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- 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
- Banderhobb
Banderhobb Banderhobb Large Monstrosity, Neutral Evil Hero Forge Mini Description (from Volo's Guide to Monsters - 2016): A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper. Birthed by Hags . In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry. Silent and Deadly. When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner. Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away. A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam. (from 4th Edition Monster Manual III - 2010): As the day recedes, shadows lengthen over the world like grasping claws. That's when the banderhobbs come. Beneath the stars, in the dead ofmoonless nights, they march in ones and twos from the land ofdeath and darkness. A banderhobb's snaking tongue ensnares its victim, drawing it into the creature's distended maw before it is swallowed into the banderhobb's cavernous stomach. Then the creature departs to where its master waits for it to regurgitate its stili-living cargo. For what purpose? A banderhobb never tells. LORE: Arcana DC 25: Parents tell children that if they misbehave, banderhobbs will come to take them away. According to stories. the torsos ofbanderhobbs are carved with ritual markings that allow them to pass between worlds at places where the veil is thin and shadows are thick. Their home is the Shadowfell, where their ancient master dwells in a dark tower. People speculate that the banderhobbs' captives work as slaves in the Shadowfell until they eventually transform into banderhobbs. Fragments oflore tell ofvast feeding pits where banderhobbs feast. In the dark reaches of this place, no god watches. Encounters: Even the other fell creatures ofthe Shadow fell shun banderhobbs. When banderhobbs do ally with other creatures, they are most often seen in the company of shadow wolves and howlers. Banderhobb Warder: Lurking in shadow, such as the dark of the cellar and the black abyss beneath the bed, are the banderhobb warders. No place in the world is safe from warders, for it is in the brightest light that the darkest shadows are cast. No matter how far a person flees, a warder finds its prey. Banderhobb Filch: Like a lizard, a shadowy thing scuttles down chimneys, through windows in walls and holes in thatch to the bedsides ofsleepers. Something is dragged across the floor. A shadow is hunched, hefting an awkward sack stretched from its shoulder to the earth. Something is dragged through the woods. The creature moves over stones, through brambles. The sack whimpers, and the thing draws it tight, draws it silent. Someone is dragged away. Banderhobb Abductor: They find the places where shadows are thick. On flat 0 feet, banderhobb abductors silently slip into the world ~ to steal and feed. They lurk in the seams between this w world and the shadow realm. looking into this world, waiting for the right opportunity. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 13 ft. (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Appearance Abilities - Tongue attack deals necrotic damage and drags enemies close - Grappling bite attack - Swallows enemies, dealing necrotic damage each turn - Shadow step teleport - Shadow stealth - Uses piece of object or creature to track within 1 mile - Immune to charmed, frightened A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. Home Plane Shadowfell, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010) Sources - Forgotten Realms Wiki - Angry Golem Games - Volo's Guide to Monsters (2016) - DnDBeyond - Monster Manual III 4th Edition (2010)
- Achaierai | Digital Demiplane
Achaierai Large Monstrosity, Lawful Evil Hero Forge Mini Description (from Planescape: Planes of Law Monstrous Supplement - 1995): “I’d rather not tell you about the achaierai, if you don't mind." [testily] “Why is that?" [calmly, hint of smugness] [pause] "There isn't much to tell." [reluctantly] “Why?" [persistently] "Because there isn't, there just isn't! Can't you get that through vour finned head?" [voice rises] "No. Tell me. Tell me about them." [smoothly] "They're foul fowl, foul fowl . FOUL FOWL, that's why! Just look out the window! Or can't you see through those slitted eyes of yours?!" "Calm down. There's nothing there. You're safe here." [pause] “Now, unburden yourself — it'll he better for—" [interjecting] "—oh, my gods!'' (points out window] “they're coming! Now! For me!" "Well, it's about time." [relieved tone: gestures to nearby technicians] “Restrain her." Written some three centuries ago by the playwright/mindsmith C. Emmet Runn. the above scene from Achaierophobia is a classic — at least on the plane of Acheron. The play is based on the true tale of a gray-elf woman, Fionara Silverbane, who had appointed herself the task of cataloguing all the lawful birdlife in the multiverse. Begun when she was only 400 years old, her travels led her to the iron cubes that comprise much of Acheron. In Avalas (the first layer of the plane], Fionara studied the achaierai. The large, flightless birds stood some 15 feet tall. Shaped like round, plump quail, the birds had four legs and tiny, atrophied wings. Their legs and beak shone with metallic glimmers. The birds' feathers were soft and came in glorious, yet curiously subdued, colors of dim leal, burnt russet, and shadgold. Then one day Fionara came across an achaierai recently deceased. Eager to per¬ form a closer examination, she began dissecting the bird. She had just opened up the breast cavity and was checking the bird's internal organs when two achaierai came through a tunnel toward her. Unbeknownst (then) to Fionara, achaierai are extraordinarily intelligent and highly organized. These two had arrived to cremate their Flockmate. The achaierai were revolted beyond measure at the sight of someone dissecting one of their own. They captured Fionara and presented her “crime" to the rest of the flock. To a bird, ail demanded reparation: They condemned her to feel the same overwhelming revulsion they had felt. Bui Fionara was a scientist and steeled herseif well. During the first few centuries of her captivity, she withstood whatever torments the birds devised. Curiously, the achaierai let Fionara keep her journals. She wrote in them daily, recording minute details about her captors. An entire century was devoted to the relationship between the achaierai and rust dragons. The birds had long domesticated some of these large, insecroid creatures, using them to burrow tunnels through the iron cubes of Acheron. The dragons were far more than mere work animals, however. A single remark from Fionara's journals sums up thc link between these two disparate species: "1 have never seen such . . . devotion between master and animal: it rivals that between Ayta, my cooshee [elven dog), and me." As the years progressed and the achaierai developed more and moie ingenious methods of torture, there developed a contest of wills between the lone gray elf and the achaierai flock. She would not submit - and ultimately she won, though in the end that’s what broke her. Fionara escaped to Sigil and delivered her journals to the grandson of a long-ago friend, and then promptly succumbed to madness. She was convinced the birds were after her, that this was ali some truly elaborate plot to break her. She spent her remaining decades in an insane asylum, where the mindsmith C. Emmet Runn interviewed Fionara. decided to become a playwright, and subsequently wrote an award-winning play about her (the first of many such plays for him). Combat : Achaierai are skilled opponents, using two of their Four legs to attack per round. Each successful hit causes 2d8 points of damage. If an opponent is 10 feet or taller (or is raised to that height), the achaierai can also bite with its exceedingly wicked beak, inflicting 3d 12 points of damage. The achaierai's metallic legs are AC -1, whereas its soft body is AC 8. In melee combat, however, the legs are the bird’s weak point. Should a leg sustain IS or more points of damage, the leg will break and the bird will try to flee. Its movement rate is unaffected until it loses two legs, at which point the rate is halved. If a bird loses three legs or is otherwise seriously wounded, it will release a stink cloud of black toxic smoke, filling a cubic area approximately 10 feet square. Those opponents caught within ihe cloud take 2d6 points of damage automatically and must save versus poison or suffer from insanity for 3 hours. In the confu¬ sion that follows, the bird drags itself away to safety at a movement rate of 6, using its pitifully short wings to help it scramble. As the absolutely last resort, achaierai use their domesticated rust dragons to defend their lairs. This is often a sacrificial gesture, however. The dragons create a diversion, allowing whatever remains of the flock to escape. Achaierai are gregarious birds, forming small flocks of 1d8 members. These smaller flocks frequently congregate, particularly during their sporadic migrations. As Fionara Silverbane noted in her studies, achaierai have no set pattern for migration. They simply gather togerher. attach harnesses to many of their rust dragons, and fly to another cube in Avalas. In her long sojourn with the birds, Fionara recorded only 14 such migrations. Achaierai mate for life, living some 30 years. Every year a mated pair produces a clutch of two eggs. The mortality rate among young achaierai is high - most notably because of their clutchmates. Achaierai reach adulthood at age three and can speak all bird languages and Planespeak (the planar equivalent of common). These birds have an interesting symbiosis with the rust dragons inhabiting Acheron. Achaierai periodically gather rust cocoons and care for the metamorphosing creatures inside until they hatch into rust dragons. Fionara Silverbane noted considerable affection between the two species, much like dogs and humans. The dragons help create tunnels in the metal cubes for the achaierai to make Their lairs. What the rust dragons receive in return — beside affection — not even Fionara could determine. Ecology : Found almost exclusively in the layers of Avalas and Thuldanin on the plane of Acheron, achaierai have been spotted on the Prime Material Plane, loitering in dark caverns and tunnels. They are carnivorous birds, though they supplement their diet with a considerable amount of iron, which exudes out of their exposed flesh and accounts for the high Armor Class of their legs. (from 3.5e Monster Manual I - 2003): A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal. Achaierais are massive, 15-foot-tall flightless birds that inhabit the plane of Acheron and are only occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste for torture. Achaierais speak Infernal. They weigh about 750 pounds. Combat : In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack. An achaierai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction. Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11 ft. (XXL) Lore: Large (15 ft.) Suggested: Large to Huge Other Monikers None Appearance Abilities '- 4 massive talons and beak attack - AOE black smoke causes damage, confusion - Regenerates injuries and lost limbs over 1-2 days - Magic Resistance A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal. Home Plane Acheron, Outlands Stat Block 5th Edition: - DMDave,com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Monster Manual v3.5 (2003) - Planescape: Planes of Law Monstrous Supplement (1995) - Monstrous Compendium: Fiend Foldio Appendix (1992) - Mojobob's Website
- Aleax | Digital Demiplane
Aleax Medium Celestial, Any Alignment Hero Forge Mini Description (from Planescape Monstrous Supplement - 1994) The aleax is a physical manifestation of the vengeance enacted by a power. There is but one aleax for each deity; it is sent forth to punish and redeem those who stray from the dictates of their alignments, who fail to sacrifice sufficient treasure, or who otherwise anger the god. These creatures are created specifically to fulfill that stated purpose, so an aleax will never be met by chance. The aleax usually appears in human or humanoid form and quite closely resembles its intended victim. In fact, the being is in all respects (except as noted elsewhere) an exact duplicate. The aleax has the same attribute scores, hit points, armor and Armor Class, weapons, magical items, spells, and so on. To the intended recipient of the deity’s punishment, the aleax appears to be bathed in shimmering light that varies in color according to the god’s specific alignment: golden for lawful-good aleaxi, vibrant green for lawful neutral, deep purple for lawful evil, bright yellow for neutral good, silver for true neutral, royal blue for neutral evil, ever-changing rose-and-blue for chaotic good, kaleidoscopic colors of all shades for chaotic neutral, and shifting scarlet and indigo for chaotic evil. Bystanders, however, see the aleax as a nondescript individual of the same race as the target. When the aleax attacks, it seems to onlookers that the character has been assaulted by (or has attacked) a complete stranger. Those attempting to help the character quickly discover they cannot aid the object of divine wrath. Companions of the punished character can do little but stand helplessly by and wait for the outcome of the battle (see below). When it appears, the aleax utters a few brief words in the language of its deity (which may or may not be understandable to the victim), stating that the mortal has offended the god, outlining the nature of the crime, and insisting that he or she must now submit to punishment. After this decree is spoken, the aleax attacks without quarter or mercy. No discussion or plea is heeded. Combat: Characters who attempt to rationalize with the aleax forfeit their claim to an initiative roll, because the being moves in to attack while the PC gibbers away. In battle it will use the same weapons and spells as the character, along with tactics similar to its target. The aleax has 100% magic resistance to any magical effect that does not originate from its victim. Likewise, it is immune to all damage from sources other than its target; only the weapons and magic of its target can harm it. If a wizard casts a fireball at an aleax attacking a priest, the creature is unharmed (although the priest is still subject to damage), but if the wizard cast the same spell at an aleax attacking him, the spell would cause damage normally. Of course, the aleax enjoys any magic resistance that the target character has. Further, the aleax naturally regenerates hit points when wounded, at the rate of 8 hit points per round. An aleax is also immune to any magical effect that taps its life source, including magic jar , possession , life-draining, or vampiric regeneration . It automatically saves vs. spell when confronted by illusions, and it can attempt to break a charm spell once per round. Despite its numerous tactical advantages, an aleax has a special vulnerability to physical attack. Any hit with a physical weapon (not a magical effect) that scores on a natural roll of 19 inflicts double damage, and a natural roll of 20 causes quadruple damage. However, damage inflicted by the aleax is always normal, regardless of the result of its attack roll. Although they are ferocious fighters, aleaxi never actually kill their victims. One who is slain by an aleax is simply suffering the judgment of his or her god. Although to onlookers it appears as though the character has died, in truth his spirit is held in suspension between death and life. He is in commune with his deity then, and he is given a last chance to barter for his life. The spirit can be returned to the character’s body, but only by quickly paying the price demanded by the offended power. The deity can demand seniice, levels, treasure, or magic. The choice is not open to negotiation – either the character accepts or he dies. Those who choose death cannot be raised. Service can be any one quest (unbreakable by even a wish spell) stipulated by the power. The deity can also claim up to half a character’s levels, while treasure and magical-item forfeitures result in the loss of all the character’s property, no matter where it is hidden. If the condition is accepted, the character is then automatically raised from the dead (including elves) with whatever conditions agreed upon immediately applied. The character will receive no further visitation from the aleax as long as be or she remains true to the offended god in the future. If the character defeats the aleax in battle, some portion of the aleax’s spirit merges with the character. The power’s wrath is annulled, for Fate has judged against it. No more attacks will be made on the character for that particular offense (regardless of whether the character is now acting in a appropriate manner), although further offenses may trigger retribution. The joining of the aleax’s spirit with the player character brings both rewards and penalties. The character’s wits and senses are heightened frown this commingling with the divine, so Intelligence increases by 1 and the character enjoys a +1 bonus on all surprise rolls. Also, others can see that the character has been aleax-touched, effectively bestowing a +1 bonus to Charisma. However, the aleax spirit still fights for control of the character. Whenever faced with a situation similar to the character’s original offense (regardless of whether the character is now acting in an appropriate manner), the spirit will attempt to assert itself as a rightful avenger. At that time, the character must successfully save vs. paralyzation or become possessed by the desire to punish those who have offended the aleax’s god. The desire remains until the offenders are punished or the effect is broken by a dispel magic speIl. Note that this does not free the character in future instances, but only cancels the immediate effect. Habitat/Society: Aleaxi have no habitat or society – they are the creations of the powers. They come into existence when a god wishes to punish a mortal, and they return to nonexistence immediately upon completion of their duties. A powcr can only create one aleax at a given time. Since a deity’s strength diminishes slightly every time one of its special servants is defeated, the gods as a whole do not lightly send out these avengers. Typically, aleaxi are created to correct the most blasphemous of followers, or those that pose a great threat to the stability of the power’s realm. Ecology: Aleaxi essentially do not exist until they are called into being by the gods. Some sages speculate that an aleax is an actual part of its god’s consciousness, which separates and adopts a physical form. Others believe that it is a magical being, created on the spot at the behest of the offended god. In any case, an aleax exists for no other reason than to defeat its mortal model and return to its deity victorious. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6.5 ft. (XL) Lore: Medium (target size) Suggested: Medium Other Monikers Avatar of vengeance Appearance Abilities '- Assumes form, stats, and all abilities of target - Appears as random stranger to other creatures - Cannot be injured by any creature other than target - Regeneration - Can attempt to break charm spell each round - Immune to illusions and all magical effects that manipulate the spirit or life force - Steals soul of defeated target and holds it in divine suspension - Can bestow unbreakable Quest - Resurrection of target - If defeated by target, Aleax merges spirit with target, providing bonuses, but also risk of possession The aleax usually appears in human or humanoid form and quite closely resembles its intended victim.... To the intended recipient of the deity’s punishment, the aleax appears to be bathed in shimmering light that varies in color according to the god’s specific alignment: golden for lawful-good aleaxi, vibrant green for lawful neutral, deep purple for lawful evil, bright yellow for neutral good, silver for true neutral, royal blue for neutral evil, ever-changing rose-and-blue for chaotic good, kaleidoscopic colors of all shades for chaotic neutral, and shifting scarlet and indigo for chaotic evil. Home Plane Outer Planes Stat Block Same stats as target. (see mojobob's website ) Sources - Planescape Monstrous Supplement (1994) - mojobob's website
- Belker
Belker Belker Large Elemental, Neutral Evil Hero Forge Mini Description (From Monster Manual 3.5e - 2003): A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw. Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. Because of its semigaseous nature, however, it shifts and changes shape with every puff of wind. It is about 7 feet long and weighs about 8 pounds. Belkers speak Auran. Combat : In most cases, a belker fights with its nasty claws and painful bite. Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th). Skills: Belkers have a +4 racial bonus on Move Silently checks. (From Planescape: Monstrous Compendium Appendix III - 1998): I am not what you might think. Do you see me as a creature of evil nature or intent? I enjoy peace and solitude, not violence or pain. Yet still I’m regarded as though I were a monster — a fiend from the Abyss. Oh, yes, I know of the Abyss. I’m aware of the Outer Planes that stretch beyond our Inner Planes. I’ve never been there, but I have heard tales. And because my form looks a bit fiendish and I have large black wings — well, I know what you think when you see me. But I’m no devilish tormentor from the Lower Planes. Someone such as you might consider me an elemental creature. I suppose that I am — your kind refers to my home as the Paraelemental Plane of Smoke. Creatures that I call the N’raaigib, you call smoke paraelementals (that, in itself, says much of our difference, does it not?) Smoke is an integral part of my essence, and thus you would name me an elemental as well. That’s fine. I’m not bothered by it — quite flattered, really. Smoke is one of the fundamental components of existence, and I’m glad that you’re aware of that. I can even alter the composition of my body to become as the smoke of my home. This ability provides me with many advantages, and makes me a great deal different from you. But different is not always evil. Combat: When I must fight, I do so with claws and fangs [1d3/1d3/1d4] or with powerful blows from my large wings [1d6/1d6] — particularly if I am in my smoke form. Did I mention that I can transform my body into a smoky cloud? When I do, however, my wings remain completely solid. Turning to smoke is a useful defensive measure, certainly, but it also complements my natural weaponry. It allows me to weaken a foe in the manner I really prefer — from the inside. You see, if a creature such as yourself — and by that I mean someone who breathes air (not that I would ever think of harming you) — engages in combat with me, my favorite tactic is to transform my body into smoke and let my foe simply inhale me. Ah, what a wondrous feeling that is! Then, while the air-breather coughs and chokes on the vapors of which I’m composed [saving throw versus poison to avoid] , I make a portion or myself solid — a claw, perhaps — directly inside his body. This causes him great distress. [If the victim failed his saving throw, the attack automatically succeeds, inflicting 3d4 points of damage per round. Each round, the victim can attempt another saving throw versus poison to expel the smoky creature from his body.] Best of all, while in my smoke form, I can be harmed only by enchanted weapons [+1 or better] , and my resistance to magic doubles. I can transform into smoke at will, and I can even turn only part of my body to smoke and leave the rest solid, if I wish. However, as I think I mentioned before, I can never turn fully to smoke — my wings remain solid in any situation. [If any portion of the balker is smoke, its special defenses are in effect — that is, it’s hit only by +1 or better weapons and its magic resistance doubles.] Sadly, I can sustain my smoky form for only a short while each day [20 rounds per day, which need not be consecutive] . Still find me fiendish or frightening? I’ll tell you what — as a show of good faith, I’ll even reveal to you a few of my weaknesses. Perhaps that will set your mind at ease. You see, while my smoke form helps to protect me from attacks with weapons, it makes me especially vulnerable to certain kinds of magic. Cold-based attacks inflict twice their usual damage, a gust of wind spell sends me up to a mile away, and a wind wall entraps me as if it were a hold spell. No matter what form I’m in, though. I’m always immune to heat, fire, poison, paralyzation, and petrification. And, as a last note, I apparently have the unique ability to damage other creatures that can also transform into smoke or mist — even when they’re normally considered untouchable. It must be a product of the environment in which I flourish. I’ve never thought much about it, but I’ve heard that I could attack and destroy even a vampire (whatever that is) in its mist form. Habitat/Society: Most of the time, I keep to myself. Only when one of the baser needs comes upon me do I seek out the company of others — and even then, it’s only for a short time. Sometimes, though, it is enjoyable to hunt with my fellows. We work well together, bringing down our prey quickly and efficiently. If our hunger is great, we finish the meal off quickly. Other times… not so quickly. You’d be surprised how loud some creatures can squeal when they’re in pain. When I catch something particularly soft-fleshed, I like to — well, I suppose you’d call that evil. You’re quick to judge, aren’t you? Occasionally, when things grow particularly boring, some of us find the time to procreate. Once born, however, my kind learns to survive on its own. We’re not coddled like mewling infants, and that’s part of what makes us strong. We thrive and nourish here in our own realm. thank you, with little interference from outsiders like yourself. Look around you, at this large cinder in which I’ve made my lair — impressive, yes? For the most part, cinders like these are the only solid surfaces on the entire plane, and they’re quite rare. I’ll slay any fool that — I mean, rather, that intruders are not welcome, even others of my kind. Ecology: I eat whatever I please. Nothing can escape me when I’m on the hunt. Most of the time, I feed on tiny creatures that I believe you call vapor rats and smoke mephits. (Strangely enough, some of your scholars believe me related to the mephits — the fools.) But whenever something new crosses my path, I just can’t resist — that is, I try to… ah… (smack) you, erm… Pardon me. It’s just that (smack smack)… it’s just that you look so — well, tasty … Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6' (15') (XL) Lore: Large Suggested: Large to Huge Other Monikers None Appearance Abilities - Assumes gaseous form for bonus defense and to choke breathing enemies - Claw, bite, wing attacks - Immune to fire, poison, paralysis, petrification - Can attack creatures that try to assume gaseous form - Flight A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw. Home Plane Paraelemental Plane of Smoke, Elemental Plane of Air Stat Block 5th Edition: - 5esrd (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's website Sources - Monster Manual v3.5 (2003) - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's website
- Air Sentinel | Digital Demiplane
Air Sentinel Medium Elemental, Chaotic Good Hero Forge Mini Description (From Monstrous Compendium: Outer Planes Appendix - 1993): Air sentinels are beneficial spirits that reside on the Twin Paradise (Bytopia) layer of Shurrock. They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. They are jovial beings and will usually project a friendly expression and demeanor. Combat: By nature, air sentinels are nonviolent and loathe to enter combat. Unless something important is at stake, they will usually escape from battle with their impressive flying speed. If forced into combat, however, air sentinels will attack by means of a small electrical charge that they release from their hands. In appearance, these charges seem much like miniature lightning bolts. An air sentinel can fire two charges per round at one or two opponents. Each charge does 1-6 points of damage per hit. Because the charge is primarily electricity, metal armor is ignored when determining the target’s armor class. Air sentinels can also use a hug attack in combat if the need is sufficiently pressing. The sentinel attacks by wrapping both of its strong arms around an opponent (requiring only one attack roll) and then releasing a strong electrical attack. If the hug hits, the electricity will do 3-18 points of damage. Any being so damaged must make a system shock roll. If the roll fails the being will fall unconscious for 1-8 melee rounds. Air sentinels will never kill anyone (even an evil being) who is unconscious. They would consider such an act barbaric. Air sentinels also have a limited form of missile deflection. In any round, a sentinel can forfeit its attack and instead create a strong swirl of air around it. This air shield forces a -5 penalty on all missile attacks made against them. The air shield can be used three times per day and lasts for one round. Habitat/Society: Air sentinels perform a vital duty on the layer of Shurrock. They act as protectors for weaker kings that have found their way to the more robust layer of the Twin Paradises. Shurrock is rocked with booming thunder squalls and hard rains. its weather and terrain are both hardy and challenging to any who go there. Many has been the time a mortal has traveled to Shurrock only to find himself in grave danger from the unexpected weather. Air sentinels police the layer for beings in danger. They will rescue the newcomers and carry them off to one of the many large and sheltered caves that exist on Shurrock. The true origin of air sentinels is knowledge lost to the ages. They obviously bear an extremely close resemblance to djinn from the Elemental Plane of Air. Sages speculate that some deity or power from the Twin Paradises — having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather – made a pact with a group of djinn to travel to Shurrock and live there as guardians. Whatever deal was struck with those proud and noble air spirits is unknown, but surely it must have been a beneficial pact since the air sentinels have patrolled Shurrock for years uncounted. Ecology: The air sentinels are constantly increasing their number by breeding prodigiously. They have a fiercely strong sense of family and honor, and in many ways resemble the djinn they most likely evolved from. Due to their strength and agility — and, of course, to the generally good alignment of Shurrock – air sentinels have no natural enemies. They also appear to be, in a sense, immortal. Young sentinels will grow to an adult age and appear to get no older. But after a certain time (usually no more than 200 years) air sentinels will travel away, never to be seen or heard from again. Why this occurs and what happens to the air sentinels is unknown. Perhaps these proud, majestic beings simply pass into another state of being. Sages have no evidence one way or another. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft. tall) Suggested: Medium to Large Other Monikers None Appearance Abilities '- Electrical hand attacks ignore armor class - Hug damages, grapples and knocks enemies unconscious - Missile deflection - Flight They appear much like the djinn from the Elemental Plane of Air. From the waist up they are strong, baldheaded humans with distinct features. The dominant males usually sport a moustache and goatee. They adequate fond of jewelry, often wearing necklaces, arm bracers, earrings, etc. From the waist down, air sentinels look very much like a small tornado or twisting cone of wind. Home Plane Bytopia (Shurrock), Elemental Plane of Air Stat Block 2nd Edition: - Mojobob's Website Sources - Monstrous Compendium: Outer Planes Appendix (1993) - Mojobob's Website
- Allip | Digital Demiplane
Allip Medium Undead, Neutral Evil Hero Forge Mini Description From Mordenkainen's Tome of Foes (2018): When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim’s psyche and overwhelming psychic agony. Blasphemous Secrets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter. Undead Nature. An allip doesn’t require air, food, drink, or sleep. Insidious Lore: An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world — and its terrible secret hides somewhere in the scholar’s text, waiting to be discovered by its next victim. (From Monster Manual v3.5 - 2003): The creature that floats before you is like a thing out of nightmare. It has a vaguely humanoid shape, but it’s a shape without features that has been distorted and bristles with madness. From the waist down, it trails away into vaporous nothingness, leaving a faint trace of fog behind it as it moves. An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink. An allip cannot speak intelligibly. Combat : An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds. Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based. Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium Suggested: Medium to Large Other Monikers None Appearance Abilities '- Maddening touch causes psychic damage - Howling babble causes AOE psychic damage and stuns - Whispers of Compulsion causes psychic damage and causes enemy to melee attack ally - Immune to cold, necrotic, poison, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained - Resistant to acid, fire, lightning, thunder, and nonmagical attacks - Incorporeal Movement - Requires no air, food, drink, or sleep - Flight The creature that floats before you is like a thing out of nightmare. It has a vaguely humanoid shape, but it’s a shape without features that has been distorted and bristles with madness. From the waist down, it trails away into vaporous nothingness, leaving a faint trace of fog behind it as it moves. Home Plane Unknown Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond 3.5e: - realmshelps.net Sources - Forgotten Realms Wiki - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Monster Manual v3.5 (2003)
- Bladeling
Bladeling Bladeling Medium Humanoid, Lawful Neutral (Evil) Hero Forge Mini Description (From Planes of Law Monstrous Supplement - 1995 [credits] ) Bladelings were once rumored to be tieflings, the spawn of fiends and humanoids. Unlike the other castoffs of the Lower Planes, however, bladelings are a distinct race unto themselves. Not much is known about the bladelings, for they discourage any investigation into their lives — harshly. They are highly superstitious, and most are exceedingly xenophobic. Though they are courteous to strangers encountered outside their home, they tend to administer swift death to those who invade their territory. Bladelings can become conjurers, priests or fighters. Certain bladelings have the ability to call on their unknown gods. These bladelings, usually (but not always) female, can achieve 10th level as priestesses. They are the rulers of bladeling society, guiding it as they see fit. The bladelings live in Ocanthus, the fourth layer of Acheron, amidst the whirling blades of ice and iron. Their city, Zoronor, lies in the Blood Forest. This pulpy mass of wood (and other less savory, unidentifiable material) protects the residents from the whirling blades that are the main feature of this layer. Zoronor is the only known bladeling city. Here, bladelings obey their priest-king fanatically, having followed his tenets and gained some measure of security, which they will defend with their lives. The city itself yields litle except assassins and travelers. Life in Ocanthus is difficult at best. For this reason, bladelings learn to trust in their neighbors and to protect them as well. Though they are prone to internal strife and their priests and priestesses in particular are prey to politics (sometimes to the extent of embroiling parts of the city in their maneuvers), bladelings pull together quickly when faced with outside threats. Though not originally from Acheron, bladelings have established themselves on the plane and are now considered native. They were nearly wiped out in the first years after their arrival. Rust dragons inhabiting the plane destroyed large numbers of bladelings with their corrosive breath weapons. Through magical experimentation, however, bladelings finally developed a resistance to rust of any sort. Combat : Bladelings are quick to leap into a fray. When entering combat, a bladeling wades in hands first. Striking twice with its metal-encrusted fists, the creature inflicts 1d6 points of damage with each successful attack. Then again, a bladeling might instead wield a weapon of nearly any type. Some bladelings are truly brave. These attack the wielders of the weapons most dangerous to other bladelings first, trying to get a measure of their enemy. Bladelings are entirely immune to rustiug, acid, corrosive attacks of all types, and normal piercing missiles or bladed weapons. Bladelings are magical beings; their bodies — composed of elements stronger than mere flesh — are resistant to some types of magic. They take only half damage from cold- and fire-based spells. There’s not a whole lot that can hurt the them — and they press that advantage. Magical or bludgeoning weapons inflict full damage against them. Other spells affecting metal will work normally on a bladeling; the heat metal spell, however, causes double damage. Other heat-based spells, unless specifically designed to work on metal, do nothing. Once per week, a bladeling can create a razor storm. The creature explodes a piece of its outer skin, sending a 5-foot wide hail of blades up to 15 feet forward. The shrapnel attack causes 3d12 points of damage to any within the blast area, though the victims can save vs. breath weapon for half damage. The drawback to this attack is that it weakens the bladeling’s natural armor, reducing it from 2 to 6 in the frontal torso. Any attacks striking this area inflict double damage upon the bladeling; fire- and cold-based spells inflict normal damage if directed at this weak spot. In addition, the bladeling’s magic resistance falls to 5% untll the bladeling has regenerated the lost blades (typically 1d4 days later) Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 8' 5" Lore: Medium Suggested: Medium Other Monikers None Appearance Abilities - Entire body is a deadly weapon - Razor storm (AOE) once per week - Immune to nonmagical piercing and slashing damage, as well as acid, rust, and poison - Fire and cold resistance Human-shaped, the average bladeling stands about 6 feet tall. The resemblance to humankind ends there. Bladeling eyes glow like translucent chips of glacial ice tinged with purple. Skin and bones protrude in the form of sharp blades of wood and ice and steel, jutting out at all angles; bladelings have no soft flesh. They have blood the color and consistency of oil. Home Plane Acheron Stat Block 5th Edition: - Homebrew from DM Dave 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki - Homebrew from DM Dave - Planescape: Planes of Law Monstrous Supplement (1995) - mojobob's website
- Arcane | Digital Demiplane
Arcane Large Giant, Lawful Neutral Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix II - 1995) The arcane are a race of traders and merchants who travel the planes in search of business. [They] prefer to dress in exotic silken robes and broad fur capes or stoles. They don't wear armor, but often carry magical protection such as rings, cloaks, or bracers. Most arcane appear to be only lightly armed, with long, thing weapons such as rapiers, staves, or light long-handled maces. The arcane typically travel in groups they refer to as "companies." These companies may number only a handful of arcane, but it is quite common for human and demihuman bodyguards to be part of the entourage. It's rare to find an arcane without 4 to 10 bloods nearby. No one knows the dark of it, but it's said that the arcane've got a strange reluctance to enter Sigil and avoid it at all costs. If an arcane finds [themselves] in the Cage, [they'll] seek to leave immediately by any door available - no matter where that door might lead. The arcane appear to have no cities or settlements of any kind, existing only as wandering merchants. A company of arcane may number as few as just one of the creatures, or as many as a dozen. Guards and temporary employees numbering 4 to 10 times the actual number of arcane are always nearby. The arcane seem to work more as arrangers and speculators instead of manufacturers or bulk goods purveyors. It's quite common for an arcane to hire human or demihuman merhcants to handle the shipment of anything larger than four or five chests' worth of materials. If an arcane trader strikes a deal to deliver 1,000 Arcadian swords to Ysgard, [they'll] hire an Arcadian merchant to take the swords to the Outlands and then hire a second merchant to deliver the swords from Glorious to the buyers. To the outside observer, it's all quite mysterious - one day a warehouse full of swords just seems to appear as promised. It's said that the arcane've got a dark to hide, a racial design of unknown purpose or depth. They've never told of it, since they'll die before they'll spill their secrets. Whatever they're up to, they're very well infromed of each others' activities and know when one of their kind has been rudely treated by any particular basher. Some sages speculate that the arcane share a kind of racial telepathy, or that there's really only one company of arcane, and they can be in several places at the same time... but the arcane don't like to talk much about themselves and leave these questions unanswered. Within each arcane company, the creatures seem to be coequal. They operate in perfect coordination with each other and never contradict themselves or quarrel in public. The arcane appear to be sexless, and no one can say they've ever seen a juvenile or aged one. The arcane have no home on the planes. They don't build cities or settlements of any kind. Instead they constantly move from place to place, arranging deals and amassing wealth. The arcane deal in high-value goods of all kinds, but prefer magic, gems, rare spices, and fine wines - extremely valuable materials that don't take up a whole lot of space. Through their middlemen, the arcane also deal in weapons and technology of all types. In fact, if there's an arms deal on the planes, there's an excellent change the arcane were involved at some point. Of course, the arcane're extremely wealthy, but beyond that it's hard to say what they gain from their incessant trading. Some people speculate that the arcane are afflicted with a compulsion to make money, and others believe that the arcane require a rare and expensive spice to live. One thing's for sure: The arcane aren't telling. Combat : Arcane aren't much for a fight; they loathe physical conflict and avoid it whenever possible. Despite their extraordinary height, they're not good fighters; an arcane's only marginally stronger than a stout human for all [their] size, and no match for an ogre or fiend in physical strength. 'Course, an arcane'll be long gone by the time an angry fiend gets past the bodyguards. Arcane's natural Armor Class is 5, but as noted above they're almost always equipped with magical protection of some kind. Usually, this is sufficient to improve their AC by 2 or better. If force to defend [themselves], an arcane usually wields a weapon that strieks for 1d8 points of damage, plus a minor magical effect such as shocking grasp, heat metal, or blindness that affects the victim unless [they] successfully save versus spell. (The DM is encouraged to be creative; any 1st- or 2nd-level spell is appropriate.) This ability seems to be innate to the arcane and not a property of their weapons. Despite their minor magical abilities, arcane far prefer to avoid combat altogether. They possess the innate spell-like powers of invisibility and dimension door , each of which can be used three times per day. Often, an arcane vanishes at the first sign of trouble and leaves [their] bodyguards behind to "clean up." An arcane's bodyguards are usually fighters, thieves, and mages of 1st to 4th level. The arcane pay well for their services. On occasion, a PC party may be offered employment by an arcane seeking extra guards for a specific mission or task. It's also common for the arcane to use guards from the faction they're currently working a deal with, so if the arcare are in business with the Doomguard, their bodyguards are likely to be drawn from that faction. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11 ft. (XXL) Lore: 12 ft. Suggested: Large Other Monikers Mercanes Appearance Abilities '- Enchanted weapons and items - Innate spellcasting (defensive) - Hires bodyguards They're tall, lanky, blue-skinned giants with long, thin faces and spidery, delicate hands; their fingers have more than one joint than most humanoid creatures. Home Plane Unknown Stat Block - DumpStatAdventures.com Sources - DumpStatAdventures.com - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix II (1995)
- Bacchae
Bacchae Bacchae Medium Fey, Chaotic Neutral Hero Forge Mini Description (from Fiend Folio - 2003): Bacchae are entities infused with the spirit of a Bacchanalian revel. They are debauched creatures that roam the planes, luring others into their frenzied dance. They are erratic beings that can go from friendly revelers to dangerous combatants in a moment. Most bacchae look like normal humans, but with a feral gleam in their eye. Although they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyrlike in appearance. Their tunics and laurel crowns are stained with dirt, wine, and blood. They carry large tankards of beer, jugs of wine, and a variety of musical instruments. Most people encounter bacchae out in the wilderness. They never stay in one spot for long, descending upon a location like the wind and leaving destruction and chaos in their wake. From time to time, a band of bacchae shows up in a civilized area, bringing revelry and discord. Commoners usually delight in the chance to let loose, but authority figures fear and despise bacchae, seeing them as forces of anarchy and revolution. Anyone who revels with the bacchae risks becoming one as well. Over the course of a long evening of dancing, drinking, and carousing, the spirit of Dionysus may take over the beguiled individual and transform him or her into a new member of the band. Bacchae speak Common and Sylvan. COMBAT : Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song. The revelers do not hesitate to use charm person or emotion to magically compel revelry from anyone who does not wish to join their debauchery. Only when people resist their magical abilities or seek to interfere with the revel do the bacchae turn ugly and fall on their hapless victims with physical attacks. Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They disdain weapons for their bare hands. Those that are not involved in melee combat hurl rocks, tankards, bottles and other loose items that happen to be nearby. Bacchae can be summoned using a summon monster III spell. Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through the beguilement of the bacchae’s spell-like abilities, must make a Will save (DC 10 + 1 per 3 bacchae engaged in the revel, to a maximum DC of 20 for a band of 30 bacchae) or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again. If the debauched character fails the save, the character becomes a bacchae. A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of her bacchae mob. The character can be restored by heal, limited wish, miracle, or wish. Immunity to Polymorph: Bacchae are immune to polymorphing. Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds, the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 2d8+6 (15 hp); AC 14, touch 9, flat-footed 13; Base Attack/Grapple +4/+6; Full Attack 2 claws +6 melee, or rock +3 ranged; Damage claw 1d4+4, rock 1d6+5; SV Fort +9, Will +4; Str 18, Con 19; Jump +12. A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (–2 Str, –2 Dex, can’t charge or run) for the duration of the encounter. Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+3 points of damage (2d4+6 points if the bacchae is raging). Spell-Like Abilities: 3/day—charm person, Tasha’s hideous laughter; 1/day—emotion. Caster level 7th; save DC 11 + spell level. Outsider Traits: Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). BACCHAE SOCIETY: Bacchae travel in groups and are never found singly. A bacchae band can see no purpose or need beyond its own revelry. While bacchae are rarely cruel or malevolent, they can be exceedingly careless of other people’s property and lives. Bacchae are on good terms with all sorts of fey, such as dryads, satyrs, and sprites. Centaurs and hardier elves (usually wild elves) are also common members of bacchae revels. Most other beings are considered “fair game” for the bacchae to taunt, challenge, drink with, or kill outright. Musicians, brewers, and vintners are usually spared their wrath, however. Bacchae take a dim view of any authority figure or group that tries to impose any sort of rules on their debauched lifestyle. They are staunch opponents of lawful beings of all kind and, as a result, are hunted by such organizations wherever they go. BACCHAE CHARACTERS: The bacchae’s revelry forms their sole, all-consuming activity. They simply don’t give it up for any reason or cause. Thus, they lack the ambition or discipline to pursue any character class. In most campaigns, bacchae are unsuitable as player characters. BACCHAE AND DEITIES AND DEMIGODS: If you are using the Olympian pantheon presented in Deities and Demigods, bacchae are devotees of Dionysus. Their native plane in the Olympian cosmology is, naturally, Olympus. (from Planescape: Planes of Chaos Monstrous Supplement - 1994): The bacchae are petitioners possessed by the spirit or Dionysian revelry, transformed into whirling mobs of debauched creatures capable of tearing apart anything in their path. They are most common in Olympus, though they are found throughout the first layer of Arborea. Bacchae wear loose robes, crowns of mistletoe, grape leaves, or laurel, and sandals or crude leather shoes. Their garments are usually stained, torn, and dirty; in winter, they include bulky layers of shawls, woolen leggings, and scarves. Bacchae speak the language of the region they live in and thc languages or satyrs, dryads, and oreads. Combat: Bacchae attack in a flurry of eye-gouging, biting, scratching, clubbing, and kicking, a whirlwind attack that does 1d10 points of damage unless the bacchae can be held at arm’s length. They never use missile weapons more complicated than a thrown rock, stick, or goblet. They are immune to all enchantment/charm spells. More importantly, Baccae can tear items, clothing, and armor away from their opponents during combat, even shredding chain mail, yanking away plates, and cracking boiled leather armor. Each bacchae who strikes successfully with 4 or more than the required attack roll tears away a single item: a shield, cloak, breastplate, helmet, or the like. The loss of a shield or magical cloak has an obvious and immediate effect on the victim’s Armor Class, but losing bits or armor has a slower effect. Each successful attack on armor costs the defender 1 point of Armor Class (it takes more effort to tear away an entire set of plate armor than it does to take away leather or ring mail). Items lost to bacchae must make two saving throws versus crushing blow or be torn to shreds: the first when initially taken away, the second the following round when the mob tears at it. If the item survives, it is cast aside and ignored. Any item that doesn’t make its saving throw is torn, shredded, shattered, or punctured. It doesn’t take much to incite the bacchae into a violent attack: Bacchae usually demand any wine or beer that they come across, and refusal results in instant attack. Even before melee is begun, bacchae are easily whipped into a blood frenzy. When they see the first sign of weakness and someone (even a fellow) in the combat falls, all woundws bacchae are provoked into a blood frenzy. They make all attack and damage rolls at +2, and they gain a +1 bonus to initiative. Bacchae can stop an attack as quickly as it begins, sometimes without any apparent reason. At no obvious signal and for no obvious reason, an entire mob or them stops attacking and offers their opponents wine, ale, and food. Mysterious, yes, but also welcome. Sometimes this is no more than a short pause to regain their breath before renewing the assault, but (especially when they are outmatched) it is a sincere recognition of their opponents’ skill and an honest attempt to patch things up. At other times, it seems like a sign of contempt when the bacchae realize that no challenge is involved in the brawl. ’Course, not everyone reacts well to these peace offerings. If they are refused, though, all the bacchae are immediately driven back into blood frency. Determination of when the bacchae attack or cease an attack is a strictly random DM call. The bacchae travel in a blur. More than just a blur of wine and laughtcr, they can move at magical speed from point to point. This allows hundreds of bacchae to descend on a designated amphitheater, glen, or feast hall as quickly as a plague of locusts, shocking the locals into joining their revelry. More importantly, it allows them to escape before militias or town watches up the celebrations. Usually, traveling bacchae have a specific goal in mind, but even when they don’t they can travel with terrific speed (they move as per the shadow walk spell). When they remember or when sorely pressed, mobs may use shadows walk to retreat from combat. Groups can travel this way twice per day; individual bacchae cannot shadow walk and must stumble along on their own. Habitat/Society: The bacchae have a tribal mentality: either a being is a member of their tribe, or it is an enemy. They can only be convinced to accept those who are as dirty, drunken, and frenzied as they are, though they make exceptions for musicians and vintners. The bacchae invite strangers to join their frenetic dancing, drinking, and fighting for a night before passing judgment on the newcomer. A reaction roll of 11 or better means that the new recruit is accepted (all Charisma and faction adjustments apply). Once accepted, a new member of the tribe must act in character or risk being scapegoated, cast out, or attacked. Anyone who carouses with the bacchae long enough becomes one of them, infused with the wild spirit or Dionysus and Pan, their patrons. Each day that a creature stays with the bacchae it must make a check to avoid being transformed into a bacchae. The process depends on the reveler’s Wisdom and levels or Hit Dice: the more powerful and less wise the creature, the more likely it is to be permanently transformed. The base chance is 20 out of 20, and each point of Wisdom subtracts 1 from the chance, and each Hit Die less than the 2-HD bacchae subtracts 1 as well (each additional level or Hit Die adds to the chance). For example, a 7th-level tiefling rogue joins a bacchanal debauch for a night and is accepted by the mob. With a Wisdom of 9, her chance of becoming a member of the bacchae is 20 -9 Wisdom +5 level difference (7th level - 2 HD) = 16 in 20. A 0-level petitioner with a 10 Wisdom would have a 20 -10 Wisdom -2 level difference = 8 in 20 chance of becoming a bacchae permanently. Player characters transformed into bacchae can be restored to their usual forms by a shapechange , heal , or limited wish spell. A polymorph other restores the form but not the mind of the affected character. Bacchae place little value on appearance, cleanliness, conventional rules, and manners — in fact, they despise these things. Bacchae celebrate living fast and well: They praise wit, endurance, good humor, and a certain fiery joy in life. They often dare each other to ridiculous stunts: they die young, and die happy. Ecology: The bacchae tear apart and devour anyone or anything that doesn’t join their movable feast. They are on good terms with the Seelie Court and some of the hardier carousers of Ysgard, but most normal petitioners and planars give them a wide berth. The only exceptions are the satyrs , centaurs , dryads , and oreads , who enjoy the company of the bacchae, at least for a night. Some Sensates join and leave the bacchae at will. The Sensates seem to consider traveling with a mob of bacchae some sort of crass but rugged holiday. Members of the Dionysian sect called the Children of the Vine consider it a divine blessing to be accepted by the bacchae, but — oddly enough — the bacchae accept very few of them. Perhaps the bacchae have a perverse sense of humor. Bacchae have been seen in the halls of Ysgard (where they gleefully battle the petitioners there, though few bacchae survive) and in Limbo (where the githzerai kill them on sight), but they are most common throughout Arborea. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6 ft. (XXL) Lore: Medium Suggested: Medium Other Monikers Maenads Appearance Abilities - Blood frenzy - Attacks can sunder armor and break/disarm weapons and equipment - Transform newcomers into bacchae - Innate spellcasting - Magically fast movement Most bacchae look like normal humans, but with a feral gleam in their eye. Although they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyrlike in appearance. Their tunics and laurel crowns are stained with dirt, wine, and blood. They carry large tankards of beer, jugs of wine, and a variety of musical instruments. Home Plane Arborea (Olympus) Stat Block 5th Edition: - 5esrd.com (homebrew) - mikemyler.com (homebrew) 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Fiend Folio (2003) - Planescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website
- Astral Dreadnought
Astral Dreadnought Astral Dreadnought Gargantuan Aberration, Chaotic Neutral Hero Forge Mini Description (from Planescape: Monstrous Compendium Appendix II (1995): The gods alone know what these things are or where they come from, bot one thing is certain: Where the astral dreadnought goes, even the most powerful fiends know fear. The astral dreadnought’s a gigantic creature the size of a storm giant , with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. The dreadnought’s sole interest appears to be feeding on any astral traveler unlucky enough to cross its path. No one has managed to communicate with the dreadnought and lived to tell the tale. Combat: The astral dreadnought’s an absolute terror in combat. Its massive claws are lined with sharp, serrated edges that can easily catch and crush a human. If the dreadnought scores a natural 18 or better against a creature of size L or smaller with its claws, the victim is pinned. Trapped victims are automatically crushed for normal claw damage in subsequent rounds and are 50% likely to have 1d4 limbs pinned as well — possibly rendering them helpless in the dreadnought's grip. Getting free of the dreadnought requires a bend bars/lift gates roll with a +30% penalty. Instead of crushing a trapped victim, the dreadnought can bring it to its maw for a bite attack with a +4 bonus to hit, or throw the hapless victim 30 to 180 (3d6 x 10) yards. (’Course, a sod won’t stop going in the Astral once he’s been thrown until he collects himself and uses his mind to stop his movement.) The dreadnought’s gaping maw is capable of crunching through even the toughest armor or shield. If the creature makes its bite attack roll by 4 or more, the victim’s armor must survive a saving throw versus crushing blow or be destroyed. If the victim has no armor, he must successfully save versus death magic or lose a random limb, severed cleanly by those razor-sharp teeth. The dreadnought can sever a victim’s silver cord with its bite if it aims for the cord and makes an attack roll that hits AC 0. This destroys the victim’s astral form and causes the death of the victim’s body. To make matters worse, the astral dreadnought has several magical powers as well. Its gaze creates a cone-shaped area of antimagic , 100 yards long by 20 yards wide at its far end. No spell or magical item can function in this area. Any creature who meets the gaze of the dreadnought must make a successful saving throw versus spell or be affected by magical fear . The dreadnought has only two weaknesses: its single eye and its silver cord. The creature’s eye is effectively AC -8, since it’s protected by several large, bony ridges on the monster’s face, and can suffer 10 hit points of damage before being destroyed. If the dreadnought’s blinded it’ll flee the fight. The creature’s silver cord is AC -5, and requires 60 hit points of damage from Type S weapons to sever. If the cord is severed, the dreadnought is destroyed. Naturally, the dreadnought’s fiercely protective of its own silver cord. Habitat/Society: Fortunately, astral dreadnoughts’re exceedingly rare. In fact, some sages argue that only one of the creatures can exist at any given time. The dreadnought roams the Astral Plane without cease, searching for prey. The creature appears to be joined with the plane on a level not fully understood by other beings: sages have theorized that the dreadnought is of the Astral, not on it. This property allows it to avoid or ignore phenomena such as shifting conduits, ether cyclones, and similar hazards. Ecology: The dreadnought has a very unusual and specific diet: It devours astral bodies. The monster is uninterested in creatures who are physically present in the Silver Void, so characters who are plane shifted , probability travelling , or present in the Astral by means of a magical device are beneath the notice of the dreadnought. On the other hand, characters who are astrally projecting form the basis of the monster’s diet. The astral dreadnought usually destroys and then devours the astral body, but doesn’t strike at the silver cord except as it may be incidental to the process of devouring the astral character. The dreadnought’s encountered only when an astral body is nearby. It doesn’t bother physical travelers unless they happen to get between it and its prey. (from Mordenkainen's Tome of Foes - 2018): Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11+ ft. (XXL) Lore: Gargantuan (30' tall) Suggested: Gargantuan+ Other Monikers None Appearance Abilities - Antimagic cone - Massive bite and claw attacks that can sever silver cords of astral travelers - Eaten creatures and objects transported to a demiplanar donjon - Legendary actions, including AOE psychic projection attack - Legendary Resistance - Immune to charm, exhaustion, frightened, paralyzed, petrified poisoned, prone, stunned - Resistant to nonmagical attacks - Doesn't need to breathe, eat, drink, or sleep - Cannot be made to leave astral plane - Flight The astral dreadnought’s a gigantic creature the size of a storm giant, with gaping jaws; huge, pincerlike claws; a reddish, armored carapace; and a single, black, malevolent eye. The dreadnought’s lower quarters are serpentine or wormlike, but some cutters who’ve seen one claim that its tail has no end, stretching off into an infinitely long silver cord as thick as a stout barrel. If this is true, it’d imply that the astral dreadnought is not a native of this plane and is projecting its spirit into the Silver void from some prime-material world. Home Plane Astral Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3rd Edition: - realmshelps.net 2nd Edition: - mojobob's website Sources - Angry Golem Games - DnDBeyond - Modenkainen's Tome of Foes (2018) - Manual of the Planes 3rd Edition (2001) - Planescape: Monstrous Compendium Appendix II (1995) - mojobob's website
- Berbalang
Berbalang Berbalang Medium Aberration, Neutral Evil Hero Forge Mini Description From Mordenkainen's Tome of Foes (2018): Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life. Speakers of the Dead. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren’t above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane. From Planescape: A Guide to the Astral Plane (1996): Sad little solitaire, Sad little hermit. Wandering so far and near, has no self-worth to it. (From the poem, Berbalang , by Tycho Sint, known as one of the worst poets in all Sigil) Ah, the Astral sure isn’t the home of anything normal, is it? Case in point: the odd little berbalang, and the equally odd community that it has on the Astral. The berbalang’s a native of the Prime, but one that spends most of its time astrally pro¬ jecting a form on the Astral. The creatures never meet each other in their real bodies, but in the Silver Void they gather into little en¬ claves to talk, debate, learn, and even mate. It turns out these solitary creatures are philoso¬ phers at heart and spend much of their time in lone meditation, contemplating existence, real¬ ity, perception, and a virtually limitless number of other topics. Then, they gather on the Astral to exchange their theories. A few folks have tried to infiltrate the enclaves to learn the dark of berbalang theo¬ ries. What they tumbled to was that despite their fiendish appearance and monstrous reputation as chaotic evil carnivores (this is the common chant among many primes), their philosophies are remarkably gentle and pleasant. Their outlook on life and the multiverse is usually extraordinarily positive, uplift¬ ing, and wondrous. The strange thing is, they don’t feel they have any rightful place in it. They resign themselves to be loathsome, mur¬ derous monsters undeserving of love or kind¬ ness from others. These gatherings of astral berbalangs occur within structures created by the berbalangs for this purpose. The outside of a berbalang meeting hall is always made of a sil¬ very, semireflective metal so that it is hard to see in astral space. They are a peery folk, so these struc¬ tures are well-protected and well-guarded, with plenty of exits from which to flee. See, as a general rule, berbalangs are cow¬ ardly bashers who avoid direct confrontation with any other creature. Sometimes, however, they’ll follow a cutter around, apparently only to observe. For this reason, some folks call them stalkers. Stalkers never attack on the Astral Plane and flee immediately upon being threatened. Though these carnivores feed every now and again, such activities are always to their physical bodies on the Prime - so it’s no concern for a cut¬ ter on the Astral. No one knows how, but berbalangs mate on the Astral in such a way that they produce physical offspring on the Prime. It’s been suggested that this is an indicator that berbalangs aren’t normal physical creatures at all. Berbalang: AC 6; MV 6, FI 24 (B); HD 4+1; THACO 17; #AT 3; Dmg Id4/ld4/ld6 (claw/claw/bite); SZ M (4'-7" tall); ML average (10); Int very (11-12); AL CE; XP 65. Notes: The berbalang can astrally project (as astral spell) at will and can create an astral-like physical projection on the Prime that can act and fight as the actual berbalang. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (4-7 ft.) Suggested: Medium Other Monikers Astral Imp Appearance Abilities - Creates spectral duplicate - Spellcasting (speak with dead, plane shift) - Bite and claw attacks - Truesight - Knows all languages - Flight The berbalang is a gaunt and lanky biped. Its wide eyes glow white, and can see in the dark. They have a pair of broad, bat-like wings on their back, sharp claws and needle-like teeth. Home Plane Prime Material Plane (Astral Plane) Stat Block 5th Edition: - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond Pathfinder: - Archives of Nethys 2nd Edition: - Planescape: A Guide to the Astral (1996) Sources - Forgotten Realms Wiki - Angry Golem Games - Mordenkainen's Tome of Foes (2018) - DnDBeyond - Planescape: A Guide to the Astral (1996)