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  • 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

  • Water Mephit | Digital Demiplane

    Water Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): These thin, finny humanoids are covered with sea-green scales, and webs of skin connect the spines of their ears, toes, and wings. They have fishy, staring eyes and fish lips. An odor of brine accompanies them, and they drip salt water. Manifesting an irritating joviality, water mephits make remarkably tactless comments on their companions’ actions and situations: “Buck up, you can handle these fiends. Or if not, you’ll make good dretches.” They attach themselves to adventuring parties (unasked) out of an appetite for novelty. Combat : Water mephits can attack with two claws (ld3 damage each), but they prefer their breath weapon, a stream of acidic greenish water (2d4 acid damage for two rounds; one save vs. breath weapon halves damage on both rounds). The mephit can breathe every other round, automatically hitting one target. The semi-liquid forms of water mephits are immune to cutting or impaling damage from nonmagical weapons and to fire damage (including magical fire), but they take double damage from cold attacks. Of course they can breathe water, and they can drink any liquid, such as mercury or poison without damage. They regenerate 1 hp per round spent only drinking liquid. Water mephits can attempt to gate in one other water or ice mephit once per hour. Ecology : Captured water mephits stand watch in kitchens, ready to put out fires, or maintain aquaria for the wealthy. (From 3.5e Monster Manual I - 2003): This winged creature looks like a miniature fish-person. It is covered with scales and views the world through black, bulbous eyes. Water mephits come from the Elemental Plane of Water. Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds. Water mephits speak Common and Aquan. Combat : Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour a water 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 a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based. Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water. Skills: A water 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 Elemental Plane of Water Stat Block 5th Edition: - Angry Golem Games (homebrew) 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Acid breath - Claw attacks - Flight - Immune to acid, poison - Innate Spellcasting - Summons other mephits Appearance These thin, finny humanoids are covered with sea-green scales, and webs of skin connect the spines of their ears, toes, and wings. They have fishy, staring eyes and fish lips. An odor of brine accompanies them, and they drip salt water. Size Hero Forge: 3 ft. (XL) Lore: Medium (4 ft.) Suggested: Small to Medium Other Monikers Sea mephit, Acidimephit Sources - Forgotten Realms Wiki - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website

  • Green Hag | Digital Demiplane

    Green Hag Medium Fey, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from 5th Edition Monster Manual - 2014): The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. (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. Green Hags: Green hags inhabit dismal forests, swamps, and moors. A green hag's body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy. A powerful green hag might have the following additional lair action: • The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession. (from 2nd Edition Monstrous Manual - 1993): These wretched creatures live in desolate countryside and amid dense forests and swamps. Greenhags, as their name implies, have a sickly green pallor. Hair color ranges from near black to olive green, and their eyes are amber or orange. Their skin appears withered but is hard and rough like the bark of a tree. Due to their coloration and their ability to move with absolute silence, greenhags impose a -5 penalty to an opponent’s surprise roll when in a forest or swamp. They have superior hearing, smell, and sight, including infravision (90-foot range). They are only surprised on a roll of 1 on the 1d10 surprise roll. Rock-hard talons grow from the long, slender fingers of greenhags. They use these talons to slash and rend their opponents. Smaller than their annis cousins, greenhags nonetheless possess Strength equivalent to that of an ogre (18/00). Because of their great Strength, all their attack rolls gain a +3 bonus and all hits receive a +6 damage bonus. Greenhags can cast the following spells at will, one spell per round: audible glamor , dancing lights , invisibility , pass without trace , change self , speak with monsters , water breathing , and weakness . Each spell is employed at 9th level of ability. To lure victims, greenhags typically use their mimic ability. This enables them to imitate the voice of a mature or immature male or female, human or demihuman. Calls for help and crying are common deceptions employed by greenhags. They are also able to mimic most animals. Greenhags speak their own language (a dialect of annis) as well as all demihuman languages and common. These are the longest lived of all hags — they can live for up to 1,000 years. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane Stat Block 5th Edition (different ages have their own stat block): - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Claw attacks - Mimicry of another creature's voice - Illusory appearance - Invisible passage leaves no tracks - Amphibious - Spellcasting - Potential Coven spells - Potential Lair actions Appearance Greenhags, as their name implies, have a sickly green pallor. Hair color ranges from near black to olive green, and their eyes are amber or orange. Their skin appears withered but is hard and rough like the bark of a tree. Size Hero Forge: 9'7" (XL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers Shellycoats, Greenhags Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Monster Manual (2014) - DndBeyond - 2nd Edition Monstrous Manual (1993) - mojobob's website

  • Coure Eladrin

    Coure Eladrin Coure Eladrin Tiny Fey (Elf), Chaotic Good Hero Forge Mini Hero Forge Mini Single mini, no kitbash, 1 variant below Description (From Planescape Monstrous Compendium Appendix II - 1995): The smallest eladrins are the coures - tiny, spritelike creatures who can be found throughout Arborea. They're messengers, scouts, pranksters, and mischief-makers who pester and annoy any travelers or more serious eladrins they run across. The coures' jests are not meant maliciously; in fact, it's hard for even the most dour Doomguard to hang on to a frown when a flock of coure eladrins is dancing around his head. Despite their senses of humor and boundless energy for song, dance, and jest, coure eladrins take a definite turn for the serious when confronting evil creatures. Harmless pranks develop into skilled guerilla tactics of hit-and-run nuisance attacks while messengers are sent to summon more suitable opposition to the threat. Great numebrs of coure eladrins live within the wild forests and deepriven gorges of Olympus, the first layer of Arborea. They gather in bands known as faerie circles or faerie courts . Unlike their larger cousins, the coures have a much closer connection to the land and linger in a favorite grove or mountainside for centuries before moving on. The coures of a faerie circle can be fiercely protective of their enchanted homes and may stand up to far more powerful invaders if necessary. The coures are the commoners of the eladrins. Like most eladrins, they look after their own affairs, but swarms of them can also be found as attendants to move powerful firre or tulani courts. Among more powerful eladrins, coures're messengers, heralds, or pages. Coures are creatures of starlight and darkness. By day they spend much of their time sleeping, wrapping themselves in their gossamer wings. Combat : Combat isn't the main strength of a coure. These tiny eladrins go to great lengths to avoid physical confrontations, choosing flight over battle against all but the weakest foes. The only time coure eladrins gladly seek battle is when confronting their nemeses, the imps of Baator or the Abyss (They're not fond of mephits, either). If a coure is forced to fight, she attacks with miniature weapons scaled perfectly to her size. Short swords and rapiers are favored; they're treated as daggers +1 . Like their larger cousins, the bralani, coures're also archers of surprising skill; they gain a +4 attack bonus with their tiny bows, and their silver arrows are treated as darts +1 . As noted above, coures can assume the shape of a non-corporeal ball of light. If a coure wins initiative, she can make this change immediately after attacking. In this form, the coure is AC 0 and can fly at twice her normal speed. The coure has no physical attack as a globe of faerie-light, but in humanoid form she can cast a magic missile up to 3 times per day. (From The Book of Exalted Deeds - 2003): This sprightly creature appears as a tiny, slender elf clad in bright apparel with unruly, glistening hair and long, gossamer wings that trail from its shoulders. The smallest of the eladrins, the spritelike coures embody carefree wandering, celebrating life as a joyous dance. They often serve more powerful beings as messengers and scouts, provided those they serve can tolerate their erratic humor and near endless pranks. Coures exist to laugh. They prefer a star-filled night in the open to any other time or place, preferring to reveal their pranks and dance only in their own faerie light. Coure eladrins appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste. A coure can also assume the shape of an incorporeal ball of light at will. Coures stand 2 feet tall and weigh 20 pounds. They speak Celestial and Common. Combat : Coures avoid physical combat, knowing that their small frames and tiny weapons are no match for many larger foes. Unless directly confronting minor evil outsiders such as imps, coures see combat as a prompt to seek out and befriend larger and more powerful celestials. Any weapons a coure wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—dancing lights, detect evil, detect magic, faerie fire; 3/day—magic missile, sleep (DC 13). Caster level 4th. The save DCs are Charisma based. Alternate Form (Su): A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round. Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.) Skills: Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above) 5th Edition Homebrew Stat Block: Coure Eladrin Tiny Fey, Chaotic Good Armor Class 15 (20 in light form) Hit Points 6 (2d4+1) Speed 10 ft., fly 30 ft. (60 ft. as a ball of light) STR 2 (-4), DEX, 20 (+5), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA 16 (+3) Skills Deception +8, Perception +3, Stealth +7, Senses Darkvision 60 ft., Passive Perception 13 Languages Celestial, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 Magic Resistance. The coure has advantage on saving throws against spells and other magical effects. Innate Spellcasting . The coure’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: alter self, comprehend languages, cure wounds, dancing lights, detect good & evil, detect magic, minor illusion, phantasmal force 3/day each: faerie fire, magic missile, sleep, Tasha’s hideous laughter 1/day: Otto's Irresistible Dance Actions Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d4+6) slashing damage. Shortbow. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1+6) piercing damage. Bonus Actions Faerie Light. As a bonus action, the coure can transform into a tiny, non-corporeal ball of faerie light, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. In light form, the coure emits bright light in a 5 foot radius and dim light for an additional 10 feet. The coure cannot attack or cast spells in this form, but gains an AC of 20, a movement speed of 60, and is immune to nonmagical attacks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Arborea Stat Block - 5e: Try homebrew below - 3.5e: dndtools.net - 2e: Planescape Monstrous Compendium Appendix II Abilities - Becomes non-corporeal ball of light - Fast speeds in light form - Tiny enchanted weapons - Innate spellcasting (including magic missile) - Flight Appearance Coure eladrins resemble tiny, slender elves with long, gossamer wings trailing from their shoulders. They appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste. Size Hero Forge: 6'6" (XL) Lore: Small/Tiny (2 feet) Suggested: Tiny to Small Other Monikers Forest mischief-makers Sources - Forgotten Realms Wiki - Book of Exalted Deeds (2003) - Planescape Monstrous Compendium Appendix II (1995)

  • Tridrone | Digital Demiplane

    Tridrone Medium Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Tridrones appear as three-sided pyramids with spidery arms and legs. They supervise squads of 12 duodrones , who in turn pass their orders to the monodrones. Tridrones can carry out multiple-task projects on their own. Typically, they receive a general order, which they divide into smaller tasks to be fulfilled by the duodrones. In the modron army, tridrones serve in special companies, equipped with three javelins per being, which they hurl before entering melee. Tridrones are capable of reporting actions and observations and actually planning limited objectives on the battlefield. They speak their own language and the trade tongue of the multiverse. (from D&D 5th Edition Monster Manual - 2014): Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle. 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 3 activities at once - Sight and speech in 3 directions at once - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Capable of stabbing and throwing javelins Appearance Tridrones appear as three-sided pyramids with spidery arms and legs. Size Hero Forge: 3' (6.5') (XXL) Lore: Medium Suggested: Medium Other Monikers Class 3 Drone Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website

  • 07-Quarut

    Quarut Quarut Medium Construct (Inevitable), Lawful Neutral Hero Forge Mini Single mini, no kitbash Description (from D&D 3.5e Fiend Folio - 2003) Quaruts are among the most powerful of inevitables in existence. They protect two of the most precious and tenuous things of all: time and space. They use their uncanny sense of both temporal and spatial awareness to know when transgressions that disrupt the time–space continuum are taking place, and then they hunt down the perpetrators. A quarut appears humanoid in form, though that is where the resemblance ends. Typical of most inevitables, a quarut has a clockwork body, complete with gears and pistons. Numerous small timepieces and hourglasses function within its body. A quarut wears extremely fine half-plate armor that is etched with various symbols involving time. In place of a head, it has a continually flowing hourglass. Sometimes the sand inside the hourglass seems to be flowing up; no quarut has ever explained why this is so. Quaruts are concerned about spellcasters who use such powerful magic as limited wish, miracle, temporal stasis, time stop,and wish. In the eyes of a quarut, the use of these spells plays havoc with the universe and risks all beings. However, despite their displeasure with spellcasters that use these spells and abilities, quaruts employ most of these spells with impunity. Combat : Quaruts try to end a combat as quickly as possible by using their temporal stasis ability to imprison the offender in a bubble of null time. Spell-Like Abilities: At will—circle of doom, dimension door, dominate person, greater dispelling, haste, hold monster, locate person, true seeing ; 3/day—temporal stasis; 1/day—circle of death, forcecage, limited wish, mark of justice, teleport without error (self plus maximum load of objects), time stop; 1/week— geas/quest, plane shift. Caster level 18th; save DC 15 + spell level. Fast Healing (Ex) : A quarut regains lost hit points at the rate of 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a quarut to regrow or reattach lost body parts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - noblecrumpet-dorkvision (Tumblr) homebrew 3.5e: - Realmshelps.net - Fiend Folio (2003) Abilities - Powerful innate spellcasting - Powerful slam attacks - Regeneration - Great fortitude - Immune to poison, most mental attacks - Requires no air, food, drink or sleep - Speaks all languages Appearance A quarut appears humanoid in form, though that is where the resemblance ends. Typical of most inevitables, a quarut has a clockwork body, complete with gears and pistons. Numerous small timepieces and hourglasses function within its body. A quarut wears extremely fine half-plate armor that is etched with various symbols involving time. In place of a head, it has a continually flowing hourglass. Sometimes the sand inside the hourglass seems to be flowing up; no quarut has ever explained why this is so. Size Hero Forge: 11 ft. (XXL) Lore: Medium Suggested: Medium to Gargantuan Other Monikers Inevitable of Fate Sources - Forgotten Realms Wiki - D&D 3.5e Fiend Folio (2003) - WebDM (youtube) - AJ Pickett (youtube)

  • 02-Kolyarut-02

    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: 11 ft. (XL) 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)

  • Dak'kon | Digital Demiplane

    Dak'kon Medium Humanoid (Githzerai), Lawful Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Torment Videogame - 1998): The man before you is old. His dried, yellow skin has the scars of one who has travelled everywhere and never rested long in any one place. His pinched face is inhumanly angular and his ears sweep out from his skull, tapering to points. He wears a loose-fitting orange tunic over a shirt of interlocking metal rings, and a strange shimmering blade is strapped across his back. The blade looks to be a two-pronged glaive made of some metal whose surface swirls like a film of oil on a pond. His eyes are polished coal. "My past is not known to you. It is not my will that you should know it.... Know that I bear the weight of one who has travelled far to be in this place. Know that I am a Githzerai. Know that I am of the people of Zerthimon. It was Zerthimon who knew the Githzerai before we knew ourselves. He knew what had to be done to free us. From his knowing, came action. From his knowing, freedom was born. The Githzerai ceased to be slaves and became a people. Know that I follow the Unbroken Circle of Zerthimon. His words are known to me. His heart is known to me. All that remains is that I know myself." Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 2nd Edition: - Torment Fandom Wiki Abilities - Wields morphing 'karach' blade shaped by the user's will - Psionic spellcasting Appearance The man before you is old. His dried, yellow skin has the scars of one who has travelled everywhere and never rested long in any one place. His pinched face is inhumanly angular and his ears sweep out from his skull, tapering to points. He wears a loose-fitting orange tunic over a shirt of interlocking metal rings, and a strange shimmering blade is strapped across his back. The blade looks to be a two-pronged glaive made of some metal whose surface swirls like a film of oil on a pond. His eyes are polished coal. Size Hero Forge: 8'4" (XXL) Lore: Medium Suggested: Medium Other Monikers Mitch Pileggi Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki

  • Primus | Digital Demiplane

    Primus Large Celestial (Deity), Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Primus is the ruler of all the modron realm. It and it alone understands the whole structure of the modron race, since it sits at its pinnacle. From there it decrees what is order, writes the laws, and establishes the rules and regulations. All other modrons exist to carry out the plans and obey the rules of Primus. Failure to meet this powerful creature’s standards will result in a modron being declared rogue and sentenced accordingly. Primus is a huge being who rises from an energy pool in the central part of its great tower at the center of the plane (although Primus also may appear as a normal androgynous human). In giant form Primus’s hands are unseen, for the right one is swathed in bright rainbow hues and the left is covered with inky dark clouds. Within Mechanus , Primus has the status of a greater power, except it is possible for Primus to die, albeit only under near-impossible conditions. Its sole concern is for the modrons. It does not send avatars to other planes or even take part in the normal bickering and wars of the planar powers. All modrons with priestly powers gain their spells directly from it. The death of Primus does not break the link in modron society, for like all gaps, the vacancy is filled by promotion of the one of the secundi . However, the process usually creates turmoil since, without a Primus, chaos is allowed to enter into the perfection of modron society. Some scholars have mistakenly interpreted this chaos as civil war within this orderly race. The first act of the new Primus is to return order to its race, a process which can take some time. (from 1st Edition Monster Manual II - 1983): Primus is the ruler of all the planes of Nirvana . Primus, and Primus alone, sets the order, wntes the laws, and establishes the rules and regulations. All others carry out the plans and obey the rules of Primus. Failure to meet this powerful creature's standards means a return to the energy pool at best as a monodrone . Primus is a huge being who rises from the energy pool in the centraI part of his great tower at the center of the plane, although the Prime One may also appear as a normal human. In giant form, Primus' hands are unseen, the right swathed in rainbow-bright lights, the left clouded in inky darkness. Those creatures struck by the light hand must save vs. spe tls or be teleported to Arcadia, those struck by the left must save or be sent to Acheron. Primus casts spells as a 30th-level cleric and a 25th-leve magic-user. Primus may communicate immediately with any of the creatures of Nirvana: this allows Primus almost total knowledge of the plane. (from Planescape: Hellbound: The Blood War -1996): A power less impassioned - but no less lawful - is Primus, the neutral patron of the modrons of Mechanus. It views the Blood War as chaos on a mammoth scale. Primus hates the tanar'ri , but it has no love of the baatezu , either. It sees them as a mockery of law - the fiends constantly look for a loophole, a way out, an interpretation that best suits their own purposes. But when the time comes to choose a side, when the tanar'ri get a little too close to stirring up trouble on Mechanus, Primus subtly sets events in motion for its unquestioning followers to take action. Usually, all the god need do is make apparent the movement of the tanar'ri (which it casts as an undesirable shift in the cosmic balance). The modrons then work to set things right, often through their Army of the Blood War. (from Planescape Adventure: The Great Modron March - 1997): The secundus left the chamber after communing with the One and the Prime. It scuttled off to and relay its orders so that Primus's directives would work their way down the chain of command/communication. The required tasks would then be completed in an orderly and timely fashion. Its pace was even, its steps unhurried. Everything in Regulus operated smoothly, efficiently, and by the lawful pattern. It always did. The One and the Prime was left alone in the central chamber hidden away in the bowels of the Great Modron Cathedral. It was, as always, connected to the latticework of waxy strands called the Infinity Web, which provided it with information from throughout the gears of Mechanus - and, to a lesser extent, much of the entire multiverse. Through its connection to the web, Primus saw through the eyes of all of its subordinates - even those it had dispatched throughout the planes and those it had commanded to gaze into the Cathedral's Orrery and observe the actions of creatures everywhere. The One and the Prime observed as much or more than any other being in the multiverse. Everything within the central chamber (and indeed, all of Mechanus) was operating smoothly, efficiently, and by the lawful pattern.... (from 4th Edition Dragon Magazine #414: Ecology of the Modron - Campaign Setting Monstrous Supplement - 2012): PRIMUS, THE ONE AND THE PRIME: An enigmatic being of godlike power, Primus alone sits at the pinnacle of modron society. As both the supreme ruler of modrons and the literal embodiment of the race, Primus represents the ideal of perfect logic. Its true goals remain inscrutable, but many presume it seeks to spread logic and the rule of law throughout the multiverse. In its natural form Primus is a being of gargantuan size, dwelling within the pool at the apex of its tower in Regulus. Humanoid in shape, Primus is silent and impassive, its face devoid of emotion. Its upper torso and head appear fashioned of solid gold, its lower body fading into the energy of the pool. According to obscure planar lore, individual modrons are merely components of the vast distributed body that is Primus. At the end of each Cycle, the One and the Prime undergoes disassembly and renewal. This process gives rise to thousands of new modrons, replenishing those that perished in the preceding Cycle. The new Primus, formed from one of the secondi that attend it, spends some time familiarizing itself with its new existence, then begins directing underlings according to its inscrutable plan. A century past, the One and the Prime met an unscheduled demise. Seeking his lost rod, the demon lord Orcus infiltrated the tower of Primus and disintegrated the supreme ruler with a word of power. Orcus then bent the modrons to his foul purpose. Once the would-be god had gleaned all he desired, Orcus cast off his facade and abandoned the leaderless modrons. Yet, as has happened innumerable times before, a secundus quickly rose up to claim the mantle of the One and the Prime and restore order. This new Primus, seeing Mechanus invaded, its city in ruins, and its subjects corrupted, turned the modrons’ attentions inward, calling all survivors back to Regulus before sealing the borders. Few modrons had been seen in the century since, but inexplicably thousands have been spotted more recently. Primus is clearly up to something, but its motives remain mysterious. Prime Architect: Many cultures of the mortal world have myths recounting the origins of the universe. Though the details of these legends are colored by cultural bias, most share key events, such as the war between gods and primordials. Yet few can recount the story of an even earlier time in the history of the multiverse, the epoch that witnessed the molding of the Elemental Chaos itself. Accounts chronicled by the Fraternity of Order in Sigil speak of a time in which the Elemental Chaos was still in its infancy, an Age of Creation when primordials shaped and destroyed worlds at whim, unchallenged by the gods. It was an era of wondrous invention on a cosmic scale, but without a frame¬ work to give them permanency, these creations were fleeting. One primordial stood apart from the others. This being’s true name is lost to the ages, but Fraternity archives name it the Prime Architect. It is written that this primordial was the first to peer beyond the veil of the Elemental Chaos to behold something Outside—a region of perfect order and harmony the Prime Architect named the Accordant Expanse. Enraptured by this vision of perfection, the Prime Architect began to shape the Elemental Chaos on a massive scale. The first phase of the grand design required distilling the chaotic maelstrom into four base elements: air, earth, fire, and water. To achieve this end, the Architect enlisted four mighty elemental lords as overseers. As the framework took shape, the elemental lords in turn tasked their subordinates, the archomentals, with crafting the latticework of the final structure, incorporating mixtures of the base elements. At last the Prime Architect beheld its momentous creation, raw elemental power molded by symmetry and order. By drawing on this cosmic arrangement of elements, the grand creations of the primordials could persist, allowing mortal life to flourish at last. Rise of the Modrons: Even as the Prime Architect proudly surveyed its handiwork, subtle blemishes began to mar the nascent realms. At first barely perceptible, the minute imperfections began to multiply rapidly, forming fleshlike strands of corruption writhing in bluish slime. The Prime Architect watched in mute horror as a nearby world was dragged into the mass of tendrils and devoured by a colossal wormlike entity lurking within. Finally shaken from its immobility, the primordial moved quickly to intercept the aber¬ rant behemoth before it could chew its way farther out of its dreadful Far Realm. Fraternity documents are sketchy on the details of this colossal battle with the entity now called the Nine-Tongued Worm, but in the end the Prime Architect proved victorious. Just barely. It was mortally wounded, no longer able to stabilize the Elemen¬ tal Chaos. It called one last time on the Accordant Expanse, bathing in the cosmic energy of absolute Order. The Prime Architect surrendered its flesh and was re-created as innumerable mechanical life forms, each a distinct entity but inseparable from the whole. Thus the modron race was born. The horde of newly created modrons mobilized into a hierarchy, then quickly spread across the cosmos to seal the remaining breaches to the Far Realm. Once this task was complete, they shifted themselves to the Accordant Expanse en masse. There they set immediately to work engineering a home for their kind, a bizarre realm of gears and cogs they named Mechanus. Year by year, decade by decade, and century by century the modrons toiled, constructing their capital city at the heart of Mechanus. Sixty-four interlinking cogs rest atop each other like a colossal, mechanical ziggurat to form the clockwork metropolis of Regulus. At the heart of their clockwork home the modrons erected a grand cathedral in honor of the Prime Architect. Then, the four highest-ranking among them submerged themselves in a scintillating pool of pure Order and conjoined, triggering an unex¬ pected apotheosis. From the pool arose the vestige of the Prime Architect, given new flesh and purpose: Primus, the One and the Prime. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 1st Edition: - Monster Manual II 1st Edition (1983) - Archive.org Abilities - Equivalent to a greater deity in power and abilities on Mechanus - Arguably the greatest repository of knowledge and intellect in the entire D&D cosmos - Often chooses a human form or that of a giant god - Touch can instantly teleport other creatures to Arcadia or Acheron - Casts spells as 30th-level cleric and 25th-level wizard - All modrons created (and reincarnated) in energy pool Primus resides in - Provides cleric powers to all modron hierarchs - Can telepathically read minds and communicate with all creatures from any distance on Mechanus simultaneously... but communicates with no modrons directly except through orders relayed by the Secundi Appearance Primus is a huge being who rises from an energy pool in the central part of its great tower at the center of the plane (although Primus also may appear as a normal androgynous human). In giant form Primus’s hands are unseen, for the right one is swathed in bright rainbow hues and the left is covered with inky dark clouds. Size Hero Forge: 13+ ft. (XL) Lore: Large Suggested: Large Other Monikers Supreme Modron, The One and the Prime, The One, The One and Prime Sources - Forgotten Realms Wiki - Planescape Campaign Setting Monstrous Supplement (1994) - Planescape Adventure: Dead Gods (1997) - Planescape: Hellbound: The Blood War (1996) - Mordenkainen's Tome of Foes (2018) - Archive.org (Dragon #414 - 2012) - Archive.org (1st Edition Monster Manual II - 1983) - Mojobob's Website

  • 03-Zelekhut

    Zelekhut Zelekhut Large Construct (Inevitable), Lawful Neutral Hero Forge Mini No kitbash, mount mini Description (From D&D 3.5e Monster Manual I - 2003): Zelekhuts are charged with hunting down those who would deny justice - especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide. A zelekhut may initially appear rather nonthreatening - but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms as a free action. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings is also a free action. Combat : Once it has found its fugitive, a zelekhut uses its speed and its spell-like abilities to cover the most likely escape routes. Then it immobilizes any defenders while attempting to protect any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping or disarming the foe as needed. If the sentence is death, the zelekhut carries it out with little fuss or fanfare. Spell-like abilities: At will - clairaudience/clairvoyance, dimensional anchor, dispel magic, fear ( DC 16), hold person (DC 15), locate creature, true seeing; 3/day - hold monster (DC 17), mark of justice; 1/week - lesser geas (DC 16); Caster level 8th. The save DCs are Charisma-based. Skills : A zelekhut has a +4 racial bonus on Search and Sense motive checks. Feats : Due to its centaurlike construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - noblecrumpet-dorkvision Homebrew 3.5e: - D&D Wiki - D&D 3.5e Monster Manual I Abilities - Retractable spiked chains deal lightning damage - Charge and ride-by attacks - Regeneration - Great fortitude - Innate Spellcasting - Immune to poison, most mental attacks - Requires no air, food, drink or sleep - Speaks all languages Appearance This clockwork creature resembles a centaur in shape. It wears ornate golden armor over alabaster skin. It carries no weapons or other equipment. Size Hero Forge: 9'4" (XL) Lore: Large Suggested: Large to Huge Other Monikers Inevitable of Justice Sources - Forgotten Realms Wiki - D&D 3.5e Monster Manual (2003) - WebDM (youtube) - AJ Pickett (youtube)

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