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- Chaggrin | Digital Demiplane
Chaggrin Small Elemental, Neutral Evil Hero Forge Mini Kitbashed, single mini, 1 variant below Description (From Planescape: Monstrous Compnedium Appendix II - 1994): The chaggrin, or soil beast, is a grue from the Elemental Plane of Earth. An earth grue can assume the shape of a large mole, hedgehog, or humanoid. The latter, its natural shape on its own plane, is lumpy, wet clay, with an asy metrical and vicious face and small, feral eyes. On other planes it takes the form of a yellowish hedgehog I with a skull-like head. Although only 3’ long, an ea weighs 140-210 pounds. Combat : In its hedgehog form the gme can merge into surfaces of natural soil or stone, emerging suddenly to surprise opponents (-5 penalty to their surprise rolls). The only clue to its presence is a damp, dark outline, faintly perceptible to careful observation. An earth grue loves to torment its victim. It attacks by digging its razor-sharp foreclaws into its prey (ld4+2 damage) and then clinging (an additional ld6+6 damage per round). In hedgehog form the gme inflicts Id4 damage per round in contact with unprotected flesh. Chaggrins are immune to earth-based/affecting spells such as earthquake, passwall, transmute rock to mud, stone to flesh, and the like. The mere presence of the gme within 40’ of such magic dispels the magic, even if the magic had been permanent. Magical items are not affected. Habitat/Society: Chaggrin scratch out a living from mineral veins, which they eat. They live in extended families that cooperate in limited ways or feud. Mates are stolen in violent raids. A chaggrin leaving its family or exiled never returns, capturing a mate of its own. Ecology : Earth grues eat valuable minerals. Higher elemental creatures exterminate them as vermin but sometimes enslave them as diggers __ or watchdogs. Some earth elementals eat them as delicacies. (From Complete Arcane - 2004): This strange creature resembles a mole the size of a hog, with long, filthy claws and beady, hate-filled eyes. It seems to be made of clumped “ soil and rock. Caggrins, or earth grues, are magical corruptions of earth and rock, They are hateful and violent creatures that dig and burrow for no other reason than to damage the element that spawned them, but they especially like to slake their dusty thirst with © the blood of Material Plane creatures. An earth grue is about 5 1 feet long and weighs almost 500 pounds. It can burrow though soil, earth, sand, rubble, or other loose material, but not through solid stone. Its voice sounds like rocks grinding together, Though they speak Terran, chaggrins are not talkative creatures. To determine the type of spell object contained in an earth grue, roll d%: 01-70, resist energy; 71-100, nondetection. Combat : Chaggrins like to lie buried in the ground, hoping to surprise foes passing overhead. Sneak Attack (Ex): Ifa chaggrin can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. Basically, the chaggrin’s attack deals extra damage any time its target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the chaggrin flanks its target. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Elemental Plane of Earth Stat Block 5th Edition: - worldmakers.wordpress.com (homebrew) 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Abilities - Shapechange into badger, hedgehog or back into its true form - Can merge into earth/stone for escape and surprise attacks - Badger claws latch on to enemies doing damage over time - Hedgehog spines do piercing damage - Immune to earth-based spells, which are dispelled within 40 feet Appearance When on the Prime Material plane, it typically takes the form of a yellowish hedgehog, although its skull-like head readily distinguishes it from a normal animal of that sort. It may also take the form of a large mole, or its natural form. The natural form of a chaggrin is a disgusting, bipedal, manlike form, appearing much like lumpy, wet clay, with an asymmetrical, vicious face. Its small eyes gleam with feral light. Size Hero Forge: Varies (Small)(XL) Lore: Small (3 ft.) Suggested: Small to large Other Monikers Earth grue, soil beast Sources - 3.5e Complete Arcane (2004) - Planescape: Monstrous Compendium Appendix I (1994) - Al-Qadim: Secrets of the Lamp (1993) - mojobob's website
- Mist Mephit | Digital Demiplane
Mist Mephit Medium Elemental, Neutral Hero Forge Mini Single mini, no kitbash Description (from Planescape: Monstrous Compendium Appendix I - 1994): Mist mephits fancy themselves spies of the highest caliber. They quickly report other mephits who show mercy or other treasonous behavior, and they seldom engage in idle banter with other mephits. Mist mephits can see clearly in fog or mist. Their skin is pale green. Combat : Mist mephits seldom engage in melee unless trapped. Their soft claws inflict 1 hp damage. They can breathe a sickly-green ball of mist every other round, up to three times an hour, that automatically envelops one victim within 10‘ (save vs. poison or take ld4+1 points of choking damage and blinded for 1-4 rounds). Mist mephits can create a wall of fog once per day, as a 3rd-level wizard. They can also assume gaseous form once per day, and often do so to spy on others or escape combat. Once per hour, a mist mephit can attempt to gate in 1-2 other mephits, either ice or mist. If two arrive, they are the same type. Powerful winds, including a gust of wind spell, cause mist mephits to flee in confusion. (from 4th Edition Dragon Magazine #421 - 2013): Mist mephits are an offshoot of steam mephits that prefer cooler climates in the material world, such as swamps and marshes that generate thick fog. They have gray-white bodies that constantly secrete mist from their skin, covering the mephits in a thin layer from head to toe. Their bodies sometimes look translucent, and they have the ability to become insubstantial and blend in to the haze that surrounds them. Mist mephits are quite shy, preferring to stay at a distance and remain hidden in the darkness. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasi-Elemental Plane of Steam Stat Block 5th Edition: - Angry Golem Games (homebrew) 2nd Edition: - mojobob's website Abilities - Poison breath - Flight - Innate Spellcasting - Summons other mephits - Immune to poison Appearance They have gray-white bodies that constantly secrete mist from their skin, covering the mephits in a thin layer from head to toe. Their bodies sometimes look translucent, and they have the ability to become insubstantial and blend in to the haze that surrounds them. Size Hero Forge: 3 ft. (XL) Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers Fog mephit, fart mephit Sources - Forgotten Realms Wiki - Dragon Magazine #421 - Planescape: Monstrous Compenedium Appendix I (1994) - mojobob's website
- Red Slaad | Digital Demiplane
Red Slaad Large Aberration, Chaotic Neutral Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Red slaadi are vicious combatants that quickly attack other creatures. Ruthless in numbers, they surround, torment, and slaughter smaller groups. Red slaadi wear loincloths and have few forehead tattoos, denoting low status. Both red and blue slaadi are surly brutes that despise one another, yet their complex reproductive cycle intertwines them as mutual progenitors. Combat: Red slaadi attack with two claws (1d4 damage each) and bite (2d8 damage). They choose predictable, uninspired tactics, and are not terribly intelligent. Once per day, red slaadi can stun by emitting a loud croak that affects all opponents within 20� (save vs. petrification or stunned for two rounds). Red slaadi regenerate 2 hp per round. They can attempt to gate in 1-2 additional red slaadi twice per day with a 40% chance of success. Ecology: Red slaadi have a gland under each claw that, when it hits an opponent, may (25% chance) imperceptibly inject an egg-pellet into the opponent’s body. The slaad can also inject the pellet at will into an unconscious opponent. The egg-pellet slowly moves through the unwitting victim’s body until it reaches the chest cavity. There the pellet gestates for three months, forming a baby blue slaad that, once formed, eats its way out of the victim’s body, killing it. The victim falls extremely ill 24 hours before the baby slaad eats its way out. The blue slaad, feeding on carrion, grows to self-sufficiency in a few years. An egg-pellet can be detected by detect evil . Egg or baby slaad can be destroyed by remove curse or similar magic. To prevent this, the slaadi confine victims in temporary prison camps erected near the battlefield. (from D&D 3rd Edition Monster Manual - 2000): This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders. Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi. A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly. Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well. Combat : Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death. Pounce (Ex): If a red slaad charges, it can make a full attack in the same round. Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 16 Fortitude save to avoid implantation. The save DC is Constitution-based. Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad. Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based. Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell. (from D&D 5th Edition Monster Manual - 2014): The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes. Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Limbo Stat Block 5th Edition: - 5etools - DnDBeyond - Monster Manual (2014) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Claw attacks inject slaad eggs into victim, killing them within 3 months and spawning blue slaad - Resistant to acid, lightning, cold, fire, thunder - Magic Resistance - Regeneration - Telepathy Appearance This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders. Size Hero Forge: 3 ft. (XXL) Lore: Large Suggested: Large Other Monikers Blood Slaad Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Monster Manual 3rd Edition (2000) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- 04-Marut
Marut Marut Large Construct (Inevitable), Lawful Neutral Hero Forge Mini Double mini, no kitbash, 2 variants below (inc. single mini) Description (From Mordenkainen's Tome of Foes - 2018): The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn’t care whether both parties understand what they’re agreeing to. (From Planescape - Monstrous Compendium Appendix I - 1994): Maruts are the servants of the powers throughout the Upper Planes. They go forth from Mechanus and spread the powers’ will across the Outer Planes. In his book Magic and Mystery of ind, Vimalanda Rey tells a legend of the marut. “In the Plague Year, Rudra visited death upon the once-mighty city of Dharaputta. ”Prince Rajavahana claimed that with his wealth and power he could deny death, dismay Rudra, and lock out the plague. He locked himself in his high-domed palace. Guards kept away all sickness, and even the healthy who would see the Prince were bathed in strong smelling herbs and given magical treatments to insure their health. The sages of Rajavahana warned him that he could not avoid the maruts, but he pai wizards vast amounts to set certain powerful seals upon his doo that would keep the onyx gian from entering his palace. “As the plague reduced his great city to ruin, the prince amused himself by parties and dances. One day he organized a trip to the treasure room of his great-grandfather. There he found a statue of a marut. For a moment he felt afraid, but the oldest dwellers of the palace assured him that the statue had been there since his grandfather’s time. He had the statue taken to his ballroom to show his victory over Rudra. “During his next feast, with all his guests around, Prince Rajavahana stood in front of the figure and taunted it. To his horror, the statue spoke! ‘Know, 0 Prince, that the decrees of fate are set aside by no man. Patiently 1 have waited since the time of your grandfather to bring you this.’ Whereupon the marut breathed out a silvery breath. “Coughing, the Prince cried, ‘What of my guards? what of my spells?’ “‘Spells and guards are as naught to fate.’ “In an instant all had died the Silvery Death, and the marut, unhampered by spells to prevent its leaving, returned to Mechanus.“ Mamts look like red-eyed, unliving giants carved from a single piece of polished stone with no discernible joints or seams. Maruts wear golden armor with wide plates on the shoulders and armbands. Maruts speak only in response to direct questioning, save when relaying messages given to them. They understand all languages. Maruts spread the will of the power they serve, whether a god of disease, love, or magic. They interact with others only if it directly involves the service they are currently performing or if hindered from prforming that service. Otherwise they seem oblivious to what occurs around them. However, nothing could be further from the truth. Maruts are highly intelligent and keenly alert to their environment. Although maruts seem evil, they are only servants who obey the will of their masters to the absolute letter. WHen the situation warrants it, their masters may even send them to aid a power of another alignment. Of course, when the maruts’ actions no longer serve their master’s will, they leave the scene immediately. Maruts are enchanted constructs that the god of disease, Rudra, has imbued with intelligence and sentience. The marut body itself is made of pure onyx and is worth hundreds of thousands of gold pieces. Maruts exist only to spread the will of their masters or to serve those their master has chosen. They spread the will of their master even when assigned other tasks. All maruts were created directly from the will of Rudra but have changed hands many times since. Because Rudra spreads disease, his own maruts harm their environment by causing disease in plants, animals, and sapient creatures. The god has given maruts to fellow powers as gifts for services rendered. In fact, at times it serves Rudra’s enemies ends to assist the causes of good. In those times, his maruts directly serve a good deity. Combat : Maruts are awesome opponents. Their punch alone can fell all but the most powerful opponents (8d10 damage). Maruts have the following spell-like powers: animate object , blink , cause disease (against any one target within 60’) continual light , control minds (3 times per day), deafness , earthquake (once per day), hold person , lightning bolt (8d6 damage), and shades . Maruts are immune to attacks from weapons of less than +3 magical enchantment. They regenerate 5 hp per round. Maruts are immune to acid-based attacks. They take half damage from cold and fire-based spells. Trap the soul and related magics do not affect the maruts. They also are immune to death spells. (From D&D 3.5e Monster Manual I - 2003): Maruts represent the inevitability of death. THey confront those who would try to deny the grave itself. Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way (such as sacrificing hundreds of others to keep oneself safe from a plague) might be labelled transgressors as well. Those who use magic to reverse death (raise dead spells, for example) aren't worthy of a marut's attention unless they do so repeatedly or on a massive scale. When a marut has identified its target, it walks surely and implacably toward the foe, never resting. Combat : Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic , and it uses dimension door and locate creature to track down foes who flee. A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. Fists of Thunder and Lightning (Su): A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are strength-based and include the marut's Ability Focus feat. Spell-like Abilities: At will - air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day - chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week - earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based. Skills : A marut has a +4 racial bonus on Concentration, Listen, and Post checks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - Angry Golem Games - DnDBeyond - Mordenkainen's Tome of Foes (2018) 2nd Edition: - mojobob's website Abilities - Awesome constitution and strength - Unerring slam auto-hits - Blazing edict burns and stuns - Immutable form - Legendary resistance - Magic Resistance - Requires no air, food, drink or sleep - Immune to poison, most mental attacks - Speaks all languages - Plane Shift - Flight - Regeneration - Innate Spellcasting Appearance This hulking, alien construct is made of intricate clockwork wrapped in gold-plates and rivets. Tiny, fragile-looking metallic wings extrude from its shoulders and feet. A singular, oversized fleshy eyeball gazes down, cyclops-like, from the marut's metal bulk. Creatures familiar with modrons notice its resemblance to a gigantic, buff monodrone. Size Hero Forge: 11 ft. (XXL) Lore: Large (12 ft.) Suggested: Large to Gargantuan Other Monikers Inevitable of Death Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: Monstrous Compnedium Appendix I (1994) - mojobob's website - WebDM (youtube) - AJ Pickett (youtube)
- Canoloth | Digital Demiplane
Canoloth Medium Fiend (Yugoloth), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (from Planescape Monstrous Compendium Appendix I - 1994): Canoloths’re specialzed yugoloths who serve as scouts, skirmishers, and trackers for the yugoloth mercanary companies. They’re not as common as the mezzoloths or dergholoths that make up the bulk of these units, but a couple of canoloths can greatly increase the effectiveness of a yugoloth company by providing the piscoloth or nycaloth commanders with excelent intelligence and reconnaissance reports. Canoloths resemble great semi-instectile mastiffs, their hulking forms plated in chitinous armor. Their bodies’ve got a distinctly bulldog like shape to them, with massive jaws and short, squat, forelegs. Their mouths are made up of both a horizontal set ot teeth and a vertical set of teeth just behind, and a vile barbed tongue often lolls out of the creature’s mouth. The canoloth’s nostrils’re gaping wounds in the front of its skull, and it has no eyes — it relies on its uncanny senses of smell and hearing to find its quarry. Canoloths can communicate with semi-intelligent or higher creatures by means of an innate power of telepathy. Combat: Canoloths’re never surprised. Their smell and hearing give them the equivalent of normal vision to a range of 240 feet, and darkness or normal invisibility don’t hinder their perception in the slightest. However, tenches such as a stinking cloud , cloudkill , or a pot of burning naphtha can “blind” a canoloth when accompanied by very loud noises. (Routine yelling or screaming won’t cut it.) Canoloths won’t be affected by any spell that uses a visual effect, such as glitterdust , phantasmal force , hypnotic pattern , and the like. Canoloths attack with two slashes of their stubby foreclaws for 1d6 points of damage each, and a bite of their horryfying jaws that inflict 6-15 (3d4+3) points of damage. The canoloth’s powerful mandibles destroy its victim’s armor on a natural attack roll of 19 or 20, but magical armor gains a saving throw versus crushing blow to avoid this effect. In place of its melee attacks, a canoloth can instead use its barbed tongue to entangle its prey. The creature’s tongue can strike targets up to 20 feet away and works much like the tongue of a frog or chameleon. The strike inflicts 1d6 points of damage if the cnnoloth hits, and the victim must survive a saving throw versus paralyzation or be helplessly entangled on the wicked barbs and sticky slime of the canoloth’s tongue. The canoloth can draw its victim back to its mouth and automatically hit with its bite attack in the next round; the victim has to make a bend bars/lift gates roll to resist being drawn to the yugoloth. If the victim’s friends try to pull him free, they’ll need a combined total of 34 Strength points to disentangle him from the tongue. Optionally, the tongue can be attackes with Type S weapons; it’s AC 4 and has 15 hit points. Canoloths suffer no damage from add, magical or normal fire, iron weapons, or poison and only half damage from poisonous gas. They suffer double damage from cold-based attacks. Like all yugoloths, they can use the spell-like powers of alter self , cause disease , charm person , improved phantasmal force , produce flame , and teleport without error . In addition, canoloths can also use the following abilities one at a time at will: cloudkill (1/day), darkness 15’ radius , fear , passwall , and shout (1/day). Once per day the canoloths can gate 1 to 4 additional canoloths or 1 to 3 mezzoloths with a 50% chance of success. Canoloths can be struck only by weapons of +1 or better enchantment. Habitat/Society: Although canoloths’re a,ong the weakest yugoloths, they’re considered valuable by the leaders of the yugoloth armies. It’s not uncommon for greater yugoloths to have several canoloths at their beck and call; canoloths make excellent guards, assassins or retrievers. Their lack of intelligence makes canoloths the most loyal of the race, and they’ll follow the orders of their masters to the death — a rare trait among the lesser yugoloths. Canoloths are well aware of their favored status and use it to bully and pester mezzoloths or hydroloths. When they’re not employed with a mercenary company, canoloths spend their time bounding through the foul wastes of the Lower Planes in search of lesser creatures to torment and slay. It’s not unusual to see canoloths saddled and used as great, fearsome mounts by arcanaloths or ultroloths. Ecology: It’s thought that canoloths’re created from particularly courageous mezzoloths, but there’s little to substantiate this. The creatures’re common on the Gray Waste and Gehenna. Some spells of binding and entrapment make use of a piece of the tongue of a canolnth; the organ’ll bring about 1,000 gp in the right market. (from Mordenkainen's Tome of Foes - 2014): Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked — never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste & Gehenna Stat Block 5th Edition: - 5etools - DnDBeyond - Modrenkainen's Tome of Foes (2018) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Claws, bite, and grappling tongue attacks are magical - Uncanney senses, cannot be surprised - Dimensional lock keeps nearby creatures from teleporting - Immune to acid, poison - Magic Resistance - Resistant to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks - Teleport - Truesight, telepathy Appearance Canoloths resemble great semi-instectile mastiffs, their hulking forms plated in chitinous armor. Their bodies’ve got a distinctly bulldoglike shape to them, with massive jaws and short, squat, forelegs. Their mouths are made up of both a horizontal set ot teeth and a vertical set of teeth just behind, and a vile barbed tongue often lolls out of the creature’s mouth. The canoloth’s nostrils’re gaping wounds in the front of its skull, and it has no eyes — it relies on its uncanny senses of smell and hearing to find its quarry. Size Hero Forge: 11 ft. (XXL) Lore: Medium (4' h, 6' l) Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - DnDBeyond - Mordenkainen's Tome of Foes (2018) - Planescape: Monstrous Compendium Appendix I (1994) - Mojobob's Website
- Annah | Digital Demiplane
Annah Medium Humanoid (Tiefling). Chaotic Neutral Hero Forge Mini Kitbashed, single mini Description (From Planescape: Torment Videogame - 1998): You see a striking red-haired girl dressed in leather armor. Her right arm is covered with a series of interlocking plates that looked as if they were taken from the skin of some creature, and a horned shoulder piece protects her left arm. Oddly enough, she has a tail... that is flicking backand forth as you watch. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Outlands (Sigil) Stat Block 2nd Edition: - Torment Fandom Wiki Abilities - Fighter/thief skilled with katar blades, stealth, thieves' tools, traps, insults - Scalding hot skin Appearance You see a striking red-haired girl dressed in leather armor. Her right arm is covered with a series of interlocking plates that looked as if they were taken from the skin of some creature, and a horned shoulder piece protects her left arm. Oddly enough, she has a tail... that is flicking backand forth as you watch. Size Hero Forge: 5'4" (XL) Lore: Medium Suggested: Medium Other Monikers Annah of the Shadows, Sheena Easton Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki
- Clairvoyant | Digital Demiplane
Mind Flayer Clairvoyant Medium Aberration (Mind Flayer), Lawful Evil Hero Forge Mini Kitbashed, single mini Description In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm’s starless depths and been subsequently rewarded with extraordinary powers. Instead of heeding an elder brain , a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In addition to feasting on brains, a mind flayer clairvoyant can summon tentacles that rip through the fabric of reality and distort the minds of enemies. Mind Flayers: Mind flayers, also known as illithids , feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Unknown (underground), Far Realm Stat Block 5th Edition: - 5e.tools - DndBeyond - Phandelver and Below: The Shattered Obelisk (2023) Size Hero Forge: 6'11" (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers None Abilities - Opens rift to far realm for giant stunning tentacle attack (AOE) - Warps reality to dodge attacks - Head tentacles grapple, incapacitate, and inflict psychic damage - Eats brain of incapacitated humanoid - Spellcasting (psionics) - Magic resistance - Legendary resistance - Psychic resistance - Immune to blinded, charmed, frightened - Telepathy Appearance Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Sources - Forgotten Realms Wiki - Phandelver and Below: The Shattered Obelisk (2023) - DndBeyond
- 08-Varakhut
Varakhut Varakhut Large Construct (Inevitable), Lawful Neutral Hero Forge Mini Double mini, no kitbash Description (from D&D 3.5e Fiend Folio - 2003) Varakhuts are defenders of the gods. While inevitables themselves do not worship any entity, they understand the necessity of these beings and know that their demise would bring nothing but chaos to the universe. They hunt down those that attempt to usurp the power of the gods for themselves. Varakhuts are abstract-looking beings roughly humanoid in form. Their bodies are blocky and made up of intricate clockwork. Small spheres resembling planets and galaxies can sometimes be glimpsed inside their metal framework. Varakhuta do not act on behalf of any particular deity and have defended the entire spectrum of pantheons, moralities, and ethical outlooks. Combat: Varakhut typically release their dispelling blast multiple times to soften up a target before pummeling them with other spells and finally their fists. Dispelling Blast (Sp): Three times per day, as a standard action, a varakhut can release a blast of negative energy that acts like a greater dispelling, but it affects everything in a 30- foot burst. Caster level 19th. Spell-Like Abilities: At will—circle of death, circle of doom, dimension door, dominate monster, haste, hold monster, locate person, true seeing; 3/day—forcecage, limited wish, mark of justice, teleport without error (self plus maximum load of objects only), time stop; 1/day—geas/quest, meteor swarm, plane shift, soul bind, wish. Caster level 19th; save DC 16 + spell level). Fast Healing (Ex): A varakhut regains lost hit points at the rate of 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a varakhut to regrow or reattach lost body parts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - noblecrumpet-dorkvision (Tumblr) homebrew 3.5e: - Realmshelps.net - Fiend Folio (2003) Abilities '- Lightning Sword - Fire whip - Fire Aura burns nearby enemies - Explodes when slain - Flight, Teleportation Appearance Varakhuts are abstract-looking beings roughly humanoid in form. Their bodies are blocky and made up of intricate clockwork. Small spheres resembling planets and galaxies can sometimes be glimpsed inside their metal framework. Size Hero Forge: 11 ft. (XXL) Lore: Large Suggested: Large to Gargantuan Other Monikers Inevitable of Divinity Sources - Forgotten Realms Wiki - D&D 3.5e Fiend Folio (2003) - WebDM (youtube) - AJ Pickett (youtube)
- Smoke Mephit | Digital Demiplane
Smoke Mephit Medium Elemental, Neutral Evil Hero Forge Mini Single mini, no kitbash, 1 variant below Description (from Planescape: Monstrous Compendium Appendix I - 1994): Smoke mephits are crude and lazy. They spend most of their time sitting around invisible, smoking pipeweed, telling had jokes about their creators, and generally shirking their responsibilities. Combat : A smoke rnephit's two clawed hands cause 1d2 damage each. Its breath weapon consists of a sooty hall usable every other melee round, an unlimited number of times per day. This sooty hall automatically strikes one creature of the mephit's choice within 20’ (1d4 damage and blinded for 1-2 rounds), no saving throw. Smoke mephits can cast invisibility and dancing lights once each per day. Once per hour, they can attempt to gate in 1-2 other mephits, fire, magma, smoke, or steam. If two rnephits arrive, they are the same type. Contact with any kind of smoke lets a smoke rnephit regenerate 1 hp per turn. When a smoke mephit dies, it disappears in a flash of flame. This flash causes 1 hp damage to all creatures within 10’ Ecology : Lower-planar beings traditionally dispatch a smoke mephit as a gift to enemies, a gesture of insolence and contempt that amounts to a declaration of vendetta. (from Planescape: Monstrous Compendium Appendix III - 1998): The ecology of the Paraelemental Plane of Smoke is quite involved, even though it doesn't have many inhabitants. The plane is "ruled" by a smoke mephit named Ehkahk, but most look upon him as nothing but a joke. Efreet and djinn often come to the plane (particularly to wage wars against each other), and they pay Ehkahk no heed whatsoever. Smoke paraelementals also ignore the so-called lord of the smoke mephits, choosing instead to form their own kingdoms and follow their own nobility. One thing that's sure to confuse a planewalker is the fact that the mephits have their own rulers and realms and the paraelementals have theirs - and the borders (which are difficult to ascertain anyway) don't coincide. A crutter travelling through the kingdom of a smoke mephit count might pass through three other realms belonging to the smoke paraelementals. But the paraelementals don't care; they rarely interact with other denizens at all. They have taken it upon themselves, however, to rid the plane of meddling outsiders like the efreet and djinn. The predatory belkers hate the efreet as well. Belkers attack the native mephits and anything else that wanders into their path, but they truly despite the fiery genies, who try to conscript them as soldiers in their endless little wars. Fact is, the recruitment strategy's backfired on the efreet, for now if the belkers must choose sides, they choose the djinn. Creatures known on some prime-material worlds as vapor rats also dwell on Smoke, often serving as pets for self-proclaimed mephit nnobles. And everything on the plane simply avoids the lumbering creatures known as sootbeasts. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Para-Elemental Plane of Smoke Stat Block 5th Edition: - Monster Manual (2014) - Angry Golem Games - DndBeyond 2nd Edition: - mojobob's website Abilities - Blinding cinder breath - Claw attacks - Flight - Immune to fire, poison - Innate Spellcasting - Summons other mephits - Blinding smoke burst upon death Appearance Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. Size Hero Forge: 3 ft. (XL) Lore: Small/Medium Suggested: Small to Medium Other Monikers Carcinogephit Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - DndBeyond - Planescape: Monstrous Compenedium Appendix I (1994) - Planescape: Monstrous Compenedium Appendix III (1998) - mojobob's website
- Ravel Puzzlewell | Digital Demiplane
Ravel Puzzlewell Medium Fiend (Hag), Neutral Evil Hero Forge Mini Double mini, no kitbash Description (From Planescape: Torment Videogame - 1999): She doesn't look much like a myth, this plump, hook-nosed crone; outfitted as she is in a simple (if dirty) brown shirt and leggings, with a number of pouches hanging from her frayed belt. She seems obligious to your presence, more concerned with the tangled black roots woven together to form the floor of the maze than anything transpiring around her. A tangle of jagged gay hair juts from beneath the crone's hood, spreading down her shoulders like a mass oftwisted gray roots. Sickly blue-gray flesh hangs in loose folds from her face; her narrow chin, long and sharp, juts forward in an extreme under-bite, and two filthy yellow canines protrude from her lower jaw, like small tusks. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Gray Waste Stat Block 5th Edition: - DndBeyond (Night Hag) - Angry Golem Games (Night Hag) 2nd Edition: - Torment Fandom Wiki Abilities '- Bites particularly effective against evil creatures - Evil creatures have penalties attacking them - Thunderous barking/roars summon more foo creatures - Become invisible or ethereal at will - Can plane shift to Astral or Ethereal planes at will Appearance A tangle of jagged gay hair juts from beneath the crone's hood, spreading down her shoulders like a mass oftwisted gray roots. Sickly blue-gray flesh hangs in loose folds from her face; her narrow chin, long and sharp, juts forward in an extreme under-bite, and two filthy yellow canines protrude from her lower jaw, like small tusks. Size Hero Forge: Mount (6'4")(XXL) Lore: Medium Suggested: Medium Other Monikers None Sources - Planescape: Torment Videogame (1999) - Planescape Torment: The Unofficial Audio Series - Torment Fandom Wiki
- Septon | Digital Demiplane
Septon Large Construct, Lawful Neutral Hero Forge Mini Hero Forge Mini Kitbashed, single mini, 2 variants below Description (from Planescape Campaign Setting Monstrous Supplement - 1994): Septons are officials who maintain order and see that all regulations have been obeyed. Seven of them serve each hexton assigned to the quintons . The septons travel from place to place as inspectors and examiners of work and records, and they are charged with transferral of information from outlying areas to the towers of the regions, quarters, and the capitol tower itself. Septons appear as humanoids with large bald heads. They have shoulder collars similar to those of octons, although they are smaller and, while insufficient to propel them through the air, they provide excellent transport underwater. In order to assure the proper performance of their duties, each septon has seven senses which operate continuously: hearing, sight, smell, taste, touch, ESP (30-foot range), and detect magic . They also are powerful spellcasters, having the abilities of a 13th-level priest and a 12th-level wizard. Septons, as with all hierarchs that do not have psionic ability, are completely immune to psionic attacks and combat. (from Planescape: Morte's Planar Parade - 2023): Septons are auditors of base modrons in Mechanus , recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their seven flexible limbs. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Mechanus Stat Block 5th Edition: - 5etools - DnDBeyond - Planescape: Morte's Planar Parade (2023) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Abilities - Combat ready: advantage on initiative - Spellcasting - 7 Piercing, grappling tentacles - AOE Lightning Network stunning attack - Resistant to Lightning & Psychic damage - Axiomatic mind can't be compelled to act contrary to its nature or instructions - Body disintegrates upon death - Truesight - Flight, swim speed Appearance Septons appear as humanoids with large bald heads. They have shoulder collars similar to those of octons, although they are smaller and, while insufficient to propel them through the air, they provide excellent transport underwater. Size Hero Forge: 7 ft. (XL) Lore: Large Suggested: Large Other Monikers Class 7 Hierarch Sources - Forgotten Realms Wiki - DnDBeyond - Planescape: Morte's Planar Parade (2023) - Planescape Campaign Setting Monstrous Supplement (1994) - Mojobob's Website
- Ulitharid | Digital Demiplane
Ulitharid Large Aberration (Mind Flayer), Lawful Evil Hero Forge Mini Kitbashed, single mini Description (From Volo's Guide to Monsters - 2016): Very rarely, a tadpole from an elder brain ’s brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles. Master Minds. Illithids innately recognize that an ulitharid’s survival is more important than their own. An elder brain’s reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain’s most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid’s ambitions accordingly. Birth of a Colony. When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn’t work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid’s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain. (From the Illithiad - 1998): Approximately 1 out of every 25 illithid tadpoles require twice as long (20 years) to mature sufficiently for ceremorphosis; these tadpoles ceremorph into ulitharids if given the chance. However, prior to ceremorphosis, nothing distinguishes them from other tadpoles in the brine pool; that is, ulitharid tadpoles do not stand a better chance of surviving predation by the elder brain than do normal tadpoles. Normally, there are about 40 ulitharid tadpoles per clutch, and only 2 out of 1,000 tadpoles in a clutch survive to ceremorphosis. Only 1 ulitharid in 20,000 tadpoles (20 clutches) ever reaches full maturity. Ulitharids tower over their lesser kin, standing approximately 7% feet tall. Besides their size, ulitharids possess two additional tentacles, granting them a total of six intrusive tentacles and the reverence of most four-tentacled mind flayers. Finally, an ulitharid can expect to live for at least 250 years, and some have survived far longer before joining the elder brain. Ulitharids are, in a sense, “super” mind flayers; they quickly rise to the top of the community which engendered them, exercising their will upon normal illithids for the greater glory of the race. An ulitharid’s “favored” status, arising from its two extra tentacles, often places it in the office of Creed-master, expedition leader, godly liaison, or all three simultaneously. However, the infrequency of an ulitharid’s birth means that only 1 out of every 10 illithid colonies can boast an ulitharid elder. (From 2nd Edition Monstrous Compendium Annal Volume One - 1994): Ulitharids, or Noble Illithid , are the elite of mind flayers , favored by their god the elder brain and free to exercise their will upon lower illithids and all other humanoids that fall under their power. Ulitharids tower over their lesser kin by more than a foot, standing 7� feet tall. They are colored similarly to other illithids, but they are darker than normal mind flayers. They have six writhing tentacles surrounding their mouths, not four like their common underlings, which are filled with sawlike teeth. Like most mind flayers, ulitharids dress in robes that cover their grotesque bodies from the ground to the neck, and high-crowned headresses are not uncommon. With their incredible intellect, ulitharids can understand the spoken language of many races, but their mouths are illsuited for speech. Of course, they can communicate freely with any creature through the use of their innate telepathy. Combat: The ulitharid’s six faceted tentacles are much stronger than those of normal illithids, so the monster requires only 1d3 rounds to reach a victim’s brain, once the tentacles have taken hold of the victim’s head. Each tentacle inflicts 1d4 points of damage upon a successful hit (at which point the tentacle has seized the victim’s head unless the DM rules otherwise, and only thee tentacles are needed to establish a grip that allows the creature to begin boring into the opponent’s head in quest of his brains. A ulitharid’s mind blast is also much than more deadly than its common counterpart. It has the same area of effect as a normal mind blast – a cone 60 feet long, 5 feet wide at its point of origin, and 20 feet wide at its terminus – but those who fail to save vs. spell with a -4 penalty become feebleminded (as per the 5th-level wizard spell). Ulitharids also have the following spell-like powers which they can employ, one at a time, once per round, as a 10th-level wizard: astral projection , charm person , charm monster , ESP , eyebite , forget , legend lore , levitate , plane shift , suggestion , telekinesis , and true seeing . All saving throws vs. these powers are rolled with -4 penalties. Ulitharids can also heal up to 25 points of personal damage per day. This process requires a full round to occur, during which the ulitharid must pause and concentrate fully upon healing. Habitat/Society: Ulitharids are the noble folk of illithid society. About one in every 25 illithid tadpoles matures into a ulitharid. The ulitharids become caretakers for the community's elder brain, ambassadors to other illithid cities, and leaders of small illithid villages or outposts. A few sages believe that they answer to even more powerful illithids, although none of these beings have ever been seen by surface dwellers. Ecology: Ulitharids live twice as long as normal Illithids, or about 250 years. They also spend twice as much time in the tadpole state. Ulitharids are among the most feared creatures of the subterranean world, and few creatures will challenge them. 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: 9' (12') (XL) Lore: Large (7.5-9' tall) Suggested: Large Other Monikers Noble illithid, noble devourers, enlightenend ones Abilities - AOE mind blast stuns creatures - Tentacles grapple, stun, and inflict psychic damage - Eats brain of incapacitated humanoid - Innate Spellcasting (psionics) - Magic resistance - Telepathy - Creature sense up to 2 miles - Psionic hub combines with elder brain's psychic link up to 5 miles Appearance Ulitharids tower over their lesser kin by more than a foot, standing 7 1/2 feet tall. They are colored similarly to other illithids, but they are darker than normal mind flayers. They have six writhing tentacles surrounding their mouths, not four like their common underlings, which are filled with sawlike teeth. Like most mind flayers, ulitharids dress in robes that cover their grotesque bodies from the ground to the neck, and high-crowned headresses are not uncommon. Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond - archive.org (The Illithiad - 1998) - Monstrous Compendium Annal Volume One (1994) - Mojobob's website












