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  • Alhoon | Digital Demiplane

    Alhoon Medium Undead, Any Evil Alignment Hero Forge Mini Kitbashed, single mini Description (From Volo's Guide to Monsters - 2016): Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. Arcane Temptation. Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation. In the pages of a spellbook , an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking. For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live. Existential Fear. Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist’s personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion. Dreadful Deliverance. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. A Psionic Secret. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn’t seen a mind flayer. However, in short order, an alhoon’s flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches. Precarious Immortality. Unlike with true lichdom, the periapt of mind trapping doesn’t restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon’s mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves. Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder. In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls. Variant: Mind Flayer Lich (Illithilich): The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. A mind flayer lich uses the lich stat block (see the Monster Manual ), with the following changes: It has a challenge rating of 22 (41,000 XP). It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet. It has the Magic Resistance and Innate Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains. Its suite of legendary actions (described below) is different from that of the normal lich. Magic Resistance. The lich has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The lich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. At will: detect thoughts , levitate 1/day each: dominate monster , plane shift (self only) Actions: Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 ((1d20+12) ) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 ((3d10+5) ) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 ((3d10+5) ) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions: The lich gains the following legendary action options, which replace all of the lich’s legendary actions. Tentacles. The lich makes one attack with its tentacles. Extract Brain (Costs 2 Actions). The lich uses Extract Brain. Mind Blast (Costs 3 Actions). The lich recharges its Mind Blast and uses it. Cast Spell (Costs 1–3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell. (From 2nd Edition Monstrous Manual - 1993): Alhoon (also called illithiliches ) look like living mind flayers (mauve-skinned, octopusheaded beings with four mouth-tentacles, and three-fingered hands). The only visible difference between illithid and illithilich is that an alhoon’s skin is dry and often wrinkled, never glistening with slime. Combat: Alhoon attack with four tentacles, as living mind flayers do. Once a tentacle hits, it does 1d4 points of damage per round automatically, as it bores on into the victim’s body. Attacks on a tentacle (consider it AC 7) doing it 5 points or more of damage in a single round cause it to recoil, drawing out of the victim’s body. It will then always strike at a new spot; an attack roll is required, and boring time to the victim’s brain remains 1-4 rounds. Tentacles striking a victim elsewhere than its head do damage for 4 rounds and then withdraw; they are not long enough to reach the brain. Illithiliches have the mind blast it had in life (cone 60 feet long, opening from 5 to 20 feet; save vs. wands or stunned 3d4 rounds) and psionic abilities common to all true mind flayers (the equivalent of a 7th-level psionicist – 4 disciplines, 5 sciences, and 14 devotions). Alhoon additionally attack with mind thrust , and individual abilities es are possessed as well (consult PHBR5 The Complete Psionics Handbook ). In addition to their tentacles and psionic abilities, illithiliches can cast spells as 9th level mages (spells: 4, 3, 3, 2, 1). Typically, they use a wide variety of spells seized from human mages, spellbooks found in tombs, and the like.and always avidly seek more, driven by their hunger for power. An alhoon can use a spell (as well as its tentacle attacks) in any round in which it does not use psionics. Alhoon gain no special undead attacks (such as a human lich’s chill touch ), but do have standard undead immunities to sleep , hold , and charm -related magics. They cannot be turned or dispelled by priests, and are not harmed or impeded by holy water, cold iron, protection from evil , sunlight, or silver weapons – but are subject to spells specifically affecting undead. Habitat/Society: Alhoon spurn illithid societies ruled by elder brains, and do not hesitate to take living mind flayers as thought controlled slaves (just as they took all other creatures as slaves, when alive – a process continued in lich state). They usually live alone in the surface world, often slaying a human wizard and taking over his remote tower, but in the Underdark cooperate for mutual survival, sharing spells and aid freely to overcome drow , duergar , cloakers , aboleth , and living mind flayers alike. Alhoon are capable of diplomacy and of loyally adhering to alliances when they see an ultimate benefit – but they consider all other beings cattle, and promises to them merely empty conveniences. Alhoon regard true liches and beholders as their greatest rivals, and accordingly destroy them whenever prudently possible. Ecology: Alhoon have no need for sustenance, but their bodies adapt only imperfectly to lich state; many magical steps of most lichdom processes used by others fail on a strongly-magic resistant mind flayer body. Alhoon are plagued by ongoing skin wrinkling and tissue desiccation, which they counteract by bathing, or by drinking water, soup, alcohol, and other liquids. Nutrients need not be ingested, and poisons absorbed in this way will harm an alhoon (lowering its bit points no further than a minimum of 6 hp and not killing it). The illithilich state neutralizes most poisons (restoring all damage done by them) in 2d4 turns. Illithiliches enjoy devouring brains just as they did in life, but do not need to do so. Sometimes (3 in 12 chance), devouring a brain gives an alhoon mental glimpses of 1d12 thoughts that the brain held, either at random, or (if the alhoon concentrates on a topic, such as magical items, written spells, or treasure locations), thoughts most closely related to a chosen topic. Essence of alhoon brain is a general ingredient in spell-writing inks, and can be employed with great advantage in the crafting of any magical item concerned with effects of the minds of creatures. Psionics Summary: Level Dis/Sci/Dev Attack/Defense Score PSPs 9 4/5/14 EW,II,MT/All =Int 250 + d100 Psychokinesis — Sciences: nil; Devotions: body control, levitation. Psychometabolism — Science: body equilibrium; Devotions: nil. Psychoportation — Sciences: probability travel, teleport; Devotion: astral projection. Telepathy — Sciences: domination, mind link; Devotions: awe, contact, ego whip, ESP, post-hypnotic suggestion. Other Powers: Various; two sciences, five devotions. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground) Stat Block 5th Edition: - 5e.tools - dr-eigenvalue.github.io (Illithilich) - DndBeyond - Volo's Guide to Monsters (2016) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Size Hero Forge: 6'11" (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers Illithiliches Abilities - AOE mind blast stuns creatures - Tentacles grapple, stun, and inflict psychic damage - Eats brain of incapacitated humanoid - Soekkcasting - Innate Spellcasting (psionics) - Chilling grasp melee attack - Magic resistance - Resistant to turn undead, cold, lightning, and necrotic damage - Immune to nonmagical attacks, poison, charmed, exhaustion, frightneed, paralyzed - Truesight - Telepathy Appearance Alhoon (also called illithiliches) look like living mind flayers (mauve-skinned, octopusheaded beings with four mouth-tentacles, and three-fingered hands). The only visible difference between illithid and illithilich is that an alhoon’s skin is dry and often wrinkled, never glistening with slime. Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DndBeyond - 2nd Edition Monstrous Manual (1993) - Mojobob's website

  • Fall-From-Grace | Digital Demiplane

    Fall-From-Grace Medium Fiend (Succubus). Lawful Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Torment Videogame - 1998): Before you is a stunning golden-haired woman, dressed in azure and violet dress, with two long, elegant wings draped across her shoulders... easily the most beautiful woman you have ever seen. You notice her eyes are azure, the exact same color as her dress. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss Stat Block 5th Edition: - borntostreak.blogspot.com (homebrew) - Monster Manual (2014) (Succubus) - Angry Golem Games (Succubus) - DndBeyond (Succubus) 2nd Edition: - Torment Fandom Wiki - Mojobob's Website (Succubus) Abilities - Cleric spellcaster (deity unknown) - Kiss drains a mortal's life force (celibate, never uses) - Shapechanger (never known to use) - Telepathically controls mortals with charm magic (never employs) - Can enter or exit the ethereal plane at will (not in videogame) - Claw attack (never known to employ) Appearance Before you is a stunning golden-haired woman, dressed in azure and violet dress, with two long, elegant wings draped across her shoulders... easily the most beautiful woman you have ever seen. You notice her eyes are azure, the exact same color as her dress. Size Hero Forge: 5'8" (XL) Lore: Medium Suggested: Medium Other Monikers Jennifer Hale Sources - Planescape: Torment Videogame (1999) - Torment Fandom Wiki

  • Argenach | Digital Demiplane

    Argenach Medium Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): Wherever the Balance is threatened, that’s where the argenachs’ll be found. They’re advisers and agitators, working to ensure that no one gains the upper hand for long in any part of the multiverse. Argenachs are the second-highest bloods among the rilmani , entrusted with the execution of the most delicate and subtle parts of the rilmani’s grand purpose: the careful adjustment of the Balance in places where it’s out of kilter and can’t fix itself. Argenachs are especially interested in the affairs of the countless prime worlds, since they believe that the war of good and evil, law and chaos, will be fought and won in the realms of mortals. Even now, they say, the powers that exemplify these causes squabble over the spirits of humankind. The Prime’s the only theater that counts. Thus, argenachs spend a lot of time away from the Outlands, mired in endless struggles on the Prime Material Plane. The argenachs’ methods are subtle, but simple. They give advice and knowledge to whatever side’s threatened, trying to even things out. Argenachs often conceal their true identity, since no one likes being played for a puppet. They’ll be found masquerading as helpful sages who aid their proteges in a struggle against evil or chaos, or as cold-hearted bloods advising ambitious cutters on how to go about besting the forces of law or good. More often than not, argenachs’ll take a neutral role and just watch to see how things are turning out. Argenachs are tall, slender creatures with a silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of their mission. Argenachs favor great, wide-bladed broad swords and long-handled axes in combat. Combat: Argenachs avoid physical combat when possible. Their primary means of defense are rays of silvery light projected from their hands. These rays inflict 1d20 points of damage, and always strike as an energy form their target’s vulnerable to. For example, baatezu are immune to fire, so the argenachs rays might strike as electricity or magic missiles. Argenachs can fire two rays per round, to a range of 60 yards. Argenachs are deceptively strong, with the equivalent of a 19 Strength. If forced into melee combat, they strike with their mystic weapons (usually enchanted to +3 value) at a +3 attack bonus and inflict +7 points of damage. An argenach who fights bare-handed can still inflict 1d10 points of damage per hit. Argenachs also command a battery of formidable spell-like powers, which they can use one at a time, once per round. These include: advanced illusion , cone of cold (9d4+9 points of damage, 3/day), detect magic , detect invisibility , ESP , fly , geas (1/week), hallucinatory terrain , invisibility , legend lore (1/day), mass charm , mirror image , prismatic spray (1/day), slow , solid fog , suggestion , and wall of fire . An argenach can also lay on hands once per day, duplicating the effects of a heal spell except that no more than 36 points of damage can be cured. Argenachs can be damaged only by +3 or better weapons. They prefer to use their spell-like powers of charm , illusion , or suggestion to avoid physical confrontations, but fight with ruthless efficiency when required. Once per day argenachs can open a gate (75% chance of success), bringing 1 to 4 fenumachs (60% chance) or 1 other argenach (40% chance) to their aid. Habitat/Society: Argenachs are the loners of rilmani society, which is fairly reclusive to begin with. They answer directly to the aurumachs and are usually given only broad guidelines instead of specific orders. For example, an argenach might be ordered into a struggle with no instruction more detailed than “There’s trouble on Toril. Deal with it.” Of course, an argenach’s extremely intelligent and resourceful, and that’s all the orders he’ll need to get the job done. Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands, Prime Material Plane 2nd Edition: - mojobob's website - Hand-projected light rays that deal any damage type targets are weak to - Deceptively strong and skilled with powerful mystic weapons and bare hands - Powerful innate spellcasting - Immune to nonmagical weapons - Summons other rilmani Argenachs are tall, slender creatures with a silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of their mission. Argenachs favor great, wide-bladed broad swords and long-handled axes in combat. Size Hero Forge: 9'5" Lore: Medium (7 ft.) Suggested: Medium to Large Other Monikers Prime Rilmani, Silver Rilmani - Mimir.net - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website

  • Morte | Digital Demiplane

    Morte Tiny Undead, Chaotic Good Hero Forge Mini Kitbashed, single mini Description (From Planescape: Torment Videogame - 1998): Morte is a talking skull. His sole weapon seems to be his mouth, whether by taunting or biting. He seems to be along for the ride, whether you want him around or not. You are somewhat curious as to how he is able to float around. (From Planescape: Morte's Planar Parade - 2023): Planar travelers often find mimirs invaluable in learning about reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse’s countless predatory and lethally grumpy inhabitants. Morte , however, isn’t a mimir . A floating skull with a penchant for speaking his mind and claiming expertise, Morte is one of Sigil’s many unique inhabitants and an accomplished explorer of the planes. For the right amount of coin or a future favor, Morte is quick to offer his advice, insights, and commentary on the many inhabitants of the planes. This book contains useful data gleaned from Morte’s stories and ramblings. Still, the planes are vast and varied, and what Morte experienced as true might not match all circumstances. Reader beware. "Morte. A self-professed 'famous' planar traveler who often poses as a mimir to-" - Partial mimir response on the subject "Morte" “Whoa, hey, hey! Zip it there, bud! I don’t know who got you a defective mimir, Chief, but I’ll tell you what’s what from here out.” - Morte (from Planescape: Turn of Fortune's Wheel - 2023): A human skull floats nearby. It bobs impatiently, watching you with slate-gray eyes that remain in its lidless sockets. The skull notices you’re awake and greets you with a nasal voice. “Hey, Chief!” Alternate Versions Button Button Button Button Button Button Button Button Home Plane Baator Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023) - 5etools.com - DndBeyond 2nd Edition: - Torment Fandom Wiki Abilities - Uses taunts to manipulate enemies - Surprisingly powerful bite - Surprising durability - Flight (hover) Appearance Morte looks like an old, cracked skull and jawbone floating in mid-air. A pair of lidless eyeballs (slate-gray) gawk from the otherwise empty ocular cavities of the skull. Morte sometimes outfits his teeth with accessories to improve bite damage and sex appeal. Size Hero Forge: 3' (6')(XL) Lore: Tiny (skull) Suggested: Tiny Other Monikers Mortimer "Morte" Richtusgrin, Rob Paulsen Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Planescape: Morte's Planar Parade (2023) - Forgotten Realms Wiki - DndBeyond - Torment Fandom Wiki

  • Winter Eladrin

    Winter Eladrin Winter Eladrin Medium Fey (Elf), Chaotic Neutral Hero Forge Mini Hero Forge Mini Double mini, no kitbash, 1 variant below Description (From Mordenkainen's Monster's of the Multivers - 2023): When sorrow distresses eladrin , they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold. General Info: Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion- and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result-those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures: Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Eladrin as Player Characters: Eladrin are elves of the Feywild , a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons- affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season. Like other elves, eladrin can live to be over 750 years old. ELADRIN SEASONS (d4): 1) Autumn : peace and goodwill, when summer's harvest is shared with all 2 ) Winter : contemplation and dolor, when the vibrant energy of the world slumbers 3) Spring : cheerfulness and celebration , marked by merriment and hope as winter's sorrow passes 4) Summer : boldness and aggression, a time of unfettered energy and calls to action ELADRIN TRAITS: As an eladrin, you have the following racial traits. Creature Type. You a re a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Size . You are Medium. Speed . Your walking speed is 30 feet. Darkvision . You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Fey Step . As a bonus action , you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this tra it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race): Autumn . Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. Winter . When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring . When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Summer . Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. Keen Senses. You have proficiency in the Perception skill. Trance . You don't need to sleep, a nd magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystica lly acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild (also Arborea, Arvandor) Stat Block 5e: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023) Abilities - Aura of sorrow weakens a creature's ability checks and saving throws - Innate spellcasting - Magic Resistance - Frigid Rebuke damages attackers with cold Appearance Seasonal eladrin resemble both elves and nature spirits, often leaning more heavily on the latter. Their color, appearance and abilities fluctuate with their emotional state and the four seasons of the feywild, and their moods are often so extreme that they bring those seasons with them, altering both their physical form and their environment to suit their fickle temperament. Size Hero Forge: 8'5" (XXL) Lore: Medium Suggested: Medium Other Monikers Weeping Eladrin, Frost Eladrin, Snow Eladrin Sources - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023)

  • Mud Mephit | Digital Demiplane

    Mud Mephit Small Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from 5th Edition Monster Manual - 2014): Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure. (from Planescape: Monstrous Compendium Appendix I - 1994): These unctuous creatures sidle up to strangers and, in purring, sibilant voices, use flattery to ingratiate themselves. "Oooh, what sssplendid armor! You know, you wear that armor with sssuch, sssuch authority, I feel myssself quite overwhelmed." After a few minutes of this, or as much as the target can stand, the mephit asks for "a loan" of 100 gold pieces. Ooze mephits are made of ochre muck, just like their home plane. They have a rough humanoid form hut no clear joints, and their wings are transparent green bubble membranes that seldom break. They have dark green eyes and mouth with a mooning expression, and they smell absolutely terrible in a 30' radius. Contact with an ooze mephit stains clothing permanently. Combat : Ooze mephits attack with two claws (ld3 damage each), hut avoid combat when possible. Their breath weapon, usable every other round without limit, is an invisible cloud of gas that works as a stinking cloud (no range, 10' radius) cast at 3rd level of magic use. Other rnephits are immune. Once per hour an ooze mephit can gate in another ooze mephit. Ooze mephits are immune to cutting or impaling damage and to fire and water attacks of all types, but transmute mud to rock destroys them instantly. They regenerate 1 hp per round in stagnant water. Ecology : Ooze mephits are created to clean sewage lines, maintain garbage dumps, and carry out other necessary but unpleasant duties. They quickly desert and become beggars. With the money they beg, ooze mephits hire wizards to transform them into more desirable forms: humans, elves, dwarves, even koholds. (From 3.5e Monster Manual I - 2003): This loathsome, winged creature looks like a miniature human composed of muck and filth. The creature has a terribly offensive odor, and slime dribbles from its body. Ooze mephits come from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and weighs about 30 pounds. Ooze mephits speak Common and Aquan. Combat : Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf ’s acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based. Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Para-Elemental Plane of Ooze Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Breath weapons: restraining mud, stinking cloud - Flight (clumsy) - Immune to poison - Innate Spellcasting - Summons other mephits - Perfect camouflage in mud, filthy waters - Restraining burst of mud upon death Appearance Ooze mephits are made of ochre muck, just like their home plane. They have a rough humanoid form hut no clear joints, and their wings are transparent green bubble membranes that seldom break. They have dark green eyes and mouth with a mooning expression, and they smell absolutely terrible in a 30' radius. Contact with an ooze mephit stains clothing permanently. Size Hero Forge: 3 ft. (XL) Lore: Small/Medium (4 ft.) Suggested: Small to Medium Other Monikers Ooze mephit Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website

  • Night Hag | Digital Demiplane

    Night Hag Medium Fey, Neutral Evil Hero Forge Mini Single mini, no kitbash, 2 variants below Description (from 5th Edition Monster Manual - 2014): Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals. Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes. Soulmongers. While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with truesight can see the hag’s spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the “Night Hag Items” sidebar) for transport to Hades. NIGHT HAG ITEMS: A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone. This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag. When an evil humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). (from 5th Edition Volo's Guide to Monsters - 2016): HAG LAIR ACTIONS: If a hag is a grandmother, she gains a set of lair actions appropriate to her nature, knowledge; and history. A coven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong. The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. Lair Actions On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row: • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there. • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them. Night Hags: Night hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades. A powerful night hag might have the following additional lair actions: • One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. • The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes ld6 bludgeoning damage for every 10 feet moved or fallen. (from Planescape: Monstrous Compendium Appendix I - 1994): Night hags inhabit the Gray Waste and, practically speaking, rule it. They are wretched females with hideous dark blue-violet skin, jet black hair, and glowing red eyes; long, wicked claws on their hands and feet; and foul rotting fangs protruding from their dry, festering lips. Night hags speak multiple languages, preferring those that help them in their dealings with evil beings. Combat: Night hags, thoroughly evil, attack any good creature without cause if they feel they have a reasonable chance of victory. A night hag can bite (2d6 damage and save vs. poison or contract a disease). Night hags also have a bewildering variety of spell-like abilities they can use one at a time, once per turn, at will: know alignment , magic missile (4 missiles, 5 times per day), polymorph self , ray of enfeeblement (3 times per day), and sleep . A night hag’s powerful sleep spell affects selfishly evil monsters or characters up to 12 Hit Dice or 12th level unless the victim saves vs. spells. The hag strangles her sleeping victim and takes its spirit to the Gray Waste as a larva , where it becomes a macabre form of currency. If the sleep spell fails, the night hag visits the evil victim nightly in ethereal form, which it can assume at will, intruding on the victim’s dreams and riding on the victim’s back until dawn. In this way the night hag hopes to drive the victim mad. The victim cannot remove the night hag, and each nightly ride permanently drains 1 from the victim’s Constitution. When the victim’s Constitution reaches zero, the victim dies, and the night hag returns to the Waste with the larval life force. The only way to defeat a riding night hag is to destroy it either in its normal or ethereal form. Both the sleep and dream intrusion work only against a mortal who displays selfish evil. Night hags are immune to the effects of charm , sleep , fear , fire-, and cold-based attacks. A silver, cold iron, or +3 or better weapon is needed to harm them. Habitat/Society: Night hags rule the Waste by default. They round up and herd larvae for barter with fiends of all types. Tanar’ri and baatezu alike require larvae for their quasits and imps , and some liches use larvae to maintain their undead condition. Night hags are said to see the multiverse as a place of eternal conflict. They believe it is unwise to form permanent alliances, for those who rule today are apt to be slaves tomorrow. Nevertheless, their keen minds and perfect memories cause many to seek the hags for wisdom and counsel. Night hags are always willing to trade for knowledge, magical items, and spirits. However, if those trading with them do not match or exceed the hags in strength, the hags later track them down and make them into larvae. Some lords of the Lower Planes take night hags for wives. From such unions are only born more night hags, equal to others of their race and not partaking of the characteristics of their sire. It is said that occasionally hags travel to other planes, assume the forms of beautiful women, and become wives of powerful wizards, that they might thereby gain further secrets of the universe. Hags have no particular hatred for any one race or type of beings, even their own. Their inability to form permanent alliances is probably the only thing that has kept them from wielding greater power on the Lower Planes. Likewise, the only thing that keeps a hag’s cruelty in check is her burning desire to know all things. Certain human colleges were founded by night hags, and some research projects — even those carried out by the most moral of wizards — have been ultimately found to be financed by hag gold. Very few beings have ever outwitted a hag. In such cases the hag spends years coming up with an intricate plot to outtrick the trickster. Night hags do remember any kindness shown to them, as well, but they appear less motivated to repay it. Ecology: Night hags are the only lower-planar inhabitants that actually seek out humans and kill them for their spirits. They destroy any life form they can overpower. Night hags are mercilessly wicked. Night hags carry a special periapt called a charm of blackness . Created by hags deep in the pits of the Waste, they instantly cure any disease the possessor contracts and gives a +2 bonus to all saving throws. If a good creature gains a charm , it functions but shatters after ten uses. Night hags lose their ability to become ethereal without their periapt, but the ability does not transfer to others. Hags go to great pains to retrieve lost periapts; it takes one month and 100 larvae to create another. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste, Abyss Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Nightmare haunting drains victim's life force over time, eventually killing and turning them into fiendish larvae - Change shape - Claws - Etherealness - Spellcasting - Potential Coven spells - Potential Lair actions Appearance They have dark blue or purple-black skin with white or light-colored eyes and thin, curving horns. A night hag is as least as tall as a human, and most are stout or have a medium build rather than being thin or emaciated. Size Hero Forge: 8'8" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Monster Manual (2014) - DndBeyond - Planescape: Monstrous Compendium Appendix I (1994) - mojobob's website

  • Nonaton | Digital Demiplane

    Nonaton Large Construct, Lawful Neutral Hero Forge Mini Kitbashed, double mini, 2 variants below (inc. single mini) Description (from Planescape Campaign Setting Monstrous Supplement - 1994): There are at least 81 nonaton posts identified in modron society, and there may be more. These cylindrical modrons act as commissars and chief inspectors of the modron universe. Nine nonatons carry the orders of the octons , 64 regulate the actions of the decatons on the 64 wheels of the realm, and eight monitor the loyalties of the decatons of the army. Each nonaton has ten decaton lieutenants, who in turn have five pentatones to serve them. Nonatons have the spell powers of 11th-level clerics, plus the following spell-like abilities, usable at will, once per round: ESP , mirror image , slow , web , detect good/evil , detect lie , and detect charm . They may use power word, stun once per day. Nonatons usually head investigations of rogue modron units and handle small-party invasions from other planes. In the latter case, they first attempt to detect the invaders’ intentions, then act accordingly. (from Planescape: Morte's Planar Parade - 2023): When modrons act against the will of Primus , nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus . Nonatons have wormlike bodies studded with nine mechanical arms. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Can perform many activities at once - Sight in many directions at once - Combat ready: advantage on initiative - Spellcasting - 9 piercing, grappling tentacles - AOE Pillar of Truth attack reveals creatures' true forms - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Flight Appearance 2e: These cylindrical modrons act as commissars and chief inspectors of the modron universe. 5e: Nonatons have wormlike bodies studded with nine mechanical arms. Size Hero Forge: 5'9" (8') (XXL) Lore: Large Suggested: Large Other Monikers Class 9 Hierarch Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website

  • Lightning Mephit | Digital Demiplane

    Lightning Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): A lightning mephit ’s torso and limbs are thin, jagged bolts of black lightning; its hands and feet are oversized, bulbous, and white. Its earless head smells like ozone and glows with a permanent light spell-like effect that cannot be dispelled; this expires when the mephit dies. A lightning mephit has no wings. It races through the air like a lightning bolt, the fastest of all mephits. Unfortunately, it maneuvers poorly. Lightning mephits are energetic, even hyperactive, with an incessant curiosity and desire for activity. They talk very, very fast, with many mistakes, false starts, and malapropisms. Combat: Lightning mephits dislike combat and prefer to befriend opponents. They have no claws but have the spelllike ability to cast a lightning bolt three times a day. Unlike the wizard spell, this bolt does 3d6 damage automatically to one target within 80’. A mephit can cast additional bolts, but each extra bolt damages the mephit (2 hp from its current total per bolt cast). Once per hour a lightning mephit can attempt to gate in 1-4 more lightning mephits. Attacks with nonmagical metal weapons on a lightning mephit do it no harm but may harm the attacker (save vs. paralysis or take 1d3 shock damage). Lightning mephits are immune to fire, heat, and electrical damage of all kinds, but dousing with liquid (at least a gallon) destroys them in a flash (3 hp damage to everyone in a 5’ radius). Lightning mephits instantly regenerate all damage on contact with an electrical source, such as another mephit’s lightning bolt. This reinforces the mephit’s natural desire to congregate with others of its kind. A force of mephits that can recharge one another is unstoppable by anything short of a glass of water. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Lightning Stat Block 5th Edition: - 5esrd (homebrew) 2nd Edition: - mojobob's website Abilities - Lightning bolts - Claw attacks - Flight - Extreme speed - Immune to fire, poison - Lightning and contact with electricity restore all of mephit's hit points - Innate Spellcasting - Summons other mephits Appearance A lightning mephit’s torso and limbs are thin, jagged bolts of black lightning; its hands and feet are oversized, bulbous, and white. Its earless head smells like ozone and glows with a permanent light spell-like effect that cannot be dispelled; this expires when the mephit dies. A lightning mephit has no wings. Size Hero Forge: 3 ft. (XL) Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website

  • Vardigg | Digital Demiplane

    Vardigg Medium Elemental, Neutral Evil Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compnedium Appendix II - 1994): The varrdig, or fluid brute, is a grue from the Elemental Plane of Water. A varrdig can appear as a pool of water, a fountain, or as part of a greater body of water, although in the latter case its greenish tinge makes it visible with careful observation. Its natural form is a globular, translucent, jelly-like blob with a fringe of small, clawed legs and pipe-like tubes radiating from its middle. These flexible hoses provide propulsion by jetting water when the creature is in its element. Combat : A water grue uses its flexible hoses to attac squirting water twice per round with considerable force up to 6’away (Id4 stunning damage, 1 in 6 chance to blind the victim for 1-4 rounds). Any air-breathing creature reduced to 0 hp by stunning damage is unconscious and the grue can drown it in one round by thrusting a tube into a nostril. In water, the varrdig can jet rapidly to ram a opponent (4d4 damage). It can ram twice per round. Water grues are immune to water-based spells such as create water, ice storm, wall of ice, obscurement, airy water, lower water, purify food 8 drink, and water breathing. All such magic within 30‘ of the varrdig is dispelled, even permanent effects. Magical items are not affected. Habitat/Society: Varrdigs often travel in packs of three, to assume their fused form if threatened. Varrdig triads seek out and claim territories that they defend from all others. When they (soon) depopulate the area, they move on to fresher waters. Ecology : Water grues are scavengers, and they also attack weak, diseased, and elderly creatures. varrdig triads: A trio of varrdigs can fuse into a three-lobed entity that resembles a snowman; this takes 1-3 rounds. The combined creature has hit points equal to the sum of the individuals, THACO 5, and Champion morale. The triad will have 3-6 tubes, each capable of projecting a stream with IO’ range and 1d6 stunning damage. Ramming attack damage increases to 4d6. (From Complete Arcane - 2004): This foul creature resembles a loose, frigid mass of tainted water encased in a dripping membrane. Streams and pseudopods of liquid flail away from its shapeless body, while dark malignant eyespots drift across its surface. Vardiggs (or water grues) are brutish and cruel creatures created from the corruption of elemental water, and they systematically seek out and attack any other being that enters a body of water they have claimed as their own. Vardiggs are about 4 feet in diameter and weigh about 400 pounds. When they bother to, they can speak Aquan in thick, burbling voices. To determine the type of spell-object inside a vardigg, roll d%: 01-70, resist energy; 71—100, sleet storm. Combat : Vardiggs usually hide below the surface of a body of water, waiting to attack any who approach. Water Jet (Sp): As a standard action, a water grue can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 11 negates). A creature failing the saving throw must succeed on a Strength check or a Balance check (DC 5 + damage dealt) or be knocked prone by the force of the blast. This is the equivalent of a 2nd-level spell. Skills: A water grue has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming, provided it swims in a straight line. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Water Stat Block 5th Edition: - worldmakers.wordpress.com (homebrew) 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Shapechange into pool of water with greenish tinge or back into its true form - Jets of fluid can blind enemies (does damage but is non-lethal) - Underwater ramming attack - Can combine with other water grues to become an enormous monster - Immune to water-based magic, water spells dispelled within 30 feet - Rapid swim speed Appearance A varrdig can appear as a pool of water, a fountain, or as part of a greater body of water, although in the latter case its greenish tinge makes it visible with careful observation. Its natural form is a globular, translucent, jelly-like blob with a fringe of small, clawed legs and pipe-like tubes radiating from its middle. Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft.) Suggested: Medium to Huge Other Monikers Water grue, fluid brute Sources - 3.5e Complete Arcane (2004) - Planescape: Monstrous Compendium Appendix I (1994) - Al-Qadim: Secrets of the Lamp (1993) - mojobob's website

  • 01-Kolyarut

    Kolyarut Kolyarut Medium Construct (Inevitable), Lawful Neutral Hero Forge Mini Double mini, no kitbash, 2 variants below (inc. single mini) Description (From D&D 3.5e Monster Manual I - 2003): Kolyaruts represent the ultimate enforcement clause in a contract - they mete out punishment to those who break bargains and oaths. Originally sent from Mechanus to avenge major betrayals, once on the Material Plane they hunt down everyone from unscrupulous merchants to army deserters. Anyone who reneges on a deal could draw the ire of a kolyarut, although the creature usually ignores inconsequential deals and rashly sworn oaths. Before beginning a mission against a deal-breaker, a kolyarut learns as much about the contract or oath as possible. It's not interested in those who break deals accidentally or against their will - only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typcially carries a copy of the contract with it. Kolyaruts are the most talkative of the inevitables , making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They can use disguise self to appear as almost any kind of humanoid - useful if they need to go undercover to catch their quarry. Combat : Like all inevitables, a kolyarut is patient enough to study a target before striking. It has a good idea of the deal-breaker's abilities and defenses before it enters battle. When it fights, it tries to get the conflict over with as soon as possible, minimizing excess bloodshed and mayhem. It doesn't let concern for innocents delay or endanger its mission, however. A kolyarut's favorite tactic is to use invisibility or disguise self to sneak close, then eliminate the quarry with its vampiric touch ability before it can react. A kolyarut has no compunctions about using its vampiric touch ability on allies to increase its own power, if doing so helps it complete its mission. A kolyarut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Enervation Ray (Su): A kolyarut can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 13th). Spell-like abilities: At will - discern lies (DC 17), disguise self, fear (DC 17), hold person (DC 16), invisibility, locate creature, suggesiton (DC 16); 1-day - hold monster (DC 17), mark of justice; 1-week - geas/quest. Caster level 13th. The save DCs are Charisma-based. Vampiric Touch (Su): As a melee touch attack, a kolyarut can steal life force from its foe, as the vampiric touch spell (caster level 13th). Skills : A kolyarut has a +4 racial bonus on Disguise, Gather Information, and Sense Motive checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - DMDave Homebrew Statblock 3.5e: - D&D Wiki - D&D 3.5e Monster Manual I Abilities - Vampiric Touch - Enervation Ray - Regeneration - Quickened suggestion - Lightning reflexes - Great fortitude - Innate Spellcasting - Immune to poison, most mental attacks - Requires no air, food, drink or sleep - Speaks all languages Appearance This creature looks like a red-skinned humanoid made up of mechanical parts. It is dressed in ornate golden armor and a flowing golden robe. It carried a gleaming sword and wears banded mail. Size Hero Forge: 9' 1" (XXL) Lore: Medium Suggested: Medium Other Monikers Inevitable of Oath Sources - Forgotten Realms Wiki - D&D 3.5e Monster Manual (2003) - WebDM (youtube) - AJ Pickett (youtube)

  • Ferrumach | Digital Demiplane

    Ferrumach Medium Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): When the rilmani are moved to take direct action in the cause of neutrality, it’s the ferrumachs who answer the call of duty. They’re the soldiers of the Spire, the iron legions who wait to serve in battle whenever and wherever they’re needed. Ferrumachs’ve got no existence or purpose beyond soldiering, and patiently await their next call to battle in misty halls on the slopes of the Spire. Ferrumachs resemble tall, grim-faced humans. They are very powerfully muscled, with deep chests, wide shoulders, and thick arms. There’s no hint of grace, athleticism, or agility about them; ferrumachs are walking slabs of stone. Their skin is a sooty gray — the color of bare iron, with an elusive gun-metal gleam when struck by the light. Ferrumachs wear heavy suits of dark, spiked plate armor. Their powerful builds allow them to wear armor of unusual strength and weight. Halberds, two-handed axes, and great flails are popular among their ranks. Combat: Physical conflict is the forte of the ferrumachs, and they’ll not hesitate to wade into any battle that concerns the cause of neutrality. Ferrumachs’re extremely strong, with a Strength of 19, and they’re quite skilled with their weapon of choice. Because of this specialization, ferrumachs attack 3 times per 2 rounds (once in the first round, twice in the second, once in the third, and so on) with their halberds or axes +1 . If disarmed, ferrumachs can still strike for 1d3+7 points of damage with their heavy, armored fists. Since fenumachs exist to solve problems through physical combat, their spell-like abilities are minimal compared to those of other rilmani. Once per round, they can use the powers of blur , detect invisibility , silence 15’ radius , and wall of fog . Three times per day, a fenumach can dispel magic or create an ice storm . Fenumachs can lay on hands once per day, which cures disease , neutralizes poison , and heals up to 18 points of damage. Fenumachs can be struck only by +1 or better weapons. They can gate in 2 to 8 more ferrumachs or 1 argenach with a chance of success equal to 10% for every ferrumach who participates in the summoning. Habitat/Society: As the soldiers of the rilmani, the ferrumachs hold themselves ready for action at any time. They don’t mix with the other rilmani, living apart in gray fortresses and towers that watch over the Spire with unending vigilance. The ferrumachs’re the most lawful of the rilmani, and obey the argenachs and aurumachs without hesitation. They’re also on good terms with the cuprilachs , whom they regard as fellow fighters and professionals. It’s said that the ferrumachs are created from the spirits of warriors who died fighting in lost causes, but this ain’t true. They’re rilmani, just like the rest of their kind, and they’ve always been that way. (From Morte's Planar Parade - 2023): Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam with the sheen of bare iron. Their bodies are honed to razor edges, and from it they can fling bolts of sharpened metal. (From 3.5e Fiend Folio - 2003): Ferrumachs are the countless minions of the rilmani. They serve as the foot soldiers in the never-ending battle to protect neutrality, the balance, and creatures’ rights not to choose a side. Ferrumachs look like powerfully muscled men made of iron. They wear heavy full plate armor of a color similar to their skin and wield shields and deadly lances. A ferrumach is almost never encountered on foot. Each rides a kuldurath or a phantom steed conjured by magic. They charge into battle astride these terrible creatures and strike fear into their foes. Ferrumachs appear on great battlefields, sometimes in the guise of participants already involved in the conflict. Sent there by aurumachs with an interest in the battle’s outcome, the ferrumachs form a phalanx of their own and make certain the war ends the way the rilmani want or that it continues for as long as the aurumachs wish. In addition to Rilmani, Common, and Undercommon, ferrumachs speak Sylvan. Combat : Although the most martial and aggressive of the rilmani, ferrumachs would rather have creatures obey their commands and observe rilmani ideals than fight them. Ferrumachs often attempt to intimidate and frighten away foes before resorting to violence. Even so, ferrumachs are well equipped to use force to carry out the aurumachs’ orders. A ferrumach can be summoned using a summon monster VII spell. Fear Aura (Su): As a free action, a ferrumach can produce a fear effect. This ability functions like a fear spell (caster level 10th; save DC 19), except that it affects all creatures within a 15-foot radius around the ferrumach. Any creature that makes a successful saving throw against the effect cannot be affected again by that ferrumach’s fear aura for one day. All rilmani and any creatures the ferrumach chooses are immune to its fear aura. Spell-Like Abilities: At will—blur, command, obscuring mist, see invisibility, silence; 3/day—cure moderate wounds, dispel magic, ice storm, phantom steed. Caster level 9th; save DC 15 + spell level. Summon Rilmani (Sp): Once per day, a ferrumach can summon 1d2 ferrumachs with a 35% chance of success (result of 66–100 on d%). Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands 5th Edition: - Morte's Planar Parade (2023) - 5etools - DndBeyond 3e: - realmshelps.net 2nd Edition: - mojobob's website - Extremely strong and skilled with halberds, two-handed axes, and great flails - Innate Spellcasting - Immune to nonmagical weapons - Summons other rilmani Ferrumachs resemble tall, grim-faced humans. They are very powerfully muscled, with deep chests, wide shoulders, and thick arms. There's no hint of grace, athleticism, or agility about them; ferrumachs are walking slabs of stone. Their skin is a sooty gray - the color of bare iron, with an elusive gun-metal gleam when struck by the light. Ferrumachs wear heavy suits of dark, spiked plate armor. Their powerful builds allow them to wear armor of unusual strength and weight. Halberds, two-handed axes, and great flails are popular among their ranks. Size Hero Forge: 9'5" (XL) Lore: Medium (6 1/2 ft.) Suggested: Medium Other Monikers Rilmani Warrior, Iron Rilmani - Mimir.net - Forgotten Realms Wiki - Morte's Planar Parade (2023) - DndBeyond - 3.5e Fiend Folio (2003) - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website

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