Author Archives: yacker666

Geist

Geist

This is a disembodied phantom who wears black robes that swirl around a maw of sharp teeth.

Geists have the ability to take control of haunts and have a powerful laugh that can cause fear.

They can be found on the Negative Plane or in the Underdark.

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Leukoloth

Leukoloth

This human-shaped beast has a horse’s skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird. Deacons of the Horseman of Pestilence, leukoloths serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics. The skulls that serve as their heads can be replaced with any skulls, yet these creatures choose horse skulls to show their loyalty to the Horsemen. The creature’s true head is merely a blistered knob between its shoulders.

A  leukoloth can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone

 

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Gloomwing

Gloomwing

 

A gloomwing is a large black moth creature, an aerial carnivore with great speed and agility. They have silver swirls along the wings that can cause massive confusion. A gloomwing can lay eggs inside a small or larger helpless or dead creature.

Gloomwings are strange, moth-like natives of the Plane of Shadow. Despite their appearance, they are not vermin and possess a crude but serviceable intelligence. While gloomwings can be conjured via spells like lesser planar ally or lesser planar binding to serve as guardians or even mounts, occasionally a gloomwing will slip through a tear in the fabric of the planes and make the journey to the Material Plane on its own. A gloomwing loose on the Material Plane is active for 2 to 3 hours at dawn and again for 2 to 3 hours at dusk, preferring to spend the remaining hours of the day hiding in abandoned buildings, caves, or deep canyons or foliage where the shadows are thickest. During its periods of activity, it flies through the sky on the hunt for creatures to attack and implant its eggs in—the gloomwing does not need to eat, leaving this urge to propagate its species as its primary drive.

For all the dangers a gloomwing presents, it is the creature’s young that pose the gravest threat. These creatures are known as tenebrous worms, and despite being the larval form of the adult gloomwing, are much more dangerous creatures. The fact that a gloomwing can lay several eggs a day if presented with enough living hosts makes them dangerous not for what they can inflict themselves, but for what they can spawn.

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Topaz Dragon

Topaz Dragon

Topaz dragons were selfish and had an erratic personality which made them dangerous to deal with. They are normally found in large to huge in size and have glitter yellow like scales.

Topaz dragons normally can be found on the Quasi-elemental Plane of Steam but can be found on Esperia located near sandy shores.

Topaz dragons breathed a cone of dehydration.

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Fire Toad

Fire Toad

A fire toad is a medium, red toad about four feet long and covered with rough, purple warts.

A firetoad can exhale a small fireball when threatened, disturbed, or defending its lair.

The fire toad normally is found on the Elemental Plane of Fire but can be found in the Underdark or dungeon areas.

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Strix

Strix

The strix are a race of dark-winged humanoids who live in only a warm mountains and jungles of the south.

Grisly tales told by the local human population has made them the target of much hatred and fear; in truth, the strix wish mainly to be left alone.

Strix resemble humans in size and build, but are distinguished by their jet black skin, their 12-foot, raven-like wingspan, and their strange facial features. Strix have pointed ears, slitted nostrils, and eyes without pupils which, due to their large size, appear to glow in the half-light of the evening. Their eyes are fixed within their head, so to look around they have to move their entire head making them look either slow and sombre or jerky and skittish depending on how fast they move. Strix stand just over six feet tall, but considering their size, are quite light, weighing around 170 pounds.

Strix society is small and isolationist, and as a result is very tight knit.Strix have developed a deep hatred of humans; the precise origin of this hate is uncertain, but it is known that they deeply resent human intrusions and besiegement. Due to their limited numbers, strix have a very close-knit family structure, effectively all belonging to a single extended tribe. Within this tribe all work together to ensure the species’ survival. Murder is unknown except when committed by outsiders. The strix respond to these occasional murders in kind, but as humans outnumber them so greatly, they do not hesitate to take dozens, even hundreds of lives in revenge for the death of one of their own. Their isolationist nature has led them to assume that human society is as tight-knit as their own, so they take vengeance indiscriminately.

Strix worship the goddess of Air Istishia

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Cave Giant

Cave Giant

Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims.

Cave giants would measure close to a dozen feet tall if they ever rose from their perpetual stoops. Their skin tones range from slate gray to a dark mossy green.

Cave giants have manes of bristly black or gray hair that run from their heads down their backs. Their faces resemble those of orcs taken to monstrous extremes and framed with elephantine tusks. Cave giants clothe themselves in hides decorated with bones.

As their name suggests, cave giants live in rocky underground tunnels and caverns, rarely approaching the surface during the day. They keep giant lizards as smaller humanoids keep dogs, but they are cruel and neglectful masters.

Cave giants survive as hunter-gatherers, subsisting on subterranean animals and plants, yet they’re intensely envious of the innovations and yields other races produce.

Lacking both talent and patience necessary for creation or cultivation, they take what they desire by raiding other races or by enslaving them. Cave giants especially prize metal weapons, as they’re always at war, either with their own kind or with other races.

Though not particularly religious, cave giants pay homage to the god of earthquakes and eruptions, so the god is Talos. . Their priests are mostly barbarians and rangers, though a few divine spellcasters exist. The latter are often devoted to grand but futile schemes, such as freeing the Rough Beast or blotting out the hated sun.

All cave giants are proficient with handaxes, battleaxes, and greataxes.

Combining the features of ogres and feral orcs, cave giants are the embodiment of primitive brutality.

Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect. Their faces mix the worst features of ogres and feral orc. The largest would measure 10 feet in height if they ever stood straight. The typical cave giant weighs 1,000 pounds. Though few survive past 60 years, cave giants can live as long as 150 years.

While they prove remarkably adept with axes of all varieties, cave giants lack the patience to work metal. What metal a cave giant possesses was likely stolen from other giants or worked by enslaved subterranean smiths.

Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant’s cave lizard pens. Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting.

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Accuser Devil

Accuser Devil

Also known as a the Zeebub devil, this childlike blasphemy conjoins the features of a plump human infant and a gigantic, gore-fattened fly.

A accuser devil records all that it sees and may pass its visions on to another creature. By remaining in contact with a willing creature, it can replay up to 24 hours of witnessed events, or shorter incidents if it so chooses. It takes  1 round to replay 1 hour of recorded images, which the target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay its visions of those events again. A zebub cannot replay its visions for an unwilling creature or as an attack, no matter how horrific the events it might have witnessed.

Childlike souls tormented and scoured of innocence by the flames of Hell and then reshaped by the mad whims of the archdevil Baalzebul, accuser devils embody the foul, merciless, and pervasive corruptions of the infernal host. From the depths of the Pit they rise in buzzing, shrieking plagues unleashed to taint the land, despoil weak flesh, and reveal exploitable secrets. En masse they display little of the cunning or subtlety typical of devilkind, spreading ruin at the will of their fiendish masters. Alone, though, a zebub is a craven, deceitful thing, lurking in darkness and filth, endlessly spying and vying for the petty favors of greater evils.

Accuser devils are almost exclusively formed amid the cesspits of frozen, the eighth layer of Hell. Within the Pit they serve countless infernal lords as messengers and spies, with droves being unleashed upon myriad mortal worlds with a mandate to seek out souls ripe for corruption or those whose sins might lead to greater damnations. Many zebubs overstep the freedoms of such vague missions, seeking to manipulate weakwilled or easily intimidated mortals into all manner of trivial evils, dispensing shrill orders in their buzzing, childlike voices. Despite the fact that many zebub plots end in the zebubs’ own revelation and destruction, few diabolical lords allow the slaying of their spies to go unpunished.

The zebub’s ability to grant other creatures visions of what it has witnessed makes it an unusually useful creature to many conjurers. Relatively easy to conjure with a spell like lesser planar ally or lesser planar binding, an accuser devil can be an invaluable spy. One simply orders the foul little devil to become invisible and then inf iltrate an area where visual information is hidden, with orders to teleport back to its point of origin to grant visions of what it observed to its master. Those who make use of accuser devils in this manner should take care to watch their own actions or what they reveal, of course, for such a creature can just as easily be bribed or intimidated into revealing visions that some conjurers might not want being made public. It’s common practice among conjurers to kill their accuser devils once they’ve completed their missions of inf iltration and observation.

These lesser devils stand just over 2 feet tall and rarely weigh more than 25 pounds.

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Cave Fisher

Cave Fisher

A cave fisher was a crab-like monster which inhabited subterranean locations like the Underdark and ambushed its prey.

The cave fisher hides on ledges and hunts by emitting a long strand of sticky filament. Once caught, prey does not easily escape

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Lantern Archon

Lantern Archon

Lantern archons were celestial beings that appeared as floating balls of light glowing about as brightly as a torch. Only their destruction could extinguish the glow, though they could try to hide it.

Lantern archons were friendly beings who were curious about mortals and the mortal world. Most lantern archons never left the heavenly realm from which they originated, always serving as custodians and guides for mortal souls that had passed into the heavens. A few found their way to the mortal world, either by being summoned forth or through a random planar gate.

Despite their “lowly” status, lantern archons were content with their existence. They loved to help those in need and worked well with others. The bravery of these creatures often led them to be promoted into other forms of archons.

A lantern archon could not only hover but was fully capable of flight and could teleport as well.

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