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  • Banshee

    Banshee Banshee Medium Undead, Chaotic Evil Hero Forge Mini Description (From 5th Edition Monster Manual - 2014): The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. Beauty Hoarders. The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. (From 3rd Edition Monster Manual II - 2002): A banshee is the spirit of a strongwilled, selfish individual of a humanoid race. Because of its rage at the loss of its own life, it delights in bringing death to any living creature it encounters. This creature appears as a translucent image of the form it held in life. With the passage of time, the banshee’s image tends to become blurred and indistinct, though the creature remains recognizable as a humanoid. The very presence of a banshee creates a pall over the landscape. Its ability to stunt the growth of plants combined with its deadly wail eventually reduces the surrounding territory to blasted heath and wasteland. Largely for this reason, many cultures consider a sudden blight upon the land to be an omen of death. A banshee speaks the languages that it knew in life. Combat: Banshees hate all living things with an unholy fury, and they readily attack anyone foolish enough to trespasses within their territories. A banshee typically uses its horrific appearance to drive off less powerful foes, then employs its howling wail one or more times to damage any who remain. Finally, it finishes off the intruders with its Charisma drain in melee. If overmatched, the creature flees into the earth, usually to a gravelike lair that it maintains beneath the surface. Charisma Drain (Su): An individual struck by a banshee must make a Fortitude save (DC 26) or permanently lose 1d4 points of Charisma (or 2d4 points on a critical hit). The banshee heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points. Horrific Appearance (Su): Any living creature within 60 feet that views a banshee must make a successful Fortitude save (DC 26) or permanently lose 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 points of Constitution. A creature that successfully saves against this effect cannot be affected by the same banshee’s horrific appearance for 24 hours. Wail (Su): During the night, a banshee can loose a deadly wail. This attack can slay up to eighteen living creatures within a 30-foot spread centered on the banshee, or within a 60-foot cone extending from the banshee, at the creature’s option. A successful Fortitude save (DC 26) negates the effect. Once a banshee wails, it must wait 1d4 rounds before it can do so again, and it can wail no more than three times per day. Detect Living(Sp): This ability functions like the commune with nature spell, except that it detects only living creatures and the range is one-half mile. The banshee can use detect living up to three times per day. Incorporeal Subtype: A banshee can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A banshee can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A banshee always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Stunt Plants (Su): Once per day, a banshee can stunt all normal plants within a one-half mile radius. This ability otherwise functions like the stunt version of a diminish plants spell (caster level 18th). Undead Traits: A banshee 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 banshee cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). (From Monstrous Manual - 1993): The banshee or groaning spirit , is the spirit of an evil female elf — a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet. Banshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain — hence their name. Combat: Banshees are formidable opponents. The mere sight of one causes fear, unless a successful saving throw vs. spell is rolled. Those who fail must flee in terror for 10 rounds and are 50% likely to drop any items they were carrying in their hands. A banshee’s most dreaded weapon is its wail or keen. Any creature within 30 feet of a groaning spirit when she keens must roll a saving throw vs. death magic. Those who fail die immediately, their faces contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night. The touch of a groaning spirit causes 1d8 points of damage. Banshees are noncorporeal and invulnerable to weapons of less than +1 enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to charm , sleep , and hold spells and to cold- and electricity-based attacks. Holy water causes 2d4 points of damage if broken upon them. A dispel evil spell will kill a groaning spirit. A banshee is turned as a special undead. Banshees can sense the presence of living creatures up to five miles away. Any creature that remains within five miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack varies with the victim. Beasts and less threatening characters are killed via a touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit’s keen are left alone. When attacking adventurers, the groaning spirit attacks at night with her wail. If any characters save successfully, she then retreats to her lair. Thereafter, each night, the groaning spirit returns to wail again. This routine is repeated until all of the victims are dead or have left the groaning spirit’s domain, or until the groaning spirit is slain. Habitat/Society: Banshees loathe all living things and thus make their homes in desolate countryside or ancient ruins. There they hide by day, when they cannot keen, and wander the surrounding countryside by night. The land encircling a groaning spirit’s lair is strewn with the bones of beasts who heard the groaning spirit’s cry. Once a groaning spirit establishes her lair she will remain there. The treasure of groaning spirits varies considerably and often reflects what they loved in life. Many hoard gold and fine gems. Other groaning spirits, particularly those that haunt their former homes, show finer tastes, preserving great works of art and sculptures, or powerful magical items. It is nearly impossible to distinguish the cry of a groaning spirit from that of a human or elf woman in pain. Many a knight gallant has mistaken the two sounds, and then paid for the mistake with his life. Banshees are exceptionally intelligent and speak numerous languages, including common, elvish, and other demihuman languages. Banshees occasionally use their destructive powers to seek revenge against their former adversaries in life. Ecology: Banshees are a blight wherever they settle. They kill without discretion, and their only pleasure is the misfortune and misery of others. In addition to slaying both man and beast, a groaning spirit’s keen has a powerful effect upon vegetation. Flowers and delicate plants wither and die and trees grow twisted and sickly, while hardier plants, thistles and the like, flourish. After a few years all that remains within five miles of a groaning spirit’s lair is a desolate wilderness of warped trees and thorns mixed with the bones of those creatures that dared to cross into the groaning spirit’s domain. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (5-6 ft. tall) Suggested: Medium Other Monikers Groaning spirits, wailing ghosts Appearance Abilities - AOE wail potentially kills creatures or inflicts psychic damage - Horrifying visage frightens creatures - Corrupting touch does necrotic damage - Detects life up to 5 miles - Immune to cold, necrotic, poison, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained - Resistant to acid, fire, lightning, thunder, nonmagical attacks - Needs no air, food, drink, or sleep - Incorporeal movement - Flight Banshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain — hence their name. Home Plane Feywild, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - D&D 5th Edition Basic Rules (2014) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - 5th Edition Monster Manual (2014) - Angry Golem Games - D&D 5th Edition Basic Rules (2014) - DnDBeyond - 3rd Edition Monster Manual II (2002) - 2nd Edition Monstrous Manual (1993) - Mojobob's Website

  • Bzastra

    Bzastra Bzastra Medium Monstrosity, Neutral Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix. III - 1998) From the notebooks of Ctan Ftau: "What strange life is spawned on the endless planes, where all things are surely possible, given enough time? Indeed, infinite time and infinite space means infinite potential, and the proof is all around us, on each plane of our multiverse. "Take, for example, the case of the bzastra. Most folks don’t know of this creature of the Elemental Plane of Water, for it is both rare and reclusive. Nonetheless, it’s the product of strange chance and random possibility. "As near as anyone can determine, there were once small creatures on Water that appeared to be rings of coral but were actually beasts of scaly flesh. These unintelligent, unobtrusive animals fed on the rich kelp beds of the plane. "Then, at some point (probably long ago), chance stepped in. A few of these ring creatures came upon a waterborne plant called a blue waterwhip — a bit of aquatic flora that seemed no different from the millions of other simple seaweeds thriving in the Endless Ocean. No one knew, however, that the blue waterwhip gave off a low-frequency aura of energy, invisible in all spectrums. Somehow, this energy interacted with the chemical nature of the ring creatures, bringing them together — linking them in a heretofore unknown way. On that day, the first bzastra was born." This intelligent creature is formed from the union of a blue waterwhip and three to six of the ring beasts. The rings stack horizontally atop one another, the plant’s blue vine threaded in and out between them. The bzastra exists only in this symbiotic fusion. If separated, the rings and the waterwhip resume their simplistic, unintelligent existences. Unemotional, logical creatures, bzastra have no real passions or goals other than survival. On rare occasions, however, an individual bzastra encounters someone or something that exerts a powerful influence and bends it to the cause of good or evil (or, even more rarely, law or chaos). Despite the sheer impossibility of their existence, bzastra have formed a complex society of clever, free-thinking individuals. With their strange evolution came amazing powers that allowed them to communicate telepathically with any creature, protect themselves against the predators of their watery plane, and reach high above their meager beginnings. Combat: The bzastra manipulates energy currents that run through the plane of Water. These subtle, invisible waves enable the creature to affect matter in a way that resembles a powerful and delicate telekinesis. First and foremost, the creature can defend itself by lashing out with the energy, inflicting 2d6 points of damage per attack. Alternatively, a bzastra can immobilize a single creature as if it had cast a hold person or hold monster spell (though the victim can remain free if he succeeds at a saving throw versus paralyzation). Lastly, a bzastra can project the energy all around it, forming a kind of telekinetic shield that improves its Armor Class by 6 steps (giving it an AC of 0). However, the creature can do nothing else while using its power to maintain the shield. In addition, a bzastra’s energy-control abilities enable it to use the following spell-like powers once per round, at will: animal growth , blink , ESP , plant growth , suggestion , and water breathing (on others). Through telekinesis, a bzastra can also manipulate an object of up to 200 pounds with a high degree of dexterity. The creature can use each of these spell-like power independently of its above-mentioned offensive and defensive capabilities. The energy given off by the waterwhip must be at least somewhat magical in nature, because a dispel magic spell renders a bzastra into its component parts: a few ring beasts and a strand of blue waterwhip. The spell causes no physical damage. No one’s found any other method of separating the parts of the creature without killing it in the process. Habitat/Society: Scholars assume that when the first bzastra was created by accidental contact between the ring creatures and the blue waterwhip, it used its newfound intelligence and powers to maneuver other rings and waterwhips together, thus forming more of its kind. Indeed, bzastra occasionally refer to a “time mover”, and it’s thought that it is this first individual to which they refer. Bzastra construct homes for themselves out of water plants, most frequently relying on none other than the blue waterwhip. Their globelike lairs consist of vines woven together and provide only privacy, not protection. More than just homes, however, the constructs ride the currents of the plane of Water, carrying the bzastra inside safely along. Each creature builds a separate lair, though at times a group of them may link their individual dwellings together with vine tethers. Whether alone or in a community, bzastra prize private contemplation. Many spend weeks and months in quiet meditation, focusing on topics that outsiders can barely guess at. Given their apparently random evolutionary leap, some scholars believe that the bzastra contemplate the beauty of chance. Of course, the scholars who offer this theory are Xaositects, so a berk should take their “wisdom” with a grain of salt. When active, bzastra spend their time building homes, feeding on microscopic life, and exploring their plane. Inquisitive and scholarly in their pursuits, they even record some of their findings on animal shells (using their telekinesis). Those who’ve tumbled to the creatures’ written language are said to have learned a great many secrets about the Elemental Plane of Water. Bzastra aren’t likely to be hostile, but will defend themselves if attacked. They may also try to steal interesting objects from intelligent creatures that cross their path. Generally, they do this only to further their knowledge and satisfy their curiosity, though sometimes they may figure out how to operate a magical item they’ve obtained and use it for their own sake. Ecology: Bzastra feed on microscopic or near-microscopic animals and plants like plankton and kelp. Although some bzastra are made of as few as three ring beasts or as many as six, any differences that this might cause or reflect remain a mystery. Chant has it, however, that the bzastra gather all the ring creatures they can find and secrete them away. They keep the rings safe and sound like children, occasionally forcing evolution on them through the introduction of a blue waterwhip. This speculation is probably true, since no one has ever actually seen one of the mysterious ring crealures on its own in the wild. Blue waterwhip, on the other hand, thrives throughout the Elemental Plane of Water, though it exhibits no known effects on any other creatures. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (5 ft. tall) Suggested: Medium Other Monikers None Appearance Abilities - Energy-based attacks (either force or psychic) - Telekinetic shield - Innate spellcasting (magical or psionics) - Telepathy - Swim speed This intelligent creature is formed from the union of a blue waterwhip and three to six of the ring beasts. The rings stack horizontally atop one another, the plant’s blue vine threaded in and out between them. Home Plane Elemental Plane of Water Stat Block 2nd Edition: - Mojobob's Website Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Boneclaw

    Boneclaw Boneclaw Large Undead, Chaotic Evil Hero Forge Mini Description (from Mordenkainen's Tome of Foes - 2018): A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich’s attributes — but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master — a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master’s wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master’s desires. Limited Immortality. A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep. (from 3rd Edition Monster Manual III - 2004): This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws out toa distance of 20 feet, neatly skewering fleshy creatures that stand in the way. A boneclaw stands about 8 feet tall and weighs about 300 pounds. Boneclaws speak Common and Abyssal. Combat : A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, surprising them with an attack of opportunity by extending its claws as its enemies close to melee range. With its Combat Reflexes, this can occur often within the same fight. A boneclaw normally attacks using its Power Attack feat, taking a —2 penalty on its attack rolls and gaining a +2 bonus on damage rolls. Reaching Claws (Ex): A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 \, feet (thereby allowing the boneclaw to threaten more squares than even its Large size 4 would otherwise indicate). i Unholy Toughness (Ex): A boneclaw gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice. Boneclaws in Eberron: Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. During the Last War, spies from Karrnath failed to steal the secrets of boneclaw construction from a cabal of necromancers operating within the Great Crag (Droaam’s capital). Through careful negotiation, however, Emerald Claw agents have succeeded where the Karrns failed and have begun creating their own boneclaw killers. Boneclaws in Faerûn: Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faertin. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 13 ft. (XL) Lore: Large (8-9 ft. tall) Suggested: Large Other Monikers None Appearance Abilities - Piercing claw attacks grapple victims and drag them close - Deadly reach - Chooses host/master so it can rejuvenate after its body is destroyed - Shadow jump teleport does AOE necrotic damage - Immune to poison, charmed, exhaustion, frightened, paralyzed - Resistant to cold, necrotic, nonmagical attacks - Shadow stealth - Requires no air, food, drink, or sleep This large skeletal humanoid’s clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting. Home Plane Prime Material Plane, Negative Energy Plane Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3rd Edition: - realmshelps.net Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - 3rd Edition Monster Manual III (2004)

  • Bodak

    Bodak Bodak Medium Undead, Chaotic Evil Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix. I - 1994) The grim bodaks are formed from hapless mortals who ventured into parts of the Abyss too deadly for them. A Sigil legend called “The Bodak Who Walked Home” is probably apocryphal, but it expresses the eternal hope of triumph against vastly more powerful forces. Once an evil king named Basiliedus ruled his small city-state through dark magic. He captured a fair woman named Helen and sought to make her his queen. Helen’s lawful husband, Diomed the swordsman, went to the palace of the dark lord and demanded his wife. Basiliedus, who could have killed the swordsman with a mere word or gesture, asked what he would do to win back his bride. “Anything,” answered Diomed. So Basiliedus suggested that Diomed visit the Abyss and bring back a handful of soil. Diomed agreed, and Basiliedus transported him there, feeling glee at the swordsman’s awful fate. Years passed, and Helen sickened and died, escaping at last the loveless union forced on her. One day a cowled man, evidently a rich merchant, came to Basiliedus’ castle. He claimed to have a present for the hated lord. The cowled one was shown into Basiliedus’ audience chamber. “I have brought you this,” said the visitor. He poured soil from a black silk bag onto the floor. The soil became blood, and the blood became snakes. Basiliedus knew this was soil from the Abyss, but before he could act, the visitor removed his cowl. The sight of the bodak killed all within, and Diomed, the bodak, walked outside the castle to tell the people their dread lord was dead. The sun scorched his impure flesh, but just before the rotting mass fell, Diomed is said to have smiled. Bodaks are only vaguely humanoid in appearance, but sometimes retain some small feature of the mortal they once were. This may manifest itself in a nervous twitch, a peculiar combat style, or anything else that the bodak may have possessed during its normal lifetime. Bodaks have no language of their own. They speak the language common to the tanar’ri and their dark servants, and generally they remember a few words of the common speech. Combat: Any person or creature that meets a bodak’s death gaze must save vs. petrification or die. The gaze is effective to 30 feet. A victim who dies in the Abyss transforms into a bodak in one day. Only cold iron weapons or +1 or better magical weapons can hit a bodak. They are immune to charm, hold, sleep, and slow spells and to poison. Bodaks possess infravision to 180 feet. Unaccustomed to its brightness, bodaks hate the sun. Direct sunlight inflicts 1 point of damage per round. Bodaks have a faint attachment to their former lives as mortals. Rarely, this preoccupation causes the bodak to pause in combat while it considers its actions. There is a base 5% chance, rolled once per encounter, that the creature sees something in an enemy that reminds it of its mortal life. The bodak pauses and make no attacks for one melee round. After that, the bodak takes a -2 penalty to all attacks against that one character. Bodaks can attack once per round with hand weapons such as swords and maces, but they rarely carry weapons or bother with them in combat. (From Volo's Guide to Monsters - 2016) A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death. A worshiper of Orcus can take ritual vows while carving the demon lord’s symbol on their chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus’s name. Bodaks are extensions of Orcus’s will outside the Abyss, serving the demon prince’s aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 7 ft. Lore: Medium Suggested: Medium Other Monikers None Appearance Abilities - Death Gaze - Withering Gaze - Aura of Annihilation Bodaks are humanoids with gray, pearly skin and hairless, muscular bodies of no apparent gender. Their eyes are empty and milky-white, deeply set into their long, distorted features. Home Plane The Abyss Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - DnDBeyond - DnDWiki Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website

  • Azer

    Azer Azer Medium Elemental, Lawful Neutral Hero Forge Mini Description From Dungeons & Dragons Monster Manual (2014): Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic-looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard. Made, Not Born. Azers don’t reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter’s inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare. Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire — a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom. Enemies of the Efreet . Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check. Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones. When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal. Living Fire. An azer doesn’t require food, drink, or sleep. From 2nd Edition: The azer are a race of humanoid creatures that normally inhabit the Elemental Plane of Fire. Except under special circumstances, they are very rarely found on the Prime Material Plane. Azer on their home plane are part of an extremely regimented society where every individual has his or her place. The azer civilization in general is heavily stratified, with law taking precedence over individual freedoms and even an individual’s life. Azer construct their outposts and cities as towers built from basalt, granite, or metal. There they dwell in small groups, using their plentiful complexes of flames to shape the stone. They grow strange trees with metallic outer skins or barks, and the leaves of these trees are actually made entirely of metal — in some cases, precious metals. Azer are unfriendly and taciturn, and they lack compassion. They capture and interrogate intruders; particularly dangerous or violent prisoners are slain. They are greedy, particularly for gems that are a clear purple or red (rubies, amethysts, garnets, etc.) Once given, the word of an azer is a solid bond. It is not known just what if anything azer eat. On their home plane, their only enemies are other intelligent fire dwelling creatures, and even then this enmity is not related to relative position on the food chain. The greatest of their enemies are the efreet, who sometimes fight wars of conquest against the azer, taking their territories and making slaves of them. The azer defend themselves and their towers with powerful, bellows-like air projectors and special containers used to pour elemental water on attackers. Amaimon is the legendary king of the ager. He is the largest (9+8 HD), strongest (18/00 strength), and most intelligent of all azer. He has 35% magic resistance; his other powers are unknown. Amaimon’s nobles number from 8d4 and are only slightly weaker than their king (7+6 HD, 18/76-90 Strength). They have 25% magic resistance; the noble azers’ full powers are also unknown. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 4' 9'' Lore: Medium (5 ft.) Suggested: Small to Medium Other Monikers Fire dwarves Appearance Abilities - Heated weapons - Heated body - Fire and poison immunity In appearance they are much like dwarves, except that they have metallic, brass-colored skin and flames for hair. They wear only kilts or apron-like garments of beaten brass, copper, or bronze. Home Plane Elemental Plane of Fire Stat Block 5th Edition: - Monster Manual (2015) - Roll20 - DnD Wiki - DnDBeyond 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki - Monster Manual (2015) - DnDBeyond - mojobob's website

  • Asura

    Asura Asura Medium Celestial, Chaotic Good Hero Forge Mini Description (from Planescape: Planes of Conflict Monstrous Supplement - 1995) Asuras are found throughout the Upper Planes, serving various powers as messengers and heralds with a righteous zealotry. They may serve as the voices of knowledge, sharing wisdom that guides mortal oracles and mystics. More often, however, the asuras carry messages of revenge, punishment, and death, sent to those who have angered one of the powers. The asuras are organized into hosts, although there is little more structure to their ranks than that. Nevertheless, the host operates well together and gladly obeys the commands of its superiors. All asuras are free to leave their current host and join another at any time. Their service is always freely offered and gladly accepted by the host leader. These leaders have double the normal number of Hit Dice and maximum hit points. They are also blessed with a Wisdom score or 22, along with the corresponding spell immunities. Standing before the host that they command, asuras leaders are visibly different from their subordinates. Taller and more noble in appearance, they have a visible aura of golden light circling their forms. The general of the Grand Celestial Host is an asuras named Absalom. This radiant individual outshines all others of his kind, leading his holy army of thousands like a handsome, luminous beacon of righteous power. Despite his might and appearance, Absalom is not a power and does not aspire to such high office. Asuras dislike devas and other aasimon (especially lawful ones), seeing them as rivals for the attention of the good powers. Unlike their lower-planar counterparts, however, aasimon and asuras rarely allow their rivalry to degenerate to blows. Likewise, due to the nature of both types of beings, neither resorts to any sort of double-dealing or underhanded measures. Instead, their feelings for each other are openly contemptuous. The asuras feed upon energies from the Positive Energy Plane. Gaining their sustenance from this otherworldly source, they have no base requirements such as food, air, or even sleep. As a creature born of a chaotic nature, sometimes an asuras falls through the cracks. For whatever reason, such an asuras may end up without a power to serve. These rare individuals roam the planes, committing random acts of charity and good will. They defend the downtrodden, rescue the oppressed, and provide for the needy. These rogues often become so narrowly focused in their deeds that they do anything to meet the desired end — sometimes getting carried away in violence and their use of power. In the words of the planar merchant Gillias Fornmith: "Asuras without a host wander about the planes, giving a good turn wherever they go. But here’s the real dark of it: When they travel alone they go a little barmy. You meet one, get greeted politely, and the next thing you know he’ll take your head off to save a rabbit you’ve trapped for your dinner, or steal your whole haul to give to some poor street waif. You might say they lose a bit of perspective on the whole good/evil thing. Lucky for a sod like me, a clever tongue can talk them out of their cockeyed notions. You can use the good sense within the creatures to show them their own folly." Occasionally, a rogue asuras succumbs to the charms of a particularly pious or righteous human. If such a union occurs, the offspring is usually a fair-skinned human with bright, piercing eyes. A few are able to detect lie in the same manner as their asuras progenitor. All asuras offspring are likely to become mystics, holy figures, or powerful warriors — always significant figures for the force of goodness. These offspring closely resemble the aasimar, having similar origins. Combat: The claws of the asuras have been likened to rubies both for their color and their consistency. Very sharp and very hard, the talons tear into the flesh of the wicked with terrible force, dealing 1d10 points of damage each blow. Because of the potency of its claws, an asuras prefers to attack from the air, swooping and hovering above foes. Additionally, this righteous avenger can carry a scimitar or huge spear. Weapon attacks can be directed at a second enemy or at the victim being clawed. There is a 25% chance that an asuras carries a magical flaming weapon similar to a flame tongue sword. Large groups of asuras blow mighty trumpets while entering battle, the sound of which chills a dark soul to its core. Evil beings of 3 Hit Dice or less must make a morale check upon hearing these horns, even if not yet engaged in conflict. The horns can be heard for miles. Moreover, three or more asuras can create a burning wind with their wings. This mode of attack inflicts 2d10 hit points of damage upon evil beings, while not harming good or neutral creatures at all. The renowned intuition of the asuras is spoken of throughout the planes. Asuras have a Wisdom score of 21, giving them an immunity to charm , command , fear , forget , friends , hold person , hypnotism , ray of enfeeblement and scare spells. They also can see the truth behind all illusions. The golden fires of their eyes dim in the presence of untrue words as a detect lie spell, and three times each day they can see through all deceptive or concealing veils, as the spell true seeing . All asuras cast priest spells as 9th-level casters, with full benefits gained from their remarkable Wisdom scores. Lastly, these beings can polymorph self twice per day into the form of a human or demihuman in order to blend in with normal societies. Their forms are always extremely pleasing, and they remain capable fighters and spellcasters no matter what their outward appearance. ASURA (Homebrew stat block) Armor Class 17 (Natural Armor) Hit Points 136-192 (16d8 + 64) Speed 30 ft., fly 90 ft. STR 18(+4), DEX 18(+4), CON 18(+4), INT 17 (+3), WIS 20 (+5), CHA 20 (+5) Saving Throws: WIS +9, CHA +9 Skills: Insight +9, Perception +9 Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Immunities: Fire, Charmed, Exhaustion, Frightened Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 19 Languages: All, Telepathy 120 ft. Challenge 12 (8,400 XP) Celestial Weapons. The asura's weapon attacks are magical. When the deva hits with any melee weapon, the weapon deals an extra 4d8 radiant damage or fire damage (the Asura's choice, included in the attack). Divine Intuition. The asura knows if it hears a lie, is immune to being charmed, and magic cannot put it to sleep. Innate Spellcasting. The asura's spellcasting ability is Wisdom (spell save DC 19). The asura can innately cast the following spells, requiring only verbal components: At will: detect evil and good, zone of truth, protection against evil and good 1/day each: dispel evil and good, branding smite, divine smite, searing smite Magic Resistance. The asura has advantage on saving throws against spells and other magical effects. Actions Multiattack . The asura makes three attacks - one with its spear and two with with its talon. Spear . Melee Weapon Attack: +8 to hit, range 40/120, one target. Hit: 7 (1d6 + 4) piercing damage or 9 (1d8+4) piercing damage if wielded with two hands, plus 18 (4d8) radiant damage or fire damage (the asura's choice). Talon . Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 18 (4d8) radiant damage or fire damage (asura's choice). If a medium or smaller creature is hit by both the asura's talon attacks on the same turn, the creature is grappled (escape DC 18), and the asura can move at its full flying speed with the creature in its clutches. Searing Wind (3/Day). As an action, the asura beats its wings, generating a searing heat within a 15-foot radius of itself. All creatures of the asura's choice within range must make a DC 18 dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half that damage on a success. Change Shape. The asura magically polymorphs into a humanoid, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 7' 10'' (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Chaos Angels, Fiery Angels Appearance Abilities - Ruby talons, angelic weapons - Burning wind - Immune to enchantment and charm - Polymorph into humanoid - Detects lies, true sight - Innate Spellcasting - Flight Noble warriors, asuras have birdlike talons for feet and wings of brightly burning flame. Marble-white flesh of pleasing countenance covers their stately frame, and their eyes are piercing orbs of the purest fire. Males and females alike wear loose togas of sky blue or snow white. A long mane of red, gold, or copper locks crowns their pale heads. Male asuras adorn their heads in feather-crested helms of bronze. The unjust understandably find asuras terrifying to behold. Home Plane Upper Planes Stat Block 2nd Edition: - mojobob's website - Planescape: Planes of Conflict Monstrous Supplement (1995) 5th Edition: - Try homebrew below Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Baku

    Baku Baku Large Fey, Neutral Good (80%) Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix I - 1994) In the book Magic and Mistery of Ind , Vimalanda Rey passes along a revealing tale of the baku: "I learned the art of coppersmithing from an old man in my village named Lohajangha. He was a kind and gentle fellow, and his patience at the work taught me not only how to work with metal, but how to have patience and fixity of purpose. He never laughed at my mistakes, but always applauded my triumphs. He taught me lore of the woods surrounding my village: which herbs heal, which stones may be cut into sparkling gems. He taught me the principles of art: symmetry, harmony, and mystery. Only once did I see him angry. "A runner came to our village with the sad news that a woman who rules the next village had been trampled by a strange evil beast that looked like a small elephant. "Lohajangha called me to him. I saw his eyes, which normally sparkled with joy, were dark as storm clouds. He said to me, 'Vimalanda, I am giving you my shop. I had hoped to work here longer, but I have other business I must attend to. Vimalanda, do not cling to this shop - from here, someday, you will be called for a greater mission. When the time comes, you will know, and you will make use of my lessons then.' "He turned to leave the village, but I begged him to tell me what was going on. "He took me with him into the woods, and there he showed me his true form. He said that after this revelation, he could no longer work among men, and that he had to go fight the evil baku, who had killed in the next village. "I asked if he knew the evil one. "'Yes,' he said, 'it is my brother.' Then he ran like lightning into the dense woods. I never saw him again, save in dreams." A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Combat: Despite its size and bulk, a baku can move rapidly, attacking with a goring butt and two foreleg stomps. It stomps only man-sized opponents or those less than 6 feet tall. A baku’s trunk can hold simple devices such as weapons or wands, so a baku of wealth or status may attack with a magical weapon or device. Baku can use psionics to become invisible at will. They expend no PSPs for this, and the power check always succeeds. A baku’s trumpeting roar affects creatures of certain alignments: Neutral good baku affect only evil creatures, dark (evil) baku affect good creatures, and holy baku can affect either good and/or evil creatures at their discretion. Any vulnerable creature wirhin 40 feet suffers 1d8 points of damage; it must also make a successful save vs. paralyzation or flee in panic as if affected by fear (as cast by a 12th-level wizard). Baku can trumpet once every four rounds. Neutral good baku are usually timid, peace-loving creatures, but they resolutely battle evil and malicious monsters. Psionics Summary LevelDis/Sci/DevAttack/DefenseScorePSPs 124/6/17MT,PsC/All=Int200 Clairvoyance — Science: aura sight; Devotions: comprehend writing, danger sense. Psychometabolism — Sciences: animal affinity, metamorphosis; Devotions: absorb disease, cell adjustment, ectoplasmatic form, lend health, reduction. Telepathy — Sciences: psionic crush, superior invisibility; Devotions: awe, conceal thoughts, contact, invisibility, mind link, mind thrust, telepathic projection, truthear. Psychoportation — Science: probability travel; Devotions: dream travel, astral projection. Habitat/Society: Baku come from the Outlands. They seldom travel in desolate settings and prefer to move invisibly among humanity. Most baku (80%) are creatures of good will. They secretly dwell among humankind to serve its interests. Good baku favor societies in semitropical forests. About 15% of all baku are of evil alignment. These baku, called The Dark Ones by their brethren, also move among humankind, thwarting the plans of their good brothers and causing suffering wherever they go. The remaining 5% of baku are true neutral. Other baku know them as Great Ones or Holy Ones. Although no discernible abilities set them apart from their brethren, other baku reverently obey them. Holy baku always have an Intelligence of at least 18. Ecology: Among evil merchants, baku tusks are worth 200 gp each. Good-aligned buyers regard traffic in tusks as an atrocity, and even neutrals regard it as tasteless. Holy baku who hear reports of tusk merchants sometimes travel long distances, either physically or by astral projection, to counsel the merchants against their evil trade. If a merchant ignores the counsel, the baku may try to enlist local adventures to steal the tusks and give them decent burial. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11 ft. (XXL) Lore: 9 ft. (at shoulder) Suggested: Large to Huge Other Monikers Dream Eater Appearance Abilities - Invisibility - Consumes nightmares - Psionic spellcasting - Great strength and constitution - Gore, stomp, trampling, pounce A baku looks like a strange elephant with a lizard’s tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard longer trunks as indicators of high abilities, but this is only superstition.) Two curving tusks jut upward from the creature’s lower jaws. The front feet look like an elephant’s, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku’s back and thick tail; on male baku, the scales continue over the back of the head. The rest of the hide is rhino-tough. Home Plane Outlands Stat Block 5th Edition: - DanDWiki.com (homebrew) 2nd Edition: - mojobob's website Pathfinder: - d20pfsrd.com Sources - Planescape Monstrous Compendium Vol. I (1994) - mojobob's website

  • Bonespear

    Bonespear Bonespear Large Monstrosity, Unaligned Hero Forge Mini Description (from Fiend Folio - 2003): Bonespears are patient predators that live on many different planes. Named for the two long, wickedly barbed horns that grow from their heads, they are a menace to any creature they might perceive as food—a category that includes most anything that moves. Their home plane is Acheron, but bonespears have spread throughout the planes and can be found in even the most inhospitable climates due to their natural hardiness. Bonespears resemble large grasshoppers in shape. Their dark, carapaced bodies are 8 feet long, and they stand nearly 5 feet tall at the shoulder. Their heads are capped by a pair of 3-foot-long barbed horns. Only when the creature begins to hunt does it become apparent that the horns are not firmly attached to the creature’s head—long sinews connecting the head and the horns enable the bonespear to launch its horns at prey and reel them in to be consumed. Bonespears can sit for days on end, waiting for suitable prey to wander by. They typically choose barren, rocky places to conduct their hunts, and many bonespears lair underground. If more than a week passes without a sign of prey, the creatures move on until they find a food source. COMBAT: When a bonespear spots food, it reacts quickly. As soon as a target comes with 60 feet, the bonespear launches both horns at it and then attempts to reel it in by retracting the tough sinews that connect the horns to the creature’s head. Attach (Ex): If a bonespear hits with a horn attack, the horn buries itself in its target, held in place by numerous barbs on the horn’s surface. Each round thereafter that a creature remains impaled by a horn, it takes additional horn damage automatically and incurs a cumulative –1 circumstance penalty on attack rolls, saves, and skill checks. On the bonespear’s turn in subsequent rounds, it attempts to drag its prey closer (see below). A single attack with a slashing weapon against a tendon (made as an attempt to sunder a weapon) that deals at least 15 points of damage severs a horn from its tendon. A creature impaled by a severed horn takes 1d6 points of damage per round automatically until the horn is removed. Removing a horn (a full-round action) deals 2d8 points of damage to the victim, but if the character removing the horn makes a successful Heal check (DC 20), this damage is reduced to 1d4 points. Drag: After spearing a victim, a bonespear attempts to drag the victim closer on the bonespear’s turn in each subsequent round. This activity resembles the bull rush maneuver, except that the bonespear drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim’s. The bonespear gains a +4 bonus on its drag check if it is set in its immobile stance. Against a Mediumsize victim, the bonespear’s Strength modifier is +10, or +14 if it is set in its stance. A bonespear can draw in a creature from a distance of 10 feet or less and bite with a +4 bonus on its attack roll in the same round. Horns (Ex): Most encounters with a bonespear begin when it fires its two horns. If a horn misses its intended target, it is quickly reeled in. Reeling in a horn is a fullround action. Each horn has a range of 60 feet (no range increment). A bonespear will always try to hit a single target with both horns, but is capable of attaching to two different targets at the same time. Poison (Ex): A bonespear delivers its poison (Fort DC 25 negates) with each successful horn attack. Initial and secondary damage for the first horn is 2d4 Dex. Initial and secondary damage for the second horn is 2d4 Str. Fast Healing (Ex): A bonespear 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 a bonespear to regrow or reattach lost body parts. Immobile Stance (Ex): At will, a bonespear can make itself virtually immobile by anchoring itself to the surrounding terrain with its six large, strong feet. In this stance, the bonespear receives a +20 stability bonus on opposed Strength checks to resist a bull rush or to otherwise be moved, and it cannot be overrun. (This bonus overlaps [does not stack] with the +4 stability bonus for having more than two legs.) This ability can be activated or deactivated as a free action. Vermin Traits: A bonespear is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60-foot range). (from Planescape Monstrous Compendium Appendix. II - 1995): Not all the hideous creatures of the planes are fiends. Some’re just natural predators who get by in a dangerous and unnatural setting. The bonespear’s one of these. It appears to be a relative of the cave fisher , and shares some of its cousin’s hunting tactics. Bonespears are found on some of the lawful planes, ranging from Carceri to Arcadia, and on parts of the Outlands a well. A bonespear’s a large, insectile creature with a hard, chitinous shell. Its head is a huge, misshapen sphere with a pair of jutting, barbed bone horns. Beneath these horns are the creature’s eyes and a gaping maw full of jagged teeth. Six pairs of thick, clawed legs line its body. The bonespear doesn’t use its legs for fighting, but likes to anchor itself to good, hard rock with its twelve feet. It’d take a basher with the muscle of a fire giant to move a bonespear that’s got itself set. Combat: The bonespear’s most dangerous weapon are the two horns that give it its name. Buried behind the horn sockets the bonespear’s got a large air bladder surrounded by tough, thick muscle. By suddenly squeezing the bladder, the bonespear uses a powerful blast of compressed air to fire its horns at anything that looks edible. The horns’re joined to the creature’s skull by a tough braid of sinew, and the sinew’s anchored in another muscle that can reel the horns in like a winch. The bonespear’s horns can be fired up to 40 feet away. If a horn’s attack roll exceeds the number required to hit by 4 or more points, the horn sticks in the victim like a harpoon. Otherwise, the bonespear drags its horn back for another shot — a process that takes a full round. If the horn hits but doesn’t stick, the victim just suffers the listed damage; if it hits and sticks, the victim incurs the damage, and the bonespear tries to reel him in. The bonespear can retract its horns with an effective Strength of 17. The round after a bonespear hools something, the victim and the monster both make Strength checks. Whoever rolls the highest number wins the contest. If the victim wins, he holds his ground and isn’t dragged any closer to the bonespear. If the bonespear wins, the victim is dragged 10 to 40 feet closer to its mouth. When the victim has been dragged up to the bonespear’s head, the monster attacks with its fearsome jaws. The bonespear’s barbed horns can be ripped out of a wound, if the creature removing the horns succeeds in a Strength check. Unfortunately, this inflicts 1d4+2 points of damage on the victim. The horns themselves are as sturdy as iron spears, but the sinew connecting them to the monster’s head can be severed. The sinew strand is AC 2 and can withstand 12 points of damage before being severed; only Type S weapons can do this. The bonespear takes no damage from having one horn severed, but if both horns are severed the creature’ll retreat fromthe combat. Bonespears don't move fast and don't hunt in open ground. They’re naturally inclined to seek good locations for ambushes. A bonespear might conceal itself in a thicket near a waterhole or wedge itself into a crevasse overlooking a path, and then wait for its prey to come near. Because of the creature’s skill in concealing itself and springing its ambush, its victim receives a -1 penalty to any surprise check. Habitat/Society: Bonespears’re solitary creatures; they don’t take to competition from their own kind, and fight vicious territorial battles over prime hunting ground. They mate only once every 3 years, and the female abandons the eggs as soon as she lays them. Not many bonespears reach adulthood. Generally, a bonespear’s regarded as a dangerous pest, and few Outlanders’ll rest until the creature’s driven away or killed. Bonespears keep their chosen hunting area clear of the telltale remains of their kills, burying bones, scraps of armor, and other such debris in shallow pits around their hiding places. A bonespear’s horn can make a short, serviceable spear in a pinch, equal to a javelin but not balanced for throwing. The tough, sinewy connective tissue can provide 40 feet of light, strong line for a cutter in need of some rope. Ecology: Young bonespears prey on birds and common animals such as rabbits and squirrels. As they grow toward their mature size, bonespears begin taking larger and larger prey. They’re not afraid to harpoon anything, and in some places bonespears pose a significant threat to minor fiendlings such as nupperibo or lemures . Despite their natural weaponry, bonespears are preyed on in turn by more powerful fiends. There are rumors of domesticated bonespears in some corners of Carceri or Baator. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6'2" (XXL) Lore: Large (8 ft. body) Suggested: Large Other Monikers Harpoon bug Appearance Abilities - Harpoon-like horns shoot 40 feet, impaling victims and dragging them to toothy maw - Barbed horns inflict damage even as impaled victims free themselves - Skilled at stealth, camouflage, and ambush Home Plane Outlands, Acheron, Gehenna Stat Block 5th Edition: - DMDave,com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Archive.org (Fiend Folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Boggle

    Boggle Boggle Small Fey, Chaotic Neutral Hero Forge Mini Description (from Volo's Guide to Monsters - 2016): Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in the caves of a hermit. Irksome Pests. Boggles engage in petty pranks to amuse themselves, passing the time at their hosts’ expense. A boggle isn’t above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle’s antics might cause distress and unintentional harm, mischief — not mayhem — is usually its intent. If threatened, a boggle flees rather than stand and fight. Oily Excretions. A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds — enough time for the boggle to step, reach, or attack through it. Unreliable Allies. A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself. (from 3rd Edition Monster Manual II - 2002): Boggles are clever, gibbering scavengers that behave much like some species of monkeys. They do not value treasure, but they do like to collect bright, shiny objects such as coins, precious gems, and jewelry, as well as bits of polished junk. In addition, they can often be tempted with food and sweets. A boggle is a 3-foot-tall, hairless humanoid with a rubbery hide. It has a large, bulbous, bald head, huge ears, and disproportionate body parts, though the exact details vary from one individual to another. For example, a boggle’s nose might be large and crooked, broad and flat, or nonexistent except for nostril slits. Arms, legs, hands, feet, torso, and abdomen vary from spindly to oversized but are almost always misshapen. Skin color may be any shade from dark gray to blackish-blue. A boggle can stretch and compress its body and limbs to a remarkable degree, which accounts for its impressive reach. Boggles have their own rudimentary language of grunts and whistles. Combat : Boggles are a cowardly lot. They taunt, bluster, and scold in their gibbering language, but always from a distance. If they know intruders are approaching, they often use their grease ability to make a section of floor slippery ahead of time, so that they can easily steal baubles from anyone who falls. When forced to fight, a boggle prefers to climb a wall and leap down on prey from above, so that it can bring its hind claws to bear for rending. Improved Grab (Ex): If a boggle hits an opponent of up to one size category larger than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). If it hits with both claws, it can also rend in the same round. The boggle has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the boggle is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Dimension Door (Sp): A boggle can use dimension door up to six times per day. Caster level 7th. Grease (Su): At will, a boggle can secrete an oily, viscous, nonflammable substance from its skin. This ability functions like the spell grease except that the range is touch, the duration is 1 round per Hit Die of the boggle (4 rounds for the typical creature), and the Reflex save DC is 12. Typically, a boggle uses this ability to grease a section of floor or wall, though it can use the ability in any of the ways that the spell can be used. This oily fluid also makes the boggle tougher to hold onto (see Skills, below). Boggles are immune to the effects of this substance. Rend (Ex):If a boggle hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d4 points of damage. Scent (Ex): A boggle can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: Because of its perpetually oily skin, a boggle gains a +10 racial bonus on Escape Artist checks. (from 2nd Edition Monstrous Compendium Annal Volume Two - 1995): Boggles are clever gibbering thieves and scavengers, behaving much like spme species of monkey. They are 3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are disproportionate and vary from individual to individual, For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth, Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree. Boggles have a rudimentary language of grunts and whis¬ tles, and can be trained to understand others. Combat : Boggles have an exceptional sense of smell and can detect invisible creatures by scent. Boggles can spider climb at will. A favorite tactic is to climb a wall and leap on prey from above to bring their hind claws to bear. Unless acting as guardians they tend to be thieves and raiders rather than a serious physical threat. They can attack with claws and bite. If both daws hit the boggle can rake with its hind daws as well (two attacks for ld4 damage each). Boggles can stretch their limbs and bodies to twice their nor¬ mal length or contract to half size. Their resilient hides reduce damage from weapon attacks by -1 per die of damage. They naturally resist fire, saving against fire-based attacks at +3 and suffering only half or quarter damage. Boggles can secrete a viscous, nonflammable oily substance from pores in their skin. Not only does this make them hard to catch, but anyone treading on the oil (except those adapted to slippery surfaces, like boggles) must make a Dexterity check or fall down, taking one round to stand up. Boggles will try to steal items from creatures who have fallen. They must make a successful attack against Armor Class 5 to succeed in stealing small hems, with penalties of-1 to -5 for larger items. The most unusual power of a boggle is its ability use any complete frame—such as a hole, a door frame, grill work, a pocket, or a bag—as a dimensional portal They can jump, reach, step, or poke their heads into one frame, to appear from another frame within 30 yards, allowing them to grab or strike from an unexpected direction if a frame is available. Only bog¬ gles can use the portal, but it might be possible for enough of them to pull a man-sized creature through, Habitat/Society: Boggles are a cowardly lot and tend to be whiners if threatened with violence. They have low intelli¬ gence, but the cleverness of monkeys. They taunt, bluster, and scold with their gibbering—from a distance. Boggles do not value treasure, but they do like bright, shiny objects such as precious coins, gems and jewelry as wrell as hits of polished junk, and can be tempted wiLh food and sweets, The social organization of boggles is loosely familial, A gen of 2-43 adults and young live in a pocket warren, which might require the boggle dimensional portal ability to enter, Boggle kits tend to be more roly-poly than their adult counterparts and roll and bounce about rather than running. Old boggles are extremely rare, as they tend to lose their sight, sense of smell, and elasticity as they age. A boggle nest is usually a pit-marked cavern, an earthen bur¬ row or den, or a hide way hollowed in a wall Here, boggles build daylike frames and cubbies, using their oil and the debris of their digging to form a mortar, like a mud wasps nest. Their treasures might be found here in some walled-off cubby. Ecology : Boggles scavenge their food, existing on organic refuse, insects, plants and lichens, and kills stolen from other predators. They seem particularly fund of ants, grubs, and sweets, and can be enticed w ith a bit of a bribe. Boggles some¬ time herd beetles, slugs, and lizards in their nests. The boggles’ innate survival instinct combined with their slipperiness and special abilities makes them difficult to cap¬ ture. Other races, such as goblins, hobgoblins, and ores have been known to use boggles as watchdogs and trackers because of their sharp senses. When guard boggles sense intruders, they set up a high-pitched keening wail. Goblin boggle han¬ dlers use high frequency whistles and collars with inward turned barbs to control their boggles. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 3 ft. (XL) Lore: Small (3 ft.) Suggested: Tiny to Small Other Monikers Bogeymen, bogeys Appearance Abilities - Dimensional Rift (short range) - Sticky oil restrains creatures - Slippery oil makes creatures fall prone - Resistant to fire They are 3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are disproportionate and vary from individual to individual, For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth, Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree. Home Plane Feywild Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual II 3rd Edition (2002) - Archive.org (Monstrous Compendium Annal Volume II - 1995) - Mojobob's Website

  • Buraq

    Buraq Buraq Large Celestial, Neutral Good Hero Forge Mini Description (From Monstrous Compendium: AL-Qadim Appendix - 1992): The buraq are the horses of heaven, companions to princes and sultans of virtue and the saviors of many holy warriors. They choose their companions and call no rider master. The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop. Combat: Although the buraq can serve as a warhorse, it rarely takes any pleasure in such service. When it does serve in battle, it avoids the fray and prefers its master take a position of leadership without getting entangled in the melee. If necessary, it can strike with its hooves for 1d6 points of damage each or bite for 2d6 points. A foe hit by both hooves is automatically knocked down and trampled for an additional 2d6 points of damage per round until he spends a complete round getting out from under the buraq’s hooves. As a traveler, the buraq excels. It can gallop through the air at the same speed as on ground, though it requires a running start of at least three rounds before it launches itself into the air. A buraq cannot stop moving once it is airborne. A trip of any length can seem instantaneous to a buraq’s rider, because, if the buraq wills it, a time stop is in effect on its back. A buraq can use this ability to preserve the life of a mortally wounded, poisoned, or starving rider until it can reach help. Some riders have crossed great distances this way and lived lives that seemed much longer than those of common folk. A buraq can speak with animals at will and has the ability to comprehend languages three times per day. Habitat/Society: The buraq is a friend to the faithful and the deserving, but before it will consent to take a rider, the rider must gain its trust. This may either be done through a lifetime of good deeds, close personal attention to the buraq (currying, combing, braiding its mane), sharing of fresh fruit and sweets, bravery and generosity, and a willingness to sacrifice the rider’s goals and desires to fulfill the needs of others. The potential rider must show mercy and respect for each person while balancing his mercy with respect for the law and all the harsh justice it sometimes demands. Few meet the buraq’s standards, and even a single failure is enough to drive it away, never to return. A buraq always demands its master’s care and devotion in return for its service. In return, it offers good advice and counsel, and it will serve fearlessly in the face of danger. The buraq can travel across any terrain unerringly by day or night; it never gets lost because of its ability to navigate by the sun and by the stars. Although it can cross straits and narrow channels, it cannot cross oceans because it must rest on land every night. Herds of buraq are said to run free at the edge of the world and in the green fields of Elysium, the Twin Paradises, the Happy Hunting Grounds, Olympus, and the Seven Heavens. Ecology: The buraq has the usual needs of a fine horse, but it can survive without any physical nourishment at all. It thrives on the care and attention involved in feeding and grooming, rather than the food itself; the buraq can literally eat good intentions. Thus, it could be well maintained by a big-hearted beggar and it could wither away in the care of a distant, proud sultan. The feathers of a buraq’s tail are valuable in the creation of scrolls, especially scrolls of protection and clerical scrolls dealing with curative and protective magics. A buraq may occasionally visit a renowned or particularly pious congregation of the faithful or the hovel of a mystic and leave a single feather behind as a sign of the gods’ favor. Combined with inks made from precious stones and gold dust, this feather may be used to inscribe either a single scroll of protection or a scroll of up to 14 spell levels in any combination (two 7th-level spells, two 5th-level and one 4th-level, and so on). Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: Mount (XL) Lore: Large (6' long) Suggested: Large Other Monikers Horse of Heaven Appearance Abilities - Travel of any distance seems instantaneous for anyone riding the buraq (Time Stop) - Innate spellcasting (magical or psionics) - Bite, hoof, trample attacks - Flight The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq’s dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with “eyes” like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop. Home Plane Elysium and other Upper Planes Stat Block 5th Edition: - 5esrd.com (homebrew) 3.5e: - d20pfsrd.com 2e: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Planes of Conflict Monstrous Supplement (1995) - Monstrous Compendium: AL-Qadim Appendix (1992) - Mojobob's Website

  • Asrai

    Asrai Asrai Tiny Fey, Chaotic Neutral Hero Forge Mini Description (from Planescape: Planes of Chaos Monstrous Supplement - 1994): The asrai are delicate female faeries that melt away like ice when exposed to sunlight. Called Sjörå in Ysgard and water sprites in the Beastlands, the small, beautiful water nymphs stand no more than four feet high. Their hair is long and gold and shimmers warmly as they glide through the cool blue water of their home. Asrai are wonderfully adept in their element, dazzling all who see them. The asrai can live in either salt or fresh water, though they are sluggish for a few days after they make the transition from one to the other. The largest schools or asrai live in the depths of the River Oceanus, rarely coming to the surface except on nights the algae blooms, when they feed voraciously and harvest all they can in a flurry of activity. Asrai rarely wear clothing, preferring to use their hair to preserve their modesty. This works better than might be expected, for asrai hair is a living thing, twisting, flexing, and twining about their bodies in unconscious reaction to their feelings, much as a dog’s tail wags or droops. Their hair grows constantly and often reaches their buttocks or calves. Asrai speak their own language, as well as the languages of balaena , fish, nixies , sirines , mermaids, tritons , and sea elves. Combat: The asrai rarely attack out of malice. They bite anyone trying to scoop them out of their native waters with nets, though they prefer to flee when they can, to return for their vengeance later. When a school of asrai works in unison, they can hypnotize enemies. They swim at the water’s surface, creating a weaving, darting water dance that has the same effect as a hypnotic pattern spell. Their golden hair turns and twists, forming a myriad or captivating sparkles that hold the viewer’s attention for as long as the asrai wishes. Hypnotized sailors sometimes fall into the water and drown, and for this reason sharks, giant pike, and other predatory fish follow a school of asrai, hoping for a windfall. The asrai and the fish rarely have any bond of friendship, but the fish often attack anything in the water near the asrai, expecting it to be hypnotized food. Sunlight inflicts 1d4 points of damage to asrai each round, but a sunray spell has no effect. Only direct, true sunlight affects them, so they can take cover in shadows under stones, docks, or ships if they are caught unaware by the dawn. Some types of deep-dwelling asrai, primarily those of the River Oceanus, cannot survive capture and cannot live in air for any length of lime. This may explain why so little is know about the history and society of these creatures. Habitat/Society: Most asrai wander in fresh waters and travel in schools like fish. They are highly intelligent but very fearful of larger creatures, and so they can almost never be persuaded to talk. When they do speak, it is usually to insult the larger creatures. To avoid sunlight they live far beneath the sea during the day and come up to feed only at night. Fresh-water asrai must have shadowy lairs under banks, logs, or in caves to hide from the sun. Ocean-living asrai keep giant flying fish as mounts, using them as others might use horses. The giant flying fish are INT animal, AC 8, HD 1-1, MV sw 24, and #AT Nil. The small water spirits live exactly nine years; they have � Hit Die as young, and a number of Hit Dice equal to half their age after a year. When they die, the asrai dissolve into water that later spontaneously forms 1d4+1 new asray equal in all respects to their mother. Asrai leaders are the school pilots, guiding the tribe’s yearly navigation from warmer to cooler waters after the summer’s feeding season. Pilots are respected, and competition to become an apprentice to the clan’s pilot can be intense. The most skilled pilots can lead the school skillfully enough to swim in a ship’s shadow during the day; at night the whole clan attempts to seduce the sailors on watch into abandoning their posts. The asrai consider this especially amusing if it results in a shipwreck. The few tribes of asrai in Arborea are protective nature spirits watching over springs, streams, rivers, lakes, and seas. They are fiercely watchful of the territory in their custody, and quick to punish any wrongdoer who infringes on the pure waters. These gurdian asrai can speak the languages of oreads, dryads, and other nature spirits, in order to coordinate punishments. They also use bows of springy willow strung with braided waters; these poor weapons have a range of 2/4/8 yards, but the arrows are smeared with fish gut, which cause disease unless the victim makes a saving throw versus poison. Ecology: The asrai are fond of algae and all freshwater plants; they eat no meat, prepared or raw. They also eat foods thrown on the surface of the water, swarming to it much as fish do. Their vegetarianism is part of a greater pact, for no predator of the deeps will attack them, even if under magical influence. The asrai have loose ties to the Seelie Court and its servants. Though they rarely show themselves there, they are welcomed among nixies, selkies, and sea elves. There are even rumors from time to time of an asrai queen who dwells in the Seelie Court, hidden from most eyes. Her home is said to be either a bottomless well or a pure, everflowing spring, but she may be no more than a sprite’s trick turned into common wisdom. In the River Oceanus, the asrai sometimes serve as guides, translators, or companions for balaena, whose songs they understand. They are indifferent to most other sentient races, except as possible targets of abuse. Hydroloths, slaadi, and marraenoloths consider live asrai one of the finest delicacies. Evil fisherfolk cast vegetables, kelp, algae pellets, and other food on the water by night, hoping to draw more than schools of fish. Captured asrai are sealed in amphorae of water protected by a darkness spell and sold to the denizens of the Lower Planes. In this form, asrai fetch as much as 200 to 300 gp each in the Gray Wastes and nearby Lower Planes. Ancient legends tell of a time when the asrai served as guides throughout the length and breadth of Oceanus, as the marraenoloths still do on the River Styx, but the asrai have long since abandoned this duty (perhaps because they are so hunted and persecuted) and have scattered across the planes. Stories abound of asrai on the Plane of Elemental Water, the Prime Material, Sigil’s aqueducts and sewers, and elsewhere. Elusive as the asrai are, it’s not surprising that these stories cannot be confirmed. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 7'7" (5') (XL) Lore: Tiny to Small (1-4') Suggested: Tiny to Small Other Monikers Sjörå, Water sprites, Appearance Abilities - Hypnotic water dance causes victims to fall overboard, drown - Bite attack - Can manipulate their own hair like multiple appendages ...The small, beautiful water nymphs stand no more than four feet high. Their hair is long and gold and shimmers warmly as they glide through the cool blue water of their home. Home Plane Ysgard, Arborea, Beastlands, Elysium (River Oceanus) Stat Block 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website

  • Abrian | Digital Demiplane

    Abrian Medium Beast, Chaotic Evil Hero Forge Mini Description (from Planescape: Monstrous Compendium Appendix II (1995): Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands. Some cutters say that abrian hunting parties’ve been sighted in Arcadia, Arborea, or Bytopia from time to time. An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Abrians are intelligent, but not extremely so – they rarely have much to say to anyone except one of their own, and often don’t have the sense to lay off prey that’s obviously too tough for them. A body shouldn’t expect to start a conversation with one, and more than a few berks’ve been put in the dead-book for trying. The abrians’ intelligence is more obvious when they hunt; the creatures are surprisingly cunning and clever in laying traps, cooperating in the chase, and using hit-and-run tactics in a fight. Combat: Abrians’re likely to attack anything they encounter, hoping to make it their next meal. They’re great nuisances in settled lands, where they often raid livestock and attack outlying farms. In wild areas, they’re especially dangerous, since they’ll usually try to drag down any party of travelers they run across. An abrian attacks by slashing with its serrated beak and delivering a powerful kick with one of its clawed legs. The abrian’s kick can easily kill or incapacitate a grown human. Abrians can’t wield weapons with their small forelimbs, but might be able to use a magical item such as a ring or a wand if the item is usable by characters of any class. Abrians also possess a shrill, piercing shriek that can disorient and deafen prey. The cry of a single abrian is only a nuisance, but if 4 or more are shrieking together, any creature within 20 feet must successfully save versus spell or be deafened for ld6 rounds. Deafened creatures suffer a -1 penalty to surprise rolls and have a 20% chance to miscast spells with a verbal component. If 8 or more abrians are shrieking, the effects above are doubled and the deafness lasts 1d4 hours. In addition, deafened victims suffer a -1 penalty to attack rolls and Armor Class due to inner ear damage. An abrian hunting flock often divides into 2 or more groups and makes hit-and-run attacks from several directions against tough opponents; while the prey is busy fighting one band, another’ll burst out of ambush and charge into their rear. The first band quickly withdraws, circles for an opening, and then dashes in when the enemy turns to deal with the second group. If the second group sirikes from concealment, its approach might not even be noticed by deafened enemies. Abrians have courage in numbers, but tend to retreat quickly when things don’t go their way. However, they’ll fight to the death to defend their lair. Habitat/Society: Abrians gather in small flocks, led by an older female of 3+6 Hit Dice and Average intelligence. The flock usually settles in one spot for several months at a time before moving on. Abrians favor caves, ruins, and dense forests or thickets for their communal nests. Usually, about one-third to one-half of the flock remains behind to guard the nest and the group’s treasure while the others set out on hunting forays that can last several days. An abrian nest usually contains a number of young equal to 25% of the adults. Young abrians have 1+1 HD and can kick once per round for 1d4 points of damage. A clutch of 1d6 eggs per 10 adults can also be found in the lair. Abrian eggs are worthless, but in some areas there may be a bounty on them. Females are the decision-makers of an abrian flock, but males lead the hunting parties. (The male and female of the species are nearly indistinguishable to non-abrians.) In addition to the flock leader, a flock has a 50% chance of including a shaman. The shaman is the second-oldest female, and has the spell ability of a 2nd-level priest with access to the spheres of all, animal, plant, and guardian. From time to time, a party of abrians led by one of the older females may engage in trade with other intelligent creatures. The abrians must be far away from their nest and they must be fairly well fed in order to view other creatures as anything except prey or a threat to their fledglings. Abrians appear to have little concept of civilized behavior or communication, and such meetings often end in disaster. Ecology: Abrians originated in Carceri or the Gray Waste and quickly spread to neighboring planes. They can now be found almost anywhere, as they cover great distances in their nomadic wanderings. Abrian hunters are encountered on the Upper Planes on rare occasions, although it’s far more common to find them in the Outlands or the Lower Planes. An abrian flock typically operates out of one lair for 4 to 6 months before moving (sometimes hundreds of miles) to a new hunting ground and re-establishing the nest. The creatures are voracious and lay waste to a large area before moving on. (from Fiend Folio (2003): The abrian is a human-sized flightless birdlike creature found in desolate reaches of the Outer Planes, particularly the Abyss. Abrians travel in large flocks and are far more intelligent than they look. Abrian flocks sometimes engage in trade with nomads and traveling merchants. An abrian looks vaguely like an ostrich, except that its black and red feathers are short and spiny. In place of wings, it has a pair of scaly, atrophied humanoid arms (use 1/2 its Strength score to determine an abrian’s carrying capacity). Its beak is hooked and razor-sharp. Abrians speak Abyssal. COMBAT: Abrians fight together in hunting flocks. Typically, the members of a flock spread out to surround a target and then dart up in pairs to flank the target. Augmented Critical (Ex): An abrian’s beak threatens a critical hit on a natural attack roll of 19–20. On a successful critical hit with a beak attack, it deals triple damage. Shriek (Su): The shriek of a lone abrian is supernaturally loud and distressing. An abrian can shriek as a standard action. Anyone within 20 feet of a shrieking abrian must make a Fortitude save (DC 12) or be dazed for 1 round. If at least four abrians are shrieking within 20 feet of a target, the target is also deafened for 1d6 minutes if it fails the save. If eight or more abrians are shrieking within 20 feet of a target, the target takes 1d10 points of sonic damage as well if it fails the save. An abrian is immune to its own shriek, as well as the shrieks of other abrians. Skills: Abrians have a +4 racial bonus on Spot checks. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5' (12') (XXL) Lore: Medium (7 ft. tall) Suggested: Medium Other Monikers None Appearance Abilities '- Serrated beak and kick attacks - Deafening shriek - Clever hit-and-run attacks - Can wield lightweight items (including magical ones) in claws - Fast movement Abrians are man-size, flightless birds native to the Lower Planes that’ve spread like a plague throughout the Outlands.... An abrian’s body is covered with black and red spiny feathers, and it balances on two large, powerful legs. Clueless primes’ve said that an abrian looks like a bad-tempered ostrich, whatever an ostrich is, but they also say that the abrian’s far heavier and has a much larger head and beak. An abrian’s wings are tiny, atrophied arm-claws, carried in front of its body. Its arms couldn’t hold anything larger than a small child, but it does use them for handling small items. Its head and legs are bare of feathers and covered with tough, scaly, gray hide. Home Plane Outlands, Lower Planes Stat Block 5th Edition: - thirdoffifth tumblr (homebrew) 3.5 Edition: - 4plebs (fiend folio - 2003) 2nd Edition: - mojobob's website Sources - 4plebs (fiend folio - 2003) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website

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