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  • Plumach | Digital Demiplane

    Plumach Medium Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): The least powerful rilmani are the plumachs, the common citizens of the Spire. Their brand of neutrality is the simplest and most apathetic view held hy the rilmani: Don’t get involved. The plumachs’re staunch isolationists who stay out of other peoples’ troubles, and they’ll tell any berk who asks that they’d appreciate it if other people’d keep their troubles well clear of the Spire. “Who cares what those leatherheads think?” is a plumach proverb. Although plumachs go to great lengths to mind their own business, they’re involved in keeping an eye on things in the Outlands themselves. The other rilmani pay attention to the Balance in the realms of the Great Wheel, or out in the Prime or Elemental Planes, hut the plumachs make sure things don’t go awry at home. Plumach traders and emissaries are common throughout the Land, but the farther they are from the Spire, the less likely they are to take action. Plumachs’re short, stocky humanoids with dull, gray metallic skins. They’re broad-shouldered and thick-waisted, with wide, stubby hands and heavy legs. Plumachs lack the grace or strength of their more powerful kin, but they’re stubborn and tenacious opponents. Some cutters take plumachs for stupid, but that’s a risky assumption: Plumachs’ve got a great store of practical wisdom and common sense. They believe in hard work, respect where respect’s due, and the common courtesy of staying out of other people’s business. Combat: Plumachs resort to combat only when it’s clear that their lives or interests’re threatened. Otherwise, they don’t want to get involved. Some cutters take the plumachs’ apathy for incompetence, and�re rudely surprised when the plumachs decide to stand and fight. Plumachs fight with heavy maces, clubs, and mauls of lead, and their heavy build gives them an effective Strength of 17. Unarmed, a plumach can strike with his fists for 1d4 points of damage. Plumachs are dangerous in numbers, since they cooperate well in a fight and don’t give up until they get the job done. Plumachs possess a few spell-like ahilities, which they can use one at a time, once per round. These are chill touch , detect alignment , heat metal , and hold person . Once per day a plumach may create solid fog . They use these abilities as 4th-level spellcasters. Plumachs can be struck only by weapons enchanted to a value of +1 or better, and they cannot gate in any more of their kind. Habitat/Society: As the commoners of the Spire, plumachs are craftsmen, teamsters, and merchants. They carry out the day-to-day business of rilmani society. A plumach is the equal of the finest human craftsmen at his chosen trade. Since the rilmani as a race require no food, shelter, or clothing, the plumachs devote their time to creating devices of comfort and convenience or works of art. In times of great need, plumach legions are mustered to defend the Balance. Plumachs aren’t afraid of a scrap, and their natural strength and dense hides stand them in good stead against most low-level opponents. However, it takes the authority of an aurumach to convince the plumachs that a cause is worth fighting for. Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands 2nd Edition: - mojobob's website Pathfinder : - thecreaturecodex.com - Surprising strength and martial competence with heavy bludgeoning weapons - Innate Spellcasting - Immune to nonmagical weapons Plumachs’re short, stocky humanoids with dull, gray metallic skins. They’re broad-shouldered and thick-waisted, with wide, stubby hands and heavy legs. Size Hero Forge: 7 ft. (XL) Lore: Medium (5 1/2 ft.) Suggested: Medium Other Monikers Rilmani Citizen - Mimir.net - Forgotten Realms Wiki - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website

  • Aurumach | Digital Demiplane

    Aurumach Large Celestial, Neutral Hero Forge Mini Single mini, no kitbash (from Planescape: Monstrous Compendium Appendix II - 1995): Very few non-rilmani have ever seen one of these bloods. The aurumachs are the leaders of the rilmani race, the high-ups who call the shots and pull the strings. It’s said that even the powers don’t know half the darks the aurumachs do. More than any other creatures in the entire multiverse, they stand aside from the path of things and objectively measure the state of the Balance, acting to correct it when it leans too far to one side or the other. The aurumachs’ll almost never be found away from the Spire. As leaders and organizers, it’s not their job to intervene personally, and only the most dangerous situations’ll make them change their policy. Aurumachs don’t make any special effort to avoid visitors, but a cutter’d have to have a tiefling’s own luck to find one — it’s said that there’s only a hundred aurumachs on all the Outlands. Aurumachs are tall, athletic humanoids with beatific features and metallic golden skin. Their eyes are too brieght to look at directly, and an aura of power and patience surrounds their form. Aurumachs are occasionally found in fluted golden plate armor, bearing mighty swords or maces, but at the Spire they rarely need such martial trappings. Combat: Although they’re the size of ogres, aurumachs are far faster and more graceful than even the most agile humans. They wield mighty enchanted vorpal swords +3 with astounding speed and strength, striking 3 times per round with a +6 attack bonus. The aurumach’s weapon is created by an act of will and materializes in her hand with a thought — she can never be disarmed or caught off-guard. An aurumach’s armor is the equivalent of field plate +4 and can be summoned in a similar fashion to her weapon. Aurumachs have an effective Strength of 20 and can strike for 2d8 points of damage even without their great swords. Aurumachs can attack with golden energy similar to the rays cast by an argenach . This energy automatically assumes a form that exploits an enemy’s vulnerabilities: fire, ice, positive, negative, etc. Unlike that of the argcnach, this energy is not directed in rays, but instead takes the form of a golden halo surrounding the aurumach at a 15-foot radius. Any hostile creature entering this area must successfully save vs. spell or suffer 2d12 points of damage from the aurumach’s aura. The aura also functions as a globe of invulnerability with an added bonus: it stops missile attacks of any kind. Aurumachs detect magic and invisibility by sight and can call upon the following spell-like powers: advanced illusion , cone of cold (12d4+12 points of damage), ESP , fly , geas (1/day), hallucinatory terrain , improved invisibility , mass charm , mass suggestion , mirror image , prismatic spray , slow , solid fog or death fog , and wall of fire, of ice, of iron, or of force . Once per day the aurumach can use any symbol or time stop , once per year she can grant another’s wish . Aurumachs can lay on hands three times per day, combining the effects of heal , regeneration , and restoration . Aurumachs can be damaged only by weapons of +4 or better enchantment. At will they can gate in 1 to 8 ferrumachs (75%) or 1 to 3 argenachs (25%) with an 80% chance of success. Habitat/Society: Aurumachs know no peer among the rilmani and are the equal of the most powerful fiends or aasimon . The rilmani have no particular order, hierarchy. or system of government — aurumachs function as advisers and mentors to the entire race. Even though an aurumach isn’t recognized as a king or an overlord, her suggestions as sufficient to make any lesser rilmani leap to do her bidding. Aurumachs leave the Outlands only to deal with the gravest of threats to the balance of the universe. They are remorseless and coldly efficient when such a cause pulls them away from the Spire: cutters who meet them at these times’d be wise not to get on the aurumach’s bad side. (From Morte's Planar Parade - 2023): From redoubts near the Spire in the Outlands, aurumachs oversee the preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces across the planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal stability. (From 3.5e Fiend Folio - 2003): Aurumachs are the most powerful rilmani and the de facto leaders of the race. Some cuprilachs and ferrumachs chafe under this rule since the aurumachs sometimes use the lesser rilmani as expendable pawns in their larger plans, and their ability to block thought reading foils the lesser rilmani’s means of divining their ultimate purpose. When aurumachs appear in their natural forms, they resemble powerfully muscled, golden-skinned humanoids the size of ogres. Unlike those foul creatures, aurumachs are hairless and smooth-skinned. Their immaculate beauty and calming presence puts most creatures at ease. Aurumachs are the diplomats and strategists of the rilmani. When they become personally involved in an affair of balance, it is because all covert means at their disposal have failed. They appear unarmed and unarmored, openly welcoming individuals to speak about the issues at hand and resolve a way to find a middle ground. Should such tactics fail, the aurumachs’ armor and weapons appear in a scintillating flash, and the rilmani achieve with violence what words failed to accomplish. In addition to Rilmani, Common, and Undercommon, aurumachs speak Abyssal, Celestial, Draconic, Infernal, and Sylvan. Combat : An aurumach rarely initiates combat, since it prefers to use physical confrontation as a last resort. When it does enter melee, it is a formidable foe that is capable of dealing great damage with each deadly swing of its halberd. An aurumach often flies above a foe and makes trip attempts, and it withholds the use of its antithesis ability and the full fury of its attacks until it becomes clear the foe won’t relent. Antithesis (Su): Any creature that is hit by the aurumach’s melee attack or that touches it with a natural weapon or unarmed attack takes a certain kind of damage depending on how its alignment varies from neutral. Chaotic creatures take 2d6 points of lawful damage. Lawful creatures take 2d6 points of chaotic damage. Evil creatures take 2d6 points of holy damage. Good creatures take 2d6 points of unholy damage. Thus, a creature of chaotic good alignment would take an extra 4d6 points of damage (2d6 lawful, 2d6 unholy) each time it was struck by the aurumach. An aurumach can suppress or resume the use of this ability as a free action. Spell-Like Abilities: At will—charm monster, cone of cold, greater dispelling, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic missile, mass suggestion, teleport without error (self plus maximum load of objects only); 3/day—dismissal, fly, forbiddance, heal, mind blank, prismatic spray, true seeing. Caster level 17th; save DC 18 + spell level. Summon Rilmani (Sp): Once per day, an aurumach can automatically summon 2d4 ferrumachs or 1d2 cuprilachs (aurumach’s choice). Fast Healing (Ex): An aurumach regains lost hit points at the rate of 5 per round as long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow an aurumach to regrow or reattach lost body parts. Summon Armor (Su): An aurumach rilmani wears no armor, but when threatened by any attack, a semitranslucent suit of golden +4 full plate appears on its body just in time to help defend against the attack and then vanishes immediately after. The appearance of this armor cannot be prevented, but it can be suppressed in an antimagic field. The armor never affects an aurumach’s speed, weight carried, or skill checks. Summon Weapon (Su): An aurumach can be armed in an instant by magically summoning a golden Huge +3 halberd. When separated from the aurumach, the weapon vanishes. An aurumach can summon or dispel its own weapon as a free action. Alternate Versions Just Imagine Button Button Button Button Button Button Button Button Outlands 5th Edition: - Morte's Planar Parade (2023) - 5etools - DndBeyond 3e: - realmshelps.net 2nd Edition: - mojobob's website - Incredible strength and agility, even bare-handed - Summons vorpal sword and enchanted armor out of thin air by their will alone - Can never be surprised or disarmed - Golden aura inflicts any damage type enemies are weak to, works as globe of invulnerability and deflects missiles - Detects magic and invisibility at all times - Powerful Innate Spellcasting - Immune to nonmagical weapons - Summons other rilmani Aurumachs are tall, athletic humanoids with beatific features and metallic golden skin. Their eyes are too brieght to look at directly, and an aura of power and patience surrounds their form. Aurumachs are occasionally found in fluted golden plate armor, bearing mighty swords or maces, but at the Spire they rarely need such martial trappings. Size Hero Forge: 9'8"(XL) Lore: Large (10 ft.) Suggested: Large Other Monikers Rilmani Leader, Gold Rilmani - Mimir.net - Forgotten Realms Wiki - Morte's Planar Parade (2023) - DndBeyond - 3.5e Fiend Folio (2003) - Planescape: Monstrous Compenedium Appendix II (1995) - mojobob's website

  • Fire Mephit | Digital Demiplane

    Fire Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): The most mischievous of all mephits , these fiends play terrible pranks on other mephits, such as pushing magma mephits into water and watching them harden. Fire mephits are small, wiry humanoids with bright red skin and bat-wings. Some fire mephits affect a mustache, goatee, and tiny horns on their forehead, but these are always faked. Combat: Touching a fire mephit causes 1 hp heat damage. Its two clawed hands rake for 1d3 damage each plus 1 hp heat damage per hit. Fire mephits can use their breath weapon three times a day. In one form it is a flame jet 15’ long and 1’ wide that automatically hits one chosen target (1d8+1 damage; save vs. breath weapon for half damage). The second form, a fan of flame, covers a 120 arc in front of the mephit to a distance of five feet. Any creature in the arc suffers 4 hp damage (no save). Fire mephits can also cast magic missile (two missiles) and heat metal spells once each per day. Once per hour a fire mephit can attempt to gate in another mephit, either fire, magma, smoke or steam . Ecology: Fire mephits sometimes prove useful heating forges, warming bedclothes, or lighting cigars. (From 3.5e Monster Manual I - 2003): This winged creature looks like a miniature devil, wreathed in flame and cackling with mischief. Fire mephits come from the Elemental Plane of Fire. A fire mephit is about 4 feet tall and weighs about 1 pound. Fire mephits speak Common and Ignan. Combat : Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment. Spell-Like Abilities: 1/hour—scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day—heat metal (DC 14). Caster level 6th. The save DC is Charisma-based. Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Fire Stat Block 5th Edition: - 5esrd (homebrew) 3.5e: - d20srd.org 2nd Edition: - mojobob's website Abilities - 2 fiery breath weapons - Heat damages nearby enemies - Burning claw attacks - Flight - Immune to fire, poison - Innate Spellcasting - Summons other mephits Appearance Fire mephits are small, wiry humanoids with bright red skin and bat-wings. Some fire mephits affect a mustache, goatee, and tiny horns on their forehead, but these are always faked. Size Hero Forge: 3 ft. (XL) Lore: Medium (4 ft.) Suggested: Small to Medium Other Monikers None Sources - Forgotten Realms Wiki - 3.5e Monster Manual - d20srd.org - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website

  • Neothilid | Digital Demiplane

    Neothilid Gargantuan Aberration, Chaotic Evil Hero Forge Mini Kitbashed, single mini Description (From Volo's Guide to Monsters - 2016): A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony’s tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid. Abhorrent to Illithids. Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain’s power to sense thoughts, neothelids warrant such precautions. Savage Behemoth. As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they’re just as likely to prey on as on anything else. (From 2nd Edition Monstrous Manual - 1993): A slime-covered worm of dragon like proportions, a neothelid leaves a poison trail of mucous in its wake. It brings its prey down with flesh-corroding exhalations that dissolve all but the fatty brain, an essential component of its diet. An adult reaches 10 feet in diameter, but its wormlike body grows longer throughout its existence — reaching lengths in excess of 120 feet. Four 20-foot-long tentacles sprout from an adult’s eyeless “face”, thrashing around a circular maw large enough to swallow man-sized prey whole. Dangerous psionic talents round out what may be the underdark’s most fearsome predator. Its mauve coloration has caused some to mistake neothelids for purple worms at a distance; thankfully, both creatures are rare. A neothelid senses its world via innate telepathy with a radius of 360 feet. Within this radius, the neothelid is aware of all non-psionically shielded sentient beings and can communicate with intelligent creatures via telepathy — even through solid rock. Combat: When a neothelid corners its prey, it first resorts to its flesh-dissolving breath weapon. This weapon is not an acid, but rather an enzyme that liquefies most organic tissue. A neothelid can use its breath weapon twice per day, affecting a cone-shaped area 5 feet wide at its origin, 60 feet in length, and 20 feet wide at its extreme edge. Living creatures caught in the blast take 12d12+6 points of damage (successful saving throws vs. breath weapon reduce damage by half) as their flesh sloughs away. Any creature killed by the breath weapon completely melts, save for its clothing, possessions, and exposed brain. Any prey that survives a breath weapon attack must face the neothelid’s impressive physical arsenal. An attacking neuthelid coils and strikes with its gargantuan body from sufficiently large subterranean caverns — much like a surface python. If its attack is successful, the creature bites for 6d6 points of damage or flails with its four 20-foot-long tentacles for 3d6 points of damage each. If a neothelid needs to, it will brings its psionic abilities to bear on its victims. A neothelid’s body glistens with poisonous mucous; a slime trail marks its passage. Those who come in contact with the mucous murt make a successful saving throw vs. poison or face death in 1d10 turns (mind flayers are immune to this poison). Habitat/Society: In the remarkably rare event that mind flayer tadpoles develop in the absence of illithid adults, a small number survive long enough on their own to develop into neothelids. These creatures indiscriminately hunt any illithids they may chance upon. Illithids, in turn, respond to the news of neothelid emergence with utter disgust, and they quickly organize hunting parties to exterminate the abominations. Ecology: An illithid tadpole that fails to undergo ceremorphosis gradually grows into a neothelid — assuming it survives its first 100 years as a mindless slug eking out a living on subterranean vermin. Once a tadpole is powerful enough to be called a neothelid (triggered by the eating of its first sentient brain), it becomes a terrible danger, hunting all other living creatures (including illithids) wih an insatiable, insane hunger. Unlike some other large predators of the underdark neothelids an unable to burrow through solid rock, forcing them to hunt naturally or previously delved tunnels and caverns. When a local subterrineai ecosystem is exhausted, neothelids may move to “greener” tunnels via their psychoportive abilities. The existence of the neothelids engenders a host of unanswered questions regarding the actual nature and true origin of illithids — a mystery even to the illithids themselves. (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: - Angry Golem Games - DndBeyond - Volo's Guide to Monsters (2016) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Size Hero Forge: 5'9" (8') (XL) Lore: Gargantuan (120+ ft.) Suggested: Large to Gargantuan Other Monikers None Abilities - Acid breath - Maw tentacles inflict psychic damage and swallow victims - Innate Spellcasting (psionics) - Magic Resistance - Creature sense within 1 mile - Blindsight Appearance A slime-covered worm of dragonlike proportions... An adult reaches 10 feet in diameter, but its wormlike body grows longer throughout its existence — reaching lengths in excess of 120 feet... Four 20-foot-long tentacles sprout from an adult’s eyeless “face”, thrashing around a circular maw large enough to swallow man-sized prey whole. Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond - 2nd Edition Monstrous Manual (1993) - Mojobob's website

  • D&D | Digital Demiplane

    Digital Demiplane provides free digital art, environments, monsters, downloadable assets and monster lore for the Dungeons & Dragons Tabletop Roleplaying Game. Assets are created using Hero Forge and Talespire, with links provided. Planescape is the site's main focus but many assets are universal and agnostic to all D&D settings! Great place to find inspiration for thought-provoking monsters and strange, extradimensional realms from the great wheel cosmology of D&D! Digital DemiPlane Art and Lore for Planescape, D&D, and related TTRPGs Monster Minis (Hero Forge) Contents [A-E] Aasimar Aasimon (angels) Agathinon Movanic Deva Monadic Deva Astral Deva Light Aasimon Planetar Solar Aboleth Abrian Achaierai Air Sentinel Animal Lords Animentals Aleax Allip Aoskian Hounds Ardlings Arcane Archons Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon Asrai Astral Dreadnought Astral Searcher Astral Streaker Asura Azer Bacchae Banderhobb Baku Balaena Banshee Barghest Bariaur Beholder Belker Berbalang Bladeling Blink Dog Bloodthorn Bodak Boggle Boneclaw Bonespear Buraq Busen Bzastra Cadaver Collector Cambion Chaos Imp Chimera Chososion Chuul Couatl Cranium Rat Cyclops Dabus Darklight Darkweaver Deep Scion Delphon Demarax Demons (tanar'ri) Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol Demon Lords (by Master Nemo) Demogorgon Fraz-Urb'luu Graz'zt Orcus Pazuzu Yeenoghu Dhour Devete Devils (baatezu) Amnizu Barbazu Bezekira Black Abishai Blue Abishai Cornugon Erinyes Gelugon Green Abishai Hamatula Imp Kocrachon Kyton Lemure Merregon Narzugon Nupperibo Orthon Osyluth Pit Fiend Rakshasa Red Abishai Spinagon White Abishai Devourer Dharum Suhn Diakk Displacer Beast Dragons Abyssal Drake Adamantine Dragon Amethyst Dragon Astral Dragon Battle Dragon Black Dragon Blue Dragon Brass Dragon Bronze Dragon Chaos Dragon Copper Dragon Crystal Dragon Dracolich Dragonbone Golem Emerald Dragon Ethereal Dragon Faerie Dragon Ghost Dragon Gold Dragon Green Dragon Hellfire Wyrm Hollow Dragon Howling Dragon Moonstone Dragon Oceanus Dragon Pseudodragon Pyroclastic Dragon Radiant Dragon Red Dragon Rust Dragon Sapphire Dragon Sea Serpent Shadow Dragon Silver Dragon Styx Dragon Tartarian Dragon Time Dragon Topaz Dragon White Dragon Wyvern Egarus Empyrean (Titan) Einherjar Eladrin Autumn Eladrin Bralani Coure Firre Ghaele Noviere Shiere Spring Eladrin Summer Eladrin Tulani Winter Eladrin Entrope Ethyk Contents [F-Z] Fabere Facet Fensir Fhorge Fire Bat Firenewt Flumph Fomorians Foo Creature Formians Worker Warrior Taskmaster Myrmach Queen Frost Salamander Fundamental Galeb Duhr Garmorm Gautiere Gear Spirit Genasi Genies Dao Djinn Efreet Jann Khayal Marid Qorrash Tasked Administrator Genie Tasked Architect Genie Tasked Artist Genie Tasked Deceiver Genie Tasked Guardian Genie Tasked Harim Servant Genie Tasked Herdsman Genie Tasked Messenger Genie Tasked Miner Genie Tasked Oathbinder Genie Tasked Slayer Genie Tasked Warmonger Genie Tasked Winemaker Genie Ghouls Giants Cloud Giant Cloud Giant Smiling One Hill Giant Fire Giant Fire Giant Dreadnaught Frost Giant Stone Giant Storm Giant Storm Giant Quintessent Gibbering Mouther Gith Githyanki Buccaneer Githyanki Gish Githyanki Kith'rak Githyanki Knight Githyanki Star Seer Githyanki Supreme Cmdr Githyanki Warrior Githyanki Xenomancer Githzerai Anarch Githzerai Enlightened Githzerai Monk Githzerai Zerth Grell Grues (Elemental) Chaggrin Harginn Ildriss Varrdig Guardinals Avoral Cervidal Equinal Leonal Lupinal Musteval Ursinal Hags Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Harpy Hell Hound Hellfire Engine Hollyphant Hook Spider Hordlings Howler Illithids (Mind Flayers) Alhoon (Illithilich) Eater of Knowledge Elder Brain Elder Brain Dragon Intellect Devourer Mind Flayer Mind Flayer Clairvoyant Mindwitness Neolithid Ulitharid Inevitables Kolyarut Marut Quarut Varakhut Zelekhut Immoth Incarnates Invisible Stalker Ironmaw Keeper Khaasta Khargra Ki-rin Klyndes Korred Lady of Pain Lamia Lammasu Larva Leomarh Lich Lillend Linqua Maelephant Magmin Magran Manticore Mediator Menglis Mephits Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit Minion of Set Modrons Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Septon Hexton Quinton Quarton Tertian Secundus Primus Moon Dog Mortai Murska Nathri Nic'Epona Nightwalker Noctral NPCs (Torment) Annah Dak'kon Deionarra Fall-From-Grace Ignus Morte Nordom Ravel Puzzlewell The Nameless One Vhailor Observer Oni Ooze Sprite Oread Per Phaerimm Phirblas Phiuhl Phoenix Pixie Psurlon Quesar Quill Rast Ratatosk Ravid Razorvine Reave Redcap Retriever Rilmani Abiorach Argenach Aurumach Cuprilach Ferrumach Plumach Ruvoka Salamander Scile Shad Shadow Shedu Shocker Sislan Skeleton Slaadi Black Slaad Blue Slaad Death Slaad Gray Slaad Green Slaad Red Slaad White Slaad Slasrath Spawn of Kyuss Specter Spellhaunt Sphinx Suisseen Sunfly Sword Spirit Tieflings Yugoloths (daemons) Arcanaloth Baernaloth Canoloth Dhergoloth Hydroloth Merrenoloth Mezzoloth Nycaloth Oinoloth Piscoloth Ultroloth Yagnaloth Environments (Talespire) Abyss - Arch-Lecter's Palace Abyss - Fortress of Indifference Abyss - Pazunia Abyss - Plague-Mort Acheron - Avalas Cube Baator - Avernus Carceri - Othrys Swamp Elysium - Blessed Fields Gehenna - Khalas Gray Waste - Cauldron Gray Waste - Oinos Lady's Maze - Bahamut Temple Lady's Maze - Black-Barbed Lady's Maze - Burning Traitor Lady's Maze - Cold Temple Lady's Maze - Cursed Elf City Lady's Maze - Cursed Forest Lady's Maze - Timlin Lady's Maze - Clockwork Limbo - Plane of Chaos Mechanus - Clockwork Nirvana Mount Celestia - Mercuria Outlands - Ecstasy Downtown Outlands - Excelsior Entrance Outlands - Plague-Mort Crater Pandemonium - Pandesmos Tunnels Sigil - Godsmen Hall Sigil - Lower Ward Sigil - Newmarket Square Sigil - Palace of the Jester Sigil - Spiral's Palace Sigil - The Ditch Sigil - Twelve Factols Tavern Template - Cursed Swamp Template - Elf City Template - Hell - Lower Planes Template - Lady's Mazes Template - Mechanus Clockwork Template - Outlands Town Template - Sigil Clerk's Ward Template - Sigil Generic 01 Template - Sigil Generic 02 Template - Sigil Hive Ward Template - Sigil Lower Ward Template - Sigil Roads & Walls

  • Monsters | Digital Demiplane

    An increasingly vast assortment of monsters from Dungeons & Dragons. My focus is mostly on extradimensional creatures for the Planescape settings, especially critters from the outer planes, but a lot of them are pretty universal, and weird enough to maybe inspire some new ideas for your game. Every monster listed has at least one miniature linked (made in Hero Forge) for use in your own game. I'm still not done every Planescape monster ever, but it remains my ambition! In the meantime, enjoy! Bestiary Made with Hero Forge Disclaimer: There's no paywalls on this site. Every image has a free Hero Forge link available, and (often) a lore page describing the creature. You can view and modify any of these minis using the Hero Forge interface, and buy what you want from their system. Hero Forge is designed for player characters, not monsters, so most of these minis are made from kit-bashed versions of adventuring items, shields, or any other prop I can cram into the mini to change its shape. I enjoy the challenge, but temper your expectations concerning quality. Some of the minis use floating item bugs and other tricks. If you want to print a physical mini, Hero Forge charges more, and won't handle any free-floating objects that are too small, thin, or aren't physically connected to the base, meaning many of these minis will not be printable. Floating stuff seems to work fine in VTTs like Talespire, fortunately. My priorities change like the wind, but in an ideal world, I want to try to make every monster in Planescape's 2nd edition; and maybe a few monsters from 5th edition, if I have time. There's also tons of minis I'd love to update with the new features (custom faces, full kit bashing, etc.), not to mention all the experience I've accumulated since I started. The devils, demons, and other old minis are particularly in need of an updgrade. if only to lower their price on Hero Forge. But if you have requests for minis you'd like updated first, feel free to ask from the Contact page. If you want a mini that's not Planescape- or D&D-related, I may be more reluctant, but if your enthusiasm is infectious enough you might win me over. Cheers. :) - Matt-GM Planescape Contents [A-E] Aasimar Aasimon (angels) Agathinon Movanic Deva Monadic Deva Astral Deva Light Aasimon Planetar Solar Aboleth Abrian Achaierai Air Sentinel Animal Lords Animentals Aleax Allip Aoskian Hounds Ardlings Arcane Archons Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon Asrai Astral Dreadnought Astral Searcher Astral Streaker Asura Azer Bacchae Banderhobb Baku Balaena Banshee Barghest Bariaur Beholder Belker Berbalang Bladeling Blink Dog Bloodthorn Bodak Boggle Boneclaw Bonespear Buraq Busen Bzastra Cadaver Collector Cambion Chaos Imp Chimera Chososion Chuul Couatl Cranium Rat Cyclops Dabus Darklight Darkweaver Deep Scion Delphon Demarax Demons (tanar'ri) Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol Demon Lords (by Master Nemo) Demogorgon Fraz-Urb'luu Graz'zt Orcus Pazuzu Yeenoghu Dhour Devete Devils (baatezu) Amnizu Barbazu Bezekira Black Abishai Blue Abishai Cornugon Erinyes Gelugon Green Abishai Hamatula Imp Kocrachon Kyton Lemure Merregon Narzugon Nupperibo Orthon Osyluth Pit Fiend Rakshasa Red Abishai Spinagon White Abishai Devourer Dharum Suhn Diakk Displacer Beast Dragons Abyssal Drake Adamantine Dragon Amethyst Dragon Astral Dragon Battle Dragon Black Dragon Blue Dragon Brass Dragon Bronze Dragon Chaos Dragon Copper Dragon Crystal Dragon Dracolich Dragonbone Golem Emerald Dragon Ethereal Dragon Faerie Dragon Ghost Dragon Gold Dragon Green Dragon Hellfire Wyrm Hollow Dragon Howling Dragon Moonstone Dragon Oceanus Dragon Pseudodragon Pyroclastic Dragon Radiant Dragon Red Dragon Rust Dragon Sapphire Dragon Sea Serpent Shadow Dragon Silver Dragon Styx Dragon Tartarian Dragon Time Dragon Topaz Dragon White Dragon Wyvern Egarus Empyrean (Titan) Einherjar Eladrin Autumn Eladrin Bralani Coure Firre Ghaele Noviere Shiere Spring Eladrin Summer Eladrin Tulani Winter Eladrin Entrope Ethyk Contents [F-Z] Fabere Facet Fensir Fhorge Fire Bat Firenewt Flumph Fomorians Foo Creature Formians Worker Warrior Taskmaster Myrmach Queen Frost Salamander Fundamental Galeb Duhr Garmorm Gautiere Gear Spirit Genasi Genies Dao Djinn Efreet Jann Khayal Marid Qorrash Tasked Administrator Genie Tasked Architect Genie Tasked Artist Genie Tasked Deceiver Genie Tasked Guardian Genie Tasked Harim Servant Genie Tasked Herdsman Genie Tasked Messenger Genie Tasked Miner Genie Tasked Oathbinder Genie Tasked Slayer Genie Tasked Warmonger Genie Tasked Winemaker Genie Ghouls Giants Cloud Giant Cloud Giant Smiling One Hill Giant Fire Giant Fire Giant Dreadnaught Frost Giant Stone Giant Storm Giant Storm Giant Quintessent Gibbering Mouther Gith Githyanki Buccaneer Githyanki Gish Githyanki Kith'rak Githyanki Knight Githyanki Star Seer Githyanki Supreme Cmdr Githyanki Warrior Githyanki Xenomancer Githzerai Anarch Githzerai Enlightened Githzerai Monk Githzerai Zerth Grell Grues (Elemental) Chaggrin Harginn Ildriss Varrdig Guardinals Avoral Cervidal Equinal Leonal Lupinal Musteval Ursinal Hags Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Harpy Hell Hound Hellfire Engine Hollyphant Hook Spider Hordlings Howler Illithids (Mind Flayers) Alhoon (Illithilich) Eater of Knowledge Elder Brain Elder Brain Dragon Intellect Devourer Mind Flayer Mind Flayer Clairvoyant Mindwitness Neolithid Ulitharid Inevitables Kolyarut Marut Quarut Varakhut Zelekhut Immoth Incarnates Invisible Stalker Ironmaw Keeper Khaasta Khargra Ki-rin Klyndes Korred Lady of Pain Lamia Lammasu Larva Leomarh Lich Lillend Linqua Maelephant Magmin Magran Manticore Mediator Menglis Mephits Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit Minion of Set Modrons Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Septon Hexton Quinton Quarton Tertian Secundus Primus Moon Dog Mortai Murska Nathri Nic'Epona Nightwalker Noctral NPCs (Torment) Annah Dak'kon Deionarra Fall-From-Grace Ignus Morte Nordom Ravel Puzzlewell The Nameless One Vhailor Observer Oni Ooze Sprite Oread Per Phaerimm Phirblas Phiuhl Phoenix Pixie Psurlon Quesar Quill Rast Ratatosk Ravid Razorvine Reave Redcap Retriever Rilmani Abiorach Argenach Aurumach Cuprilach Ferrumach Plumach Ruvoka Salamander Scile Shad Shadow Shedu Shocker Sislan Skeleton Slaadi Black Slaad Blue Slaad Death Slaad Gray Slaad Green Slaad Red Slaad White Slaad Slasrath Spawn of Kyuss Specter Spellhaunt Sphinx Suisseen Sunfly Sword Spirit Tieflings Yugoloths (daemons) Arcanaloth Baernaloth Canoloth Dhergoloth Hydroloth Merrenoloth Mezzoloth Nycaloth Oinoloth Piscoloth Ultroloth Yagnaloth Aasimar [about] Aasimon (Angels) [about] Agathinon Astral Deva Light Monadic Deva Movanic Deva Planetar Solar Aboleth Abrian Achaierai Air Sentinel Aleax Allip Aoskian Hound Arcane Animal Lords [about] Animentals [about] Archons [about] Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon Ardlings [about] Asrai Astral Dreadnought Astral Searcher Astral Streaker Asura Azer Bacchae Baku Balaena Banderhobb Banshee Barghest Bariaur Beholder Belker Berbalang Bladeling Blink Dog Bloodthorn Bodak Boggle Boneclaw Bonespear Buraq Busen Cambions [about] Chaos Beasts [about] Cadaver Collector Chaos Imp Chimera Chososion Chuul Couatl Cranium Rat Cyclops Dabus Darklight Darkweaver Deep Scion Delphon Demarax Devete Devourer Dharum Suhn Dhour Diakk Displacer Beast Demodands (Gehreleths) [about] Farastu Kelubar Shator Demons (Tanar'ri) [about] Abyssal Chicken Abyssal Wretch Alkilith Armanite Babau Balor Barlgura Bebilith Bulezau Chasme Draegloth Dretch Dybbuk Glabrezu Goristro Hezrou Manes Marilith Maurezhi Maw Demon Molydeus Nabassu Nalfeshnee Quasit Rutterkin Shadow Fiend Shoosuva Sibriex Succubus Tanarukk Vrock Wastrilith Yochlol Demon Lords [by Master Nemo] Demogorgon Fraz-Urb'luu Graz'zt Orcus Pazuzu Yeenoghu Devils (Baatezu) [about] Amnizu Barbazu Bezekira Black Abishai Blue Abishai Cornugon Erinyes Gelugon Green Abishai Hamatula Imp Kocrachon Kyton Lemure Merregon Narzugon Nupperibo Orthon Osyluth Pit Fiend Rakshasa Red Abishai Spinagon White Abishai Dragons [ab out] Black Blue Green Red White Brass Bronze Copper Gold Silver Emerald Sapphire Moonstone Crystal Topaz Amethyst Faerie Pseudodragon Sea Serpent Wyvern Dracolich Dragonbone Golem Ghost Hollow Abyssal Drake Adamantine Astral Battle Chaos Ethereal Hellfire Wyrm Howling Oceanus Pyroclastic Radiant Rust Shadow Styx Tartarian Time Einh eriar [ab out] Eladrin [about] Bralani Eladrin Coure Eladrin Noviere Eladrin Spring Eladrin Summer Eladrin Autumn Eladrin Winter Eladrin Firre Eladrin Ghaele Eladrin Shiere Eladrin Tulani Eladrin Egarus Empyrean Entrope Ethyk Fabere Facet Fensir Fhorge Fire Bat Firenewt Flumph Fomorian Foo Creature Frost Salamander Fundamentals Galeb Duhr Garmorm Gautiere Gear Spirit Ghoul Gibbering Mouther Grell Harpy Hell Hound Hellfire Engine Formians [about ] Worker Warrior Taskmaster Myrmarch Queen Genasi [about] Genies [about ] Dao Djinn Efreet Jann Khayal Marid Qorrash Administrator Architect Artist Deceiver Guardian Harim Servant Herdsman Messenger Miner Oathbinder Slayer Warmonger Winemaker Giants [about ] Hill Giant Stone Giant Frost Giant Fire Giant Fire Giant Dreadnaught Cloud Giant Cloud Giant Smiling One Storm Giant Storm Giant Quintessent Gith [about ] Githyanki Warrior Githyanki Knight Githyanki Gish Githyanki Kith'rak Supreme Commander Githyanki Buccaneer Githyanki Star Seer Githyanki Xenomancer Githzerai Monk Monk Githzerai Zerth Zerth Githzerai Enlightened Enlightened Githzerai Anarch Anarch Grues (Elemental) [about] Chaggrin Chaggrin Harginn Ildriss Vardigg Guardinals [about ] Musteval Cervidal Lupinal Equinal Avoral Ursinal Leonal Hags [about ] Annis Hag Bheur Hag Green Hag Night Hag Sea Hag Hordlings [about ] Immoth Incarnate Invisible Stalker Ironmaw Illithid (Mind Flayers) [about] Mind Flayer Alhoon Clairvoyant Ulitharid Intellect Devourer Eater of Knowledge Elder Brain Elder Brain Dragon Mindwitness Neothilid Inevitables [about ] Kolyarut Kolyarut Zelekhut Marut Marut Marut Quarut Varakhut Keeper Khaasta Khargra Ki-rin Klyndes Korred Lady of Pain Lamia Lammasu Larva Leomarh Lich Lillend Linqua Maelephant Magmin Magran Manticore Mediator Menglis Minion of Set Moon Dog Mortai Murska Mephits [about] Air Mephit Ash Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Lightning Mephit Magma Mephit Mineral Mephit Mist Mephit Mud Mephit Radiant Mephit Salt Mephit Smoke Mephit Steam Mephit Water Mephit Modrons [about ] Monodrone Duodrone Tridrone Quadrone Pentadrone Decaton Nonaton Octon Septon Hexton Quinton Quarton Tertian Secundus Primus Nathri Nic'Epona Nightwalker Noctral NPCs (Torment) [pages coming soon ] Annah Dak'kon Fall-From-Grace Morte Nameless One Nordom Ignus Vhailor Deionarra Ravel Puzzlewell Observer Oni Ooze Sprite Oread Per Phaerimm Phirblas Phiuhl Phoenix Pixie Psurlon Quesar Quill Rast Ratatosk Ravid Razorvine Reave Redcap Retriever Rilmani [about] Plumach Abiorach Ferrumach Cuprilach Argenach Aurumach Ruvoka [about] Salamander Scile Shad Shadow Shedu Shocker Sislan Skeleton Slashrath Spawn of Kyuss Specter Spellhaunt Sphinx Suisseen Sunfly Sword Spirit Slaadi [about] Red Slaad Blue Slaad Green Slaad Gray Slaad Death Slaad White Slaad Black Slaad Tieflings [about] Yugoloths (Daemons) [about ] Mezzoloth Dhergoloth Canoloth Piscoloth Hydroloth Nycaloth Merrenoloth Arcanaloth Yagnoloth Oinoloth Ultroloth Baernaloth

  • Devils (Baatezu) | Digital Demiplane

    Lots of juicy devil lore here for Dungeons & Dragons. Also a ton of miniatures of most devil types from 2nd edition Planescape and 5th edition. The Hero Forge minis are a little older than many on my site, and I could probably do a better job for cheaper now that kitbashing is available, but for now I still think these minis are pretty solid. Let me know how they work in your own game, and if you have any particular request for a mini update, send me a mail! Devils (Baatezu) Made with Hero Forge Amnizu Barbazu Bezekira Black Abishai Blue Abishai Cornugon Erinyes Gelugon (from 5th Edition Monster Manual - 2014 - [credits] ) Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy. The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever — a fate that even Asmodeus fears. Archdevils . The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures . The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Green Abishai Hamatula Imp Kocrachon Kyton Lemure Merregon Narzugon Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories — and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells of Baator. The Nine Hells are a single plane comprising nine separate layers. The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. (from Planescape Monstrous Compendium Appendix I - 1994 - [credits] ) Baatezu are a strong, evil-tempered, well-organized race of fiends. In their rigid caste system, authority derives not only from power but from station. Changes in station come from participation in the Blood War or (as is more often the case) from the high attrition rate in the upper ranks. If a baatezu performs a great feat that cripples the enemy, it is rewarded by promotion - actually a physical transformation - to a higher station. The baatezu pursue two obsessive goals. First and foremost, they wish to destroy their ancient blood enemies, the tanar’ri . Both races treat the conflict not only as a war of annihilation, but as a definition of existence. Second, the baatezu have recently (by immortal standards) noticed a small but interesting group of beings: humanity. By infiltrating humankind’s world and gaining followers there, the baatezu gain magical energy and, thus, power over the tanar’ri. Toward this end they strive to dominate humanity by convincing victims they have godlike powers. In contrast to the chaotic evil tanar’ri, baatezu pursue a long-range goal of dominion by their whole race throughout the planes. They prefer to encourage humanity’s intellectual evils, such as pride and ambition, rather than the immediate sensual appetites tanar’ri exploit. In appearance the baatezu are diverse, though a Gothic gargoyle look, grotesque and unsightly by human standards, is common. Baatezu types fall into three divisions: + Greater (amnizu, cornugon, gelugon, pit fiend). + Lesser (abishai, barbazu, erinyes, hamatula, osyluth). + Least (nupperibo, spinagon). The lemures (a fourth variety) rank so low that they don’t even qualify as “least” in the baatezu scheme. Baatezu consider them the very bottom in station. However, scholars customarily number them among the types for the sake of completeness. Planar Travel: Baatezu can travel to Baator, any lower plane, the Outlands, and the Astral Plane. However, they cannot enter the Prime Material Plane or Upper Planes unless properly summoned. Least and lesser baatezu are subject to a combination of magical signs that, when inscribed and a gate spell cast, bind them to service for nine days, keeping them, from harming the caster. The greater baatezu can likewise be commanded or kept at bay for nine hours. Accession : The baatezu, with their evil, twisted honor, have a definite path of progress. By performing deeds that further the cause of evil, one gains honors, station, and power. For instance, an enterprising spinagon might advance and, in a long and torturous process, transform into an abishai. Often, too, a baatezu simply “disappears,” whereupon its immediate subordinate takes its place in the chain of command. Covert assassination is common among the baatezu. The Dark Eight: In the fortress of Malsheem on the layer of Nessus there meet eight of the most powerful pit fiends in Baator: Furcas, Baalzephon, zimimar, zapan Zaebos, Corin, Dagos, and Pearza. These ominous lords meet four times per year to determine policy, including strategy against the tanar’ri and promotions of lower baatezu. To draw the attention of these eight powerful beings is to invite destruction. Strangely, these eight rulers have reigned for many years, seemingly immune to the assassinations so common in the upper ranks. Combat : All baatezu except for lemures, nupperibo, and spinagons have the spell-like abilities advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion , and teleport without error . The baatezu can summon their fellows, as detailed in their individual descriptions. Because they have a special form of telepathy, baatezu can understand and converse with any intelligent creature. Only least and lesser baatezu take damage from ordinary nonmagical weapons. The other varieties of baatezu are harmed only by magical weapons or weapons of silver. Baatezu are affected by the following attack forms: Acid = Full Cold = Half* Electricity = Full Fire (dragon, magical) = None* Gas (poisonous, etc.) = Half Iron Weapon = None** Magic Missile = Full Poison = None Silver Weapon = Full*** *: The gulugon takes half damage from fire and none from cold. **: Unless affected by normal weapons, in which case damage is according to weapon type. ***: Greater baatezu take only half damage from silver weapons. (f rom Fiendish Codex II: Tyrants of the Nine Hells - 2006 - [credits] ) THE PACT PRIMEVAL The best way to understand devils and their ways is to listen to the stories they tell about themselves. The most famous of these tales have propagated as myths throughout all the worlds of the Material Plane, becoming familiar to mortals of all sorts. But as is often the case with legends, contradictions abound. For example, the tale of the Pact Primeval is the accepted version of the multiverse’s creation. But an alternate story claims Asmo deus as the fallen creator of the universe. Countless cultures have their own versions of the Pact Primeval legend. The names of the deities featured in it change depending on where it is told, but the names of the devils are always the same. Perhaps this fact is what inspired Philogestes, the accursed philosopher of evil, to pen his famous proverb: “The gods exist in multiplicity, but Asmodeus is unique.” As is the case with any myth worthy of the name, the following tale is true—whether or not it actually happened. In the beginning—and even before—chaos was all that existed. Out of it came demons—the living manifestations of chaos. Time had not yet been invented, so the demons fought each other continuously in a vortex of disorder over an immeasurable period. A state of raw chaos was intolerable to the universe, so a force arose to combat it—the power of law. From this principle of abstract order, a number of beings coalesced to combat the demons. These new deities of law suited themselves in gleaming armor made of pure stability and took up weapons forged of ideal thought. Then they waded into battle against the demons. After the battle had raged for uncounted eons, the law deities felt the need to track their progress. They created numbers, to record the enemies slain, and time, so they could see how long victory would take. Gradually, however, the deities of law began to suspect that the supply of demons was infinite. Weary of battle, they wished to move on to other projects, such as the creation of worlds and intelligent beings. So they made beautiful winged warriors to serve them and wield their divine magic, both in the endless war against the demons and in the worlds yet to be created. These beings, glorious in their diversity, were called angels. The bravest, toughest, fiercest, and most beautiful of the angels was Asmodeus. He slew more demons than any other of his kind—more even than any deity. But as the eons wore on, Asmodeus and the members of his magnificent and terrible company began to take on some of their enemies’ traits, so as to fight them more effectively. Gradually, their beauty turned to ugliness, and the deities and other angels began to fear them. Eventually, the inhabitants of the celestial realms petitioned the great gods to banish Asmodeus and the most fearsome of his avenging angels. So Asmodeus was put on trial before Heironeous, the god of valor. The darkest of the angels responded readily to the charges, reading from the great tablets of law that he had helped to carve. “The first duty of law is to destroy chaos,” he argued. “I have performed this duty better than any.” “You have made war, and made it well,” Heironeous agreed. “Yet you and your company have poisoned yourselves in the process. Can you not go elsewhere, lest we become contaminated too?” Asmodeus smiled, and the smoke of a thousand battlefields rose from his lips. “As Lord of Battle,” he pointed out, “you should know better than any that war is a dirty business. We have blackened ourselves so that you can remain golden. We have upheld the laws, not broken them. Therefore, you may not cast us out.” The gods huddled together to discuss what they had heard. Great was their consternation when they could find no counters in their tablets of law to Asmodeus’s arguments. The dark angel knew the laws better than they did and could wield their clauses like a knife. With the passage of time, Asmodeus and his warband grew ever more alarming in aspect. Fangs jutted from their mouths, their tongues grew forked, and they wreathed their bodies in mantles of fire. The deities built new citadels to escape them, but Asmodeus and his followers penetrated these as well. They sued the gods under their own laws, demanding full access to all the privileges accorded champions of order. The deities were distressed but could find no lawful way to stop them. So the gods retreated to their great project—the creation of mortals, and of verdant worlds for those favored beings to live on. But when demons invaded these worlds, the warbands of Asmodeus were called upon to stop them. Although the voracious hosts of the tanar’ri were no easier to vanquish on the new worlds of the Material Plane than they had been on the battlegrounds of the Outer Planes, Asmodeus and his dark angels generally succeeded in driving them back. Together, the gods and angels created barriers on the Material Plane to keep the demons at bay. They erected walls, threw up ranges of mountains, covered portions of their worlds with icy wastes, and buried the entrances the demons had used under vast oceans. Thus were the newly created worlds, like Asmodeus and his lot, scarred and made ugly for the greater benefit of law. Then the deities of order made a horrifying discovery. The mortals they had created—their pride and joy—immediately set to work tearing down these barriers. They scaled walls, climbed mountains, and traversed glaciers to let the demons back in. Upon returning to the Material Plane, the demons ran riot, destroying one earthly paradise after another. The deities were angry but also confused. “Why did my sweet halflings do this to me?” cried Yondalla, who had created them. “I invented mountains and set my clever dwarves as their protectors!” thundered Moradin. “Why did they tunnel under them and into the demon crypts?” The gods wailed and lamented until Asmodeus came to them with the answer. “Your mortals are taking these actions because you gave them minds of their own.” “Of course we did!” said the deities. “Without free will, the choice to follow the law means nothing.” “Indeed,” replied Asmodeus, crushing a small insect that had crawled out of his neatly trimmed red beard. “They are curious creatures, these mortals, and the demons have promised them freedom. Soon they will learn that the liberty dangled before them is that of absolute anarchy, and that in a demon realm, they are free only to be destroyed. But by then, it will be too late for them. You might create more worlds and more mortals to people them, but I promise you, the same folly will recur eternally.” When the gods realized the truth of the dark angel’s words, they were downcast. They rent their garments and wailed in despair. “I have the solution that eludes you,” said Asmodeus, “one that will allow your precious mortals to retain the free will you have so benefi cently given them. The problem is this,” he continued. “Your law is one of voluntary obedience. You command the mortals to abjure chaos, but what happens when they disobey you?” The deities had no answer. “We are their creators,” moaned Yondalla. “Of course they should heed us.” “Indeed they should,” replied Asmodeus, bowing gallantly to the fair Yondalla. “But they do not, because there can be no law without Punishment. “Punishment?” muttered the host of deities and godlings. “What is this Punishment of which you speak?” Asmodeus pulled it from its sheath. At this time, Punishment was shaped like a mighty sword, though it has taken on many forms since then. “I have invented this item for you as the ultimate weapon of law. When laws are broken, the wrongdoers must be made to suffer as a warning to others. Thus, mortals can choose between the paradise of rightful action and the torment of wickedness. A few will suffer Punishment so that the majority can see the consequences of lawbreaking.” The gods were disquieted by this pronouncement, but as usual, they could find no flaws in their champion’s logic. How could mortals be expected to choose virtue if evil went unpunished? At last, one of the godlings stepped forward and said, “Yes, retribution is the basis of all law.” These words transformed him on the spot into the greater deity now known as St. Cuthbert. On that day, the deities began to see that law and chaos were not the only principles in the universe. Good and evil were natural forces in the cosmos as well. So the gods separated themselves from one other on that basis. Deities such as Hecate and Set offered patronage to Asmodeus’s poisoned angels, while Heironeous and some of the others drew back from them still more. So the deities handed down their new laws and sent their clerics through mortal lands to announce that the punishment for sin would be torment. The gods were pleased with the arrangement. They truly thought that everyone would obey and that no one would actually be punished. But as mortals died, some souls trickled into the celestial planes who bore the stink of transgression. Asmodeus, aided by Dispater, Mephistopheles, and others of his dark brigade, set about their lawful punishment. They flayed these sinners, and burned them, and placed them on racks. The shrieks of the damned reverberated throughout the heavens, and the flowers in the gods’ idyllic gardens dripped with blood. The deities of law tried to shut their ears, but they could not abide the horror. So they put Asmodeus in chains and again charged him with high crimes against them. “I have merely done what I said I would, under the laws you drafted,” said Asmodeus. Again, the gods had to admit he was right. “But I have a proposal for you,” the grim champion continued. “You wish to see the law upheld, but you do not care to witness its ranker consequences. So to preserve your delicate sensibilities, my followers and I will take our project elsewhere. We will build a perfect Hell for you. You will gain from its existence but need never lay eyes upon it. We shall put it . . . there.” And he pointed to an empty land, which is now called Baator. “Yes, yes!” said all the deities. “You must move your Hell there, forthwith!” “Nothing would please me more,” said Asmodeus. He extended his hand, and a ruby rod of power appeared in it. “But first, we must make a pact.” “A pact?” asked Moradin suspiciously. “Yes, indeed,” said Asmodeus, producing a document with a wave of his hand. “It is to your benefit to ensure that we, who labor for you in a place you will not venture, continue to carry out your will. This agreement specifies the fate of damned souls. In exchange, it allows us to draw magic from these souls, so we can fuel our spells and maintain our powers.” “I’m not sure I like the sound of that,” said the flinty Moradin. “Your concerns are entirely understandable, O Maker of Dwarves,” said Asmodeus in his most reassuring tone. “But since we will be separated from you, we will not be able to draw our powers from you, as we always have. You would not wish to make us gods independent of yourselves, would you?” “Assuredly not!” huffed Moradin, appalled at the thought. “So instead, take this lesser measure, and simply sign this pact,” he said with a smile. Thus, the law deities signed the agreement that determined the boundaries of Hell and the rules for the transmission of wicked souls. Today, mortals know this document as the Pact Primeval. Once it was signed, Asmodeus, Mephistopheles, and Dispater decamped to Baator, which was then a bleak and featureless plain. With them went a host of other dark angels that called themselves erinyes. “What have you gotten us into?” Mephistopheles moaned. “This place has nothing!” Dispater complained. “Just wait,” said Asmodeus. Then he explained his plan. The deities of virtuous law reveled in their newly purified celestial domains, now free of the cruel angels’ degradation for the first time. It was not for many years, in mortal terms, that they discovered an alarming drop in the number of souls being transmitted to their various heavens. Upon conferring with their clergy, they realized that devils were corrupting mortals and ensuring their damnation by turning them toward evil. The deities formed a delegation, which set off immediately for Baator. To their surprise, the once-featureless plain had been transformed into nine tiers of monstrous horror and torment. Within its confines, they found countless souls writhing in pain. They saw these souls transformed, first into crawling, mindless monsters, and eventually into an army of powerful devils. “What goes on here?” Heironeous demanded. “You have granted us the power to harvest souls,” replied Asmodeus. “To build our Hell and gird our might for the task set before us, we naturally had to find ways to improve our yield.” The war deity drew forth his longsword of crackling lightning. “It is your job to punish transgressions, not to encourage them!” he cried. Asmodeus smiled, and a venomous moth flew out from between his sharpened teeth. “Read the fine print,” he replied. Nupperibo Orthon Osyluth Pit Fiend Rakshasa Red Abishai Spinagon White Abishai

  • Rilmani | Digital Demiplane

    Learn more of the Rilmani here, and download their miniatures from Hero Forge to use in your own game. Rilmani Made with Hero Forge Plumach Abiorach Ferrumach Cuprilach Argenach Aurumach (from Planescape Monstrous Compendium Appendix II- 1995 - [credits] ) "To paraphrase a particularly wise prime, the rilmani are an enigma cloaked in a riddle, wrapped in a mystery. Who can question their motives or their actions? They keep their own counsel. They’re sworn never to come when called, but always to be there when needed; never to answer questions put to them, but always to provide what information is necessary; to aid and abet good, evil, law, and chaos alike in order to maintain the Balance, regardless of the cost or repercussions. At least with a tanar’ri, a cutter knows what to expect." - Sazraen Tildoma, sage of Sigil Each of the cornerstones of the Great Road’s got its own bloods. Baator’s home to the baatezu, the Abyss’s the den of the tanar’ri, Mechanus is run by the modrons, and so on. Any berk knows that. But the rarest and most silent of all these planar races are the rilmani, the high-ups of the Outlands. They’re the creatures of true neutrality, preserving its cause across the multiverse. Some bashers might have a hard time understanding how it is that creatures like the rilmani can find anything to do with themselves. After all, neutrality is the absence of any other viewpoint, right? So, how can a cutter support the cause that ain’t a cause? The rilmani don’t care about law or chaos, they stand in the middle of good and evil, so what do they care about? What makes them tick? The rilmani’ll answer that question straight-up, without their customary double-talk and deceitfulness. It’s all about the Balance, they’ll say. The universe exists because certain forces counteract each other. If there wasn’t any darkness, how could a cutter know light? What if the light grew so bright that all darkness everywhere ceased to be? Then light’d cease as well, the rilmani say. It’s the same with the Great Wheel. If one of the rim-planes were removed, there wouldn’t be a Great Wheel anymore. It’d be broken, and it couldn’t work. As creatures of neutrality, the rilmani keep the Balance. Whenever one side or the other gets too strong, they start aiding the disadvantaged sods until things even out. Sometimes their aid is direct, but more often than not rilmani even things out by pointing cutters in the right direction and letting them solve their own problems. ’Course, the rilmani themselves aren’t entirely decided on the best way to address these issues, but that’s another story. Like the other principal races of the planes, the rilmani, comprise several subspecies with similar powers, appearance, and beliefs. (Six subspecies are described in the upcoming pages: abiorachs, argenachs, aurumachs, cuprilachs, ferrumachs, and plumachs.) Rilmani appear human at first glance - far more so than archons or baatezu - but their skins’ve got a metallic sheen to them, and their eyes glow with pearly, opalescent light. More importantly, the rilmani’s presence tends to overwhelm lesser creatures. Like a deva’s aura of beauty and peace, or a tanar’ri’s malignance and horror, the rilmani’s tangible manifestation of reserve, watchfulness, and puissance is something even the most insensitive berk can’t miss. Planar Travel: Rilmani can travel to any of the Outer Planes or the Astral Plane freely, but they can't enter the Prime Material Plane unless a creature of similar status is summoned at the same time . In other words, if a powerful prime-material mage summons a glabrezu tanar'ri, a window is opened by which a rilmani can enter that same world. There isn't always a rilmani ready to drop what he's doing and go investigate, but there's always a chance that a rilmani'll take an interest and "piggyback" on the other creature's summoning just to keep an eye on what's going on. Rilmani can't be summoned directly by any spell. RILMANI AND THE OUTLANDS: Most rilmani inhabit the regions of the Outlands that're closest to the Spire. They're found in the regions where most or all magic is neglected. The rilmani home regions can't be accessed from the Astral Plane, which probably explains why no cutter's invented a spell for summoning the rilmani. Rilmani can be found farther away from the Spire, in the more heavily populated areas of the Outlands, but they're generally visitors there and don't stay long. THE CONCORDANACH: Once every hundred years, the wisest and most powerful individuals of each type of rilmani travel to the Spire in the center of the Outlands to discuss the state of the Balance. Each of the rilmani views is represented, so the argenach delegate argues for more covert support to threatened causes, while the cuprilach and ferrumach representatives designate powerful creatures of extreme alignment who require elimination. However, since neutrality is the most apathetic and reactive of all the planar alignments, the Concordanach initiates change only in response to the direst threats. COMBAT : All rilmani share several basic spell-like powers that may be employed at will. These include: continual light or darkness , dismissal, hold monster, know alignment (always active), polymorph self, and teleport without error . In addition, rilmani are capable of gating their follows to their aid. (See the individual rilmani descriptions.) All rilmani possess an innate telepathy ability that allows them to communicate with any intelligent creature. With non-intelligent monsters or normal animals, the rilmani telepathy is empathic. Rilmani cannot be attacked by telepathic psionics, but they can be physically injured by psychokinetic or psychometabolic powers. All rilmani can be damaged only be enchanted weapons and have no special vulnerability to silver or cold-wrought iron weapons. Rilmani are affected by the following attack forms: Acid = Half damage Cold = Full damage Electicity = None Fire = Full damage Gas = Half damage Magic Missile = Full damage Poison = Half damage (from Fiend Folio - 2003 - [credits] ) Some say the universe is composed of opposing forces, elements, and ideas: good and evil, light and darkness, heat and cold. Supposedly, the interaction between these forces and concepts defines everything. The rilmani would be quick to disagree with that contention. Between all these forces and ideas, they say, exists a middle ground—neutrality, shrouding shadow, comfort. The rilmani argue that these phenomena and concepts are at the heart of the nature of existence, and conflict between opposing forces such as good and evil threatens this existence. The rilmani exist to protect that middle ground and to correct any imbalances that would compromise or destroy it. When the forces of evil—or good—threaten to overwhelm a world, the rilmani step in to set things right. Rilmani speak their own tongue, Common, and Undercommon. RILMANI CHARACTERS: Most rilmani advance by increasing their Hit Dice, but some choose to advance as characters. The favored class of an aurumach is cleric. A cuprilach’s favored class is rogue. A ferrumach’s favored class is fighter. A rilmani PC’s effective character level (ECL) is its class level plus the appropriate modifier: aurumach +25, cuprilach +17, ferrumach +13. Thus, a 1st-level ferrumach fighter has an ECL of 14 and is the equivalent of a 14th-level character. COMBAT : Rilmani prefer not to involve themselves in any kind of conflict until the ramifications of that conflict can be ascertained. If aiding or hindering one side will preserve the balance of power and the existence of a middle ground, rilmani are quick to act or to advise. Rilmani use their polymorph self ability to disguise themselves while they determine the alignments and motivations of those around them. If an imbalance is detected, rilmani often insert themselves into the conflict in the guise of some type of creature already involved. Outsider Traits: Rilmani have darkvision (60- foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life) . Rilmani use their polymorph self ability to disguise themselves while they determine the alignments and motivations of those around them. If an imbalance is detected, rilmani often insert themselves into the conflict in the guise of some type of creature already involved. Outsider Traits: Rilmani have darkvision (60- foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life) . Rilmani Traits: Rilmani are immune to electricity and poison, and they have acid and sonic resistance 20. Change Shape (Su): A rilmani can assume the form of any Small or Medium Humanoid. Spell-Like Abilities : At will— comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, sanctuary, tongues . Caster level 17th (aurumach), 12th (cuprilach), 9th (ferrumach); save DC 18 + spell level (aurumach), 16 + spell level(cuprilach), 15 + spell level (ferrumach). In addition all rilmani have spell-like abilities unique to their kind (see below). Summon Rilmani (Sp): Rilmani can summon other rilmani as though casting a summon monster spell, but they have varying degrees of success. Roll d% and compare the result to the die range given in the rilmani’s specific description (if the summoning is not automatic): On a failure, no rilmani answer the summons. Summoned creatures automatically return whence they came after 1 hour. A summoned rilmani cannot use its own summon ability for 1 hour. Plumach Abiorach Ferrumach Cuprilach Argenach Aurumach

  • Sword Spirit | Digital Demiplane

    Sword Spirit Large Undead, Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Planescape: Monstrous Compendium Appendix II - 1995): Sword spirits are a form of undead found on the ironclad plains of Acheron, and on rare occasions on other great battlefields. A sword spirit is normally invisible and intangible, having no true physical existence. In this form it can be detected only as an unexplained chill in the air or a feeling of wretched despair and anger that comes upon a cutter unexpectedly. These’re danger signs that a peery cutter ought to take note of; it’ll take the sword spirit 1 to 4 rounds to form a body suitable for combat, and a sharp body’ll leave before the sword spirit finishes its preparations. When the sword spirit finally shows itself, it takes the form of a dark whirlwind or zephyr of flying rust, dust, and metal flakes. Anywhere from 2 to 7 (ld6+1) nearby weapons’re picked up and suspended in the whirlwind. The sword spirit attacks with these dancing blades, wielding them clumsily but with boundless fury and blinding speed. The sword spirit has no true body, but while it’s in its whirlwind it can be injured by physical or magical attacks. The sword spirit’s manifestation is accompanied by a wild, howling wind and stinging clouds of dust and debris. Combat: The zephyr of a sword spirit is normally about 10 to 20 feet tall and about 5 feet in diameter at its base. Anywhere from 2 to 7 (1d6+1) random weapons’re picked up by the formation of the zephyr and used by the spirit to attack any living creatures it encounters. An individual weapon can be knocked down, restrained, or destroyed by a successful attack versus AC -4, but this causes no damage to the sword spirit. The spirit itself exists in the center of the zephyr, but it is invisible and ectoplasmic. No nonmagical attacks can harm it, but magical weapons or pure magical energy (magic missiles , but not spells that cause damage through fire, cold, lightning, etc.) inflict normal damage on the spirit. It’s only necessary to strike at the whirlwind itself, since the spirit’s ectoplasmic tendrils are spread throughout the manifestation, wielding weapons and driving the winds. If the spirit can be seen and attacked, it suffers double damage from physical weapon blows. The raging winds created by a sword spirit’s manifestation deflect all nonmagical missile attacks, and create a blinding, stinging storm of metal and dust. Creatures engaged in melee with the spirit must successfully save versus spell each round or suffer a -2 penalty to attack rolls and Armor Class. In addition, any creature attempting to cast a spell within 20 feet of the sword spirit has to make a successful save versus spell in order to complete the casting without being disrupted by wind-blown grit and noise. The sword spirit gains strength with each victim it slays. If it kills a character with its whirling weapons, it moves over the fallen body and feeds, gaining 1 hp for each level the victim possessed in life. This process requires 1 round, during which the sword spirit can still attack anyone standing nearby. The sword spirit’s appetite is insatiable, and it continues to attack as long as living creatures are present. Sword spirits are undead, and have the standard undead resistances to sleep , charm , and other mind-affecting magics. They can be struck only by +1 or better weapons, and are turned as vampires except when encountered on Acheron itself, where they’re turned as special undead. A full vial of holy water inflicts 2 to 8 points of damage to a sword spirit, and the creature can be destroyed utterly by a raise dead or dispel evil spell if it fails a saving throw versus spell. Habitat/Society: Sword spirits are the undead spirits of powerful warriors who perished in useless battles. They’re most commonly found in or near the battlefields where they perished, and they’re reluctant io stray far from the place of their death. The only purpose of a sword spirit is to slay any living creatures that cross its path, although cases’ve been recorded where sword spirits appeared to defend the place where their body was interred. Sword spirits do not normally communicate. Even if a way could be found to contact one of these creatures, its mind would he revealed as a hateful cesspool of violence, bloodlust, and resentment of the livmg, Sword spirits are trapped in a perpetual cycle of rage and understand no other emotion. A character killed and fed upon by a sword spirit is doomed to rise within 1 to 3 days as a ghoul (90% chance) or a spectre (10% chance) — unless the corpse has been blessed by a priest of at least 5th level. Ecology: Sword spirits have no place among the living; in many respects, the iron wastes of Acheron’re the only place they belong. Even then, they exist outside of nature and contribute nothing to the ecology of the land around them. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Acheron, any battlefield Stat Block 2nd Edition: - Planescape Monstrous Compendium Appendix II (1995) - Mojobob's Website Abilities - Invisible - Can form into a dark whirlwind of rust, dust, metal flakes, and flying weapons - Wields weapons with ectoplasmic tendrils - Blinding winds hamper the living in combat, make spellcasting difficult - Regenerates from slain enemies - Immune to poison, exhaustion, charm, sleep, psychic damage, and nonmagical attacks - Flight Appearance A sword spirit is normally invisible and intangible, having no true physical existence. When the sword spirit finally shows itself, it takes the form of a dark whirlwind or zephyr of flying rust, dust, and metal flakes. Size Hero Forge: 12' (Kitbashed) Lore: Large (10 ft. tall) Suggested: Large to Gargantuan Other Monikers None Sources - Planescape Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Specter | Digital Demiplane

    Specter Medium Undead, Chaotic Evil Hero Forge Mini Single mini, no kitbash, 2 variants below Description (From 5th Edition Monster Manual - 2014): A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. Beyond Redemption. When a ghost’s unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow. Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again. Undead Nature. A specter doesn’t require air, food, drink, or sleep. (From 3.5e Monster Manual - 2003): This entity looks like a human, but with a diaphanous and faintly luminous body. Spectres are incorporeal undead often mistaken for ghosts. They haunt the places where they died, retaining their sentience but now hating all living things. A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. The chill of death lingers in the air around spectres and in the places they haunt. A spectre is roughly human-sized and is weightless. Combat : In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks. Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charismabased. For each such negative level bestowed, the spectre gains 5 temporary hit points. Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round. (From 2nd Edition Monstrous Manual - 1993): Spectres are powerful undead that haunt the most desolate and deserted of places. They hate all life and light. Spectres appear as semitransparent beings and are often mistaken for haunts or ghosts . Unlike most undead, spectres retain the semblance and manner of dress of their former life and can be recognized by old friends or through paintings of the persons they used to be. Combat: Spectres exist primarily on the Negative Material Plane and can therefore be attacked by beings on the Prime Material Plane only with magical weapons. Daylight makes spectres powerless by weakening their ties to the Negative Material Plane. The chilling touch of a spectre drains energy from living creatures. A successful attack inflicts 1-8 points of damage and drains two life energy levels from the victim. Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. The victim loses all control of his personality and may become more or less powerful than before, depending on his level and class before becoming a spectre. Spectres are immune to all sleep , charm , hold , and cold-based spells, as well as poisons and paralyzation attacks. Holy water inflicts 2-8 points of damage when it strikes a spectre. The water can be splashed on a spectre successfully. A raise dead spell apparently reverses the undead status, destroying the spectre immediately if a saving throw versus spell is failed. Habitat/Society: Most spectres are solitary, but some enclaves exist where a particularly powerful or lucky spectre has managed to drain mortals of life. This lead spectre is known as the master spectre (always with maximum hit points per die), while the others are known collectively as the followers. In this arrangement, the master spectre almost never engages enemies personally, but instead sends his minions in for the kill. Mortals drained of life by follower spectres are subservient to the master spectre, not the followers. Note that if the master spectre is slain, all followers become independent and can travel anywhere they wish in hopes of becoming master spectres themselves. Once a character becomes a spectre, recovery is nearly impossible, requiring a special quest. Spectres hate light and all life, as both remind them of their undead existence. They are therefore encountered only in places of extreme darkness and desolation, like long-abandoned ruins, dungeons, and subterranean sewers. Contrary to popular mythology, spectres remain highly intelligent and generally rational after the transformation to undeath. Life makes them lament their unlife, and they bear a strong hatred for all those lucky enough to live and truly die. Spectres have enough cunning to plan their attacks, and rival vampires in their skill at remaining hidden from the general populace. Ecology: No one knows who the first spectre was or how it came to be; the few facts detailed above are all that is known with any degree of certainty. (From 3.5e Fiendish Codex II: Tyrants of the Nine Hells - 2006): A legion of spectres haunts Dis’s iron laneways. These damned souls have been excused from the usual cycle of torture, flaying, and diabolical rebirth to suffer a much worse fate, and thereby generate even greater quantities of divine energy for the archduke who owns them. To become a spectre of Dis [2nd Layer of the Nine Hells], a damned soul must be found in a spiritual condition called anagnorisis. Souls in this state have experienced a revelation about their identity and their situation that tragically, for them, came too late. Just as they arrive on the Shelves of Despond, they sincerely repent of their misdeeds, achieving true understanding of the harm they committed while alive. If they had repented just moments before, these souls might have been granted a second chance and been reborn as hellbred. But now they face eternal doom. Because these souls can now empathize with their victims and fully understand the consequences of their actions, they are converted to spectral form to lament them until the end of time. The weepings and wailings of these creatures give off huge quantities of evil divine energy, which is collected by a system of metallic rods erected on the towers and bridges of Dis. The other archdukes jealously covet the occult secret that allows Dispater to utilize spectres in this way. Any underling could gain swift promotion by stealing this closely guarded formula. In the meantime, agents of Dis trade with other archdukes, swapping garden-variety damned souls for a few precious anagnorisis sufferers. Dis’s spectres yearn for the comforting embrace of the virtuous—a fact that makes them quite dangerous to adventurers. The pathetic creatures advance on living visitors with open arms, pathetically sobbing and flailing out for human contact. However, their energy-draining touch is just as potent as that of their earth-bound counterparts. The spectres leave devils and their minions alone because they know that no comfort can be found in the arms of such creatures. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Negative Energy Plane, Baator (Dis), Gray Waste, Shadowfell, Prime Material Plane (desolate dungeons and ruins) Stat Block 5th Edition: - angry golem games - 5e Monster Manual (2014) - DnDBeyond 3rd Edition: - 3.5e Monster Manual (2003) - realmshelps.net 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website Abilities - Life draining melee attack - Immune to necrotic, poison, charmed, exhaustion, grappled, paralyzed, petrified, poison, prone, restrained, unconscious - Resistant to acid, cold, fire, lightning, thunder, and nonmagical attacks - Incorporeal flight can pass through creatures and objects Appearance This entity looks like a human, but with a diaphanous and faintly luminous body. A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. The chill of death lingers in the air around spectres and in the places they haunt. A spectre is roughly human-sized and is weightless. Size Hero Forge: 6 ft. (No Kitbash) Lore: Medium (6 ft. tall) Suggested: Medium Other Monikers Spectres Sources - Forgotten Realms Helps - angry golem games - 5e Monster Manual (2014) - DnDBeyond - 3.5e Monster Manual (2003) - 3.5e Fiendish Codex II: Tyrants of the Nine Hells (2006) - Monstrous Manual (1993) - Mojobob's Website

  • Sphinx | Digital Demiplane

    Sphinx Large Celestial, Lawful Neutral Hero Forge Mini Kitbashed, single mini, 4 variants below Description (From 5th Edition Monster Manual - 2014): In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission. Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx’s test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought — and will make an enemy of the god that placed the sphinx as a guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx’s test typically meet a gruesome end beneath its claws. Extraplanar Beings. Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm. Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx’s alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy. Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e’erchanging, eternally. — Riddle of the gynosphinx of White Plume Mountain Androsphinx: An androsphinx bears the head of a humanoid male on its lion’s body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn’t give away information readily, choosing its words as wisely as it guards its secrets. An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes’ feast . Gynosphinx: A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx’s eyes see beyond the present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service. A Spinx's Lair: A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. Lair Actions: On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest: The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal. The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. (From 3.5e Monster Manual - 2003): Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. All sphinxes are territorial, but the more intelligent ones can differentiate between deliberate intrusion and temporary or inadvertent trespass. A typical sphinx is about 10 feet long and weighs about 800 pounds. Sphinxes speak Sphinx, Common, and Draconic. Androsphinx : This creature is bigger than a riding horse and has a tawny lion body, great falcon wings, and a humanoid face. These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents. Though outwardly gruff and bad-tempered, androsphinxes have noble hearts, and are a little bit shy. They appreciate small courtesies, but seldom admit it, and praise makes them feel uncomfortable. Combat : In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its spells for defense or healing. Rake (Ex): Attack bonus +18 melee, damage 2d4+3. Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds. If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based. Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains. Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance; 1st—divine favor, protection from evil , shield of faith, remove fear, summon monster I ; 2nd—bull’s strength, remove paralysis, resist energy, shield other , summon monster II ; 3rd—cure serious wounds , daylight, invisibility purge, searing light. *Domain spell. Domains: Good and Healing. Criospinx : This creature is bigger than a horse and has a tawny lion body, great falcon wings, and a ram’s head. These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx. Criosphinxes constantly seek gynosphinxes, but if they cannot find one, they pursue wealth above all else. The best deal an adventurer can hope to strike with a criosphinx is safe passage in exchange for all of his or her treasure. Combat : Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don’t cast spells and employ only the most simple battle tactics. Rake (Ex): Attack bonus +15 melee, damage 1d6+3. Gynosphinx : This creature is bigger than a horse and has a tawny lion body, great falcon wings, and the head of a female humanoid. These sphinxes are the female counterparts of androsphinxes. Gynosphinxes often are willing to bargain for treasure or service. They constantly seek out new intellectual challenges—riddles, puzzles, and other such tests delight them to no end. They find criosphinxes and hieracosphinxes detestable. Combat : In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible. Rake (Ex): Attack bonus +11 melee, damage 1d6+2. Spell-Like Abilities: 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based. Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based. Gynosphinx : This creature is bigger than a horse and has a tawny lion body, great falcon wings, and the head of a falcon. Of all the sphinxes, only these creatures are evil at heart. They are always male. They spend much of their time searching for a gynosphinx but are generally just as happy to maul someone. Combat : Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability. Rake (Ex): Attack bonus +13 melee, damage 1d6+2. Skills: Hieracosphinxes have a +4 racial bonus on Spot checks. (From 2nd Edition Monstrous Manual - 1993): ANDROSPHINX : Androsphinxes are huge, winged mythological creatures with the bodies of male lions and man-like facial features. They can speak the languages of common and all sphinxes. Combat: The male, or andro-, sphinx is the most powerful of the sphinxes. Its huge paws can kill a normal man with just one swipe. If brute force is not successful, an androsphinx can cast spells as if a 6th-level priest. Note that most androsphinxes use these spells for healing and defense rather than damage and attack. The androsphinx has another special weapon as well — his bellowing roar. It can roar three times per day, but must be very angry to do so. The first time an angry androsphinx roars, all creatures within 360 yards must roll successful saving throws vs. wands or flee in panic for three turns. When an already angry androsphinx is continually molested, even after bellowing once, it can roar even louder, causing all creatures within 200 yards to roll successful saving throws vs. petrification or be paralyzed with fright for 1d4 rounds. In addition, any creatures within 30 yards of this second roar are automatically deafened for 2d6 rounds (unless they are deaf already or have protected hearing organs). Any creature foolish enough to anger an androsphinx further will unleash his third and final roar with devastating effects. All creatures within 240 yards must successfully roll saving throws vs. spell or lose 2d4 points of Strength for 2d4 rounds (use -1 point equals -10% for characters with exceptional Strength). In addition to the weakness effects, any creature within 30 yards of the androsphinx is knocked over unless it is 8 feet tall or larger. Creatures knocked over suffer 2d8 points of damage and must roll a successful saving throw vs. breath weapon to avoid being stunned for 2d6 rounds. The force of this third roar is so powerful that stone within 30 yards cracks under the strain, unless it successfully saves vs. crushing blow. Habitat/Society: Androsphinxes are the most solitary of the sphinxes. They shun gynosphinxes because they are jealous of the higher intelligence of their female counterparts, and find their neutral disposition a bit hard to deal with. However, most androsphinxes eventually succumb to the advances of a gynosphinx at least once in their lives. Ecology: What is strangest about androsphinxes is not their combination lion/human appearance (as there are many such cross-mutations found in the world), but their apparent lack of purpose. They are by far the strongest of the sphinxes, but unlike their counterparts, have no true pattern of behavior universal to all androsphinxes. They despise communicating with humans and hate riddles (mostly because gynosphinxes love them so much). It is therefore suggested by those knowledgeable in mythological beasts and desert lore that androsphinxes are the guardians of the sphinxes, evil (hieraco-), neutral (gyno- and crio-), and good (andro-). Certainly, androsphinxes are the lifelong adversaries of the hieracosphinxes, but they almost always let the defeated enemy go free instead of finishing the kill (often with a roar or two at the fleeing sphinxes’ behinds). In short, androsphinxes are free-roaming sphinxes sworn to defend other sphinxes against other races, namely men and their ilk. They have been known to bargain with men on occasion, but are the least greedy of the sphinxes, and are the only sphinxes likely to take offense at such offerings if made by characters with low Charismas or evil alignments. CRIOSPHINX : Criosphinxes have the bodies of winged lions, but they have the heads of rams. They are always male. They can speak their own dialect of sphinx, as well as that spoken by andro/gynosphinxes and the languages of animals. Combat: Criosphinxes attack with their two paws or with a head butt with their ram’s horns. Because they cast no spells and are not the brightest of sphinxes, their bargains with other beings are limited to “safe passage or die.” They love treasure and lust after gynosphinxes constantly. Plenty of wealth, or knowledge of the location of a gynosphinx’s lair, is always enough for adventurers to avoid confrontation with criosphinxes. Habitat/Society: Criosphinxes prize wealth and usually seek to extort passers-by for safe passage in exchange for a hefty bribe. They are sometimes found in packs of two or more, but only because all of these sphinxes are looking for the same gynosphinx. They often follow other criosphinxes, even if they have no idea whether or not the leader really knows where he’s going. When a number of criosphinxes find a gynosphinx, the first order of business is to restrain their prey. Usually pushing boulders in front of the lair with their huge horns is sufficient. Then the criosphinxes butt horns like rams, except these creatures do their fighting in the air. The winner gets the prize. More often than not, however, criosphinxes begin their combat immediately upon finding their quarry, and inevitably the victor strides forth to find the gynosphinx gone. While the criosphinxes often find themselves richer for their trouble, as the gynosphinx rarely sees the need for material wealth while it is fleeing, it is only a poor reward indeed for their often decades-long quest. Ecology: Criosphinxes are obviously just further mutations of the already mysterious sphinx form. Their ability to speak with animals seems to be an evolutionary necessity, as criosphinxes are particularly fond of warm wooded areas, often bordering on the desert lands preferred by gynosphinxes. GYNOSPINXES: The gynosphinx is the female counterpart of the androsphinx, having a winged lion’s body and human-like facial features. Gynosphinxes are not nearly as powerful as androsphinxes, but they are much more knowledgeable, clever, and wise. Gynosphinxes speak all sphinx languages as well as common. Combat: Gynosphinxes can attack with two paws, but prefer to bargain with their opponents. They help strangers only if they are paid. They accept payment for services rendered or knowledge and advice given, in the form of gems (preferred), jewelry, magic, or knowledge. Knowledge that would be of special interest to a gynosphinx is the location of an androsphinx, but they accept fine prose, poetry, lore, or a good riddle. If anyone breaks a bargain with a gynosphinx, he is subject to attack and the gynosphinx won’t hesitate to devour the victim if it wins the fight. The gynosphinx can cast the following spells once per day: detect magic , read magic , read languages , detect invisibility , locate object , dispel magic , clairaudience , clairvoyance , remove curse , and legend lore . It can also use each symbol once per week. Note that a gynosphinx is very intelligent and can use these spells in many ways. If a bargaining group of adventurers steps back to discuss their plans among themselves, the gynosphinx will growl a little and cast clairaudience to listen in. Habitat/Society: Gynosphinxes are solitary by nature, but not by choice. They spend most of their lives avoiding the advances of criosphinxes (which they detest) and hieracosphinxes (which they fear), and searching high and low for an androsphinx. Gynosphinxes are intelligent enough to actively seek out ruins and mystical places, like forgotten temples and such, which they immediately occupy. Using their many spells to learn as much as possible about the setting, they then wait for the next group of travelers, pilgrims, or adventurers to come by and hope that they’ve encountered an androsphinx in their travels or have spells or magical items that might be usable for just such a purpose. Ecology: Gynosphinxes own the dubious distinction of being the only female sphinx. A gynosphinx mated with an androsphinx will produce another androsphinx or gynosphinx (even chances for both). A gynosphinx mated with a criosphinx only produces another male criosphinx, while mating with a hieracosphinx produces similarly displeasing results. Fortunately, gynosphinxes are much smarter than all of their counterparts and can avoid otherwise compromising situations through trickery and outright deceit. Unfortunately, they are among the slowest of the sphinxes when flying or running, and the lustful criosphinx and vicious hieracosphinx rarely give up the chase once a gynosphinx has been located. HIERACOSPINXES: Hieracosphinxes are the only evil members of their breed. They have the bodies of lions, but the wings and head of hawks . They are always males. They speak the languages of the other sphinxes, and some (20%) also speak common. Combat: Hieracosphinxes do not cast spells, much like the criosphinxes, but make up for their weaknesses with tenacious evil and viciousness. Their paws and sharp beaks are deadly in combat, and they have been known to swoop down on victims. Habitat/Society: Hieracosphinxes live in hilly regions exclusively, dwelling in caves overlooking the nearby deserts. They delight in evil and sometimes gather in bands of as many as six to do their vile business. Most often when a band of hieracosphinxes is encountered, it is hot in pursuit of an androsphinx, which they hate with all of their beings. Only in numbers can they hope to defeat so powerful an adversary, and these sphinxes never believe in honor or playing fair. While it is true that a victorious androsphinx sometimes lets the defeated flee (in the vain hope that the battle may change the losers’ dispositions), a defeated androsphinx is always ripped to pieces when the hieracosphinxes are numerous enough and lucky enough to win the fight. Hieracosphinxes also spend much of their time searching for a gynosphinx to mate with, but prefer to kill an androsphinx and inhabit his lair until a gynosphinx eventually arrives (usually by following old rumors and legends). It is worthwhile to note that there are more hieracosphinxes than criosphinxes. Ecology: Hieracosphinxes are belligerent mutations of unknown origin. It is believed that they were created by elder gods of evil merely to wreak havoc on the other, more pleasant sphinxes described above. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes, Prime Material Plane (warm lands) Stat Block 5th Edition: - angry golem games (androsphinx) - angry golem games (gynosphinx) - 5e Monster Manual (2014) - DnDBeyond (androsphinx) - DnDBeyond (gynoosphinx) 3rd Edition: - 3.5e Monster Manual (2003) - realmshelps.net (androsphinx) - realmshelps.net (gynosphinx) - realmshelps.net (criospinx) - realmshelps.net (hieracosphinx) 2nd Edition: - Monstrous Manual (1993) - Mojobob's Website Abilities - Roars with different effects - Spellcasting - Magic claw attacks - High ability scores and religion skill - Immune to mind reading, divination, charmed, frightened, psychic and nonmagical attacks - Legendary Actions - Teleport - Truesight - Flight Appearance Sphinxes are huge, winged mythological creatures with the bodies of lions and human-like or ram-like facial features. Size Hero Forge: Mount (Kitbashed) Lore: Large (7-8 ft. tall) Suggested: Large to Gargantuan Other Monikers Androsphinx, criospinx, gynospinx, hieracospinx, lammasu Sources - Forgotten Realms Helps - angry golem games - 5e Monster Manual (2014) - DnDBeyond (androsphinx) - DnDBeyond (gynoosphinx) - 3.5e Monster Manual (2003) - 2e Monstrous Manual (1993) - Mojobob's Website

  • Spawn of Kyuss | Digital Demiplane

    Spawn of Kyuss Medium Undead, Chaotic Evil Hero Forge Mini Kitbashed, single mini Description (From Volo's Guide to Monsters - 2016): Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected. “Kyuss has a lot to answer for. Sometimes you eat the worm—and sometimes the worm eats you. ” — Volo Plague of Worms. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. Corruption Without End. Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them. “Some worms are good eating. Not these. ” — Elminster Undead Nature. Spawn of Kyuss require no air, food, drink, or sleep. (From 3rd Edition Monster Manual II - 2002): Spawn of Kyuss are disgusting undead creatures created by Kyuss, a powerful evil cleric turned demigod. Completely mad, the spawn of Kyuss wander caverns, crypts, and sometimes the open countryside searching for victims. A spawn of Kyuss looks like a well-rotted zombie. Only once the monster is within 20 feet do the writhing, green worms crawling in and out of its skull orifices become apparent. A spawn of Kyuss is usually clad in rotted clothing, though a rare few wear decaying pieces of armor. A cleric of 16th level or higher may use a create greater undead spell to create new spawn of Kyuss. This process requires maggots from the corpse of a diseased creature in addition to the normal material components. Spawn of Kyuss split into multiple smaller groups when creating their own spawn, and it is rare to encounter more than three of them together. Occasionally a larger creature falls under the curse of a spawn of Kyuss and follows it as a normal zombie (see below). Combat : Unlike zombies, spawn of Kyuss are not limited to partial actions, and they are intelligent enough to pretend that they have restricted movement until ready to attack. They normally use their fear auras to scatter victims, then gang up on individuals until they have caught all opponents. Create Spawn (Su): Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse orremove disease) or slays its host (death occurs at 0 Intelligence). A Small, Mediumsize, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge or larger creature becomes a normal zombie of the appropriate size. Newly created spawn are not under the control of their parent, but they usually follow whatever spawn of Kyuss created them. Fear Aura (Su): A spawn of Kyuss continuously radiates a fear effect. This ability functions like a fear spell (caster level 7th; Will save DC 14), except that it affects all creatures within a 40-foot radius. Any creature that makes a successful saving throw against the effect cannot be affected again by the fear aura of that spawn of Kyuss for 24 hours. Kyuss’s Gift (Su): Any creature hit by a spawn of Kyuss’s slam attack must succeed at a Fortitude save (DC 12) or contract this supernatural disease. The incubation period is 1 day, and the disease deals 1d6 points of Constitution damage and 1d4 points of Wisdom damage (see Disease in Chapter 3 of the DUNGEON MASTER’s Guide). These effects manifest as rotting flesh and dementia. An affected creature gets only half the benefits of natural and magical healing, though a cure disease effect removes the affliction. Curative Transformation (Ex): Any remove curse or remove disease effect, or a more powerful version of either of these effects, transforms a spawn of Kyuss into a normal zombie. Fast Healing (Ex): A spawn of Kyuss regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the spawn of Kyuss to regrow or reattach lost body parts. Turn Resistance (Ex): A spawn of Kyuss is treated as an undead with 6 Hit Dice for the purpose of turn, rebuke, command, and bolster attempts. Undead Traits: A spawn of Kyuss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A spawn of Kyuss cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). (From Monstrous Compendium: Greyhawk Adventures Appendix - 1990): Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves. Sons look similar to zombies and are often (75%) mistaken for them when seen from a distance. Putrid flesh hangs loosely from their bones. Their skulls are completely devoid of skin, with only a few strands of hair and fungus remaining. Most revolting of all, writhing green worms crawl in and out of every skull orifice. Their clothing is usually filthy, tattered rags, but recent converts occasionally have fine garments. Combat: Sons of Kyuss are surrounded by a spherical zone of fear that is 30 feet in diameter. Those who fail saving throws vs. spell when entering this zone flee in terror for one turn. Fleeing characters are 60% likely to drop whatever they are carrying in hand. Sons can be turned by priests. Treat them as mummies on the Turning Undead table. Sons regenerate 2 hit points per round. Their limbs also regenerate, even if severed. Sons reduced to 0 or fewer hit points collapse as if dead but continue to regenerate normally; they stand up to fight when their hit points reach 1 or more. Fire, lightning, acid, and holy water cause permanent damage to sons of Kyuss. Pouring holy water or touching a holy symbol to the wounds of sons stop them from regenerating these procedures destroy them if undertaken while they are at 0 hit points or less. Sons are exceptionally strong. They attack in melee with a double-handed flailing of fists, causing ld8 points of damage. Each hit has a 25% chance of inflicting a rotting disease on the victim. This disease is fatal in 1d6 months. Each month that the disease progresses, the victim loses 2 points of Charisma permanently. The rotting disease can be cured only by the priest spell cure disease . Victims suffering from the disease heal wounds at 10% of the normal rate. The disease also negates all cure wound spells cast upon the victim. In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is meleeing. The worm needs only to roll a successful attack roll (same THAC0 as the son) to land on the victim. The worm burrows into the victim on the next round unless killed by the touch of cold iron, holy water, or a blessed object. After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a remove curse or cure disease spell will kill the worm, and neutralize poison or dispel evil will delay the worm for 1d6 turns. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay. A cure disease or remove curse spell will transform a son into a zombie, but both spells require that the priest touch the son. Any character voluntarily touching a son is attacked by 1d4 worms. These worms must roll a successful attacks to land on the character. Sons travel in pairs or threes, stalking ruins or dungeons in search of victims. They attack unceasingly using their sphere of fear to scatter their victims and then hunt them down individually. Habitat/Society: Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically. Sons are completely insane. There is no pattern to their wanderings. Some stalk the dungeon or ruin where they died, others conceal themselves within crypts, a few walk the land in broad daylight attacking settlements without hesitation. Rumors persist that high-level evil clerics sometims use sons to spread terror, promising the sons eternal rest for their cooperation. Ecology: The worms are tied to the curse of the sons but exactly how remains a mystery. It is known that the worms cannot survive apart from a victim or on a son. Worms that fail to burrow into a victim die as soon as they touch the ground. Any worm removed from a son dies within one round of separation from the son who carried it. When a son is killed permanently, the worms die with him. Some sages have proposed that the worms might not be living creatures per se, but incarnations of the curse. Sons keep no treasure hoard, but dungeons inhabited by sons often contain items dropped by fleeing and past victims. Some sons still wear precious items that they carried when they were transformed. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Abyss (Thanatos), Far Realm, Prime Material Plane Stat Block 5th Edition: - angry golem games - Volo's Guide to Monsters (2016) - DnDBeyond 3rd Edition: - Monster Manual II (2002) - realmshelps.net 2nd Edition: - Monstrous Compendium (MC5) Grayhawk Adventures Appendix (1990) - M ojobob's Website Abilities - Burrowing worms deal damage under the skin, transforming slain victims into new spawns of Kyuss - Claw attack - Regeneration - Blinding winds hamper the living in combat, make spellcasting difficult - Faster than normal zombie - Immune to poison, exhaustion Appearance From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. Size Hero Forge: 7' (Kitbashed) Lore: Medium (5-6 ft. tall) Suggested: Medium Other Monikers Sons of Kyuss Sources - Forgotten Realms Wiki - angry golem games - Volo's Guide to Monsters (2016) - DnDBeyond - 3e Monster Manual II (2002) - Monstrous Compendium (MC5) Grayhawk Adventures Appendix (1990) - M ojobob's Website

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