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  • Deep Scion | Digital Demiplane

    Deep Scion Medium Humanoid, Neutral Evil Hero Forge Mini (From Volo's Guide to Monsters - 2016): Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves. Spies from the Sea. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home and a hero’s welcome — unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master’s commands. Cold-Hearted Killers. The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6'2" (XL) Lore: Medium Suggested: Medium Other Monikers None Appearance Abilities '- Shapechange into piscine hybrid form - AOE psychic screech stuns creatures and transmits deep scion's memories to master - Bite and claw attacks in hybrid form - Amphibious Deep scions have two forms: the original humanoid form before their transformation and a human-piscine hybrid form with fangs and claws, along with numerous fish-like features. Home Plane Prime Material Plane (deep ocean) Stat Block 5th Edition: - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond Sources - Volo's Guide to Monsters (2016) - Angry Golem Games - DndBeyond

  • Devete | Digital Demiplane

    Devete Medium Humanoid, Unaligned Hero Forge Mini (from Planescape Monstrous Compendium Appendix. III - 1998): The devetes are blue-skinned, humanoid creatures that wander the Astral Plane. They're easily marked by their large, haunting eyes and long, swishing tails. They roam the Silver Void as if on some kind of arcane quest; a few graybeards claim that the devetes are actually searching for a means of returning to the birthplace of their race (see the “Ecology” section for the dark of a theory as to their origins). Most scholars, however, believe that the devetes have long since given up the search and have become a race without motivazion, emotion, or goals. And that makes them potentially quite dangerous, especially to a berk who has no idea what he’s getting into. See, the nature of a devote depends on how its approached — literally. When it comes to emotions and mental outlook, the creature is a blank slate. If a basher advances on it spoiling for a fight, he’ll get one. If he comes looking for aid, he’ll find only need himself. This mimicry is an unconscions power of the devete. It can’t be peeled or tricked. If a bark pretends to be nice to a devote while secretly planning treachery, he’ll run into nothing but the same. If a delete encounters multiple entities with different emotions and motivations, it simply copies one basher at random (or goes along with a majority. if one exists). These strange creatures can communicate telepathically with any intelligent being. As far as anyone can tell, it’s impossible to successfully lie to a devete, or to hide any thought or fact from it. Combat: Like many other monsters on virtually any plane, the devete attacks its foes with its claws and fangs. But the damage inflicted by these assaults depends on the ferocity of the attack — in other words, on the motivation and intent of the devete. If a devete attacks out of fear, each claw inflicts 1d4+1 points of damage, and its bite another 1d3+1 points. When lashing out in pure self-defense, the devete inflicts 1d6 points with each claw and 1d4+1 points with its bite. If it strikes with malice or hate, each claw causes 1d8 points of damage, while the fangs inflict 1d6+1 points and drip a foul venom (the victim must make a saving throw versus poison or die in 1d4 rounds). And in all other cases, the damage per attack is simply 1d4/1d4/1d3. All devetes possess an immunity to poison, paralyzation, and petrification. Further, elemental attacks — such as those involving fire, cold, and electricity — inflict only half their normal damage. Habitat/Society: Normally, devetes lead solitary lives, meandering through the Astral Plane without any apparent aim or goal. Encounters with a wandering devete usually lead to strange events. Since the creature copies the motives and outlook of those around it, meetings with devetes are always different — and often confusing. It’s almost impossible for other beings to somehow “take advantage” of the devete’s mimicry, for the sods’ll soon find it taking advantage of them . The creature’s emotional adaptation is just too complete. However, if a clever cutter understands the nature of a devete and wishes to influence it with his own emotional state, he can attempt to make a Wisdom check at -6 to successfully change his motivations/emotions. Bluffing and lying just don’t work. The bashers actually got to make himself happy, or sad, or whatever he wants the devete to likewise feel. Sometimes, however, a planewalker runs across more than one of the creatures traveling together in a little clutch. When devetes gather like this, they act very, very differently. Fact is, they develop extremely xenophobic tendencies, looking to slay any other beings (intelligent or otherwise) they encounter out of sheer malice. The murderous devetes should be considered neutral evil in alignment, and their attacks always inflict the hate-based damage listed above (1d8/1d8/1d6+1) — including the poison dripping from their fangs. Ecology: Chant has it that an intelligent race known as the kyleen once dwelled on the Outlands (in a gate-town where Xaos now stands) but traveled throughout the multiverse as traders, explorers, and planewalkers. Unfortunately, their downfall came when a great smith performed a grand experiment. He wanted to see if he could sculpt an entire palace out of karach, a dangerous, unstable, transmuting substance made from the chaos-stuff of Limbo itself. The enormity of the berk’s hubris was matched only by the scope of his blunder and its ramifications. Not only did the palace transform itself into something never seen before (or since) and then promptly disappear, but the whole event infected the kyleen with a strange chaos-plague. This rampant infection somehow spread through the race, eventually catching up even with members on faraway planes. Each victim of the disease slowly and painfully turned into an entirely new sort of creature, and when the chaos-plague had run its course, the sods all simply disappeared. Some graybeards say that most of the mutated kyleen ended up on the Astral and became known as the devetes. However, a few folks claim that some landed on the Ethereal Plane, where they evolved into the mysterious creatures now called tweens . Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (5 ft.) Suggested: Medium Other Monikers None Appearance Abilities - Strength of claw attacks and venom according to the level of hostile emotion directed toward it - Exact mimicry of a target's emotions and intent - Immune to poison, paralysis, petrified -Resistant to cold, fire, acid, and lighting The devetes are blue-skinned, humanoid creatures that wander the Astral Plane. They're easily marked by their large, haunting eyes and long, swishing tails. Home Plane Astral Plane Stat Block 2nd Edition: - Mojobob's Website Sources - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

  • Demarax | Digital Demiplane

    Demarax Medium Monstrosity, Unaligned Hero Forge Mini (from Planescape Monstrous Compendium Appendix. II - 1995): There are some mighty strange creatures on the Great Road, and the demarax is one of the strangest. It looks like a jewelled lizard or gem-covered crocodile , with tiny crystals of a hundred different colors embedded in its dark hide. (The older it gets, the more obvious and profuse the gems become.) Its face is blunt and small-mouthed, and three jellow eyes are spaced evenly across its forehad. The demarax’s movements are slow and deliberate, and it’ often the butt of jokes about slow speed; the folk of Automata refer to a lazy basher as a “demarax walking uphill”. The truly unusual thing about the demarax is its diet — it eats spell crystals, the magical manifestations of summoning and contact other plane spells cast by wizard on prime-material worlds. A body could stick his hand in a demarax’s mouth and it wouldn’t bite him; spell crystals are the only things it eats. This means that a demarax doesn’t pose a threat to the typical traveler on the planes, but if that traveler’s got a trapped spell crystal, or one appears in the traveler’s vicinity, the demarax’ll single-mindedly try to get at its favorite food, no matter who or what gets in the way. Combat: Demarax’re highly magic resistant; in fact, they may be about the most magic-resistant creatures around. When one touches a spell crytal, it almost always fizzles. The demarax feeds on the spell’s remains. Its gem-studded hide is renewed by the process of devouring a spell crystal; the rock-hard crystals provide the demarx with an exceptional natural Armor Class. The demarax’s magic resistance extends to all other kinds of magic cast at it, so it’s a rare event when a spell actually affects one. The demarax is a generally inoffensive creature, and doesn’t go out of its way to start a fight unless it’s provoked or it senses a spell crystal on someone’s person. The demarax can sense a crystal up to 200 yards away; it also has the unusual ability to deceive a crystal into believing that the demarax itself is the intended recipient of the spell. The crystal instantly diverts itself from its course and streaks to the demarax, who happily devours it. On rare occasions, when the creature fails its magic resistance roll, it can be summoned in place of whatever the casting wizard really wanted. The demarax is too stupid to do much of anything except stare at its new surroundings and slowly starve to death for lack of food. If a demarax is provoked or attacked, it defends itself by lashing out with its powerful tail. The gems lining its tail are heavier and sharper than elsewhere on its body, and the demarax can deliver a serious blow. The creature can also fire magic missiles from its eyes, delivering a volley of three magic missiles up to three times a day. The demarax doesn’t like to do this, since this rapidly depletes the spell energy that sustains it, and makes it hungry again in a hurry. As a last-ditch defense, the demarax can release a whirling storm of partially-absorbed spell crystasl that scythe and spin around it to a range of 20 feet. Any creature in that area must make a successful saving throw versus paralyzation or be struck by a crystal, which inflicts one of the random effects below: d6 Roll: Effect: 1-2 Target confused for 1d4 rounds by a barrage of questions 3-4 Target blinded for 2d4 rounds by images of another world 5 Spell energy causes target to blink for 2d4 rounds 6 Target transported to Prime Material Plane by a remnant of a summoning spell Creating the crystal storm exhausts the demarax’s energy; if it does not feed on a crystal, it starves to death within 1d6 hours. Naturally, the demarax uses this ability only when its life’s in immediate and dire peril. Habitat/Society: Demaraxas travel alone or in small groups, roaming the Great Road in an endless search for the spell crystals they feed on. They’re barely intelligent enough to speak a few crude phrases of the common trade jargon of the planes, but a body shouldn’t expect lively repartee from a demarax. Their typical dialogue goes something along these lines: “S-s-seen crys-s-stals-s? Need crys-stals. Hun-gry. Hun-gry now.” Interestingly enough, the demarax possesses a perfect memory and a complete inability to lie. It may be dumb as astump, but it can repeat any conversation it’s ever had word for word, even if it has no idea what the other party may’ve been talking about. The demarax isn’t bright enough to understand the concepts of past, present, or future, so a cutter hoping to get some information from a demarax had better be ready to ask some stump-dumb questions, or he’ll find the demarax abandoning the conversation and resuming its search for food. One last thing about the demarax: Its hide is worth a lot to any cutter in need of some jink. The typical demarax is covered with the equivalent of 50 to 100 (1d6+4�10) gems worth 10 gp each. There’re only a small fraction of the crystals studding the demarax’s hide, but the rest are too small to be of any value. Ecology: As noted above, the demarax feeds on spell crystals. Somehow, the creature’s metabolism converts the magical energy contained in these crystals into the energy needed to sustain life. The demarax’s unusual body processes result in an incredible life span; a body can talk to a demarax who recalls conversations thousands of years old. Since the demarax’s body works on different systems than most living creatures do, it’s basically inedible. Nothing can digest the crystalline hide or flesh, so it’s without natural predators. Unfortunately, there are any number of bloods who’ll take a demarax for its hide. It is said by the Guvners that the demaraxes were created by the Powers of Law to reduce the chaos caused by the uncontrollable appearance of spell crystals. By devouring all crystals they come across, the demaraxes prevent a lot of chaotic things from happening. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11' (6') (XL) Lore: Medium (6' body) Suggested: Medium to Huge Other Monikers None Appearance Abilities '- Eats spell crystals - Almost total magic immunity as spells are absorbed by crystals - High armor class - Shoots magic missiles from eyes - Tail attack covered in razor-sharp crystals - AOE crystal whirlwind attack that inflicts random magical effect - Summoning spell crystals sometimes summons demarax by accident It looks like a jewelled lizard or gem-covered crocodile, with tiny crystals of a hundred different colors embedded in its dark hide. (The older it gets, the more obvious and profuse the gems become.) Its face is blunt and small-mouthed, and three jellow eyes are spaced evenly across its forehad. Home Plane Outlands of any Lawful plane Stat Block 2nd Edition: - Mojobob's Website Sources - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Dharum Suhn | Digital Demiplane

    Dharum Suhn Huge Elemental, Neutral Hero Forge Mini (From Planescape: Monstrous Compendium Appdendix III - 1998): Beyond the elementals , which fall under the purview of Sunnis or her eternal foe Ogremoch , and beyond the powers of earth and stone, wait the dharum suhn. To some, they are known as the Lords of Stone or the Rockfathers and Rockmothers. Others call them the Old Men of the Mountains. A few even name them the Hearts of Steadfast Stone. The dharum suhn are spiritual creatures that inhabit the element of earth. But unlike earth elementals (which could be described in the same way), the dharum suhn embody not just earth and rock, but the steadfastness and unchanging support of stone. The dharum suhn epitomize the qualities of stability, strength, endurance, wisdom, contemplation, and immovability. Usually an invisible spirit, a dharum suhn only rarely assumes a physical form. When one needs to act physically, it animates a 20-foot-tall mass of rock that takes on a vaguely humanoid form. Until it moves, this manifestation is nearly indistinguishable from the inanimate rocks and stone of the Elemental Plane of Earth. Dharum suhn speak the language of Earth common only to earth elementals, galeb duhr , and the most studied earth genasi. Combat: Woe to those who anger this massive master of earthpower! The dharum suhn’s rocky manifestation has the strength or a cloud giant (Strength 23), inflicting 3d8 points of damage with each of its huge, mattocklike fists. Moreover, a dharum suhn can use the following spell-like abilities at will, once per round: animate rock , conjure earth elemental , disintegrate (rock only), flesh to stone , hold monster , hold person , Maximilian’s stony grasp , move earth , plane shift , spike stones , stone shape , transmute rock to mud , transmute water to dust , and wall of stone . Once per day, a dharum suhn can call for an earthquake or invoke a time stop . Additionally, a dharum suhn can cast the following spells upon itself or for the benefit of others, once per round, at will: cure critical wounds , meld into stone , passwall , statue , stoneskin , stone tell , stone to flesh , and strength . These powers may also be given to others, although a recipient can cast the bestowed magic only once. The dharum suhn grants the recipient a chip or ordinary-appearing stone that contains the spell or spells; the spells are released by will alone. Once the spells have been cast, the stone chip crumbles into dust. Dharum suhn are immune to blunt weapons and all impact-related attacks such as thrown boulder, collapsing ceilings, and so on. Blade weapons inflict only half their normal damage when used against dharum suhn, and the weapons must be magical to be effective at all (+1 or better). Spells that harm or alter stone and earth such as disintegrate or transmute rock to mud do not affect dharum suhn, and in fact cannot be cast within 100 feet of these spirits against their will. If the stone manifestation created by the dharum suhn is destroyed, the spirit itself is not slain. Only a spell like destruction , power word: kill , or slay living , cast after the death of the stone body, can truly end the life of this elemental spirit. Habitat/Society: Though native to the Elemental Plane of Earth, dharum suhn have been encountered on many planes, always manifesting within great mountains or plateaus. Travelers usually find them alone, but it is said that dharum suhn each belong to a small clan. These clans exhibit ties of great strength and fidelity. An opinion held by one individual often reflects the opinion held by all in its clan; a canny planewalker takes great pains not to anger one dharum suhn, for then he has angered many. Even in comparison with the archomentals Ogremoch and Sunnis — the Elemental Prince and Princess of Earth — the dharum suhn possess vast power. They do not, however, become involved in the petty conflicts of these feuding lords. In fact, they don’t get involved in much of anything. These contemplative beings simply watch and wait, as slow to anger or action as stone itself. The Hearts of Steadfast Stone are masters of knowledge, for they observe all that is — or at least all that takes place on or near stone. (Chant is they have little idea about events in places like the plane of Air or the Ethereal Plane.) Because of their contemplative nature, the dharum suhn are not only knowledgeable, but extremely wise. Sometimes those who respect and revere the merits of earth and stone undertake great pilgrimages to ask questions of these elemental spirits. If the supplicants sincerely respect the nature of what the dharum suhn represent, the stone spirits might even actually answer the questions. In great epic tales, mighty heroes travel to the plane of Earth and ask the dharum suhn for aid — and receive it. Some say that such stories are just so much screed, but a persuasive, persistant, and forthright blood might be able to convince the dharum suhn that it was worth a pause in their contemplation and observation to actually take action. Obviously, coming up with an argument that might convince the dharum suhn would be an epic undertaking of its own. Ecology: Chant has it that the dharum suhn actually begot thc earth elementals and all the creatures native to the plane of Earth. This would mean, then, that they are the first and truest elementals. If that’s the real dark of it, then the theory of parallelism would suggest that similar beings exist (or did, at one time) on the planes or Air, Fire, and Water. Dharum suhn do not eat, sleep, or procreate. On the verge or being demipowers, they are beyond such mortal concepts. Virtually immortal unless killed, no one knows if a fixed number of dharum suhn exist (no one’s ever counted) or if they somehow restore those who die. The galeb duhr are said to be related to them, but most likely in the same way that the lowliest apes mock the forms of the most powerful human wizards. Many tales characterize the dharum suhn as Those Who Wait, although few or none truly describe what they’re waiting for. The idea implies, however, that the steadfast, unchanging creatures may indeed change when a special set of conditions occurs. Or perhaps the dharum suhn simply wait — not for a specific time or condition, but just to wait for waiting’s sake. After all, patience is a true virtue in their eyes. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 11' (13') (XL) Lore: Huge (20 ft.) Suggested: Huge to Gargantuan Other Monikers Lords of Stone, Rockfathers, Rockmothers, Old Men of the Mountains, Hearts of Steadfast Stone Appearance Abilities '- Powerful innate spellcasting - Huge mattocklike fists - Immune to nonmagical weapons and bludgeoning damage - Creature spells that can harm or alter stone do not work within 100 feet without Dharum Suhn's permission - Resistant to piercing and slashing damage - Body nearly indistinguishable from rock wall when still - Spirit endures even if rock body is destroyed Usually an invisible spirit, a dharum suhn only rarely assumes a physical form. When one needs to act physically, it animates a 20-foot-tall mass of rock that takes on a vaguely humanoid form. Until it moves, this manifestation is nearly indistinguishable from the inanimate rocks and stone of the Elemental Plane of Earth. Home Plane Elemental Plane of Earth Stat Block 5th Edition: - Angry Golem Games (only Zaratan, closest fit) - DndBeyond (only Zaratan, closest fit) 2nd Edition: - mojobob's website Sources - P lanescape: Monstrous Compendium Appendix III (1998) - mojobob's website

  • Chososion | Digital Demiplane

    Chososion Medium Aberration, Unaligned Hero Forge Mini (from Planescape Monstrous Compendium Appendix. III - 1998): A creature found (or, at least, seen) only on the Ethereal and the Inner Planes. the chososion seeps mainly through the e1emental worlds. Most who’ve spied it, however, would say that it never really enters the space the rest of us inhabit. That is, it’s always just out of touch. More than simply ethereal — like a ghost on a prime-material world — the chososion is intangible on any plane. Even sorcery can barely affect it. Despite this quality, the chososion appears substantial when a basher manages to lay eyes on one (they’re extraordinarily rare). Its wide body, colored black or dark blue, is composed primarily of many winglike flaps of flesh. The entire creature seems to be in constant motion, as though the waving of its strange appendages keeps it within physical reality as it’s understood. Chant is that if these flexible ridges stop their rippling motion, the chososion disappears. Beyond the ever-moving mass of the creature, a mouthlike opening lies buried in its fluttering fins. First encountered by the shad of the Elemental Plane of earth, the chososion gets its name from that race’s word for “out of reach”. Combat: So how does a cutter harm a creature that’s not really all there? A better question might be why he’d want to. Still, the chososion can become a threat to planewalkers and natives to the realms through which it seeps. If disturbed, the beast is likely to react with violence. Graybeards don’t wholly understand the chososion’s means of attack. When the creature grows angry, two long, flexible pseudopods ending in flat grasping pads stretch out from its mouth. Unlike the rest of the beast’s body, the pseudopods’re fully corporeal and covered with thousands of tiny, razor-sharp hooks. They inflict terrible injuries on any sod they strike (1d8 points of damage each), but the real danger comes from the poison secreted into the wounds by the grasping pads. A chososion’s poison is, by most standards, magical. If the victim fails a saving throw versus poison, he becomes paralyzed in 1d6 rounds. Once paralyzed, the sod must make a saving throw versus death magic. If he makes that save, he merely remains paralyzed for 3d6 rounds. But if he fails the second saving throw, the poison completely discorporates him (treat the victim as if disintegrated). Some folks claim that the poor bark leaves our reality and enters the chososion’s realm — beyond any known plane. But popular chant says the victim’s just gone, period. See, most folks believe that there are no planes beyond those already known and named, and even if there were, why would the chososion bring a foe to its home, where presumably it’s more vulnerable? A body can accept whichever theory he likes. Either way, he’ll never again see a friend lost to chososion poison. Fighting back against the creature is sodding difficult. Fact is, a basher’d be much better off just running away. With a 95% resistance to magic, a chososion’s affected by only a few choice spells. It’s not bothered by the environmental hazards of the Inner Planes; truth is, it seems not even to notice them. What’s more, the beast completely shrugs off all nonmagical attacks (poison, gas, heat, cold, acid, and so on). Fighting it with a weapon is just as hard, if not harder — only those with an enchantment of +4 or greater can wound the beast. And as any planewalker knows, it’s tricky enough to keep any enchantment to a blade when hopping around the multiverse, let alone as mighty a dweomer as that. However, the chososion does have a weak spot: the corporeal pseudopods (tongues?) that protrude from its mouth. These are quite real and solid, capable of touching and being touched. Each pseudopod has 2 Hit Dice and an Armor Class of 4, and its hit points are separate from the creature’s total. In fact, these strange extensions are more like organic tools than actual parts of the chososion’s body, and the monster treats them as if they were completely expendable. All chososions can grow new pseudopods to replace destroyed members. Most require 1d6 hours to do so. However, sometimes (25% of the time) a chososion already has 1d4 replacement limbs tucked away inside its body, ready to shoot out immediately when needed. But no chososion can operate more than two pseudopods at once. Habitat/Society: If the theory that the chososion actually inhabits some unknown plane is true, then it may also be true that the creature can intersect the known multiverse only at its most primal, basic point — the Innter Planes. Supporters of this idea claim that the chososion is most likely fully tangible on its own plane, as is an ethereal creature on the Ethereal Plane. In fact, a graybeard named Vivan who holds to this theory speculates that the creature’s home plane intersects and permeates the multiverse only in the Inner Planes, similar to the way the Ethereal touches the Inner Planes and the Prime. Vivan also believes that this unknown plane, which he calls the Macrocosm, could act as a bridge to an entirely different multiverse. ’Course, Vivan now resides in the Madhouse with all the other barmies in Sigil. Here’s what’s known for sure: The chososion haunts the Inner Planes looking for food. It never congregates in groups, nor does it have a perceivable society. Though the creature seems highly intelligent, no one’s discovered any proof that it can (or will) communicate with others. Its method of reproduction is a mystery and will most likely remain dark. However, if Vivan is correct, the chososion may have a complex society and culture on its mysterious home plane, complete with young — but how would anyone ever know? Ecology: The chososion interacts with the environment around it only by accident. It apparently feeds on the primal nature of the Inner Planes, but not the elements or beings within the planes themselves. It need never encounter another creature (native or otherwise), but sometimes bad luck brings a poor sod right into a chososion’s path. Perhaps misunderstanding the newcomer’s intentions, the chososion always reacts defensively and usually attacks on sight. On the other hand, it’s possible that a hostile chososion attacks only because it’s confused by or fearful of a basher’s very nature. See, Vivan claims that the chososion regards inhabitants of the known planes the same way most folks view environmental dangers of the Inner Planes (heat from the plane of Fire, fumes from the paraplane of Smoke, and so on) — as something to be avoided or conquered. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (6' across) Suggested: Medium to Huge Other Monikers None Appearance Abilities - Discorporating venom makes victims cease to exist - Immune to nearly all physical attacks and magic - Seemingly incorporeal, unobstructed by physical obstacles -Pseudopods (only weak spot) regenerate after 1-6 hours - Can store 1-4 backup pseudopods inside its body Its wide body, colored black or dark blue, is composed primarily of many winglike flaps of flesh. The entire creature seems to be in constant motion, as though the waving of its strange appendages keeps it within physical reality as it’s understood. Chant is that if these flexible ridges stop their rippling motion, the chososion disappears. Beyond the ever-moving mass of the creature, a mouthlike opening lies buried in its fluttering fins. Home Plane Unknown (Inner Planes) Stat Block 2nd Edition: - Mojobob's Website - Completecompendium.com/appendix/ Sources - Planescape: Planes of Conflict Monstrous Supplement (1995) - Mojobob's Website - Completecompendium.com/appendix/

  • Diakk | Digital Demiplane

    Diakk Large or Medium Fiend, Neutral Evil Hero Forge Mini (From Planescape: Planes of Chaos Monstrous Supplement - 1998): One of the most commonly found creatures in the glooms of the Gray Waste is the diakk. These large, flightness, birdlike beasts are hated predators. Diakka come in two types, the varath and the carcene. The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Even when the diakka are not directly encountered, all three glooms of the Gray Waste are filled with the sharp cries of the varath and the burbling croak of the carcene. They speak their own tongue as well as that of night hags and various other foul lower-planar inhabitants. Combat: The varath use their long, sharp bills to stab at opponents for 1d12 points of damage. The squat carcene rely on their claws in melee, causing 2d4 points of damage per strike. Both types of diakka wield a number of spell-like powers, including weakness (by touch, once per day), audible glamer (once per day), and jump (twice per day). Additionally, if there are four or more diakka, they can encircle a foe and perform the dance of weakening . This hypnotic dance requires the diakka to screech and croak at their foes for at least four rounds. The victims are then affected similarly to a ray of enfeeblement — their Strength scores are lowered to 5 for 13 rounds. This power ignores magic resistance (although the victim gets a saving throw), making it useful against even yugoloths or other fiends. Diakka are sneaky, devious, and cowardly in combat, using deception to their advantage when possible. They size up potential prey before going into battle, attacking only those they perceive as weaker than themselves. When their victims have been determined, the diakka attempt to circle around them, using their audible glamer power to make it sound as though their numbers are greater than they truly are. They then attack with their bills and claws, using weakness to supplement their savage strikes and jumps to bound in and out of combat. Habitat/Society: The diakka live in flocks comprising both varieties of the creatures. There are generally equal numbers of varath and carcene in any given flock, although the varath are sometimes more numerous. The carcene, being slightly more powerful and certainly more intelligent, are likely to become leaders of their flock. Though these flocks are organized under a single (or sometimes two) dominant leaders, there is no mutual respect or care among diakka. They will not put themselves in jeopardy for each other. Likewise, the diakka flocks avoid each other for fear of attack. The Gray Waste is a place of gloom and hate, and these prevalent residents are no exception. Sometimes night hags use diakka as guards or servants. This relationship is one of mutual hatred, but each believes it to be to their benefit. The dullwitted diakka don’t realize that the hags never make permanent allies and most eventually end up in the night hag’s stew pot. Hordlings consider diakka meat a staple in their diet, although not a few hordlings have ended up as meals for the diakka as well. Ecology: Diakka feed off the flesh of anything weaker than them that wander too close. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 9' (XL) Lore: Large (8 ft.) Suggested: Large Other Monikers Diakka, diakkas Appearance Abilities '- Beak and claw attacks - AOE dance of weakening - Innate Spellcasting The varath are taller and storklike, their vaguely human faces sporting long bills. The carcene are short and broad, more like squat pelicans with a shortened bill on a humanlike face. Both types have small, clawed human arms rather than wings. Their feathers are short and sickly colored, ranging from pea green to gray to rust. Their featherless faces are colored similarly to their oily plumage, while their legs, bills, and claws are black, dark green, or maroon. Home Plane The Gray Waste (Hades) Stat Block 2nd Edition: - mojobob's website Sources - P lanescape: Planes of Conflict Monstrous Supplement (1995) - mojobob's website

  • Dhour | Digital Demiplane

    Dhour Large Ooze, Neutral Evil Hero Forge Mini (from Planescape: Monstrous Compendium Appendix II - 1995): The dhours are a voracious race of dimensional hunters that haunt the Astral and Ethereal Planes. They’re large, amorphous, amoebalike creatures of translucent protoplasm. Strange organs and bizarre pulses of light shift and move in their bodies, and a large, three-lobed brain is suspended in the center of its mass. A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat. Dhours’re bound to the Astral and Ethereal Planes by the structure of their bodies; the only way they can leave is by using openings others have made. A dhour searches constantly for a recently used conduit or color pool, and then strikes out to capture and devour whatever made the disturbance. A dhour can maintain itself away from the Astral or Ethereal only by using its psionic powers: when it runs out of PSPs, it must return to its native planes. Generally, dhours take note of both physically present and astrally projecting travelers. They’re fond of lurking near color pools to waylay creatures nearing their astral destinations. Dhours can sense creatures passing through conduits in the Astral; a cutter might be instantaneously whisked through the Silver Void in the blink of an eye, only to be visited weeks later by a dhour that caught sight of him as he passed. In the Ethereal, dhours watch over curtains of vaporous color in much the same way as they guard color pools in the Astral. The chant is the dhours’re new to the planes. The Godsmen report that dhours’ve shown up on the Astral only within the last decade or so. A few bloods have managed to communicate with a dhour by means of telepathy or similar psionic powers. They say that the dhours’ minds are alien and unreadable, but that the creatures were able to make their thoughts known to them. The dhours display a keen sense of curiosity about the other planes and show some willingness to exchange information — but only when they’re not hungry. Combat: A dhour tries to attack its prey on the Astral or Ethereal Plane, but if it can’t catch up to its intended victim, it follows the poor sod wherever he goes. Once a dhour’s sighted a victim, it can use its psionic powers to enter any plane and attack its victim again and again. The only defense against this is to kill the dhour or stay in planar layers that can’t be reached from the Astral. Once a dhour’s set on a victim, it’ll keep trying to catch and devour him until it succeeds. The dhour attacks physically by lashing at its victim with a powertful pseudopod, delivering 4d4 points of damage with a blow. If it manages to grab hold of its prey by rolling a natural 19 or 20, it can throw itself over the poor sod and engulf him. The victim gets a saving throw versus paralyzation to pull free, but if he fails the dhour surrounds him. Engulfed victims immediately begin to suffocate (death follows the number of rounds equal to one-third the character’s Constitution score), and suffer 2d6+6 points of acid damage each round. While the dhour engulfs its victim it can lash out at any other nearby creatures with its pseudopods, but can’t move. Dhours are immune to Type B weapons and suffer only half damage from Type S weapons due to their amorphous structure. Successful attacks on dhours that’ve engulfed victims (or are in the process of doing so) cause the same damage to the victims as to the monsters. The dhour prefer to avoid mental combat unless it’s necessary to reach its chosen victim. It must use the science of probability travel to leave the Astral Plane, and therefore its ability to remain on any other plane is limited. The dhour uses its telepathic abilities to locate its prey and then set an ambush for the poor sod. Note that a dhour can often gain surprise by using invisibility or chameleon power in its attack. Dhours are considered monsters for purposes of using contact against them, but they don’t suffer this penalty against their one chosen victims. Habitat/Society: Dhours prefer to hunt alone, and are only rarely encountered in groups. The creatures aren’t territorial, but instead mark their chosen victims to warn off other dhours. The mark affects the victim’s psychic aura. It can be detected by the psionic power of aura sight, and removed using psychic surgery. No dhour’ll attacj a character who’s been marked by another dhour until the one that first sighted that prey is dead. From time to time, dhoursstup hunting ang gather in small bands or circles. There’s a 25% chance that any encounter with the dhours actually takes place during this nonaggressive cycle. Such circles comprise 2 to 8 dhours. The dhour circle seems to be the sole social activity of the monsters; they drift aimlessly through the Astral, all but ignoring the Void around them, communicating telepathically. The only time a dhour’ll converse with a cutter is when it’s travelling to or from a circle meeting. Although a dhour circle ignores anything except a direct attack, it’s still dangerous to be around — if the dhours notice any creatuers observing their circle, they’re likely to mark the intruders and seek the sods out later. Ecology: Dhours aren’t native to any known universe and likely came to the planes from some distant, alien, prime-material world. Their predatory habits and single-minded pursuit of prey are of great concern to any astral or ethereal traveler. No one knows the dark of why the dhours do qhat they do; some bashers’ve speculated that dhours devour more than the mere flesh of their victims. It’s rumored that priests can’t raise sods that’ve been eaten by a dhour, but this hasn’t been proven yet. Dhours appear to reproduce by amoebalike division, after gathering in their circles. A dividing dhour actually splits its hit point total in halves, and each new individual grows to full size and strength within 6 months. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'6" (10')(XL) Lore: Large (8 ft.) Suggested: Large to Huge Other Monikers None Appearance Abilities - Psionics, including plane shift - Pseodopod attack - Engulf attack suffocates and causes acid damage - Engulfed creatures suffer any damage inflicted on Dhour - Immune to bludgeoning, resistant to slashing - Telepathy They’re large, amorphous, amoebalike creatures of translucent protoplasm. Strange organs and bizarre pulses of light shift and move in their bodies, and a large, three-lobed brain is suspended in the center of its mass. A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat. Home Plane Astral Plane, Ethereal Plane Stat Block 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Couatl | Digital Demiplane

    Couatl Medium Celestial, Lawful Good Hero Forge Mini (from 5th Edition Monster Manual - 2014) Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins. Divine Caretakers. Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can’t lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence. Ancient and Few. A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring. The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished. (from Monster Manual v3.5 - 2003): This great serpent with rainbow-feathered wings appears confident, powerful, and totally aware of everything around it. The couatl is legendary for its sheer beauty, vast magical powers, and unwavering virtue. Its intelligence and goodness have made it an object of reverence in the regions it inhabits. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds. Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below). Combat : A couatl seldom attacks without provocation, though it always attacks evildoers caught redhanded. It uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle. Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check. Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution-based. Psionics (Sp): At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based. Spells: A couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0—cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance; 1st—endure elements, mage armor, protection from chaos, true strike, wind wall; 2nd—cure moderate wounds, eagle’s splendor, scorching ray, silence; 3rd—gaseous form, magic circle against evil, summon monster III; 4th— charm monster, freedom of movement. Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th). Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed. (from 2nd Edition Monstrous Manual - 1993): The couatl are feathered serpents of myth and lore. It is believed that they are distant relatives of dragons , although this remains unproven. So rare as to be considered almost legendary, the couatl is one of the most beautiful creatures in existence. It has the body of a long serpent and feathered wings the color of the rainbow. Since it has the ability to polymorph , the couatl will sometimes appear in the form of other creatures (always of good alignment). Couatl are able to communicate via telepathy with almost any intelligent creature which they encounter. In addition, they can speak common and most serpent and avian languages. Combat: A couatl will seldom attack without provocation, though it will always attack evildoers caught red-handed. Whenever possible, a couatl will attack from the air. Since it is highly intelligent, the couatl will frequently use its spells from a distance before closing with its foes. If more than one couatl is involved, they will discuss their strategy before a battle. The couatl will also not hesitate to polymorph into another, more effective form in combat. The couatl have a variety of abilities which make them more than a match for most other creatures. In addition to being able to polymorph themselves at will, a couatl can use magic. Fully 45% will be 5th level wizards, while 35% can act as 7th level priests. The remaining 20% are able to use both types of abilities. In addition to their other magical abilities, couatl can render themselves and up to 450 pounds of additional matter ethereal at will. Further, they can detect good/evil , detect magic , turn invisible , and employ ESP whenever they desire to do so. The oldest and most powerful of couatl can also use a plane shift on themselves and up to 8 others. This ability has a 90% chance of reaching the desired plane. The couatl uses its poisonous bite and constriction when forced into melee combat. When it bites it does 1-3 points of damage and injects a deadly toxin. If the victim fails a save vs. poison it is killed instantly. If the constriction attack succeeds, the victim takes 2-8 points damage each round until it or the couatl is killed. Habitat/Society: This winged serpent is native to warm, jungle-like regions but can also be found flying through the ether. Their intelligence and goodness have made them objects of reverence by the natives of the regions which they inhabit. Considered to be divine, there are many legends in which the couatl is the benefactor of mankind and the bestower of such precious gifts as agriculture and medicine. There are even shrines in certain areas dedicated to the couatl, and any who attack or harm a couatl are automatically viewed as the blackest of villains. Although solitary in nature, couatl think of themselves as a single, extended clan. This clan is led by the oldest and wisest of their numbers but assembles only in dire emergencies. Most couatl dwell alone, making their lairs in caves and abandoned buildings in remote, uninhabited regions. They hunt jungle animals for food once every fortnight or so. Many enjoy traveling, often undertaking long journeys of exploration. On rare occasions, a pair will mate for life and establish a joint lair. Unlike many other reptiles, the couatl bear live young. Births are rare, averaging only one per couple each century. Both parents participate in the rearing and education of the single offspring, and will fight to the death if their child is threatened. Young couatl reach maturity in thirty or forty years and, though some will elect to remain with their parents for as long as a century, will eventually set off in search of the couatl’s never-ending quest for wisdom. Intellectually curious, all couatl have vast stores of information and enjoy learning more. When one of them learns some new and fascinating fact he will inevitably set out in search of his brethren to share and discuss it. Couatl can sometimes be persuaded to help good adventurers or give sound council. If they feel that they are being sought for frivolous reasons, they will simply fly away. They are not greedy and do not seek treasure for its own sake. Aid from a couatl may well take the form of a magical item from its hoard. Ecology: The couatl usually reigns supreme in its jungle, having little to fear from most other monsters. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'6" (11')(XL) Lore: Medium Suggested: Medium to Large Other Monikers None Appearance Abilities '- Innate Spellcasting - Venom from bite puts creatures to sleep - Constrict attack restrains creatures - Bite and other attacks considered magical - Resistant to radiant - Mind shielded from magic detection - Change shape - Flight It has the body of a long serpent and feathered wings the color of the rainbow. Since it has the ability to polymorph, the couatl will sometimes appear in the form of other creatures (always of good alignment). Home Plane Elemental Plane of Air, Mount Celestia, Prime Material Plane Stat Block 5th Edition: - Angry Golem Games - DnDBeyond 3.5 Edition: - realmshelps.net 2nd Edition: - mojobob's website Sources - Forgotten Realms Wiki - DnDBeyond - Monster Manual (2014) - Monster Manual v3.5 (2003) - Monstrous Manual (1993) - mojobob's website

  • Dabus | Digital Demiplane

    Dabus Medium Humanoid, Unaligned Hero Forge Mini (from Planescape: Morte's Planar Parade - 2023): Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus’s difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself. (from Planescape Monstrous Supplement - 1994) Tall, slender, and looking like the riddles they speak, the dabus are feared by some to be the true masters of Sigil, the hidden genius of her being. For others they are nothing but slaves that maintain Sigil's mighty engines. Their thoughts literally fill the air when they pass, for the dabus's speech is illusion shaped into pictures that mortals can then reshape into sounds — the dabus communicate not by word, but by the complicated structures of the rebus. These are the ultimate in thought-pictures, where symbols are chosen for the sounds made in a language, and the sounds are strung together to form words. Sigil is their sole habitat, which they constantly build, cannibalizing one part to construct another. It is known their homes are in substructures far beneath the city, but few have seen them. They don't care for visitors in their cramped workshops, and they mislead those who try to follow them home without permission. The dabus claim to be organized into cells (if their rebuses are read correctly). Each cell has a duty in the city, though it is not tied to one place or skill. One day a member of a cell gathers the trash that blows out of the Great Bazaar. The next, it might be resetting cobbles near the Hive. Whatever guides them in their tasks, the dabus seem to always know what is expected of them. Each cell has 2d6 members. All dabus are of the same sex, for the race appears to have no sex at all. There are no dabus young, yet they do seem to be able to replace those lost to accident or misadventure. No one is sure how they do so, but the best guess is that a new member is constructed from the merged illusions of the others, that the word-pictures take on real form, that what is written/spoken has reality for these creatures that translates into reality for others. That leads to their strange speech, the most puzzling aspect of the dabus race. They have mouths and seem perfectly capable of speaking, but they never do. Instead, should they desire to communicate with someone not of their race, images of appear in the air. The images are the picture equivalents of sounds that match whatever language the onlooker speaks. When a dabus is excited, the rebuses can flicker by with dazzling speed. Why do they not speak? Have they surrendered speech, cutting away the abstractions that bind the flesh to a false image of the world, or is language a mystery to them, an art they haven't learned? Are they a race unable to seize upon words and letters? Perhaps they are like some idiot savant, brilliant at their own chores but blind to the talents common to others. There is no doubt the dabus have a role in Sigil. They are its cells, constantly repairing the body of the city. It is hard to imagine what would happen to Sigil without them, for no one really knows the full extent and workings of Sigil's streets and furnaces. Combat: The dabus are not combative creatures. They seek no battle, as destruction is not their role and purpose in life. Still, in a city like Sigil, avoiding combat is not always possible and the dabus will fight if they must. The dabus possess no special attacks. They can only fight normally, with swords, hand axes, or hammers — the latter two being tools they often have at the ready. The dabus never quite stand on the ground. They neither fly nor walk, but exist on the boundary between each, so they're immune to spells that affect the surface beneath them. A transmute rock to mud won't catch them, nor will a grease spell make them slip. At the same time, they are not really flying, either. Thus, spells that might be effective against flying creatures, such as gust of wind, will not send them spinning out of control. Otherwise, they have no unusual immunities or special resistances. (from Planescape Set: Sigil and Beyond - 1994) The dabus are both servants and lords of Sigil. They're unique to the Cage, never found anywhere else in the planes. In other words, the dabus never leave Sigil. From this, bloods figure the dabus are actually living manifestations of the city, which makes sense since the beings maintain most of the infrastructure that makes the city work. Most of the time the dabus are found repairing what's broken in Sigil. They keep the sewers and catacombs beneath the streets from crumbling, they cut back the razorvine when it grows too rampant, they patch the cobblestone streets, and they repair the crumbling facades of the city's buildings. To most, the dabus are nothing more than cryptic workmen. However, some berks discover another side of their duties, because the dabus also work as agents of the Lady of Pain. Sometimes they appear to punish those knights who've gotten too forward in their plans, and sometimes they arrive in force to put down riots, but they're not concerned with normal crime. It's the factions that are left to deal with the thieves and murderers in Sigil. The dabus only show up when there's a threat to their Lady, and that's usually a sign that another one of the mazes is about to appear. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium Other Monikers Custodians, the Lady's entourage Appearance Abilities '- Supernaturally skilled architects and crafters - Communicates by arcane rebus - Hovers Dabus are tall, slender humanoids with four goat-like horns, white hair, and yellow-tan skin. They're dressed in mysterious robes, and float several inches in the air, their feet never touching Sigil's cobblestone streets. Home Plane Unknown (Sigil) Stat Block 5th Edition: - WorldAnvil - DnDBeyond - Planescape: Morte's Planar Parade (2023) 2nd Edition: - mojobob's website 4th Edition: - Dungeon Master's Guide 2 Sources - Forgotten Realms Wiki - DnDBeyond - Planescape: Morte's Planar Parade (2023) - Planescape Monstrous Supplement (1994) Planescape: Sigil and Beyond (1994) 4e Dungeon Master's Guide 2 - mojobob's website

  • Darkweaver | Digital Demiplane

    Darkweaver Medium Aberration, Chaotic Evil Hero Forge Mini (from Planescape: Morte's Planar Parade - 2023): Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim into the darkness. Darkweavers are fascinated by sensations—particularly taste—and how creatures from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver, served up from the cosmic kitchen that is the multiverse. These spider-like terrors appreciate second-hand descriptions of sensations, especially those they’re unlikely to experience in their home environment. A darkweaver’s captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to escape a darkweaver should think twice about returning to the creature’s lair, though, as darkweavers prioritize their appetites over bargains. A Darkweaver's Lair: Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions: On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can’t take the same lair action two rounds in a row: Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver’s Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn. Shadow Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness. Darkweaver Webs: A darkweaver’s web has a 50 percent chance of having (1d100) cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses. Darkweaver Cocoon Contents: d6 Category 1 Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule . 2 A swarm of insects that might be a darkweaver’s young 3 A corpse holding a jar of universal solvent with a slightly stuck lid 4 A collection of menus from restaurants in Sigil 5 (1d6) gold pieces amid a digested slurry 6 A halfling commoner or musteval guardinal that the darkweaver forgot about (from Fiend Folio - 2003): Darkweavers are sinister and alien beings from the Plane of Shadow that have found that the Material Plane offers far more plentiful hunting grounds than their home. Relatively new arrivals to the Material Plane, the darkweavers seek to learn more about the Material Plane and the power of the creatures that reside there so that they can make a bid for control. Few creatures that have seen a darkweaver truly understand what it looks like. Every darkweaver resides in a thicket of writhing, supernatural shadows, and a creature must delve into the benighted depths of this darkness to find it. At the center of this area, a curious explorer might catch a glimpse of a spiderlike form that is wreathed in protective shifting darkness. The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects. Darkweavers speak Abyssal, Common, and Infernal. COMBAT : A darkweaver relies heavily on its ability to shroud the battlefield in a web of shadow. Capable of seeing through the shadows it creates, a darkweaver prefers to hide in the effect and lure prey in with suggestion. If prey refuses to enter the shadow strands, a darkweaver relies on darkness and confusion to make the creature hesitate while it moves the area of shadow strands over it. When a creature is close to the center of the effect, the darkweaver rears up and lashes out with its front four tentacles, hoping to ensnare the foe and sap its strength. Improved Grab (Ex): If a darkweaver hits an opponent that is at least one size category smaller than itself with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +9). If it gets a hold, it automatically hits with its bite, dealing 1d6+3 points of damage and 2d4 points of Strength damage. Thereafter, the darkweaver has the option to conduct the grapple normally, or simply use its tentacle to grapple the opponent (–20 penalty on grapple check, but the darkweaver is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. Shadow Strands (Su): At will, a darkweaver can create an aura of weblike, supernatural, semisolid shadow that emanates outward from it in a 60-foot spread. A darkweaver can see normally through the shadow strands, but other creatures have great difficulty doing so. Each full 5 feet of shadow strands grants one-quarter concealment. Thus, a creature in the shadow strands 10 feet away from another creature would have one-half concealment, and a creature in the shadow strands 20 feet away would have total concealment. A creature in the shadow strands has no concealment from creatures within 5 feet. Creatures with darkvision suffer these effects, and the shadow strands even baffle blindsight, but true seeing allows a creature to see normally through them. Any creature that enters this area can freely move toward the darkweaver, but any attempt to move in any other direction is resisted by the semisolid shadow strands. A creature attempting to move in such a fashion must make a Strength check or an Escape Artist check; the creature can move away from the darkweaver 5 feet for each full 5 points by which the check result exceeds 10. If a creature is adjacent to the darkweaver (within 5 feet), it can move freely so long as it remains adjacent to the darkweaver. A creature protected by a freedom of movement spell is immune to the constraining effects of the shadow strands. The darkweaver can move about as it wishes and bring the area of shadow strands with it. Creatures are not affected by the darkweaver’s moving the strands, but the direction toward the darkweaver will likely change. Creatures within the strands do not need to guess in which direction the darkweaver lies; it becomes immediately obvious when they try to move away and the shadow strands snarl and twist to block all other routes. When a creature without freedom of movement attempts to move against the strands, the darkweaver is immediately aware of its location even if it cannot see the creature due to invisibility. Darkweavers are immune to other darkweavers’ shadow strands and can see through them. Spell-Like Abilities: 3/day—confusion, darkness, suggestion, tongues, web; 1/day—shadow walk. Caster level 13th; save DC 13 + spell level. Strength Damage (Su): Any creature bitten by a darkweaver takes 2d4 points of Strength damage (or 4d4 points on a critical hit). Darkweavers “eat” by sapping a victim’s strength. All-Around Vision (Ex): A darkweaver can see in all directions at once. Because of this, it has a +4 racial bonus on Search and Spot checks, and it cannot be flanked. Fast Healing (Ex): As long as it has at least 1 hit point, a darkweaver regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a darkweaver to regrow or reattach lost body parts. Shadow Jump (Su): A darkweaver can travel between shadows as if by means of a dimension door. The limitation is that the magical transport must begin and end in an area with at least some shadow. The darkweaver can shadow jump up to a total of 320 feet per day; this amount can be split up among many jumps in 10-foot increments. Thus, a darkweaver that shadow jumps 35 feet would use up 40 feet of its shadow jump limit for the day. A darkweaver in its shadow strands always has enough shadow to jump from unless a light source as bright as a daylight spell is brought within 5 feet of it. Shadowstuff Armor (Su): A darkweaver is shrouded in a semisolid armor of shadowstuff that grants it a +4 deflection bonus to Armor Class and a +10 circumstance bonus on Hide checks (included in the statistics above). The shadowstuff armor does not provide concealment, nor does it provide the requisite shadows to make a shadow jump. This armor disappears in an antimagic field, but it returns as soon as the darkweaver is out of the field. Sunlight Vulnerability (Ex): When exposed to sunlight or to light equivalent to a daylight spell, a darkweaver takes a –2 morale penalty on all attacks, saves, checks, and damage rolls. In addition, it does not regain hit points from its fast healing ability. A darkweaver’s shadow strands provide the creature with total concealment from light that is outside the shadow strands’ area. Any magical light source within the shadow strands must be within 5 feet of the darkweaver to affect it because of the concealment the shadow strands provide. Tentacle Regeneration (Ex): Foes can attack a darkweaver’s tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 27 (touch 19) and can withstand 20 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Skills: A darkweaver has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Darkweaver Society: Darkweavers are loners by nature, but they often keep dangerous predators as “pets.” When a darkweaver saps all of a creature’s strength (reducing its Strength score to 0 and rendering it helpless), it often carries the creature away and locates a large carnivore or a tribe of evil creatures willing to eat its catch. The darkweaver then ensnares the predator in its shadow strands, forcing the predator to move toward it. When it comes close, the darkweaver drops its still-living prey as a reward and steps back, allowing the creature to feed on the weakened foe. The darkweaver repeats this activity several times until the predator comes to rely on it for food and views it as an ally. The darkweaver’s tongues and suggestion abilities often help to cement this relationship. Darkweavers’ lairs are often guarded by such predators, and it isn’t unknown for a tribe of predatory creatures, such as trolls, to come to worship a darkweaver and aid it as it pursues its dreams of dominance over others. (from Planescape Monstrous Compendium Appendix. II - 1995): The darkweaver’s a strange and frightening creature, partly real and partly shadow. It dwells in the caves and grottos of some of the chaotic planes, particularly Pandemonium. Some cutters say the thing’s native to the Demiplane of Shadow, and that it settled in this corner of the planes because it found conditions in the Abyss and Pandemonium to its liking. Not many sods’ve ever gotten a chance to question a darkweaver about its origins, and few of these even survived the experience. The darkweaver creates webs of gloom and shadow just like a spider casts webs of silk. Its snares aren’t easily detected, since it prefers to air in places where daylight never comes. A darkweaver’s net an stretch for miles through twisted tunnels and dank caverns, trapping luckless sds onestradat a time until they’ve hopelessly cpught in its shadow. In its web, the darkweaver can manipulate the thoughts and emotions of its vitims until thes willingly walk into its dark embrace. The darkweaver’s form is amorphous and menacing, gliding like black oil over a cavern wall or pooling in places where the shadow is deepest. Folds of darkness cling to ir like a cloak or a second skin. If the darkness surrounding it can be dispelled, the darkweaver’s body is revealed to be a rubbery, spherical thing with strong wiry tentacles and shorter, thicker feeding proboscises. It’s said that a body’d rather meet the Lady of Pain than see a darkweaver in the light. Combat: The darkweaver tries to lure its victims into its web of shadow, or failing that, to weaver its web around them and prevent their escape. If the darkweaver’s removed from its surrounding shadows, it flees as quickly as possible. The creature can’t abide the touch of bright light. The darkweaver’s web can extend for hundred of yards. The outermost strands appear to be insubstantial at first; a basher can brush his hand right through one and feel only an eerie, oily chill. Shining a light on the web makes the strands fade into mere shadows, but they don’t fade right — they seem to slither away like snakes. The weaver blends the edges of its web into surrounding natural shadows perfectly; there’s only a 10% chance that a character notices the outer strands beforehe enters the web. (Rangers, experienced guides, or creatures with unusual acute senses have a 30% chance to detect the darkweaver’s web). Inside the outer layers of the web, vision drops to half normal. The shadowy strads easily give way to a creature moving toward the center, but a sod trying to get out finds that the shadowy strands don’t retreat from his lihgt anymore; they cling to him and prevent his escape. Any creature trying to leave the web is reduced to half its normal movement and must successfully make a saving throw vs. spell to force its way through the shadowy strands. If a sod enters the inner part of the web (usually an area about 100 yards across), he’s caught for sure. Again, he’s free to move toward the web’s center, but to move back out he must successfully make a saving throw vs. spell or become disoriented and slowed . No matter which way e turns, he travels deeper toward the center. Even if the character makes a successful saving throw, he’s still slowed . The darkweaver’s web is thick enough to swallow any normal light, and vision’s reduced to one-quarter normal. A lantern that casts a beam 60 feet illuminates a path only 15 feet long in the inner part of the web. At the web’s center, victims must successfully save vs. spell or become held. Even if they do succeed, they are still slowed and can’t escape the center without killing the darkweaver or dispelling its web. The darkweaver’s lair is here, and the web’s center is as dark as the blackness of a darkness spell. If the weaver can’t entice a sod into entering its web, it may try to misdirect him into a passage it can close behind him, or get ahead of him and web the path he’s using. A darkweaver can create one 10’ cube of gloomweb per round; if it webs the same area twice, the thickness is equal to the inner part of its web, and a third time results in webbing as thick as what lies at the center of the darkeaver’s web. Once per round, the darkweaver can use the spell-like powers of confusion , sleep , or suggestion with a range of 60 feet. In any area of shadow or darkness, the darkweaver can become invisible , create 2 to 5 mirror images , or teleport up to 200 feet to another area of shadow. In addition, the creature can create shades , solid fog , or a symbol of despair once per day while it’s in its own web. Darkweavers communicate by means of a limited form of telepathy with a 60-foot range; humans and demihumans perceive the creature’s thoughts as sibiliant whisperings in the shadows. The darkweaver uses its powers to immobilize its victims before drawing them near enough to feed. If possible, it attacks physically only when its victims arehopelessly entangled in the center of its web. The weaver attacks by lashing at its victims with its tentacles for 1d2 points of damage each; if it can hit a victim with at least four tentacles, it draws near enough to insert its feeding proboscises. These automatically inflict 2d4 points of damage per round, and the victim must successfully save versus spell or permanently lose 1 point of Constitution in each round of feeding. The darkweaver’s victim can fight back only by trying to break free or attacking with a Type S weapon. A weaver’s forced to release a victim it has grasped of ot takes more than 15 points of damage, if the victim succeeds in a bend bars/lift gates roll, or if the darkweaver is struck with magical light of some kind. The darkweaver’s vulnerable to light-based attacks. A light spell destroy a 10’ cube of its web and inflicts 1d3 points of damage on the creature before dissipating. A continual light destroys 1d6 10’ cubes of the creature’s web, dispels its shadow protection for 1 rpund, and inflicts 1d6 points of damage. Very powerful light effects such as a sunray or the sunburst effect of a wand of illumination inflict 2d10 points of damage, destroy 2d6 10’ cubes of the web, and dispel the darkweaver’s shadow for 1d6 hours. (The Armor Class and magic resistance in parentheses note the darkweaver’s defenses without its shadow protection.) Habitat/Society: The darkweaver haunts subterranean passageways, gloomy forests, and dismal swamps throughout the Abyss, Pandemonium, and Limbo. It’s also been rumored that great numbers of the creatures dwell on the Demiplane of Shadow. The darkweaver is asexual and reproduces by division, although this is a very rare occurence. A sod who runs across a darkweaver that’s just divided should be aware that the young creature’s a 3 HS version of its parent. Darkeavers’re diabolical creatures that use any means available to lure potential pery into their webs. When dealing with intelligent creatures, the weaver’s likely to say or promise anything to get its prey to come nearer. They’re clever enough to leave formidable prey such as greater tanar’ri alone, and may strike deals with more powerful neighbors. Darkweavers are patient and calculating creatures, and may let a meal go today if it means having two meals tomorrow. Ecology: The darkweaver preys on anything that comes near its web, but has the sense to leave very tough creatures alone. If anything strong enough to kill it enters its web, the darkweaver is likely to use its powers of illusion and deceit to hide from its attacker until it’s safe again. As a result, there’s nothing known that makes a regular meal of a darkweaver. Despite the weaver’s alien appearance, it’s a subtle creature that enjoys its mastery of suggestion and illusion. Nothing pleases a darkweaver more than tricking its foes into placing themselves at its mercy. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 6'2" (XL) Lore: Medium (4' body, 10' tentacles) Suggested: Medium to Huge Other Monikers None Appearance Abilities '- Shadow webbing grapples and causes necrotic damage, hard to see - Victims caught in shadow web can be reeled in for a bite attack - Bite causes necrotic damage, cannot be healed, kills at 0 HP - Shadowy form difficult to hit in darkness - Resistant to cold - Immune to necrotic damage - Spider Climb The true form of a darkweaver resembles a spider in only in the vaguest fashion. Its fleshy, gray-skinned body is divided into two segments, each with four tentacles. Clusters of spiderlike eyes cover all sides of its front section, and the underside contains a mouth with deadly fangs. A darkweaver usually walks on all eight tentacles, but it can rear its front section up and move about, which frees its front tentacles to attack foes or manipulate objects. Home Plane Abyss, Limbo, Pandemonium, Shadowfell Stat Block 5th Edition: - 5eTools - Planescape: Morte's Planar Parade (2023) - DndBeyond 3rd Edition: - Realmshelps.net 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Morte's Planar Parade (2023) - DndBeyond - Planescape: Monstrous Compendium Appendix II (1995) - Mojobob's Website

  • Chaos Imp | Digital Demiplane

    Chaos Imp Small Aberration, Chaotic Neutral Hero Forge Mini (from Planescape: Planes of Chaos Monstrous Supplement - 1994): Chaos imps are small, perverse creatures, native to the wild and turbulent forces of Limbo. They are rarely more than two feet tall and monkeylike in proportion. Beyond this, little is consistent in the appearance of these creatures. Their noses and ears are huge or small, sometimes lop-sided on the same imp. Face and expression change with the creature’s fancy. Over time, travelers have confused them with mites , mephits, gremlins , and a host of other equally small and pestiferous creatures. The only sure identification comes too late, after the imps have wrought their harm. Combat: Combat seems hardly a fair description when a nest of chaos imps attack. Chaos imps are hardly interested in their opponents at all. The imps don’t want to fight; they only want to infest an individual’s gear. Chaos imps can meld with nonliving objects so that imp and object are one. This power works only on non-Limbo matter and only on inanimate objects. Objects imbued with an intelligence or a spirit, such as an intelligent sword or an iron golem , cannot be infested. A tree formed from the primordial soup of Limbo by a character’s will can’t be infested by a chaos imp; a plain sword +1 from elsewhere can. Chaos imps naturally sense the differences between materials, always choosing stable matter over unstable. As a matter of taste, the imps prefer substantial objects — swords, shields, pots, spikes, and armor — over flimsier articles such as clothing, cloaks, boots, and scrolls. They are always drawn to magical items, however, and seek to meld with these in preference to other things. To infest a nonmagical object, the imp needs only touch it for one round. Magical items have a saving throw of 14, improved by one for every +1 or additional power the item has. At the end of the round the imp is absorbed into the item, its essence flowing like water into it. The merging causes no change in the physical properties of the item: mass, shape, density, and function all remain the same. Even the magical power of an item remains unchanged. Infested items don’t radiate magic (unless already magical) and behave no differently as long as the item remains in Limbo. Only when a chaos imp believes it is off the plane will the creature reveal itself. Whenever possible chaos imps attack by stealth, slipping into objects when the characters are distracted by other things. If forced or discovered, they make a direct attack. They have no ability to physically harm a character, but fighting them is still difficult and dangerous. Normally if forced to fight, the whole lot of them swarms a single character, one attempting to distract while the others complete their infestation. Even battling an imp is risky, since any blow may allow the imp to infest the character’s weapon. Since the contact is fleeting, the item is allowed a base saving throw of 10 to avoid the effect. The chaos imp has the power to transform its host on a whim. For all practical purposes, the character is actually carrying a little bit of Limbo’s chaos-stuff with him. When a fighter reaches for his sword he might draw an empty snakeskin or a bowl of pudding. Transformed objects are roughly the same mass, but that is the only limitation. Unless the character maintains mental control over the object’s form (the same as he would over Limbo), it unexpectedly transforms. The imp can also speak from within the item. There are two ways to get rid of a chaos imp. The first is to destroy the item; this causes the imp to flee. For example, drinking an infested potion would cause the imp to suddenly spring from the bottle. The second is to cast an abjure , animate object , banishment , or dismissal on each object. This forces the imp from the item, although it instantly attempts to merge with the nearest object. A dispel magic forces out all imps within the spell’s area of effect in addition to its normal operation. Once “de-imped”, characters should run. Distance is the best protection. Habitat/Society: Chaos imps on Limbo are always encountered in nests — these are nothing more than inert bubbles. Only when a host comes with range do the imps actually take form and attack. Chaos imps don’t reproduce by any known means; it is quite likely that they spontaneously appear throughout the plane. Off Limbo, the imps eventually dissipate if driven from their host and bereft of any other object to inhabit. Chaos imps are mischievous and clever, and appear to have two main goals. The first is to escape their plane, but they can leave Limbo only within an object. Thus, they lie dormant in infested items until they believe they are off Limbo. Experienced Limbo travelers try to trick infesting imps into revealing themselves by pretending to be off the plane. The image of another plane must be imposed on Limbo (requiring a check to impose one’s will). The DM then secretly makes another check (again using the character’s skill) to see if the image is convincing to the imps. If it is passed, the imps reveal themselves in 3d6 turns. Otherwise, they are not fooled by the attempt. Second, as befits their origin, they delight in creating chaos and confusion at every chance. It is quite probable that they are carrying out the will of the powers of Limbo in spreading the dominion of chaos. Ecology: As impractical as these creatures are, there are those who find a use for them. Certain planar factions (particularly the Anarchists and the Xaositects), various fiends, and tricksters enjoy bestowing infested “gifts” on their enemies. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 3 ft. (XL) Lore: Tiny Suggested: Tiny Other Monikers None Appearance Abilities '- Melds with inanimate objects, potentially rendering them useless - Can speak through infested items They are rarely more than two feet tall and monkeylike in proportion. Beyond this, little is consistent in the appearance of these creatures. Their noses and ears are huge or small, sometimes lop-sided on the same imp. Face and expression change with the creature’s fancy. Over time, travelers have confused them with mites, mephits, gremlins, and a host of other equally small and pestiferous creatures. The only sure identification comes too late, after the imps have wrought their harm. Home Plane Limbo Stat Block 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - P lanescape: Planes of Chaos Monstrous Supplement (1994) - Mojobob's Website

  • Darklight | Digital Demiplane

    Darklight Medium Undead, Any Evil Hero Forge Mini (from Planescape Monstrous Compendium Appendix. III - 1998): When a mortal spirit leaves its body upon death, it usually becomes a petitioner on the Outer Plane that most closely matches its alignment or devotion. But sometimes — particularly when the spirit’s torn away in sudden and horrible violence — it loses its way en route to its final rest. Drawn inexorably toward the insatiable maw of the Negative Energy Plane, the spirit instead becomes an undead entity like a spectre , a wraith , or other horror. And even if it later returns to the Prime Material Plane, it retains its connection to the Negative Energy Plane, forever tethered like a slave on a chain or a hound on a leash. However, the Inner Planes hold certain spots known as “leaks” — places where the energy or matter of one plane seeps onto another. When such a rift occurs on the Negative Energy Plane, spirits frequently try to flee through it in the hopes of giving the laugh to their all-consuming prison. ’Course, they almost always fail. Most or the time, these would-be escapees’re drawn back by the negative energy. It’s what powers them, after all. If the leak leads to the Quasielemental Plane of Radiance, though, any spirits that manage to slip through are able to stay. Apparently, their link to the Negative Energy Plane is somehow negated or thwarted by the nature of Radiance. The brilliantly illuminated quasiplane doesn’t cause the negative energy itself to dissipate — the spirits’re still infused with its dark force, still able to move about freely despite being dead (or, really, undead) — but it does alter them. Radiance adopts these wayward phantoms, making them its own. Yet still they retain the darkness in their hearts — and their thirst for life. A darklight is an animate, undead apparition on the Quasielemental Plane of Radiance with a link to the place just as strong as the connection a standard wraith might have to the Negative Energy Plane. That is, in many ways of looking at it, the darklight can exist on Radiance and one other plane (the Ethereal, the Prime, or any of the Inner Planed at the same time. Canny planewalkers can recognize a darklight without too much trouble. It looks like a man-shaped specter of blackness with bright, shining eyes of everchanging colors, and its whole form is surrounded by a nimbus of multicolored light. As an intelligent creature, a darklight can speak planar common and any other languages it knew from its mortal life. Combat: Most berks’re surprised to discover the many, many ways that a darklight can rob them of their lives. Before now, little’d been recorded about these creatures, meaning that scholars and explorers had to learn the dark the hard way. Few survived the initial lesson.' First and foremost, a darklight retains the ability to steal the life force of others, just like all undead with ties to the Negative Energy Plane. The creature’s cold, soul-numbing touch drains two levels from its victims. But since its link with the Negative Plane has been altered, the darklight absorbs the energy directly into itself, thus gaining Hit Dice in direct proportion to the levels ingested. Statistics associated with Hit Dice, including hit points and THAC0, also improve. These enhancements fade after 1d4 hours, or sooner if the victim somehow regains his lost levels (through a restoration spell or similar magic). A darklight can also become invisible once per day. Though it might fade from sight in order to avoid trouble or escape from an enemy, the creature enjoys using invisibility to gain surprise on an unsuspecting foe. That makes it easier to rend the poor sod to bits with its claws, which are made of both darkness and light and cause 1d4 points of damage each. As a creature of Radiance, a darklight can also direct blasts of light and color from its eyes. Depending on its need, the undead monster can use the blasts in several different ways: Once every three rounds, they can blind a foe permanently if the sod fails a saving throw vs. paralyzation. Three times per day, they can duplicate the effects of a color spray . Once per day, they can become a much more potent prismatic spray . Once per day, they can form a prismatic wall . Any time that the darklight’s not shooting out these blasts, its everchanging eyes scintillate with a hypnotic pattern . With all these formidable powers, a body wouldn’t think that a darklight’d need much in the way of defensive abilities. Maybe not, but it’s got ’em just the same. The creature can be struck only by weapons of +1 or greater enchantment. It’s immune to the effects of paralysis, petrification, poison, charm , hold , sleep , and magic that’s based on cold, light, or darkness (the thing can always see, regardless of light conditions). Finally. a darklight has the uncanny ability to move right through walls of force as if they didn’t exist. Habitat/Society: Darklights rarely interact with other creatures or even others or their own kind, insisting upon a solitary existence. However, they make an exception for the Radiance-dwelling creatures known as incandescents or scile — tiny beings of light that literally eat the colors of the plane. Some scile hunger for the colors of things not native to Radiance, however, and a darklight may form a symbiotic relationship with them. In these cases, the scile center their cloud around their new ally, using their power in conjunction with that of the undead creature to attack outsiders found on the plane (and never each other). Darklights who form these relationships learn to detect sods who’ve already been rendered transparent by the scile; thus, they’d not hindered by their victims’ odd condition. Ecology: Other than its occasional strange alliance with the scile, the darklight serves no real function in the ecology of the Quasiplane of Radiance. It preys only upon non-natives. Off the plane, though, darklights are vicious predators that attack any living beings, feeding of their victims’ life forces. They prefer to sap the vitality of thinking creatures, but this simply may be a facet of their evil nature (as opposed to true biological need). Chant is that certain spells have been developed that can summon a darklight from Radiance to any “connected” plane (the Ethereal, the Prime, or any of the other Inner Planes). While this is probably true, one thing is certain — a summoned darklight remains on the new plane. There seems to be no way to force the monster to go back. Alternate Versions Button Button Button Button Button Button Button Button Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers None Appearance Abilities - Eye blasts blinds enemies, casts color spray, prismatic spray, or prismatic wall - Eyes emit hypnotic pattern - Radiant and Necrotic attacks drain levels and increase darklight's combat stats - Can become invisible - Immune to nonmagical attacks, paralysis, petrify, charm, hold, sleep, cold, necrotic, and radiant damage - Darkvision sees through magical darkness - Incorporeal form can pass through magical walls of force It looks like a man-shaped specter of blackness with bright, shining eyes of everchanging colors, and its whole form is surrounded by a nimbus of multicolored light. Home Plane Quasielemental Plane of Radiance Stat Block 2nd Edition: - Mojobob's Website Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website

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