things to happen that, surely, only a god could. They are fiery and passionate, displaying emotions with greater purity and less reservation than mortal beings. Titans are quick to anger, but quicker still to forgive. In fits of rage they destroy mountains and in moments of passion will create empires. They are in all ways godlike and in all ways larger than life. And yet is should be noted that titans are not gods. They are beings that make their home in Olympus and walk among the gods. Yet they are not omnipotent, omniscient rulers of the planes. Sometimes their godlike passions and godlike rages make them seem like deities, however, and it is common for whole civilizations to mistake them for deities. In one society, Jeuron, a titan with dominion over knowledge, was revered as a god for centuries. Those mortals built their whole civilization around him and Jeuron revelled in the worship. He even walked among them occasionally to see their love and admiration. But Odin, of the Norse mythos, discovered his deception and punished Jeuron by shackling him to the bottom of the deepest sea for 100 years. Titans have a natural affinity for storm giants . Those giants are the closest beings the titans have found to peers and they will readily befriend them. In any group of titans, there is a 35% chance that they will be accompanied by one or more storm giants. Although titans can sometimes be condescending by nature, they never treat the storm giants as subordinates or inferiors. On Olympus, titans have developed a culture similar to what they found there. They wear similar clothing, eat similar foods, play similar music, etc. It is unclear why this has occurred. Perhaps the titans, in a godlike whim, adopted their favorite mortal lifestyle. Such would not be unusual for these great beings. Titans primarily dwell in great palaces and mansions in Olympus where they live their lives whimsically. There they will dance, sing, study, debate and engage in all other manner of activities with titanic proportion. If a titan finds something that interests him, it would not be unusual for him to study it in great detail for many weeks, only to leave it when his interest has waned. They may also engage in debates or arguments that last literally for weeks at a time. These debates might end in a jovial laughter and good spirits or in thunder and rage. Such are the whims of titans. Ecology: Titans are basically identical to humans, except much larger. What makes them immortal is not known. Perhaps it is their enchanted existence in the halls of Olympus. These giants are commonly known to experience the same range of emotions as humans do. They develop idiosyncrasies as humans do, also. In fact, titan mannerisms emulate those of humans very closely. Again, it is difficult to tell if the titans are whimsically copying humans, or vice versa. Titans, being godlike creatures, tend to be very diverse and unique. Each individual titan (or sometimes group of titans) have a special power is that related to their personality or sphere of influence. These powers are very different, and usually very strong. Some examples of the powers of a titan are explained below: Algorn , a titan that has influence over the seas, has the ability to create water whenever he chooses to. This water can be vast as he desires, up to the volume of a medium-sized lake. Algorn can simply cause the water to flow, he can cause it to jet out from his hands (washing away everything in its path away), or he can even cause the water to be frozen. Mane , a titan with dominion over felines, has the ability to change into a giant form of any cat. When he transforms, he is instantly cured of all wounds, poisons, and diseases. Mane may change into a cat and back again five times per day. Porphyl is a titan with the power of growth. He may cause any immature life to grow to maturity. Thus, he can cause crops to grow, he can make a boy grow to manhood, etc. Porphyl is very wise and would never abuse his ability. Malephus , a titan with influence over law and justice can unerringly detect any spoken lie and any bad intention. He is often used by many greater powers in trials of justice. Malephus is totally honest; he is incapable of lies or deception. Syllia, a titan with power over love, can remove any negative feelings from any being (except deities and powers). She has the ability to remove hatred, unhappiness, depression, etc. Syllia cannot remove the feeling permanently, but for at least a day or so. The deities of the upper planes often employ her power when trying to stop wars. Girzon , a titan with dominion over death, can take the life from any living being. It should be noted that Girzon has never used this ability unless commanded to by a deity. Girzon’s restraint and self-control is revered by other titans. Greater Titans Rumors exist of a race of titans more powerful still than common titans. These greater titans are said to be very close to the gods and always accompany one (with some deities and powers being attended by more than one greater titan). Perhaps greater titans were formally common titans who have grown so great in power that the gods brought them closer to themselves. Such matters are not common knowledge. It is very difficult to provide combat statistics for greater titans. Like the gods themselves, greater titans are simply not subject to aggression from nondivine beings. They are never harmed by such attacks. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11 ft. (XL) Lore: Huge Suggested: Huge to Gargantuan Other Monikers Titans, demigods Appearance Abilities - Hurl bolts of divine energy - Massive magic weapons that stun creatures - Powerful innate spellcasting - Legendary Actions - AOE Trembling strike knocks creatures prone - Bolster allies against fear, charm, advantage on saves and ability checks - Immune to nonmagical attacks - Legendary Resistance - Magic resistance - Truesight This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured. Home Plane Upper Planes (often Aborea/Olympus) Stat Block 5th Edition: - 5th Edition Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - Realmshelps.net 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki (Empyrean) - Forgotten Realms Wiki (Titan) - 5th Edition Monster Manual (2014) - 3.5e Monster Manual (2003) - D&D 2nd Edition Outer Planes Appendix (1993) - Angry Golem Games - DndBeyond - mojobob's website

  • Dabus Medium Humanoid, Unaligned Hero Forge Mini Description (from Planescape: Morte's Planar Parade - 2023): Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus’s difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself. (from Planescape Monstrous Supplement - 1994) Tall, slender, and looking like the riddles they speak, the dabus are feared by some to be the true masters of Sigil, the hidden genius of her being. For others they are nothing but slaves that maintain Sigil's mighty engines. Their thoughts literally fill the air when they pass, for the dabus's speech is illusion shaped into pictures that mortals can then reshape into sounds — the dabus communicate not by word, but by the complicated structures of the rebus. These are the ultimate in thought-pictures, where symbols are chosen for the sounds made in a language, and the sounds are strung together to form words. Sigil is their sole habitat, which they constantly build, cannibalizing one part to construct another. It is known their homes are in substructures far beneath the city, but few have seen them. They don't care for visitors in their cramped workshops, and they mislead those who try to follow them home without permission. The dabus claim to be organized into cells (if their rebuses are read correctly). Each cell has a duty in the city, though it is not tied to one place or skill. One day a member of a cell gathers the trash that blows out of the Great Bazaar. The next, it might be resetting cobbles near the Hive. Whatever guides them in their tasks, the dabus seem to always know what is expected of them. Each cell has 2d6 members. All dabus are of the same sex, for the race appears to have no sex at all. There are no dabus young, yet they do seem to be able to replace those lost to accident or misadventure. No one is sure how they do so, but the best guess is that a new member is constructed from the merged illusions of the others, that the word-pictures take on real form, that what is written/spoken has reality for these creatures that translates into reality for others. That leads to their strange speech, the most puzzling aspect of the dabus race. They have mouths and seem perfectly capable of speaking, but they never do. Instead, should they desire to communicate with someone not of their race, images of appear in the air. The images are the picture equivalents of sounds that match whatever language the onlooker speaks. When a dabus is excited, the rebuses can flicker by with dazzling speed. Why do they not speak? Have they surrendered speech, cutting away the abstractions that bind the flesh to a false image of the world, or is language a mystery to them, an art they haven't learned? Are they a race unable to seize upon words and letters? Perhaps they are like some idiot savant, brilliant at their own chores but blind to the talents common to others. There is no doubt the dabus have a role in Sigil. They are its cells, constantly repairing the body of the city. It is hard to imagine what would happen to Sigil without them, for no one really knows the full extent and workings of Sigil's streets and furnaces. Combat: The dabus are not combative creatures. They seek no battle, as destruction is not their role and purpose in life. Still, in a city like Sigil, avoiding combat is not always possible and the dabus will fight if they must. The dabus possess no special attacks. They can only fight normally, with swords, hand axes, or hammers — the latter two being tools they often have at the ready. The dabus never quite stand on the ground. They neither fly nor walk, but exist on the boundary between each, so they're immune to spells that affect the surface beneath them. A transmute rock to mud won't catch them, nor will a grease spell make them slip. At the same time, they are not really flying, either. Thus, spells that might be effective against flying creatures, such as gust of wind, will not send them spinning out of control. Otherwise, they have no unusual immunities or special resistances. (from Planescape Set: Sigil and Beyond - 1994) The dabus are both servants and lords of Sigil. They're unique to the Cage, never found anywhere else in the planes. In other words, the dabus never leave Sigil. From this, bloods figure the dabus are actually living manifestations of the city, which makes sense since the beings maintain most of the infrastructure that makes the city work. Most of the time the dabus are found repairing what's broken in Sigil. They keep the sewers and catacombs beneath the streets from crumbling, they cut back the razorvine when it grows too rampant, they patch the cobblestone streets, and they repair the crumbling facades of the city's buildings. To most, the dabus are nothing more than cryptic workmen. However, some berks discover another side of their duties, because the dabus also work as agents of the Lady of Pain. Sometimes they appear to punish those knights who've gotten too forward in their plans, and sometimes they arrive in force to put down riots, but they're not concerned with normal crime. It's the factions that are left to deal with the thieves and murderers in Sigil. The dabus only show up when there's a threat to their Lady, and that's usually a sign that another one of the mazes is about to appear. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium Other Monikers Custodians, the Lady's entourage Appearance Abilities - Supernaturally skilled architects and crafters - Communicates by arcane rebus - Hovers Dabus are tall, slender humanoids with four goat-like horns, white hair, and yellow-tan skin. They're dressed in mysterious robes, and float several inches in the air, their feet never touching Sigil's cobblestone streets. Home Plane Unknown (Sigil) Stat Block 5th Edition: - WorldAnvil - DnDBeyond - Planescape: Morte's Planar Parade (2023) 2nd Edition: - mojobob's website 4th Edition: - Dungeon Master's Guide 2 Sources - Forgotten Realms Wiki - DnDBeyond - Planescape: Morte's Planar Parade (2023) - Planescape Monstrous Supplement (1994) Planescape: Sigil and Beyond (1994) 4e Dungeon Master's Guide 2 - mojobob's website

  • Chaos Imp Small Aberration, Chaotic Neutral Hero Forge Mini Description (from Planescape: Planes of Chaos Monstrous Supplement - 1994): Chaos imps are small, perverse creatures, native to the wild and turbulent forces of Limbo. They are rarely more than two feet tall and monkeylike in proportion. Beyond this, little is consistent in the appearance of these creatures. Their noses and ears are huge or small, sometimes lop-sided on the same imp. Face and expression change with the creature’s fancy. Over time, travelers have confused them with mites , mephits, gremlins , and a host of other equally small and pestiferous creatures. The only sure identification comes too late, after the imps have wrought their harm. Combat: Combat seems hardly a fair description when a nest of chaos imps attack. Chaos imps are hardly interested in their opponents at all. The imps don’t want to fight; they only want to infest an individual’s gear. Chaos imps can meld with nonliving objects so that imp and object are one. This power works only on non-Limbo matter and only on inanimate objects. Objects imbued with an intelligence or a spirit, such as an intelligent sword or an iron golem , cannot be infested. A tree formed from the primordial soup of Limbo by a character’s will can’t be infested by a chaos imp; a plain sword +1 from elsewhere can. Chaos imps naturally sense the differences between materials, always choosing stable matter over unstable. As a matter of taste, the imps prefer substantial objects — swords, shields, pots, spikes, and armor — over flimsier articles such as clothing, cloaks, boots, and scrolls. They are always drawn to magical items, however, and seek to meld with these in preference to other things. To infest a nonmagical object, the imp needs only touch it for one round. Magical items have a saving throw of 14, improved by one for every +1 or additional power the item has. At the end of the round the imp is absorbed into the item, its essence flowing like water into it. The merging causes no change in the physical properties of the item: mass, shape, density, and function all remain the same. Even the magical power of an item remains unchanged. Infested items don’t radiate magic (unless already magical) and behave no differently as long as the item remains in Limbo. Only when a chaos imp believes it is off the plane will the creature reveal itself. Whenever possible chaos imps attack by stealth, slipping into objects when the characters are distracted by other things. If forced or discovered, they make a direct attack. They have no ability to physically harm a character, but fighting them is still difficult and dangerous. Normally if forced to fight, the whole lot of them swarms a single character, one attempting to distract while the others complete their infestation. Even battling an imp is risky, since any blow may allow the imp to infest the character’s weapon. Since the contact is fleeting, the item is allowed a base saving throw of 10 to avoid the effect. The chaos imp has the power to transform its host on a whim. For all practical purposes, the character is actually carrying a little bit of Limbo’s chaos-stuff with him. When a fighter reaches for his sword he might draw an empty snakeskin or a bowl of pudding. Transformed objects are roughly the same mass, but that is the only limitation. Unless the character maintains mental control over the object’s form (the same as he would over Limbo), it unexpectedly transforms. The imp can also speak from within the item. There are two ways to get rid of a chaos imp. The first is to destroy the item; this causes the imp to flee. For example, drinking an infested potion would cause the imp to suddenly spring from the bottle. The second is to cast an abjure , animate object , banishment , or dismissal on each object. This forces the imp from the item, although it instantly attempts to merge with the nearest object. A dispel magic forces out all imps within the spell’s area of effect in addition to its normal operation. Once “de-imped”, characters should run. Distance is the best protection. Habitat/Society: Chaos imps on Limbo are always encountered in nests — these are nothing more than inert bubbles. Only when a host comes with range do the imps actually take form and attack. Chaos imps don’t reproduce by any known means; it is quite likely that they spontaneously appear throughout the plane. Off Limbo, the imps eventually dissipate if driven from their host and bereft of any other object to inhabit. Chaos imps are mischievous and clever, and appear to have two main goals. The first is to escape their plane, but they can leave Limbo only within an object. Thus, they lie dormant in infested items until they believe they are off Limbo. Experienced Limbo travelers try to trick infesting imps into revealing themselves by pretending to be off the plane. The image of another plane must be imposed on Limbo (requiring a check to impose one’s will). The DM then secretly makes another check (again using the character’s skill) to see if the image is convincing to the imps. If it is passed, the imps reveal themselves in 3d6 turns. Otherwise, they are not fooled by the attempt. Second, as befits their origin, they delight in creating chaos and confusion at every chance. It is quite probable that they are carrying out the will of the powers of Limbo in spreading the dominion of chaos. Ecology: As impractical as these creatures are, there are those who find a use for them. Certain planar factions (particularly the Anarchists and the Xaositects), various fiends, and tricksters enjoy bestowing infested “gifts” on their enemies. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 3 ft. (XL) Lore: Tiny Suggested: Tiny Other Monikers None Appearance Abilities - Melds with inanimate objects, potentially rendering them useless - Can speak through infested items They are rarely more than two feet tall and monkeylike in proportion. Beyond this, little is consistent in the appearance of these creatures. Their noses and ears are huge or small, sometimes lop-sided on the same imp. Face and expression change with the creature’s fancy. Over time, travelers have confused them with mites, mephits, gremlins, and a host of other equally small and pestiferous creatures. The only sure identification comes too late, after the imps have wrought their harm. Home Plane Limbo Stat Block 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - P lanescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website

  • Darkweaver Medium Aberration, Chaotic Evil Hero Forge Mini Description (from Planescape: Morte's Planar Parade - 2023): Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim into the darkness. Darkweavers are fascinated by sensations—particularly taste—and how creatures from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver, served up from the cosmic kitchen that is the multiverse. These spider-like terrors appreciate second-hand descriptions of sensations, especially those they’re unlikely to experience in their home environment. A darkweaver’s captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to escape a darkweaver should think twice about returning to the creature’s lair, though, as darkweavers prioritize their appetites over bargains. A Darkweaver's Lair: Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions: On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can’t take the same lair action two rounds in a row: Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver’s Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn. Shadow Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness. Darkweaver Webs: A darkweaver’s web has a 50 percent chance of having (1d100) cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses. Darkweaver Cocoon Contents: d6 Category 1 Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule . 2 A swarm of insects that might be a darkweaver’s young 3 A corpse holding a jar of universal solvent with a slightly stuck lid 4 A collection of menus from restaurants in Sigil 5 (1d6) gold pieces amid a digested slurry 6 A halfling commoner or musteval guardinal that the darkweaver forgot about (from Fiend Folio - 2003): Darkweavers are sinister and alien beings from the Plane of Shadow that have found that the Material Plane offers far more plentiful hunting grounds than their home. Relatively new arrivals to the Material Plane, the darkweavers seek to learn more about the Material Plane and the power of the creatures that reside there so that they can make a bid for control. Few creatures that have seen a darkweaver truly understand what it looks like. Every darkweaver resides in a thicket of writhing, supernatural shadows, and a creature must delve into the benighted depths of this darkness to find it. At the center of this area, a curious explorer might catch a glimpse of a spiderlike form that is wreathed in protective shifting darkness. The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects. Darkweavers speak Abyssal, Common, and Infernal. COMBAT : A darkweaver relies heavily on its ability to shroud the battlefield in a web of shadow. Capable of seeing through the shadows it creates, a darkweaver prefers to hide in the effect and lure prey in with suggestion. If prey refuses to enter the shadow strands, a darkweaver relies on darkness and confusion to make the creature hesitate while it moves the area of shadow strands over it. When a creature is close to the center of the effect, the darkweaver rears up and lashes out with its front four tentacles, hoping to ensnare the foe and sap its strength. Improved Grab (Ex): If a darkweaver hits an opponent that is at least one size category smaller than itself with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +9). If it gets a hold, it automatically hits with its bite, dealing 1d6+3 points of damage and 2d4 points of Strength damage. Thereafter, the darkweaver has the option to conduct the grapple normally, or simply use its tentacle to grapple the opponent (–20 penalty on grapple check, but the darkweaver is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. Shadow Strands (Su): At will, a darkweaver can create an aura of weblike, supernatural, semisolid shadow that emanates outward from it in a 60-foot spread. A darkweaver can see normally through the shadow strands, but other creatures have great difficulty doing so. Each full 5 feet of shadow strands grants one-quarter concealment. Thus, a creature in the shadow strands 10 feet away from another creature would have one-half concealment, and a creature in the shadow strands 20 feet away would have total concealment. A creature in the shadow strands has no concealment from creatures within 5 feet. Creatures with darkvision suffer these effects, and the shadow strands even baffle blindsight, but true seeing allows a creature to see normally through them. Any creature that enters this area can freely move toward the darkweaver, but any attempt to move in any other direction is resisted by the semisolid shadow strands. A creature attempting to move in such a fashion must make a Strength check or an Escape Artist check; the creature can move away from the darkweaver 5 feet for each full 5 points by which the check result exceeds 10. If a creature is adjacent to the darkweaver (within 5 feet), it can move freely so long as it remains adjacent to the darkweaver. A creature protected by a freedom of movement spell is immune to the constraining effects of the shadow strands. The darkweaver can move about as it wishes and bring the area of shadow strands with it. Creatures are not affected by the darkweaver’s moving the strands, but the direction toward the darkweaver will likely change. Creatures within the strands do not need to guess in which direction the darkweaver lies; it becomes immediately obvious when they try to move away and the shadow strands snarl and twist to block all other routes. When a creature without freedom of movement attempts to move against the strands, the darkweaver is immediately aware of its location even if it cannot see the creature due to invisibility. Darkweavers are immune to other darkweavers’ shadow strands and can see through them. Spell-Like Abilities: 3/day—confusion, darkness, suggestion, tongues, web; 1/day—shadow walk. Caster level 13th; save DC 13 + spell level. Strength Damage (Su): Any creature bitten by a darkweaver takes 2d4 points of Strength damage (or 4d4 points on a critical hit). Darkweavers “eat” by sapping a victim’s strength. All-Around Vision (Ex): A darkweaver can see in all directions at once. Because of this, it has a +4 racial bonus on Search and Spot checks, and it cannot be flanked. Fast Healing (Ex): As long as it has at least 1 hit point, a darkweaver regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a darkweaver to regrow or reattach lost body parts. Shadow Jump (Su): A darkweaver can travel between shadows as if by means of a dimension door. The limitation is that the magical transport must begin and end in an area with at least some shadow. The darkweaver can shadow jump up to a total of 320 feet per day; this amount can be split up among many jumps in 10-foot increments. Thus, a darkweaver that shadow jumps 35 feet would use up 40 feet of its shadow jump limit for the day. A darkweaver in its shadow strands always has enough shadow to jump from unless a light source as bright as a daylight spell is brought within 5 feet of it. Shadowstuff Armor (Su): A darkweaver is shrouded in a semisolid armor of shadowstuff that grants it a +4 deflection bonus to Armor Class and a +10 circumstance bonus on Hide checks (included in the statistics above). The shadowstuff armor does not provide concealment, nor does it provide the requisite shadows to make a shadow jump. This armor disappears in an antimagic field, but it returns as soon as the darkweaver is out of the field. Sunlight Vulnerability (Ex): When exposed to sunlight or to light equivalent to a daylight spell, a darkweaver takes a –2 morale penalty on all attacks, saves, checks, and damage rolls. In addition, it does not regain hit points from its fast healing ability. A darkweaver’s shadow strands provide the creature with total concealment from light that is outside the shadow strands’ area. Any magical light source within the shadow strands must be within 5 feet of the darkweaver to affect it because of the concealment the shadow strands provide. Tentacle Regeneration (Ex): Foes can attack a darkweaver’s tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 27 (touch 19) and can withstand 20 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Skills: A darkweaver has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Darkweaver Society: Darkweavers are loners by nature, but they often keep dangerous predators as “pets.” When a darkweaver saps all of a creature’s strength (reducing its Strength score to 0 and rendering it helpless), it often carries the creature away and locates a large carnivore or a tribe of evil creatures willing to eat its catch. The darkweaver then ensnares the predator in its shadow strands, forcing the predator to move toward it. When it comes close, the darkweaver drops its still-living prey as a reward and steps back, allowing the creature to feed on the weakened foe. The darkweaver repeats this activity several times until the predator comes to rely on it for food and views it as an ally. The darkweaver’s tongues and suggestion abilities often help to cement this relationship. Darkweavers’ lairs are often guarded by such predators, and it isn’t unknown for a tribe of predatory creatures, such as trolls, to come to worship a darkweaver and aid it as it pursues its dreams of dominance over others. (from Planescape Monstrous Compendium Appendix. II - 1995): The darkweaver’s a strange and frightening creature, partly real and partly shadow. It dwells in the caves and grottos of some of the chaotic planes, particularly Pandemonium. Some cutters say the thing’s native to the Demiplane of Shadow, and that it settled in this corner of the planes because it found conditions in the Abyss and Pandemonium to its liking. Not many sods’ve ever gotten a chance to question a darkweaver about its origins, and few of these even survived the experience. The darkweaver creates webs of gloom and shadow just like a spider casts webs of silk. Its snares aren’t easily detected, since it prefers to air in places where daylight never comes. A darkweaver’s net an stretch for miles through twisted tunnels and dank caverns, trapping luckless sds onestradat a time until they’ve hopelessly cpught in its shadow. In its web, the darkweaver can manipulate the thoughts and emotions of its vitims until thes willingly walk into its dark embrace. The darkweaver’s form is amorphous and menacing, gliding like black oil over a cavern wall or pooling in places where the shadow is deepest. Folds of darkness cling to ir like a cloak or a second skin. If the darkness surrounding it can be dispelled, the darkweaver’s body is revealed to be a rubbery, spherical thing with strong wiry tentacles and shorter, thicker feeding proboscises. It’s said that a body’d rather meet the Lady of Pain than see a darkweaver in the light. Combat: The darkweaver tries to lure its victims into its web of shadow, or failing that, to weaver its web around them and prevent their escape. If the darkweaver’s removed from its surrounding shadows, it flees as quickly as possible. The creature can’t abide the touch of bright light. The darkweaver’s web can extend for hundred of yards. The outermost strands appear to be insubstantial at first; a basher can brush his hand right through one and feel only an eerie, oily chill. Shining a light on the web makes the strands fade into mere shadows, but they don’t fade right — they seem to slither away like snakes. The weaver blends the edges of its web into surrounding natural shadows perfectly; there’s only a 10% chance that a character notices the outer strands beforehe enters the web. (Rangers, experienced guides, or creatures with unusual acute senses have a 30% chance to detect the darkweaver’s web). Inside the outer layers of the web, vision drops to half normal. The shadowy strads easily give way to a creature moving toward the center, but a sod trying to get out finds that the shadowy strands don’t retreat from his lihgt anymore; they cling to him and prevent his escape. Any creature trying to leave the web is reduced to half its normal movement and must successfully make a saving throw vs. spell to force its way through the shadowy strands. If a sod enters the inner part of the web (usually an area about 100 yards across), he’s caught for sure. Again, he’s free to move toward the web’s center, but to move back out he must successfully make a saving throw vs. spell or become disoriented and slowed . No matter which way e turns, he travels deeper toward the center. Even if the character makes a successful saving throw, he’s still slowed . The darkweaver’s web is thick enough to swallow any normal light, and vision’s reduced to one-quarter normal. A lantern that casts a beam 60 feet illuminates a path only 15 feet long in the inner part of the web. At the web’s center, victims must successfully save vs. spell or become held. Even if they do succeed, they are still slowed and can’t escape the center without killing the darkweaver or dispelling its web. The darkweaver’s lair is here, and the web’s center is as dark as the blackness of a darkness spell. If the weaver can’t entice a sod into entering its web, it may try to misdirect him into a passage it can close behind him, or get ahead of him and web the path he’s using. A darkweaver can create one 10’ cube of gloomweb per round; if it webs the same area twice, the thickness is equal to the inner part of its web, and a third time results in webbing as thick as what lies at the center of the darkeaver’s web. Once per round, the darkweaver can use the spell-like powers of confusion , sleep , or suggestion with a range of 60 feet. In any area of shadow or darkness, the darkweaver can become invisible , create 2 to 5 mirror images , or teleport up to 200 feet to another area of shadow. In addition, the creature can create shades , solid fog , or a symbol of despair once per day while it’s in its own web. Darkweavers communicate by means of a limited form of telepathy with a 60-foot range; humans and demihumans perceive the creature’s thoughts as sibiliant whisperings in the shadows. The darkweaver uses its powers to immobilize its victims before drawing them near enough to feed. If possible, it attacks physically only when its victims arehopelessly entangled in the center of its web. The weaver attacks by lashing at its victims with its tentacles for 1d2 points of damage each; if it can hit a victim with at least four tentacles, it draws near enough to insert its feeding proboscises. These automatically inflict 2d4 points of damage per round, and the victim must successfully save versus spell or permanently lose 1 point of Constitution in each round of feeding. The darkweaver’s victim can fight back only by trying to break free or attacking with a Type S weapon. A weaver’s forced to release a victim it has grasped of ot takes more than 15 points of damage, if the victim succeeds in a bend bars/lift gates roll, or if the darkweaver is struck with magical light of some kind. The darkweaver’s vulnerable to light-based attacks. A light spell destroy a 10’ cube of its web and inflicts 1d3 points of damage on the creature before dissipating. A continual light destroys 1d6 10’ cubes of the creature’s web, dispels its shadow protection for 1 rpund, and inflicts 1d6 points of damage. Very powerful light effects such as a sunray or the sunburst effect of a wand of illumination inflict 2d10 points of damage, destroy 2d6 10’ cubes of the web, and dispel the darkweaver’s shadow for 1d6 hours. (The Armor Class and magic resistance in parentheses note the darkweaver’s defenses without its shadow protection.) Habitat/Society: The darkweaver haunts subterranean passageways, gloomy forests, and dismal swamps throughout the Abyss, Pandemonium, and Limbo. It’s also been rumored that great numbers of the creatures dwell on the Demiplane of Shadow. The darkweaver is asexual and reproduces by division, although this is a very rare occurence. A sod who runs across a darkweaver that’s just divided should be aware that the young creature’s a 3 HS version of its parent. Darkeavers’re diabolical creatures that use any means available to lure potential pery into their webs. When dealing with intelligent creatures, the weaver’s likely to say or promise anything to get its prey to come nearer. They’re clever enough to leave formidable prey such as greater tanar’ri alone, and may strike deals with more powerful neighbors. Darkweavers are patient and calculating creatures, and may let a meal go today if it means having two meals tomorrow. Ecology: The darkweaver preys on anything that comes near its web, but has the sense to leave very tough creatures alone. If anything strong enough to kill it enters its web, the darkweaver is likely to use its powers of illusion and deceit to hide from its attacker until it’s safe again. As a result, there’s nothing known that makes a regular meal of a darkweaver. Despite the weaver’s alien appearance, it’s a subtle creature that enjoys its mastery of suggestion and illusion. Nothing pleases a darkweaver more than tricking its foes into placing themselves at its mercy. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6'2" (XL) Lore: Medium (4' body, 10' tentacles) Suggested: Medium to Huge Other Monikers None Appearance Abilities - Shadow webbing grapples and causes necrotic damage, hard to see - Victims caught in shadow web can be reeled in for a bite attack - Bite causes necrotic damage, cannot be healed, kills at 0 HP - Shadowy form difficult to hit in darkness - Resistant to cold - Immune to necrotic damage - Spider Climb The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects. Home Plane Abyss, Limbo, Pandemonium, Shadowfell Stat Block 5th Edition: - 5eTools - Planescape: Morte's Planar Parade (2023) - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - DndBeyond - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Chimera Large Monstrosity, Chaotic Evil Hero Forge Mini Description (from 5th Edition Monster Manual - 2014) A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack. Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras. Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing. Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off. Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked. (from Planescape: Monstrous Compendium Appendix II (1995): Monster of Legend: (Parenthetical statistics refer to a legendary sphinx. See text for details.) Hydras, chimaeras, gorgons, medusae - any number of bashers have encountered these creatures in the Prime Material Plane, but there aren’t so many of ’em out on the Great Ring. In fact, there’s usually just one, and that’s the archetype for all monsters of that sort, the one they made up all the stories about. Creatures of this type’re known on the planes as monsters of legend; they’re found throughout the Great Wheel, in places where mighty heroes can try to best them. The hills and gorges of Olympus, the first layer of Arborea, are home to unique examples of each of the creatures above. Similar examples for almost all pantheons can be found in their own celestial or infernal realms. A monster of legend’s very similar to its terrestrial counterpart, but it’s usually got even more of what makes its lesser kin dangerous. It’s bigger, stronger, meaner, and tougher than any normal member of its species. In most cases, it has enhanced variations of the creature’s normal powers or special immunities; for example, a legendary hydra might grow two heads each time one’s cut off, or a legendary lion might be completely invulnerable to all slashing and piercing weapons, or the stare of a legendary basilisk might be able to petrify characters who aren’t even looking at it. Naturally, this makes a monster of legend a downright dangerous beast to tangle with unless a cutter knows what its special vulnerability is. Monsters of legend‘re never randomly encountered or just blundered into. Player characters run across one only when they’re seeking it out or it’s after them. A PC party might be ordered by a power to retrieve a legendary monster’s treasure, or they might need the creature’s blood or whatever as an ingredient for a magical mixture. Similarly, a berk‘s got to find a way to make a power angry to get one of these on his trail. COMBAT: Monsters of legend are tough. They’re unique creatures, gifted with special powers and attack modes. The DM should create each one individually and assign it appropriate numbers and abilities. The numbers in parentheses above reflect the stats of a legendary sphinx, guarding an oracle of forbidden knowledge. It’s intended as an example of how the DM might stat out a monster of legend. ARMOR CLASS: At least four places better than a terrestrial equivalent. Normally an androsphinx is AC -2, so this legendary sphinx is AC -6. The DM decides that’s pretty tough. MOVEMENT: The monster’s movement rate should be equal to its lesser counterpart’s unless there’s a good justification for a change. The androsphinx’s movement stays the same. HIT DICE: Monsters of legend have a flat hit point total that should be at least equal to the maximum possible hit points for a normal creature of that type. An androsphinx has 12 Hit Dice, so at a minimum theJegendary sphinx should have (12x8) 96 hit points. The DM assigns it 10 hit points per die for 12n total. : Divide the hit point total by 5 to come up with an approximate number of Hit Dice for the monster of legend. In the example above, the legendary sphinx is effectively a 20-Hit-Die monster. Its THACO and saving throws should be calculated from this total. Table 39 in the DMG lists the THACO for a 16 HD+ monster as 5. NUMBER OF AITACKS: Generally the same as a normal member of the species, although a creature such as a hydra or kraken might have more heads or tentacles than normal. In the example of the sphinx, the DM decides that it attacks with two claws, just like an androsphinx, but that it also gains a bite attack since some other varieties of sphinx do. DAMAGE/ATTACK: Double or triple the base damage of the monster’s attacks to reflect the superior size and power of a creature of legend. The androsphinx normally claws for 2d6 pofnts of damage, so the DM doubles it to 4d6 and assigns an arbitrary bite for another 2d10. SPECIAL ATTACKS: As per the base creature, but possibly enhanced or slightly modified. Androsphinxes have the ability to cast spells as a 6th-level priest, so the DM decides that the legendary sphinx can cast spells as a 9th-level priest and use some of the gynosphinx’s spell-like powers to boot. The second special ability of an androsphinx is its roar; the DM decides that the roar of a legendary sphinx has the effects of the third and most powerful roar of an androsphinx, but causes double normal damage and acts as a horn of blasting. SPECIAL DEFENSES: Any special defenses possessed by the normal monster’ll be present in the legendary variety, possibly in enhanced form. Even if the creature doesn’t normally have any special defenses, a legendary monster almost always has defenses of an unusual nature. Some examples: - THA Complete invulnerability to slashing and piercing weapons, like the Nemean Lion: Hercules slew the beast by strangling it since nothing could pierce its hide. - Blood so corrosive or poisonous that any edged weapon damaging the creature must survive an item saving throw versus acid or be destroyed: Blood splashed on a hero fighting the monster might force a saving throw versus poison to avoid death! Or, optionally, drops of blood spilled on the ground might turn into scorpions, snakes, or some other complication. - A coat of shining scales that reflects any magical attack onto its caster, or that blinds any hero who gazes on the creature. - Complete immunity to a category of attacks: A creature immune to attacks of earth suffers no damage from stone or metal weapons and is immune to elemental earth spells. - Invulnerability or complete regeneration while a certain condition persists: For example, a monster might constantly regenerate damage while it’s in contact with the earth, but if it’s lifted into the air it can be damaged normally. Another monster might be immune to physical damage while the sun is in the sky, and so on. The DM can be creative, but it’s only sporting to leave some weakness or vulnerability for a clever hero to exploit. The search for a means to deal with an apparently invulnerable monster could be quite a challenge for a group of PCs! The DM decides that his legendary sphinx possesses a visage so incredibly beautiful that a hero who sees its face must successfully save versus spell or be fascinated and helpless for 2 to 12 rounds. The defense against this special power is a veil of gauze or some other thin fabric worn over the eyes. MAGIC RESISTANCE: Usually legendary monsters are immune to all spells except those that exploit a certain weakness or vulnerability in the creature. A legendary medusa may be affected by gaze reflection, while a legendary hydra might be damaged only by a spell that could physically remove one of its heads — for example, flame blade or disintegrate. Since the sphinx is a creature of the desert, the DM rules that it can be damaged only by spells capable of harming or affecting stone or sand — stone shape, passwall, transmute rock to mud, and the like. He decides that the sphinx suffers 1d6 points of damage per level of the caster when struck by such a spell. Otherwise magic is useless against the creature. SIZE: As per the normal variety of monster, but slightly larger. An androsphinx is size L (8' tall), so the DM decides that a legendary sphinx is size H (12' tall). MORALE: Monsters of legend are generally fearless (20). Otherwise, they wouldn't be legendary. XP VALUE: Generally, about 5 to 10 times the value for the base monster is probably appropriate, depending on how difficult it is to figure out the monster's vulnerability. In the case of the sphinx, the DM multiplies the XP value of an androsphinx by 5 to arrive at a value of 35,000 XP. Habitat/Society: Monsters of legend are closely associated with various pantheons and powers. As often as not, a legendary monster was created by a power to serve some specific purpose. A legendary serpent might be responsible for guarding a magical garden, or a legendary gorgon might have been ordered to destroy a particular realm and then left there to haunt the ruins after its task was accomplished. Consequently, slaying a monster of legend can be a chancy affair. Even if the heroes are successful, it's possible that the act might attract the attention of the power that placed the beast where it was. Hades'd be profoundly irritated if a band of mortal heroes came along and managed to slay Cerberus, and he'd be likely to look for ways to punish them. ‘Course, slaying a monster of legend can win a character great renown, fame, and fortune as well. That's the stuff that stories are made of. Ecology : As larger-than-life figures, legendary monsters typically exist outside of the local ecology or alter it utterly. A fire-breathing monster might reduce an entire realm to charred ruins and blowing ash, or a monster with poisonous blood might render a stream permanently poisonous just by passing over it. The effects are always spectacular and long-lasting. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6 ft. (XXL) Lore: Large (5'W x 10'L) Suggested: Large to Gargantuan Other Monikers Monster of Legend Appearance Abilities - Lion claw attacks, head bites - Ram head attacks with horns - Dragon head breathes fire - Flight The chimera has the hindquarters of a large, black goat and the forequarters of a huge, tawny lion. Its body has brownish-black wings like those of a dragon. The monster has three heads, those of a goat, a lion, and a fierce dragon. The goat head is pitch black, with glowing amber eyes and long ochre horns. The lion head is framed by a brown mane and has green eyes. The dragon head is covered with orange scales and has black eyes. Home Plane Arborea, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3.5 Edition: - d20srd.org 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - 3rd Edition Monster Manual II (2002) - Monstrous Manual (1993) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

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