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- Bheur Hag | Digital Demiplane
Bheur Hag Medium Fey, Chaotic Evil Hero Forge Mini Single mini, no kitbash Description (from 5th Edition Volo's Guide to Monsters - 2016): Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers. Cold Hearts. Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad's grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other. A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found. Awful to Behold. When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane. Covens . A bheur hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 9 (5,000 XP). 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. Bheur Hags: Bheur hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community. Statistics for the bheur hag appear in chapter 3 of this book. A powerful bheur hag might have the following additional lair action: • The hag creates a blizzard in a 40-foot-high, 20-foot radius cylinder centered on a point she can see within 120 feet of her. The effect lasts until initiative count 20 on the next round. The blizzard lightly obscures every creature and object in the area for the duration. A creature that enters the blizzard for the first time on a turn or starts its turn there is blinded until initiative count 20 on the next round. (from 2nd Edition Monstrous Manual - 1993): The bheur, or blue hag , of Rashemaar legend is said to be the bringer of winter, capable of spreading deadly cold over a wide area. Rashemaar tales are uncertain whether there is only one bheur or many, but in all stories she is a powerful and malevolent creature who serves the useful purpose of helping to bring winter. She is invariably defeated add driven off each spring. In most stories the bheur resembles a hidepus, wrinkled old crone with pale blue-white skin and snow-white hair, wrapped in a tattered gray-blue shawl. She carries a gnarled gray staff taller than she is, and her voice howls of icy winds. Some stories tell of the bheur and orglash (ice spirits) working in concert to mislead, attack, and devour travelers. No one knows whether these tales of cooperation bepeen the blue hag and orglash are true; witnesses are unlikely to live to tell the tale. Other legends speak of epic battles betweqn high-ranking wychlaran (the Witches of Rashemen) and thy bheur, and of the early onset of spring as a result of victory by the Witches. The Witches themselves believe that the bheur is a natural part of the land and serves a useful purpose, but they will fight the blue hag if she begins to act arbitrarily or cruelly. As the Witches say, winter is the best part of the year, but even winter pales in the month of Hammer. Combat: The bheur fight by laying their cold palms upon victims, causing intense pain and 2d6 points of damage from pure frost. Flame-based creatures take double damage. A bheur carries her staff of frost , which functlons in the same manner as a wand of frost save that it never needs recharging. The staff functions only for a bheur; out of her hands, it is useless. If a bheur’s staff is lost or destroyed, she must leave the Prime Material Plane for a year in order to regain a new one. The bheur is entirely immune to all cold-bbsed attacks and suffers only half damage from fire-based att+ks, but she sustains double damage from acid and electricity. The bheur is thus reluctant to engage wizards who use such spells in combat. Habitat/Society: Some claim that the bheur themselves bring the cold, others that the cold draws the bheur. As the skies turn slate-gray and snow swirls down from the sky, driven on howling winds, the Rashemaar shut their doors tightly, make certain that they have laid in enough wood and food for the winter, and cower in the terrible weather. During this time the bheur is abroad, and most Rashemaar fear her greatly. Like the dreaded uthraki shapechanging spirits, hheur prefer to prey upon lone travelers, freezing them and devouring their frozen bodies. The bheur is also said to sneak into people’s homes if the doors and windows are not proper sealed, where they snatch away young children or unsuspecting residents. Such stories are probably cautionary tales against leaving windows and doors open, but they usually do the job keeping young Rashemaar in line for fear of the blue hag. Ecology: No one has ever seen two blue hags together, leading to a widespread belief that there is only one bheur in all of Rashemen. After freezing victims, the bheur dines on the icy corpses, and it is said that anyone who sees a bheur devour its victim may be struck blind or driven mad. Characters who witness such an act must successfully save vs. death magic or be blinded (75%) or driven insane (25%). Insane characters flee (50%), attack anyone nearby, friend or foe (30%), or collapse in a catatonic heap, incapable of speech or movement (20%). The madness lasts 2d6 days unless the victim receives a cure disease or remove curse spell. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Para-Elemental Plane of Ice, Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Magic Graystaff that allows flight - Frost shard ranged attack slows enemies - Maddening feast: eats corpses in a way that incapacitates enemies with fear - Cold immunity - Spellcasting, control weather 1/day - Ice walk with no difficulty - Potential Coven spells - Potential Lair actions Appearance A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. Size Hero Forge: 9'7" (XL) Lore: Medium Suggested: Medium to Large Other Monikers Blue hags, white hags, winter hags Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DndBeyond - 2nd Edition Monstrous Manual (1993) - mojobob's website
- Vhailor | Digital Demiplane
Vhailor Medium Undead, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From Planescape: Torment Videogame - 1999): Before you is a towering, empty suit of armor - but the plates are suspended in space as if secured over an invisible frame. Red veins run across the metal greaves, and a huge, double-edged executioner's axe rests in its hand. Engravings decorate the surface of the armor, the most prominent of which is a crimson serpent with its wings outspread. Morte hisses at the sight of that crest. The armor is achaic and the shoulder blades are just that - a great ridge of blades sprouting from the shoulder plates. You almost would take the ridges blades as decoration, but they look too heavy and dangerous to be anything more than an additional weapon on an already menacing suit of armor. The armor itself bears dents and other marks of battle and its surface is scarred by age and rust. It seems to carry those pits and gouges as marks of proide, like a thug whose skin was crisscsossed with his past. You stpe forward to take a closer look at the battle axe. It's reminiscent of an executioner's weapon; the head is forged into the likeness of a blood-red serpent with its wings outspread, the outstretched wings curling to become the edges of the axe. The axe itself is huge ; even wielded two-handed it would require tremendous strength to use effectively. Yet it rests in the disembodied gauntlet of the armor almost casually. The helm resembles the skull of some creature; curved metal teeth lined the bottom edge of the faceplate, hanging down over empty space. The helm rests in the air, its interior hidden in shadow. This suit of Mercykiller armor apparently has been standing here in the prison under Curst for some years. It has not been disturbed, which is strange, considering how very quick the people of Curst are to seek a profit. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block 5th Edition: - Angry Golem Games (Helmed Horror) - DndBeyond (Helmed Horror) 2nd Edition: - Torment Fandom Wiki 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 Appearance Before you is a towering, empty suit of armor - but the plates are suspended in space as if secured over an invisible frame. Red veins run across the metal greaves, and a huge, double-edged executioner's axe rests in its hand. Engravings decorate the surface of the armor, the most prominent of which is a crimson serpent with its wings outspread. Size Hero Forge: 11' (8')(XL) Lore: Medium Suggested: Medium Other Monikers None Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki
- Cuprilach | Digital Demiplane
Cuprilach Medium Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): Cuprilachs’re the spies, assassins, and secret soldiers of the rilmani . The argenachs act as advisers, and the ferrumachs stand bravely on the field of battle, but the cuprilachs strike from the shadows using stealth and speed to accomplish their goals. Cuprilachs believe that the only way the Balance’ll ever be safe is by neutralizing high-up creatures of extreme alignment. They’re easily the most dangerous rilmani, simply because they’re the ones who’re most likely to decide on the spot that a basher needs to be lost. Cuprilachs appear as slight and wiry humans, with the easy grace and trim build of an elf or half-elf . Their features are human enough, except for the coppery sheen of their skins and their featureless, ruby-red eyes. There aren’t many bloods in the Outlands who’re as cocky or arrogant as a cuprilach, but their attitude stems from a professional pride — they’re some of the best assassins on the planes, and they know it. While cuprilachs make no secret o their calling or beliefs in the rilmani strongholds of the Spire, they’re extremely capable and clever spies when they’re about their business. They’ll use their polymorph self ability to great effect, and consider no ruse, charade, or dirty trick to be beneath them when there’s work to be done. It’s said that no one’s ever spotted a cuprilach before he struck, but this is an exaggeration… probably. Combat: Cuprilachs don’t fight fair. They’re killers, not warriors, and they do whatever it takes to silence the opposition quickly and efficiently. Cuprilachs’re fond of striking with two coppery short swords +2 in melee combat. The cuprilach’s native grace and speed confers quickness to his hand-to-hand attacks, and he always attacks first in a round. Cuprilachs have a Strength of 18/76 despite their slight build and agility. They also use special throwing stars +1 with a range of 50 feet. The stars return if they miss. A word of caution: Don’t assume that an unarmed cuprilach ain’t dangerous. They’re skilled martial artists and wrestlers who can strike twice per round for 1d8 points of damage even without their weapons. Cuprilachs can perform all thief functions, including backstabbing, as if they were 12th-level thieves. They command the following spell-like abilities: charm person , delude , detect invisibility , enervation (2 levels), ESP , fog cloud , forget , improved invisibility , poison , and wraithform . Once per day a cuprilach can create a fan-shaped spray of acid 20 feet long and 10 feet wide that causes 5d4+5 points of damage to any creature who fails a saving throw versus spell. Cuprilachs can be damaged only by +2 or better weapons. Once per day they may attempt to gate in 1d3 more cuprilachs with a 40% chance of success. Habitat/Society: Cuprilachs rank below argenachs and above the ferrumachs and abiorachs in the society of the Spire. They’re hardly model citizens, though. Cuprilachs’re hot-tempered, violent, and rebellious at the best of times. Despite this, they never refuse a target and serve to the best of their ability when an aurumach tells ’em to put some cutter under. When cuprilachs aren’t on the job, they’re often pursuing rigorous training and driving themselves at a brutal pace, or tearing up the Spire in wild celebration. Other rilmani stay out of their way when cuprilachs get together and “relax”. (From Morte's Planar Parade - 2023): Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the orders of aurumachs without question or emotion. Cuprilachs have wiry copper frames, with torsos that float above their waists, separated by a hovering, polished sphere. Agile and armed with an arsenal of deceptive magic, cuprilachs do whatever they must to complete their missions. (From 3.5e Fiend Folio - 2003): Cuprilachs are the spies and assassins of the rilmani. When an imbalance can be corrected by the “removal” of a specific individual or small group, cuprilachs are sent in to take care of it. Hairless like an aurumach, a cuprilach in its natural form looks like a lithe and somewhat gaunt person with copper skin, but few creatures ever get to see this form. A cuprilach rarely travels without wearing layers of disguises. Cuprilachs spin webs of lies and deceit like master bards improvising great music. Confident and charismatic, cuprilachs use their skills to infiltrate foes’ forces and impersonate enemies. Individuals of unbalancing power are sometimes shocked to discover that their most trusted confidant or cherished loved one was replaced by a cuprilach years before the rilmani was given the order to strike. In addition to Rilmani, Common, and Undercommon, cuprilachs speak Abyssal, Celestial, and Infernal. Combat : Cuprilachs vary what tactics they use depending upon the nature and urgency of their mission. Most cuprilachs prefer simple “seek and destroy” missions that allow them to use their magic to locate a target and get close before unleashing a deadly hail of arrows. At other times cuprilachs use their skills to infiltrate an organization or an individual’s life, and then they ply their victims with lies to lure the rilmani’s foes into a dangerous situation that eliminates them. A cuprilach can be summoned using a summon monster IX spell. Sneak Attack (Ex): Anytime a cuprilach’s target is denied a Dexterity bonus, or when a target is flanked by a cuprilach, the cuprilach deals an additional 3d6 points of damage on a successful melee attack. ' Spell-Like Abilities: At will—detect thoughts, knock, locate creature, Melf ’s acid arrow, misdirection, see invisibility; 3/day— dimension door, enervation, mislead, poison. Caster level 12th; save DC 16 + spell level. Summon Rilmani (Sp): Once per day, a cuprilach can summon 1d3 ferrumachs with a 75% chance of success (result of 26–100 on d%). Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands 5th Edition: - Morte's Planar Parade (2023) - 5etools - DndBeyond 2nd Edition: - mojobob's website - Always first to attack in initiative - Sneak attack - Skilled in unarmed combat, short blades and throwing stars (all enchanted) - Innate spellcasting - Acid spray - Immune to nonmagical weapons - Summons more cuprilachs Cuprilachs appears as slight and wiry humans, with the easy grace and trim build of an elf or half-elf. Their features are human enough, except for the coppery sheen of their skin and their featureless, ruby-red eyes. Size Hero Forge: 8'8" (XL) Lore: Medium (5 1/2 ft.) Suggested: Medium Other Monikers Rilmani Assassin, Copper Rilmani - Mimir.net - Forgotten Realms Wiki - Morte's Planar Parade (2023) - 3.5e Fiend Folio (2003) - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website
- Quarton | Digital Demiplane
Quarton Large Construct, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Quartons administer the 16 sectors of the modron realm and oversee the operation of the bureau, sector governors, and army units attached to their regions. Each quarton has a personal staff of those hierarchs assigned to his command, plus 36 pentadrones that act as a guard unit. (These pentadrones can only be told to guard the object resembling the quarton, without ever understanding its role or purpose in their lives.) Quartons are 12-foot-tall humanoids with four jointed arms and fanlike wings. They cast spells as 16th-level priests. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - dmdave.com (homebrew) Pathfinder: - thecreaturecodex.tumblr.com 2nd Edition: - Mojobob's Website Abilities - Combat ready: advantage on initiative - Spellcasting - 4 slam attacks - Immune to charm, frightened. phsycic - Resistant to Lightning, bludgeoning, piercing, slashing damage from nonmagical weapons - Magic Resistance - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Truesight - Flight Appearance Quartons are 12-foot-tall humanoids with four jointed arms and fanlike wings. Size Hero Forge: 5'1" (XL) Lore: Large Suggested: Large Other Monikers Class 4 Hierarch Sources - Forgotten Realms Wiki - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- 06-Marut-03
Marut Marut Large 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): Maruts represent the inevitability of death. THey confront those who would try to deny the grave itself. Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way (such as sacrificing hundreds of others to keep oneself safe from a plague) might be labelled transgressors as well. Those who use magic to reverse death (raise dead spells, for example) aren't worthy of a marut's attention unless they do so repeatedly or on a massive scale. When a marut has identified its target, it walks surely and implacably toward the foe, never resting. Combat : Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic , and it uses dimension door and locate creature to track down foes who flee. A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Fists of Thunder and Lightning (Su): A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are strength-based and include the marut's Ability Focus feat. Spell-like Abilities: At will - air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day - chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week - earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based. Skills : A marut has a +4 racial bonus on Concentration, Listen, and Post checks. (From Mordenkainen's Tome of Foes - 2018): The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn’t care whether both parties understand what they’re agreeing to. (From Planescape - Monstrous Compendium Appendix I - 1994): Maruts are the servants of the powers throughout the Upper Planes. They go forth from Mechanus and spread the powers’ will across the Outer Planes. In his book Magic and Mystery of ind, Vimalanda Rey tells a legend of the marut. “In the Plague Year, Rudra visited death upon the once-mighty city of Dharaputta. ”Prince Rajavahana claimed that with his wealth and power he could deny death, dismay Rudra, and lock out the plague. He locked himself in his high-domed palace. Guards kept away all sickness, and even the healthy who would see the Prince were bathed in strong smelling herbs and given magical treatments to insure their health. The sages of Rajavahana warned him that he could not avoid the maruts, but he pai wizards vast amounts to set certain powerful seals upon his doo that would keep the onyx gian from entering his palace. “As the plague reduced his great city to ruin, the prince amused himself by parties and dances. One day he organized a trip to the treasure room of his great-grandfather. There he found a statue of a marut. For a moment he felt afraid, but the oldest dwellers of the palace assured him that the statue had been there since his grandfather’s time. He had the statue taken to his ballroom to show his victory over Rudra. “During his next feast, with all his guests around, Prince Rajavahana stood in front of the figure and taunted it. To his horror, the statue spoke! ‘Know, 0 Prince, that the decrees of fate are set aside by no man. Patiently 1 have waited since the time of your grandfather to bring you this.’ Whereupon the marut breathed out a silvery breath. “Coughing, the Prince cried, ‘What of my guards? what of my spells?’ “‘Spells and guards are as naught to fate.’ “In an instant all had died the Silvery Death, and the marut, unhampered by spells to prevent its leaving, returned to Mechanus.“ Mamts look like red-eyed, unliving giants carved from a single piece of polished stone with no discernible joints or seams. Maruts wear golden armor with wide plates on the shoulders and armbands. Maruts speak only in response to direct questioning, save when relaying messages given to them. They understand all languages. Maruts spread the will of the power they serve, whether a god of disease, love, or magic. They interact with others only if it directly involves the service they are currently performing or if hindered from prforming that service. Otherwise they seem oblivious to what occurs around them. However, nothing could be further from the truth. Maruts are highly intelligent and keenly alert to their environment. Although maruts seem evil, they are only servants who obey the will of their masters to the absolute letter. WHen the situation warrants it, their masters may even send them to aid a power of another alignment. Of course, when the maruts’ actions no longer serve their master’s will, they leave the scene immediately. Maruts are enchanted constructs that the god of disease, Rudra, has imbued with intelligence and sentience. The marut body itself is made of pure onyx and is worth hundreds of thousands of gold pieces. Maruts exist only to spread the will of their masters or to serve those their master has chosen. They spread the will of their master even when assigned other tasks. All maruts were created directly from the will of Rudra but have changed hands many times since. Because Rudra spreads disease, his own maruts harm their environment by causing disease in plants, animals, and sapient creatures. The god has given maruts to fellow powers as gifts for services rendered. In fact, at times it serves Rudra’s enemies ends to assist the causes of good. In those times, his maruts directly serve a good deity. Combat : Maruts are awesome opponents. Their punch alone can fell all but the most powerful opponents (8d10 damage). Maruts have the following spell-like powers: animate object , blink , cause disease (against any one target within 60’) continual light , control minds (3 times per day), deafness , earthquake (once per day), hold person , lightning bolt (8d6 damage), and shades . Maruts are immune to attacks from weapons of less than +3 magical enchantment. They regenerate 5 hp per round. Maruts are immune to acid-based attacks. They take half damage from cold and fire-based spells. Trap the soul and related magics do not affect the maruts. They also are immune to death spells. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 2nd Edition: - mojobob's website Abilities - Awesome constitution and strength - Unerring slam auto-hits - Blazing edict burns and stuns - Immutable form - Legendary resistance - Magic Resistance - Requires no air, food, drink or sleep - Immune to poison, most mental attacks - Speaks all languages - Plane Shift - Flight - Regeneration - Innate Spellcasting Appearance This creature, outfitted in golden armor over an onyx-colored body, is humanoid in shape but much larger than a human and seems to be made of mechanical parts. It carries no weapons or other equipment. Size Hero Forge: 11 ft. (XL) Lore: Large (12 ft.) Suggested: Large to Gargantuan Other Monikers Inevitable of Death Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website - WebDM (youtube) - AJ Pickett (youtube)
- Ash Mephit | Digital Demiplane
Ash Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Profoundly depressed and lugubrious, ash mephits make adequate sentries and messengers, but they impose upon passersby with endless tales of their sorrows, boredom, and frustrations. Ash mephits have powdery gray skin and wings (“You’re so lucky not to have wings, they get fouled in everything and it’s not like I ever asked to fly”), no external ears (“And even so I hear this persistent ringing, a ringing, you know, it just never stops”), and a nasal whining voice (“Am 1 boring you? I’d haaate to think I was boring you”). Scholars suppose that lower-planar beings can create ash mephits more easily than those of other types: why else would anyone create one? Combat: Ash mephits cannot claw or bite, but they can spray a cloud of choking ash in a 10’ radius at a cost of 1 hp from their current total (1d6 damage, save vs. breath weapons for half damage). Once per day an ash mephit can harangue good and neutral creatures with a lengthy recitation of its woes. This works as Leomund’s lamentable belaborment (It does not work on evil creatures, who care nothing for the mephit’s troubles.) Ash mephits are immune to nonmagical cutting and impaling weapons, to fire, heat, and cold (magical and nonmagical), and to poison. They take double damage from liquid-based attacks, and wind-based attacks inflict maximum damage. They do not breathe. Once an hour an ash mephit can gate in another ash mephit (usually to commiserate). (from Planescape: Monstrous Compendium Appendix III - 1998): Outsiders know of only three major creatures native to the Quasielemental Plane of Ash: ash mephits, ash quasielementals, and rasts. The mephits and the rasts prey upon each other in a constant struggle of eat-or-be-eatne. In this kind of atmosphere, neither race has time to form any sort of society other than warlike hunting packs. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Ash Stat Block 5th Edition: - Angry Golem Games (homebrew) 2nd Edition: - mojobob's website Abilities - Choking ash breath - Flight - Innate Spellcasting - Summons other mephits - Immune to poison - Lamentable Belabourment forces creatures to waste turns arguing with the mephit Appearance Ash mephits have powdery gray skin and wings, no external ears, and a nasal whining voice. Size Hero Forge: 3 ft. (XL) Lore: Medium Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix III (1998) - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Ignus | Digital Demiplane
Ignus Medium humanoid, Chaotic Evil Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From Planescape: Torment Videogame - 1999): There is a burning man hovering in the air over a grille in the Smoldering Corpse Bar . His skin bubbles and chars, and flames pour from his tormented eyes, yet his expression is far away, almost as if he were reveling in the flames. Writhing in the maw of a thousand lapping tongues of flame, a billowing creature twists slowly above an iron grill upon the floor of the bar. It may have once been human, but now its skin is charred beyond recognition. Streams of fire form a wreath around the creature's body, and the flames lick at the few remaining pockets of flesh, causing them to bubble and run like wax down the creature's skeletal frame. The heat surrounding this... creature... is incredible. To your surprise, the iron grill the thing floats above has sagged and bent from the heat. At first you think the heat comes from the grill... but now you realize it emanates from the being wreathed in fire. As you watch, flecks of ash drift from the writhing corpse and float slowly to the ceiling. "Greetings...?" The thing makes no response. It writhes slowly within the flames -- it lives, but it doesnt seem aware of anything other than the fire that surrounds it. Its skin is flame, its heart is flame, and you know, within some shadowed corner of your memory, that this thing is dangerous. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (Sigil) and/or Elemental Plane of Fire Stat Block 2nd Edition: - Torment Fandom Wiki Abilities - Powerful spellcaster (particularly fire magic) - Flight (hover) - Permanent conduit to the plane of fire attached to his body - Constantly on fire but never burns to death (fire immunity) Appearance It may have once been human, but now its skin is charred beyond recognition. Streams of fire form a wreath around the creature's body, and the flames lick at the few remaining pockets of flesh, causing them to bubble and run like wax down the creature's skeletal frame. Size Hero Forge: 5'9" (XL) Lore: Medium Suggested: Medium Other Monikers None Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki
- Gray Slaad | Digital Demiplane
Gray Slaad Medium Aberration, Chaotic Neutral Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): A green slaad that lives to advanced age (a century or so) sometimes withdraws into wilderness isolation. Most are never seen again, but after a year or more some slaadi return to their fellows as gray slaadi. Uninterested in lesser slaadi, grays become fascinated by power and magic, apparently seeking the near-immortality of the most powerful slaadi, the death slaadi (see below). Combat: Gray slaadi attack with two claws (2d4+2 damage each) and bite (2d8 damage). They can shapechange into the form of the original host, in which they often wield a magical weapon (DM’s choice). Gray slaadi are hit only by +1 or better weapons. Gray slaadi as a group have demonstrated the following spell-like powers, usable one at a time, one per round, at will: advanced illusion , darkness, 15’ radius , fear , flame strike , infravision , invisibility , know alignment , lightning bolt , power word blind (once per day), symbol (pain , once per day), and wind walk . No individuai gray slaad has demonstrated all these powers. Twice a day gray slaadi can attempt to gate in 1-4 more grays with a 60% chance of success. Some can enchant an item given sufficient time and materials. (from D&D 3rd Edition Monster Manual - 2000): Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human. A green slaad that survives for more than a century retreats into isolation for at least a year. It returns as a smaller, leaner gray slaad and devotes most of its time and attention to magical study. Gray slaadi enjoy crafting magic items to further their own power. Combat : Gray slaadi prefer to fight from a distance, using their spell-like abilities, although they don’t shy away from melee. Spell-Like Abilities: At will—chaos hammer (DC 16), deeper darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic circle against law, see invisibility, shatter (DC 14); 3/day—animate objects, dispel law (DC 17), fly; 1/day—power word stun. Caster level 10th. The save DCs are Charisma-based. Change Shape (Su): A gray slaad can assume any humanoid form as a standard action. In humanoid form, a gray slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A gray slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form. Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1–2 red slaadi or 1 blue slaad with a 60% chance of success, or 1 green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell. (from D&D 5th Edition Monster Manual - 2014): Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to the Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to master the use of a greatsword and imbue it with its own innate magic. A gray slaad that eats the entire corpse of a dead death slaad instantly transforms into a death slaad . Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Shapechanger - Innate Spellcasting - Magic Weapons - Resistant to acid, lightning, cold, fire, thunder - Magic Resistance - Regeneration - Blindsight, Telepathy Appearance Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human. Size Hero Forge: 9 ft. (XXL) Lore: Medium Suggested: Medium Other Monikers Rift Slaad Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Monster Manual 3rd Edition (2000) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Oinoloth | Digital Demiplane
Oinoloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from Mordenkainen's Tome of Foes - 2018): Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose. Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. (from Planescape: Faces of Evil: The Fiends - 1997): The nominal leader of the yugoloth race, the Oinoloth commands all from Khin-Oin, the dreaded Wasting Tower of Oinos (the first layer of the Gray Waste). The status of Oinoloth isn't a new or horrifying shape; it's merely a position, and it can be held by only one yugoloth at a time - invariably, an ultroloth. Of course, the job is a precarious one. Most ultroloths wish to sit in the throne known as the Siege Malicious, and they lay their schemes to further their ambitions, not caring who's crushed under their wheels of power, deceit, and betrayal. Naturally, a few care nothing for gaining the seat of power - but only if they can control the reins of the one who does. The current Oinoloth is an ultroloth named Mydianchlarus, a relatively recent arrival to the Siege. Already its enemies marshal their forces to topple the new ruler and take the mantle for themselves. However, Mydianchlarus is no easy mark; rumor says it single-handedly ousted the previous Oinoloth, an incredibly powerful ultroloth known as Anthraxus. But the battle wasn't a physical one. Mydianchlarus is said to have whispererd to Anthraxus a single secret of such profound and disturbing insight that the latter fiend was compelled to leave Khin-Oin and move on. Anthraxus is now trying to offer his services to various powers of the Lower Planes. (from 1st Edition Monster Manual II - 1986): There is but a single daemon master and lord of the Middle Planes. Known by the title oinodaemon, he is a unique individual of great power. The present oinodaemon is Anthraxus the Decayed, and it is to him that all daemons (in theory) pay homage. Anthraxus has many great powers at his disposal. His very touch can cause disease in non-outer plane life, the disease preventing healing and being fatal in 1 week. His gaze can transfix 1 target per round, with the target unable to move until the daemordord permits. (A save vs. spell negates this effect.) Anthraxus may use the following powers at will, once a melee round: pyrotechnics, flaming sphere , burning hands, shape change, detect magic, dispel magic, dispel illusion, delude, ESP, water breathing, teleport without error, and gate in 1-3 other daemons of his choice with an 85% chance of success. Once per day he may create walls of fire, ice, and force, erect a minor globe of invulnerability, cast a feeblemind spell, or use cancellation as the rod of the same name. He performs the abilities as a 25th-level magic-user. As oinodaemon, Anthraxus bears the Staff of the Lower Planes, which may be wielded by another daemon only upon Anthraxus' death. The staff has the powers of mass charm. beguilement (as rod), geas, and grant another's wish. Note that Anthraxus will use the last only if it in some way leads to havoc and benefit to evil. The charm and beguilement powers will operate even on other daemons, automatically overcoming their magic resistances. Anthraxus also possesses the psionic abilities of body equilibrium, detection of good/evil, expansion, domination, sensitivity to psychic impressions, and the major sciences of mind bar and molecular arrangement, the latter of which he uses to turn lead to platinum. All psionic disciplines are at the 20th level of mastery. Anthraxus is the most powerful daemon on the Lower Planes, but his position is challenged by other unique daemonic beings, the chief of which are Bubonis, Cholerix, Typhus, and Diptherius, along with others unknown or unrecorded by scholars. Anthraxus appears as a tail man in a rotting grey suit and cape. His head is that of a ram deformed by disease; his mouth foams and the wool pulls away from the skin in handfuls. There are boils and blisters over his exposed skin, and his flesh is pulled taut over his bones. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) - archive.org - 1st Edition Monster Manual II (1983) Abilities - AOE poison/necrotic plague attack - Corrupted healing - Necrotic claw attacks are magical - Transfixing gaze restrains victims - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Blindsight, telepathy Appearance Anthraxus [the Oinoloth] appears as a tail man in a rotting grey suit and cape. His head is that of a ram deformed by disease; his mouth foams and the wool pulls away from the skin in handfuls. There are boils and blisters over his exposed skin, and his flesh is pulled taut over his bones. Size Hero Forge: 9 ft. (XXL) Lore: Medium Suggested: Medium to Large Other Monikers Oinodaemon, Anthraxus Sources - Forgotten Realms Wiki - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Planescape: Faces of Evil: The Fiends (1997) - archive.org - 1st Edition Monster Manual II (1983)
- Black Slaad | Digital Demiplane
Black Slaad Large Aberration, Chaotic Neutral Hero Forge Mini Double mini, no kitbash Description (from 3.5e Epic Level Handbook- 2002): A white slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the black. The power of a black slaad eclipses that of some abominations and many of the oldest wyrms. A black slaad is a blot of darkness, a toad-shaped-void from which only two evil stars of its eyes gleam. Combat : A black slaad fights in deeper darkness, because it can see in such conditions while most other creatures can not. The black slaad has a 15-footlong prehensile tongue split into equal lengths, allowing it to make four melee touch attacks per round. It always uses its true seeing ability to see past an opponent’s use of invisibility, blur and displacement, or similar ruses. Stun (Ex): A black slaad can make an attack as if it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) eleven times per day. The Fortitude save DC is 34. The black slaad can stun with its tongues as well as its claws. Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals 10d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized, it deals another 5d4 points of chaotic damage every subsequent round for 11 rounds. Chaos Spittle (Ex): A black slaad can spit a glob of chaos at any can see within 120 feet as a ranged touch attack. The chaos deals 20d4 points of chaos damage (no splash damage). Unless the chaos is somehow neutralized, the glob deals another 10d4 points of damage every subsequent round for 11 rounds. Weaponbreaker (Ex): When a black slaad uses its Sunder feat, it rolls damage twice and takes the higher of the two rolls as the roll to break the weapon. Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, death knell, deeper darkness, dispel law, fear, finger of death, fireball, fly, greater dispelling, identify, improved invisibility, lightning bolt, magic circle against law, plane shift, power word blind, power word kill, protection from law, see invisibility, shatter, teleport without error, word of chaos; 1/day—implosion, peripety, ruin, spell worm (see Chapter 2). Caster level 25th; save DC 20 + spell level. Alternate Form (Su): A black slaad can shift between its natural and any humanoid form at will as a standard action. A black slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 21st-level caster. Summon Slaad (Sp): Three times per day a black slaad can attempt to summon 2–4 death slaadi (01–20 fails, 21–100 succeeds), or 1–2 white slaadi (01–60 fails, 61–100 succeeds). Telepathy (Su): Black slaadi can communicate telepathically with any creature within 100 feet that has a language. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo (negative energy plane) Stat Block 3rd Edition: - Realmshelps.net Abilities - Void-based attacks and abilities - Acidic, chaos-based attacks and projectiles - Create Temporal Duplicates of itself - Shapechanger - Innate Spellcasting - Magic Weapons - Resistant to acid, lightning, cold, fire, thunder - Magic Resistance - Regeneration - Blindsight, Telepathy - Summon white slaadi Appearance Black slaadi [are] inherently different to other slaadi; rather than being batrachian monsters with actual bodies, black slaads [are] simply voids, areas of insubstantial darkness in the shape of humanoid toads. Their prehensile tongues [are] 15 ft (4.6 m) long and their eyes [are] akin to gleaming stars that [shimmer] with malice. Size Hero Forge: 7 ft. (XXL) Lore: Large Suggested: Large Other Monikers Void Slaad Sources - Forgotten Realms Wiki - 3.5e Epic Level Handbook (2002)
- Yagnoloth | Digital Demiplane
Yagnoloth Large Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Yagnoloths are nobles of the yugoloth society, despised lords of fiefs and all who enter these fiefs. They are large, horrible humanoid creatures with two unequal arms, one man-sized and the other giant-sized. They have scaly red skin, bulky muscles, and horrid heads with wing-like ears. Their facial features, like their personalities, are ugly and alien. Yagnoloths communicate using telepathy. Combat: A yagnoloth can attack with its huge arm (1d12 damage and save vs. paralysis or be stunned for 2- 12 rounds). Yagnoloths have 22 Strength (+10 damage adjustment). Attacks by the human hand do not gain Strength bonuses. Yagnoloths can also attack with a weapon, typically a sword or mace carried in their human hand. These weapon may (30% chance) have enchantments of the common variety (e.g. +1 +2, etc.). They are never special. Three times a day yagnoloths can breathe a cloud of acidic gas that painfully eats at all exposed skin (6d6 damage; save vs. breath weapon for half damage). Victims are also stunned for 1-6 rounds (1-3 rounds if a save vs. paralysis is successful). A yagnoloth feeds on an unconscious opponent’s life-force by placing its head against the victim’s flesh. It devours 10-100% of the victim’s experience points, hit points, and ability scores (Strength, Dexterity, etc.); round fractions up. This process takes five melee rounds, and the feeding is interrupted (without loss to the victim) if the victim awakens. If the yugoloth is slain within one day, victims recover all lost abilities. Otherwise, a restoration spell is required. Yagnoloths can use shocking grasp (1d8+10 damage) three times per day. They can also use all the spell-like abilities available to other yugoloths. These monsters are damaged only by +1 or better magical weapons and take half damage from earth-based attacks. Habitat/Society: Yagnoloths are princes of sorts. Yugoloth territories are divided into regions, each with a governing yagnoloth. Although yagnoloths command less power than other yugoloths, ultroloths (who determined the regions in the first place) enforce their authority. Yagnoloths frequently order the execution of higher-status yugoloths, to increase their own already lofty status. Needless to say, all yugoloths other than ultroloths despise the yagnoloths and savagely betray them when feasible. Hated so, yagnoloths cannot gate additional yugoloths into a battle. These creatures pay little attention to the rest of yugoloth society. They are greedy and gluttonous, and they abuse their power greatly. Ecology: Yagnoloths care little for mercenary issues or the Blood War. Consumers in the purest sense, these creatures live by the labors of their fellows and produce nothing of value. No one knows what inspired the ultroloths to place these creatures in command of the provinces of the Lower Planes. Their merits are well hidden. One can only speculate on the bizarre cross-mutation involved in the creation of the yagnoloths. Perhaps these creatures have giantish blood in them. Or perhaps giants a bit of yagnolothish blood in them … (from Mordenkainen's Tome of Foes - 2018): Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer’s desires to the fiends it commands. Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants. A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 3rd Edition: - realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Massive arm attacks are magical - Electrified touch - Life leech - Battlefield cunning lets allies make reaction attacks - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Blindsight, telepathy Appearance They are large, horrible humanoid creatures with two unequal arms, one man-sized and the other giant-sized. They have scaly red skin, bulky muscles, and horrid heads with wing-like ears. Their facial features, like their personalities, are ugly and alien. Size Hero Forge: 11 ft. (XXL) Lore: Large (10-15 ft.) Suggested: Large to Huge Other Monikers Yagnaloth Sources - Forgotten Realms Wiki - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Planescape Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Hexton | Digital Demiplane
Hexton Large Construct, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 2 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): The hextons fulfill several roles in modron life. First, they are the generals of the 36 modron armies. Second, six are attached to each of the wheels of the realm, where they maintain the chain of command in modron life. Another six serve at the tower of Primus, although they are not aware of his existence. There are undoubtedly more hextons, although no one has ever logged all their posts. Hextons appear as humanoids with six arms — two large human arms with six fingers and four tentacles tipped with sharp claws below. They have thin, fanlike folded wings, joined at the shoulders. Hextons use spells as 14th-level priests, but they have no special spell-like abilities other than those noted for all hierarch modrons. They are immune to all psionic attacks. There is a 75% chance that any hexton will be accompanied by its personal guard: a staff of one septon , two octons , three nonatons , five decatons , and 25 pentadrones , all fanatic in their dedication to their orders. (from D&D 5th Edition Monster Manual - 2014): When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of which end in powerful pincers. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Planescape: Morte's Planar Parade (2023) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Combat ready: advantage on initiative - Spellcasting - Pincer attack & 6 piercing, grappling tentacles - AOE Lightning rebuke & counterspell reactions - Immune to charm, frightened - Resistant to Lightning & Psychic damage - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Truesight - Flight, swim speed Appearance Hextons appear as humanoids with six arms — two large human arms with six fingers and four tentacles tipped with sharp claws below. They have thin, fanlike folded wings, joined at the shoulders. Size Hero Forge: 7 ft. (XL) Lore: Large Suggested: Large Other Monikers Class 6 Hierarch Sources - Forgotten Realms Wiki - DnDBeyond - Planescape: Morte's Planar Parade (2023) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website











