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- Pentadrone | Digital Demiplane
Pentadrone Large Construct, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 2 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): The highest of base modrons , pentadrones serve as the police of the base population and as intermediaries between the base modrons and the godlike (in their view) decaton hierarchs. The pentadrones receive instructions passed down by the rules of Mechanus and see that they are implemented by the quadrones , policing them as necessary. As five-function beings, these creatures can communicate, operate, monitor, plan, and manage. They can also react to unplanned situations. In the armies of the modrons, a dozen of them are always assigned to each regimental headquarters as an elite unit, while others actually command the regiment. These five-armed creatures resemble starfish on thin, stiltlike legs. In addition to powerful arm attacks and an effective 18/00 Strength score, pentadrones have a paralysis gas which they emit in a stream 2 feet in diameter and 5 feet in length. Any creature caught within this stream must successfully save vs. paralysis or remain immobile for five rounds. Pentadrones can use this gas stream no more than once every five turns, with a maximum of five uses per day. Alternately, the pentadrones can use this gas to levitate (as 5th-level wizards). Pentadrones can survive virtually any environment, withstanding temperature extremes from 210 degrees to -100 degrees F without discomfort. Cold, fire, and acid attacks receive a -2 modifier per die of damage. They are immune to illusion and mind-affecting magic, and only weapons of +1 or better enchantment will harm them. Pentadrones have double human senses and double normal infravision (180-foot-range). (from D&D 5th Edition Monster Manual - 2014): Pentadrones oversee Mechanus’s worker populace and can improvise in response to new situations. 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 5 activities at once - Sight and speech in 5 directions at once - Knockout gas attack - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - 5 powerful bludgeoning appendages in a starfish shape Appearance These five-armed creatures resemble starfish on thin, stiltlike legs. Size Hero Forge: 7" (XXL) Lore: Large Suggested: Large Other Monikers Class 5 Drone Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Radiant Mephit | Digital Demiplane
Radiant Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Prone to non sequiturs and glazed looks, radiant mephits appear permanently, blissfully dazed by the glories of the quasi-plane of Radiance. They peer fixedly at people and say things like, “Have you too seen the majesty of the Ultimate Light? Oh, look at that amazing reflection on your armor there! Nice . . . Sorry, was I talking?” They take overblown names as do other mephits, hut never remember them. Radiant mephits have silvery bodies that perfectly reflect their surroundings like a mirror, large black eyes, and thin prismatic wings. They have wide mouths, but their faces are usually expressionless, except during their sudden fits of crazed giggling. Combat : Radiant mephits can attack with two claws (Id3 damage each). They can cast color spray once per turn at 6th level of magic use. However, unless directly attacked, they usually become distracted and forget their opponents. Once per hour a radiant mephit can attempt to gate in another radiant mephit. Radiant mephits are immune to all spells that affect or work through vision, including color spray and visual illusions, but they receive no saving throws against mind-affecting magic. They have infravision to 120’. In strong light they regenerate 1 hp per turn. Ecology : Radiant mephits lack the attention span to carry out missions. They are created primarily because some powerful beings of lawful alignment find their color sprays (dim recreations of the plane of Radiance) soothing or mesmerizing. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Radiance Stat Block 5th Edition: - 5esrd (homebrew) 2nd Edition: - mojobob's website Abilities - Color spray attack - Claws - Flight - Immune to radiant, fire, poison - Summons other mephits Appearance Radiant mephits have silvery bodies that perfectly reflect their surroundings like a mirror, large black eyes, and thin prismatic wings. They have wide mouths, but their faces are usually expressionless, except during their sudden fits of crazed giggling. Size Hero Forge: 3 ft. (XL) Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers Blinding mephit Sources - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Eater of Knowledge | Digital Demiplane
Eater of Knowledge Large Aberration, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compnedium Appendix II - 1995): One of the powers residing in the Land is Ilsensine, the illithid god-brain. Ilsensine doesn’t leave its Caverns of Thought, preferring to watch and wait from its immobile form in the center of the Caverns, but it does have agents it can send into the Outlands on its errands. These creatures are called eaters of knowledge. The eaters are charged with a variety of tasks, but one of their principal missions is to add to Ilsensine’s knowledge by venturing into realms the god-brain cannot perceive and recording their observations. An eater of knowledge does this by devouring the brains of creatures it comes across. The memories and experiences of its victims become its own as it digests their brains. In addition to their role as knowledge-seekers, eaters of knowledge serve Ilsensine as instruments of its vengeance against those that have defied or displeased it; it may even loan an eater to another power in payment for some service or other. An eater of knowledge is a hideous thing. It resembles a humanoid heap of leathery hide and exposed ganglia, with naked brain matter oozing from openings in its distended skull. A reek of rot and decay surrounds it. Eaters are slow, shambling creatures that move with ponderous, awkward steps. They’re speechless, but occasionally moan or gurgle when agitated. Despite their repulsive, clumsy appearance, eaters of knowledge are exkemely intelligent and remorseless beings with an array of dangerous powers. Combat: Eaters of knowledge appear awkward and soft-skinned, but their soft, bulbous bodies conceal sinews of iron, and they can move with surprising speed. The eater can strike powerful blows with its crude fists and can easily stand toe-to-toe against a skilled, armored warrior. If the eater scores a hit against the same man-size or smaller opponent with both its attacks, it can seize that opponent, hold it still (no movement or attacks), and attempt to ingest the victim’s brain. The trapped victim can attempt an open doors roll once per round to wrench free of the eater’s grasp. To ingest a victim’s brain, the eater brings its exposed cerebral matter in contact with the victim’s flesh. This requires a normal attack roll, but a pinned victim doesn’t receive any Dexterity bonuses to his AC. If the eater scores a hit, tiny tendrils of nerves bore into the victim’s flesh and begin to take control of the victim’s nervous system, tunneling toward the brain. This agonizing process causes 1d6+6 points of damage and permanently destroys 1 point of the victim’s Intelligence, Wisdom, and Dexterity scores each round it continues, unless the victim succeeds in a saving throw versus death magic. After 1d4 rounds of boring, the eater’s nerve tendrils are in place to begin extracting the victim’s brain. Tiny chunks of brain matter are torn away by the tendrils and drawn back into the eater’s own gray matter. This kills the victim in 1d3 rounds, reducing each of the victim’s ability scores by 1d6 points for each round the extraction continues. There is no saving throw. Normally, an eater of knowledge won’t release its victim until it has completely consumed the brain. The damage and loss of ability scores stop if the victim is pulled free or the eater’s forced to let go. If the victim’s friends help him in his attempt to pull away, he gains a +4 bonus on his chance to escape the eater’s grasp. The eater can he forced to let go by being killed or reduced to 10 hp or fewer; the creature will flee rather than die. A single attack or spell that inflicts at least 20 hp of damage in 1 round also forces the eater to let go. While the eater of knowledge’s special abilities make it an exceptionally dangerous opponent in hand-to-hand combat, this is not its preferred method of fighting. The monster relies on its mental powers and the stolen powers of those it has fed on to lure lone victims away from their companions, where it can feed uninterrupted. A typical eater may have one or more of the special abilities noted below: d10 Roll Special Ability 1-2 No special abilities currently available 3-5 Spell powers of a 2nd-7th-level cleric 6-8 Spell powers of a 1st-8th-level wizard 9 Thief abilities of a 3rd-12th-level thief 0 Two of the above In addition to its stolen powers, the eater of knowledge can use the following powers, once per round, at will: confusion , detect invisibility , domination , ESP , forget , hold person , levitate , and shadow walk . Eaters communicate with a natural power of telepathy; their mental voices’re a discordant chorus of every sentient creature they’ve devoured. The eater of knowledge is itself completely immune to any mental attacks or mind-affecting powers, including illusions and charm or hold effects. Habitat/Society: The eaters of knowledge were created by Ilsensine as its servants. They have no role or purpose other than to do its will. They can be found as guardians of the Caverns of Thought, emissaries or messengers bearing Ilsensine’s words, or stealthy hunters and brain-takers in the wilds of the Outlands. In addition to their lesser tasks on the Outer Planes, eaters of knowledge’re occasionally sent to the Prime Material Plane for missions among the illithid worshippers of Ilsensine. Even mind flayers must be careful of the eaters of knowledge. Ecology: Bleakers say that the eaters of knowledge are made from the living corpses of Ilsensine’s zombies. The god-brain selects some of these empty husks, removes their burned-out brains, and replaces them with a small portion of its own gray matter. This vile material causes the host body to swell and change, as noted above. Eaters of knowledge subsist on the brains they devour, but also crave the memories and experiences of the minds housed in those brains. Animal brains are of no interest to them; only the mind of a sentient creature can provide them with the nourishment they require. Eaters of knowledge have no definite life span or method of reproduction; Ilsensine creates a new eater of knowledge whenever it requires one, and cares little whether an individual eater survives a year or a millenium before dying in its service. Psionics Summary Level Dis/Sci/Dev Attack/Defense Score PSPs 10 3/7/14 All/All 16 210 Psychokinesis — Sciences: disintegrate, project force, telekinesis; Devotions: animate object, control body, control winds, inertial barrier, molecular agitation, soften. Psychoportation — Science: probability travel; Devotions: astral projection, dimensional door. Telepathy — Sciences: domination, mind link, probe; Devotions: contact, ESP, inflict pain, invincible foes, invisibility, synaptic static. (From Planescape: Morte's Planar Parade - 2023): Originally created by the mind flayer god-brain Ilsensine and now produced by some of that god’s followers, eaters of knowledge are lumbering, bipedal masses of squelching muscles and exposed brain matter. These rugose hulks collect information from others by devouring brains before returning to their masters with delicious secrets. Unlike illithids, which overwhelm their foes with psionic power, eaters of knowledge use their physical strength to hold prey while burly feeding tentacles crack free their victims’ brains. Consuming brains fuels these brutes’ psionic power, making eaters of knowledge deadlier with each brain devoured. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground) Stat Block 5th Edition: - Planescape: Morte's Planar Parade (2023) - 5etools - DndBeyond 2nd Edition: - mojobob's website Size Hero Forge: 8'88" (12+')(XL) Lore: Large (9 ft. tall) Suggested: Large to Gargantuan Other Monikers None Abilities - Spellcasting (psionics) according to number of brains devoured - Slam attacks grapple and potentially stun victims - Extract brain - Immune to psychic, charmed, frightened - Magic resistance - High intellect and mental attributes - Telepathy Appearance An eater of knowledge is a hideous thing. It resembles a humanoid heap of leathery hide and exposed ganglia, with naked brain matter oozing from openings in its distended skull. A reek of rot and decay surrounds it. Sources - Planescape: Morte's Planar Parade (2023) - Planescape: Monstrous Compendium Appendix II (1995) - DndBeyond - mojobob's website
- Intellect Devourer | Digital Demiplane
Intellect Devourer Tiny Aberration, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From 5th Edition Monster Manual - 2014): An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim’s body on behalf of its mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An intellect devourer consumes a creature’s mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed. (From 2nd Edition Monstrous Manual - 1993): The term “intellect devourer” refers only to this creature’s adult form; its larva is an ustilagor. Both resemble a brain on four legs. The body of the intellect devourer has a crusty protective covering, and its legs are bestial, jointed, and clawed. The ustilagor’s body is soft and moist and usually covered with a gray fungus; it has a 3-foot-long tendril at the front, and its legs are spindly and coral-like. Though both forms are about brain-sized, the adult can use psionics to alter its size. Combat: The ustilagor attacks by striking with its flexible tendril. The tendril secretes an alkaline substance which causes 1d4+1 damage on a successful hit, as well as another 1d4+1 damage the following round, unless the victim makes a successful saving throw vs. poison. The creature is quite agile, and can jump and dart quickly. The ustilagor can also attack psionically, first making contact with a victim’s mind. It uses aversion to give a victim an aversion to fungus or to a certain area; id insinuation to effectively paralyze the victim; or telempathic projection to increase an opponent’s dislike or distrust of companions. Despite its psionic prowess, the ustilagor cannot be attacked mentally (magically or psionically) except by psionic blast. Its fungal growth interferes with and prevents mental attacks, protects the ustilagor from drying out, prevents cerebral parasites from attacking, and makes the creature immune to fungal attacks and any power that reads or affects an aura. The adult form also prefers to attack with psionics, though its three-taloned paws can all be used in the same round, as the creature jumps on an opponent and rakes. Aside from its regular psionic powers (see below), the adult intellect devourer has specialized forms of three psionic powers; these are constantly in effect and cost no PSPs, but they do count as psionic activity for detection purposes. Through a special form of energy containment, the intellect devourer is immune to damage from normal and magical fires, and takes only one hit point per die of electrical damage; a form of split personality is always in effect, allowing the creature to attack with psionics and claws in the same round; and it has psionic sense with a 60 foot range. The intellect devourer is immune to weapons with less than a +3 enchantment, and takes only 1 point of damage per hit from those weapons which can harm them. A death spell has only a 25% chance of success, but power word: kill is effective. A protection from evil keeps the intellect devourer at bay, and bright light (including that caused by fire) drives it away. An intellect devourer hunts and stalks psionic creatures. After killing a psionic victim, it sometimes uses reduction to enter the body, devour the brain, and occupy its place. It reads the victim’s mind as it devours it, then animates the body from within, using it to find other minds to attack and devour. Habitat/Society: Intellect devourers dwell beneath the ground or in dismal wilderness areas. Their reproductive method is unknown. The intellect devourer rarely protects its young, and may even devour them. Ustilagor develop a symbiotic relationship with a bizarre fungus which feeds on residual thought emanations from the ustilagor’s victims. An ustilagor becomes an adult by consuming the brain of a psionic creature. Ecology: Mind flayers raise intellect devourers, treating the ustilagor as culinary delights, and using adults as watch dogs. Both forms of the creature can be used as components in items and potions related to ESP and mind control. Psionics Summary (Larva): Level Dis/Sci/Dev Attack/Defense Score PSPs 2 2/1/5 II/M- 10 150 Psychometabolism — Science: ectoplasmatic form; Devotion: body equilibrium. Telepathy — Sciences: nil; Devotions: aversion, contact, id insinuation, telepathic projection. Psionics Summary (Adult): Level Dis/Sci/Dev Attack/Defense Score PSPs 6 3/3/11 EW,II/M-,TS,IF =Int 200 Psychometabolism — Science: ectoplasmatic form; Devotions: body equilibrium, chameleon power, expansion, reduction. Psychoportation — Sciences: nil; Devotion: astral projection. Telepathy — Sciences: domination, mind link; Devotions: aversion, contact, ego whip, ESP, id insinuation, telepathic projection. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground) Stat Block 5th Edition: - Angry Golem Games - wizards.com - 5th Edition Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Size Hero Forge: 5'9" (1')(XL) Lore: Tiny (brain with feet) Suggested: Tiny Other Monikers Brain-dogs, rochnon, ustilagor Abilities - Stuns and devourers intellect of intelligent creatures - Consumes brain of stunned creature, killing them, replacing their brain and using their body as a puppet - Detects intelligent creatures up to 300 feet - Claw attack - Blindsight, immune to being blinded - Resistant to nonmagical bludgeoning, piercing and slashing damage Appearance An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - Angry Golem Games - wizards.com - 2nd Edition Monstrous Manual (1993) - Mojobob's website
- Spring Eladrin
Spring Eladrin Spring Eladrin Medium Fey (Elf), Chaotic Neutral Hero Forge Mini Hero Forge Mini Double mini, no kitbash Description (From Mordenkainen's Monster's of the Multivers - 2023): Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up. - Tasha Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them. General Info: Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion- and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result-those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures: Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Feywild (also Arborea, Arvandor) Stat Block 5e: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023) Abilities - Aura of joyfulness charms surrounding creatures - Weapons deal emotional (psychic) damage - Fey Step allows short-range teleportation - Innate spellcasting - Magic Resistance Appearance Seasonal eladrin resemble both elves and nature spirits, often leaning more heavily on the latter. Their color, appearance and abilities fluctuate with their emotional state and the four seasons of the feywild, and their moods are often so extreme that they bring those seasons with them, altering both their physical form and their environment to suit their fickle temperament. Size Hero Forge: 8'4" (XXL) Lore: Medium Suggested: Medium Other Monikers None Sources - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - Mordenkainen's Monsters of the Multiverse (2023)
- Magma Mephit | Digital Demiplane
Magma Mephit Small Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Magma mephits , or lava mephits , are the least intelligent of all mephits and hence the brunt of fire mephit jokes. They are sensitive to these insults and anger easily when offended, but otherwise they are passive and less temperamental than other mephits. They generate extreme heat that can be felt 30’ away. Combat: Magma mephit claws are small and soft, causing only 1 hp damage when they hit, but each hit inflicts an additional 1d8 heat damage and automatically melts or burns most nonmagical materials. The rate of destruction varies from three rounds (melting plate armor) to one hour (burning through an inch of wood). Their breath weapon, usable once every three rounds, is a blob of lava that automatically hits one target within 10’ (1d6 damage). A magma mephit can use this weapon eight times, then must recharge for one hour in a lava pool. Mephits in lava regenerate 2 hp per round. Magma mephits can shapechange into a pool of lava 3’ in diameter and six inches deep. This maneuver does not recharge their breath weapon. They take damage normally in pool form. Once per hour a magma mephit can attempt to gate in 1-2 other mephits of fire , magma, smoke , or steam . If two arrive they are the same type. Water in large quantities (a barrel or more) causes the magma mephit to harden, halving its movement. However, this releases large quantities of sulfurous steam, necessitating a save vs. poison for any creatures within 10’. Failure causes dizziness and nausea for two rounds, and the victim takes -2 on attack rolls. (From 3.5e Monster Manual I - 2003): This winged creature looks like a brutish, miniature human made of molten stone and glowing lava. Magma mephits come from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish. Each one is about 4 feet tall and weighs about 60 pounds. Magma mephits speak Common and Ignan. Combat: Breath Weapon (Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/magic when in this form. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood. Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based. Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Para-Elemental Plane of Magma Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - Fire breath - Claw attacks - Flight - Immune to fire, poison - Innate Spellcasting - Summons other mephits - Perfect camouflage when hiding in magma - Explosive burst of lava upon death Appearance Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. Size Hero Forge: 3 ft. (XL) Lore: Small/Medium (4-5 ft.) Suggested: Small to Medium Other Monikers Lava mephit, magmit Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Baernaloth | Digital Demiplane
Baernaloth Large Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from Planescape: Morte's Planar Parade - 2023): Baernaloths are tall, gaunt yugoloths who keep to the Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and the Books of Keeping —ancient tomes detailing the true names of the first yugoloths—report no mention of baernaloths within. Some posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the planes. It’s said the first demodands of Carceri were created by baernaloths. Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of Hades , to turn friends against each other and then savor the horror that rises when their victims realize how they’ve betrayed one another. Baernaloths use their wicked power to keep mortally wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker’s old wounds to painfully reopen. All the while, baernaloths are disturbingly detached, observing their victims’ agony without emotion. A Baernaloth’s Lair: Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep hovering at death’s door. The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair. Lair Actions: On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can’t take the same lair action two rounds in a row: Consume Suffering. Until initiative count 20 on the next round, when a creature in the baernaloth’s lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 ((3d6)) hit points. Discover Secrets. The baernaloth uses Spellcasting to cast detect thoughts . A creature targeted by the spell cast in this way takes 13 ((3d6)) psychic damage. Recurring Wound. A creature that doesn’t have all its hit points and that the baernaloth can see in its lair must make a DC 19 Constitution saving throw, taking 22 ((3d8)) necrotic damage on a failed save, or half as much damage on a successful one. Regional Effects: A region containing a baernaloth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects: Persistent Anguish. Within 10 miles of a baernaloth’s lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours. Slow Healing. Within 10 miles of a baernaloth’s lair, a creature other than the baernaloth regains only hit points equal to half its hit point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during a short rest. If the baernaloth dies, these effects end immediately. (from Planescape: Planes of Conflict Monstrous Supplement - 1995): Long, gangly limbs covered by purulent gray flesh; an over-sized, horned head with an obscene mouth comprising nothing but teeth and tongue; distant, glazed yellow eyes dripping fluid far more vile than tears — all these things are a baernaloth, yet it is more. The essence of the creature is callous detatchment, never seeing the suffering and pain that it ceaselessly creates; an unending, unsatiable need for misery and affliction; a monster that mechanically, methodically hurts, harms, foils, impairs, and hinders all other creatures. In many ways, the baernaloths are the outcasts among the ranks of the yugoloths . They rarely associate with other yugoloths, and are always found on the Gray Waste, never on Gehenna, where so many of the others have migrated. Some people wonder it perhaps the baernaloths are not true yugoloths at all, but rather some older, even more primal creatures. If this is true, baernaloth and yugoloth alike are propagating some sort of intentional deception (not that such a thing is at all inconceivable. As “greater” yugoloths, baernaloths may be the weakest of their type when it comes to sheer might. Nevertheless, they are afforded a great deal of respect from their kind (when the rare occasion occurs and they actually come upon other yugoloths) — far more than their physical or magical power would warrant, for reasons unknown. Combat: In hand-to-hand combat, the baernaloth rakes with its savage claws (1d8 points of damage per strike) and rears at its foes with its huge mouth (2d6 points of damage). Baernaloths never use weapons or equipment of any kind, even magical items. Accompanying these physical attacks, however, are two strange powers relating to the baernaloth’s goal of causing pain and spreading misery. Three times per day, the creature can cause wounds created by his claws and mouth to worsen, tearing open painfully. With this attack, the baernaloth can wreak the same amount of damage that he has previously inflicted upon a foe in one round sometime during the last 24 hours. For example, if a baernalolh uses his claws and bite to inflict 13 points of damage upon a foe and then casts him into a dungeon, the baernaloth can return anytime within the next day and instantly indict 13 additional points of damage upon that particular foe. There is no saving throw against this ability (although magic resistance still applies), but the target must be within 10 yards, and within sight. This ability can be used in addition to the baernaloth’s normal attacks during a single round. Conversely, a baernaloth can instantly heal any or all damage that it inflicts. This can be done as often as it likes. with a range of 10 yards. It uses this ability to keep captives — and even foes in battle — alive so that the fiend can continue to inflict pain. Obviously, the baernaloth is intelligent enough to keep from using this ability in a way whlch puts itself in jeopard (by healing its opponents too much, for example). In addition to the powers inherent to all yugoloths (alter self , cause disease , charm person , improved phantasmal force , produce flame , and teleport without error ), baernaloths can use the following spell-like powers once per round, at will: darkness 15-foot radius , detect lie , detect magic , emotion , fear , suggestion , cloudkill (3 times/day), true seeing (3 times/day), symbol (1 time/day), and demand (1 time/day). As all yugoloths, baernaloths are immune to the effects of acid, magical and normal fire, iron weapons, and poison. They suffer only half normal damage from cold-based attacks. Magical weapons are required to harm a baernaloth. Habitat/Society: Usually found alone, baernaloths sometimes have nightmares or even night hags as companions. Baernaloths like to lair in twisted, forbidding towers in areas desolate even by the standards of the Gray Waste. Although the arcanaloths are the scholars and record-keepers of the yugoloth ranks, baernaloths are said to be in the possession of mysterious and varied secrets. They certainly seem to know more about fiends of all types, and lower-planar creatures in general, than any other singular source. More than anything else, though, baernaloths see their place in the scheme of things as bringers of misery and pain. They specialize in torture, not as a means of interrogation, but as agony for agony’s sake. Emotionlessly, coldly, they bring anguish upon others. Oftentimes they find means other than simple physical pain to accomplish this end. Baernaloths seem to relish folling well-laid plans, spreading vicious lies, and revealing sinister secrets in order to cause dismay. All the while, these creatures of evil stare at their victims with a chillingly disturbing detachment. Baernaloths take no apparent pleasure in their work, yet certainly show no regret. Ecology: Rellian Whi’ys was a sage and scholar whose theories on the planes are still studied by today’s learned scholars. In her treatises on the Lower Planes, she contemplated the fiends that inhabited them as a whole. The tanar’ri she saw as the destroyers, tearing apart things both literally and morally. The baatezu , she said, were the subjugators, again both in a literal sense and morally as well. These she saw as the ends of the dark spectrum of evil. (The organization among the tanar’ri ranks and the destructive nature of many baatezu are, of course, convincing arguments that her theories are far too simplistic). The yugoloths, Rellian thought, were the true force of pure evil on the Lower Planes. She saw them as a representation of suffering (at worst) and cold, unfeeling detachment (at best). The baernaloths, perhaps more than the rest of their brethren, epitomize Rellian’s views of the multiverse. They see the actions taken by the other yugoloths, making moves to control things around them, and scoff at their plans and schemes. Strangely, the Book of Keeping makes no mention whatsoever of the baernaloth. The Demented Apparently, madness is not an affliction to which baernaloths are immune. It is unusual, but not unknown, to see a baernaloth commanding a brigade of mixed fiends in a Blood War skirmish. Likewise, at least one baernaloth serves as advisor and confidant to the most prominent ultroloth masters. These baernaloths are referred to as the Demented. Their madness is not a raving, hysterical insanity, but an insidiousm, mind-altering malady. The Demented, individually or in a group, decide that they are going to attempt to control the events around them, subtly subjugating the creatures of the Lower Planes while plotting the destruction of all things. Somehow, they have decided to embrace both of the ends of the ethical spectrum, seeking rigid order and utter devastation at the same time. Although they are the exceptions (to what are already the exceptions among yugoloths), these baernaloths are actually the ones most likely to be encountered by player characters, since most baernaloths are reclusive and generally inactive. (from Planescape: Faces of Evil: The Fiends - 1997): Above the ultroloths, above the Oinoloth, above even the General of Gehenna sit the baernaloths — that is, if the legendary creatures exist at all. These pustular fiends supposedly created the entire yugoloth race back in a time before history and then later vanished, leaving the ultroloths in charge. But whether that story is true or the baernaloths are simply myths spread by the ultroloths to justify their own rule, the fact is. that most of the yugoloth race believes in the existence of the baernaloths. To them, it is true, and they live (heir lives as if it were true. For the rest of us, that means it's just as good as true. A handful of planewalkers here and there have claimed to have met a baernaloth on their travels, which pokes holes in the notion that only the ultroloths know where to find their reclusive fathers. These mortals reported that the baernaloths denied having created the yugoloths, though they admitted offering advice to so-called worthy ultroloths (most notably, the General of Gehenna). This guidance is said to take the form of secrets about the other fiendish races, and word among the yugoloths is that these secrets have proven tried and true over and over again. Of course, since all knowledge from the baernaloths filters down only through the ultroloths, it’s possible that the faceless fiends twist it to their own ends. (from Hellbound: The Bloor War - 1996): The reclusive creators of the yugoloths and purportedly the agents of pure evil, the baernaloths have withdrawn from sight, their existence now only a barmy’s guess. Chant is that, back when the planes were new, the baernaloths set the course that evil (as a force) must take to overwhelm Its primal enemy, and then left the actual details to their underlings. It's said that the baernaloths have long since vanished into the Gray Waste, and ambitious ultroloths often seek them out to make deals and learn the secrets of power. A few find the hidden creatures; most don't. Some never return. Scholars of fiendish history argue about the baernaloths until they're blue in the face. Did the mythical beings truly envision the course of creation, foreseeing all the points at which evil could triumph? Did they create a race of fiends to manipulate and take advantage of such opportunities, and then disappear to see how their puppets fared? Did the baemaioths ever really exist at all? The dark of it's never been found - and it seems unlikely that it ever will. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - 5etools - DnDBeyond - Planescape: Morte's Planar Parade (2023) 2nd Edition: - Mojobob's Website Abilities - AOE miasma of discord causes enemies to attack each other and turns them gray - Anguishing bite attack deals psychic damage and can't be healed - Necrotic claw attacks - Inescapable pain inflicted on any creature that hits baernaloth - Affliction of despair causes enemies to reroll hits or successful saves - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Blindsight, telepathy Appearance Long, gangly limbs covered by purulent gray flesh; an over-sized, horned head with an obscene mouth comprising nothing but teeth and tongue; distant, glazed yellow eyes dripping fluid far more vile than tears — all these things are a baernaloth, yet it is more. Size Hero Forge: 9 ft. (XXL) Lore: Large (8 ft.) Suggested: Large Other Monikers Baernoloths, The Baern Sources - Forgotten Realms Wiki - DnDBeyond - Planescape: Morte's Planar Parade (2023) - archive.org - Planescape: Faces of Evil: The Fiends (1997) - archive.org - Planescape: Hellbound: The Blood War (1996) - Planescape: Planes of Conflict (1995) - Mojobob's Website
- Deionarra | Digital Demiplane
Deionarra Medium Undead (Ghost), Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Torment Videogame - 1999): The air suddenly grows cold. "You..." the icy hiss seems to resonate throughout the entire chamber. The flames dim, the incense snufs out and the last dying wispsof sweet smoke snake through the air. You look around, trembling, the chill finally touching your bare skin. A blue and white mist unfolds on the steps of the tomb, and a cold fog billows outward as a woman's visage coalesces before your eyes. She is strikingly beautiful, with long, white flowing hair cascading down her pale shoulders. Her gown stirs in an unfelt preeze, soft and blue as the winter sky. Her face is smooth, tender, but where tranquiility should be there is a twisted snarl of fury. "You! What is it that brings you here?! Have you come to see first-hand the misery you have wrought? Perhaps in death I still hold some shred of use for you...?" Her voice dropped bitterly, tinged with both self-mockery and want, "...'my Love.'" .... The ghostly apparition, Deinonarra, claims she knows you, that you are her "Love." Whatever keeps her on the physical plane must be powerful indeed, for her to stave off death so long. Dying does not seem to have improved her disposition. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown Stat Block 5th Edition: - Angry Golem Games (Ghost) - DndBeyond (Ghost) 2nd Edition: - Torment Fandom Wiki Abilities '- Hurl bolts of divine energy - Massive magic weapons that stun creatures - Powerful innate spellcasting - Legendary Actions - AOE Trembling strike knocks creatures prone - Bolster allies against fear, charm, advantage on saves and ability checks - Immune to nonmagical attacks - Legendary Resistance - Magic resistance - Truesight Appearance She is strikingly beautiful, with long, white flowing hair cascading down her pale shoulders. Her gown stirs in an unfelt preeze, soft and blue as the winter sky. Her face is smooth, tender, but where tranquiility should be there is a twisted snarl of fury. Size Hero Forge: 8'2" (5'8")(XL) Lore: Medium Suggested: Medium Other Monikers None Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki
- Sea Hag | Digital Demiplane
Sea Hag Medium Fey, Chaotic Evil Hero Forge Mini Single mini, no kitbash Description (from 5th Edition Monster Manual - 2014): Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear. Ugly Inside and Out. Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best. (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. Sea Hags: Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright. A powerful sea hag might have the following additional lair actions: • The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink. • The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is jmitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round. (from 2nd Edition Monstrous Manual - 1993): These, the most wretched of all hags, inhabit thickly vegetated shallows in warm seas and, very rarely, overgrown lakes. Warts, bony protrusions, and patches of slimy green scales dot their sickly yellow skin. Their eyes are always red with deep, black pupils. Long, seaweed-like hair hangs limply from their heads, covering their withered bodies. Sea hags hate beauty, attempting to destroy it wherever it is encountered. Sea hags can change self at will, and often use this ability to draw their victims within 30 feet before revealing themselves. The true appearance of a sea hag is so ghastly that anyone viewing one of these hags grows weak from fright unless a successful saving throw vs. spell is rolled. Beings that fail their saving throw lose ½ of their Strength for 1d6 turns. Worse still, sea hags can cast a deadly glance up to three times a day. This look affects one creature of the sea hag’s choosing within 30 feet. To negate the effects of this glance, the victim must successfully save vs. poison. If the saving throw is failed, the victim either dies immediately from fright (25% chance) or falls stricken and is paralyzed for three days (75% chance). Few who survive the glance live to tell of it, for sea hags quickly devour their helpless victims. Sea hags always use their deadly glance as their primary form of attack; they will melee, but only if they have the advantage of numbers. Unlike other hags, sea hags use daggers in combat, receiving a +3 bonus to their attack roll and a +6 damage bonus, due to their ogre-like Strength. Sea hags speak their own language as well as common and the languages of annis, and sea elves , and live for 800 years. GREATER SEA HAGS: One of the most dreaded denizens of the deep, greater sea hags are fortunately rare. They are thought by some to have descended from twisted servitor creations of Olhydra , princess of evil water creatures and ruler over the Plane of Elemental Water (which in turn argues that lesser sea hags, and perhaps all other hags, are merely degenerate descendants of greater sea hags). They appear as wrinkled, withered old crones with seaweed-green hair that covers their green-scaled bodies, iron-like claws, and fiery red eyes. Some can’t be distinguished from lesser sea hags, but others are noticeably larger and more charismatic. Combat: Though they lack the death gaze power of their lesser kin, greater sea hags can work a powerful charm three times a day by making eye contact with an intelligent creature. Those so charmed remain in this state until the hag is killed or the charm is magically dispelled; victims do not get additional saves as time passes. Greater sea hags are themselves immune to all charm , suggestion , and other mind-influencing magics or psionics. A greater sea hag can cast change self so as to resemble any sea creature, usually choosing one as beautiful as she is ugly, such as a mermaid or nereid . This disguise is often used to deceive seafarers into following a dangerous course — onto rocks, reefs, or other hazards — and causing their vessels to be wrecked. The hag then seizes any sunken treasure and devours the drowned seamen at will. The true appearance of a greater sea hag is so ghastly that anyone viewing it must make a saving throw vs. spell or lose half his or her Strength for 1d6 turns. Greater sea hags are most greatly feared, however, for their magic use. They possess the spellcasting abilities of mages equal in level to their own Hit Dice. The following spells are ones typically used by greater sea hags, although they may know any spells of appropriate level listed in the Player’s Handbook . DMs interested in underwater spellcasting may wish to consult the appropriate chapter in DMGR9, Of Ships and the Sea . 1st level: audible glamer , dancing lights , enlarge , expeditious retreat *, magic missile , phantasmal force , protection from good , shield , shocking grasp , sleep , taunt , tears of the crocodile **, ventriloquism . 2nd level: blindness , blur , darkness 15’ radius , detect good , ESP , invisibility , know alignment , levitate , locate object , mirror image , ray of enfeeblement , shatter , stinking cloud , web . 3rd level: blink , clairaudience , clairvoyance , dispel magic , haste , hold person , lightning bolt , monster summoning I , protection from normal missiles , slow , spectral force , suggestion , tongues . 4th level: charm monster , confusion , curse , dimension door , emotion , enervation , Evard’s black tentacles , improved invisibility , minor globe of invulnerability , monster summoning II , phantasmal killer , plant growth , polymorph other , polymorph self , shout , wizard eye . * spell from Player’s Option: Spells & Magic . A rare few greater sea hags are psionic wild talents. Such individuals always have unpredictable powers, not the abilities exhibited by a being who has developed personal psionic abilities in the usual manner. If they must battle an opponent directly (something they tend to avoid), greater sea hags use daggers or short swords. When making any physical attack, their great strength (18/00) allows them a +3 bonus to the attack roll and a +6 damage bonus. Habitat/Society: Greater sea hags usually lair in undersea caves filled with the spoils they have salvaged from sunken vessels; sometimes they claim captain’s cabins of those ships if the chambers are lavish enough. Much of their time is spent grinding salt through the use of magical rock-crushing devices; greater sea hags derive essential sustenance from sea salt. When not grinding salt or hunting prey, greater sea hags seek to enrich their treasure hoards, often with the help of charmed helpers or evil aquatic creatures. They take pride in knowing their undersea surroundings well and can often spot concealed or magically disguised intruders or newly-arrived items by the change in familiar seafloor topography. On the other hand, greater sea hags won’t hesitate to boldly strike forth into new territories, making long forays into strange seas. The waters of the Fire River, flowing out into the Sea of Fallen Stars, seem to attract greater sea hags. In general, they favor regions having “interesting” sea bottoms, such as reefs, underwater crags and rifts, and ship graveyards adorned with lots of wrecks. Ecology: Greater sea hags are thankfully rare and seldom reproduce, being jealous and suspicious of all other life. They sometimes dwell with their lesser kin but never seem to take part in coveys. They can live for as long as a thousand years and speak the tongues of sea elves , their own language, and annis (the hag languages). Danger and strong foes seem to attract them, and they serve as the ultimate predator of human-sized or smaller opponents. Most sharks avoid sea hags, having learned the bite of their fell magic. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Prime Material Plane, Elemental Plane of Water 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 - Horrific appearance frightens creatures - Death glare against frightened creatures - Claws - Illusory appearance - Amphibious - Spellcasting - Potential Coven spells - Potential Lair actions Appearance Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best. Size Hero Forge: 8'11" (XXL) Lore: Medium (5'1"-7') Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Monster Manual (2014) - DndBeyond - 2nd Edition Monstrous Manual (1993) - mojobob's website
- Abiorach | Digital Demiplane
Abiorach Medium Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): The Elemental Planes are a theater of conflict between the forces of good and evil, just as the Prime Material and the Outer Planes are. Malicious demielementals such as dao or efreet pursue wars of expansion and aggression against the lawful or good residents of those planes. The creatures known as the princes of elemental evil seek to control all of their kind. The rilmani 're as watchful over these arenas of conflict as they are of any others, and the abiorachs’re their agents in the Elemental Planes. Generally, abiorachs avoid conflict with the powerful denizens of the Elemental Planes. They’re among the weakest of the rilmani and look for ways to solve problems thrqugh manipulation and trickery rather than open battle. Abiorachs aren’t often called upon to intervene in the affairs of the Elemental Planes, since the elements have a natural inclination to neutrality, but there’s always some blood who wants to change that, so the abiorachs rarely let down their guard. Abiorachs bear a passing resemblance to adolgscent humans, with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Abiorachs’re a little more open and carefree than most of their kind, but they can be temperamental and capricious creatures; they’re used to looking at things om an elemental, not human, viewpoint. Combat: Abiorachs prefer to fight with short, broad-bladed forks, demilunes, or tridents enchanted to a +1 value. Like many rilmani, they’re stronger than they look; an abiorach’s got an effective 18 Strength and gains the appropriate damage bonuses. (Many a mephit’s misjudged an abiorach to its everlasting woe!) Abiorachs’ve got a very useful and powerful natural defense: While on an Elemental Plane, they can attune themselves completely to that plane, gaining the movement and immunities of an elemental of that type. For example, an abiorach on the Elemental Plane of Fire can’t be harmed by fire, is accepted by fire elementals as one of their own kind, and can move through the plane as if she were an elemental guide. Abiorachs can use the spell-like abilities of charm monster (including attuned elementals), detect alignment , gaze reflection , glitterdust , invisibility , mirror image , and shocking grasp (1d8+5 points of damage) at will. Up to three times per day abiorachs can use one of the following minor powers, depending on which plane they’re attuned to: dig , flaming sphere , gust of wind , or lower water . Once per day they may use a major power, including transmute water to dust , wall of fire , wall of force (air) , or wall of stone . Abiorachs can be struck only by +1 or better weapons. They cannot gate, but in an attuned plane an abiorach has a 25% chance to successfully summon an elemental to her aid. Habitat/Society: Abiorachs often travel the Elemental Planes in small bands, easily shifting from one to the other by usng their elemental immunity. They rarely remain in one area for long. Normally, the most intelligent and experiences abiorach acts as informal captain for the group, directing its activities. On the Outlands, abiorachs are more subdued and reserved — being under the noses of the auromachs and argemachs brings out their serious side. Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands, Inner Planes 2nd Edition: - mojobob's website - Immunities and movement abilities of elementals on residing inner plane - Innate Spellcasting - Surprising strength and competence with military forks and tridents - Immune to nonmagical weapons - Elemental summoning Abiorachs bear a passing resemblance to adolgscent humans, with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Size Hero Forge: 8'2" (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers Elemental Rilmani - Mimir.net - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website
- Piscoloth | Digital Demiplane
Piscoloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Single mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Piscoloths are the sergeants and overseers of yugoloth mercenary armies. These creatures hold dictatorial sway over companies of dergholoths and mezzoloths throughout the Lower Planes. The fish -tailed, walleyed piscoloth has the red, chitinous body of a lobster, the talons of a bird , and the head of a carrion crawler . The piscoloth’s arms, though humanoid, end in a set of crab-like pincers. Piscoloths communicate using telepathy. Combat: Its faceted eyes, bulging from the sides of the monster’s head, let the piscoloth see around and behind so that it cannot usually be surprised. The piscoloth’s pincers inflict 2d8 damage and may sever a limb on an unmodified attack roll of 20; the victim must save vs. paralyzation or lose an arm (60% chance) or leg (40%). Metal armor gives a +2 bonus on the save, +1 for each “plus” if magical armor. For example, if a piscoloth scores an unmodified 20 against a man in chain mail +2 , the opponent receives a +4 bonus to the saving throw. Piscoloths can attack with its mouth tentacles against a single creature (1d10 damage and poison; save vs. paralyzation with a -2 penalty or die in six turns unless healed by neutralize poison or similar magical means; non-magical healing has no effect). If the save succeeds, the victim is instead slowed for 1-6 rounds. In addition to those available to all yugoloths, piscoloths have the following spell-like abilities at 10th-level of spell use: bind , blink , emotion , jump , know alignment , meld into stone , phantasmal killer (twice per day), protection from good , resist fire , scare , and stinking cloud . These creatures are prodigious summoners. They can gate in 1-8 mezzoloths three times per day with no chance of failure. They can also attempt to gate in 1-2 additional piscoloths once per day with a 35% chance of success. Piscoloths are immune to nonmagical weapons. Also, due to the piscoloth’s aquatic nature, all water-based attacks inflict -1 damage per die. Habitat/Society: Piscoloths maintain order (or a semblance thereof) in the armies of the yugoloths — a task akin to passing a planet through the eye of a needle. They have short life spans, having to answer to their easily angered superiors. Nonetheless, piscoloths enjoy their work, for they are cruel, hateful, and bullying. Piscoloths are among the few yugoloths that cooperate in groups. They are commonly found in groups of five or six, ruling over one or more companies of mezzoloths. They maintain order through destruction of those who do not obey them. Of course, few at the head of hordes of their own abused underlings, piscoloths become subject to frequent “friendly fire.” Piscoloths are the yugoloths most often presented with chances to turn against their employers. Ecology: Nothing is known of a piscoloth’s reproduction or biology. They are widely believed to he the wretched creations of evil generals, but this may be simply myth. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - forums.giantip.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Grappling pincers and paralyzing poison tentacles are magical - Innate Spellcasting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Summon yugoloths - Blindsight, telepathy - Amphibious swim speed Appearance The fish-tailed, walleyed piscoloth has the red, chitinous body of a lobster, the talons of a bird, and the head of a carrion crawler. The piscoloth’s arms, though humanoid, end in a set of crab-like pincers. Size Hero Forge: 9'4" (XL) Lore: Medium (5 ft.) Suggested: Medium to Large Other Monikers Piscodaemons, piscodemons Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Secundus | Digital Demiplane
Secundus Large Construct, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 1 variant below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): The four secundi, viceroys of the quarters, are the virtual rulers of Mechanus, reporting only to Primus . Each secundus has a staff of two tertians , who in turn command other heirarchs. The secundi appear as incredibly thin and tall humanoids with long, narrow faces and deep-set eyes. They cast spells as 18th-level priests and 20th-level wizards. If a secundus’s attack roll exceeds the number needed to hit by 5 or more, the victim is stunned until the secundus releases him, unless the victim is of demigod or higher status. The secundi live in great towered cities near the centers of their quarters. They always live in harmony with one another, except during those extremely rare times when a new Primus must be chosen. Alternate Versions ! Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - dmdave.com (homebrew) 3rd Edition: - realmshelps.com Pathfinder: - thecreaturecodex.tumblr.com 2nd Edition: - Mojobob's Website Abilities - Combat ready: advantage on initiative - Spellcasting - Unarmed strikes with monk abilities, including stunning strike - 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 The secundi appear as incredibly thin and tall humanoids with long, narrow faces and deep-set eyes. Size Hero Forge: 9'4" (XL) Lore: Large Suggested: Large Other Monikers Secundi, Class 2 Hierarch Sources - Forgotten Realms Wiki - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website











