Dungeons and Dragons: Demodand

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As I sat in the more affluent district near the harbour parks where my family had its quiet and modest holdings, enjoying this new bitter bean tea I was now quite fond of for some reason, I watched the hot morning bustle of Athkatla, the city of coin, under a cloudless sky, the oppressive humid heat was ramping up already, even before midday. Normally a simple cantrip would suffice to direct a little puff of wind at my back to help cool myself, but I dared not use the art in this city, lest one of the cowled wizards detect the use and accost me, I was quite careful to make no mention of my association with Candlekeep here, the cowled wizards are no friends of the Avowed, and although I am not technically a member of that order of scholars or pay a lot of attention to the prophecies of Alaundo... I know, I hear them chanted all the time in the keep, but, it is just so much background noise after a while, like the ringing of bells at a monastery, I set the hours of my day by them, but I don't really ponder the words. Anyway, of all the places, so close to home but even so, I keep a low profile when I am in Amn. I have even heard them openly refer to the keep as the 'Citadel of Lies' here! Then, just before I left to join the wagon convoy out of the city, now assembled in my families yards, I saw a prize example of the very worst that Athkatla had to offer.. wheezing and coughing, a great sweating bulk of a man appeared in a clump of servants and slaves, rather than riding in an enclosed and private sedan carried by a couple of burly slaves as I had seen all too often, he was out in the open, and actually riding three miserable, strained and sweat-soaked men who had his ample ass pressed into their shoulders and faces. Not only was this merchant tyrant wearing rich and expensive furs from the far north... FURS! He forced his servants to dress in such ridiculous fashion as well, just for the sake of displaying his wealth, even at the expense of his own comfort. I instantly loathed this man, this human, of all creatures he reminded me that I was welcome in my family estates and homesteads, but I was also half human as well as half Hin, and it was not they, but I who was the halfling. The merchant bleated orders constantly, gesticulating with his bejewelled hands and slapping at his exhausted slaves with a short rod with leather lashes. Going by the parcels some of his servants carried, he was out shopping around for samples of cloth, perhaps to buy in bulk, perhaps to have a new suit of attire sewn for him. Display of wealth to revolting excess is just part of the culture of Athkatla, unfortunately. Still, looking at that merchant, I knew for a fact, without a shadow of doubt, that the man's soul was bound for the Tarterian Depths of Carceri. No sooner did the thought cross my mind, across the crowded street, for a moment his darting gaze locked directly onto my own, there was a threat there, a mild one, he looked away again a moment later, no doubt I was gone from his thoughts as quickly as I entered them, if I had at all. I pondered a very dusty and very dreadful old, old work of lore I had read a few years before and knew that, if indeed he was going to end up dead in the endless hells of Carceri, there was a slim chance he could return, some distant day, and locking eyes with what he had become would be one of the worst mistakes of my long life. The creatures that call Carceri home, the Demodands, never forget a face, not so much as a glance in a market place, none of them do, ever, and to make it even worse, once one of them knows you, anything about you, they all do, forever. There is some horror to that, to know that nobody is beneath their notice, no being is entirely safe from them, if they are so tasked with the job, they can hunt you down anywhere in the entire multiverse, any one of them, instantly aware of your change in status, all of them now desiring nothing more than to drag you, body and soul, down to the worse pit of torment in the lower planes, there to suffer for all eternity at their hands. I sometimes wish I didn't know such things, but, it is entirely my fault that I do... I ventured into the forbidden depths of the library of of the ancient lich lord, the shadow king Larloch with the intention of stealing a book which would secure me a permanent place at Candlekeep, ah the folly of youth, I am still amazed I lived, Larloch saw no threat in me, he let me go. To this day I worry about why he did that. I took nothing with me of his, except a hasty impression of a dark stone, floating in his library with carved symbols, I placed paper over it and rubbed waxed charcoal to copy them and stuffed the paper up under my shirt. It was only much later in study at candlekeep with books of ancient languages that I understood what I had found. If the legends I decyphered on that ancient Batrachi lore stone, itself claiming to be a transcription, largely of an even more ancient text called "The Book of Derelict Magicks" are to be believed, I had found this history of the multiverse, written by the Yugoloths themselves, probably before any of the mortal races on Toril had ever existed. If the old saying, a burden shared is a burden halved is true, I thank you for what I reluctantly tell you now... In the beginning, primal forces raged back and forth across the unformed mass of being, which I have come to think means the Ethereal realm perhaps the first world, or the land at the center of the multiverse. The many divisions of the planes of existence are the result of their warfare, with weapons that warped reality itself in space and time. Their goal was to become to dominant force that guided all that was. Good wrestled with Evil, and Law with Chaos. Neutrality held the lands over which they fought, concerned only with the act of balance, drawing equal amounts of all to create the prime material plane. That in itself is considered high blasphemy in so many places, I only dare relate it to you in this private journal, that the ultimate creators of the prime material plane cared nothing for good, evil, law or chaos, only the balance of matter and energy, the perpetuation of existence itself. The forces that raged were, almost ironically, too evenly matched, balanced so that neither could gain an advantage over its foes. Law became an ally of Good, Evil joined the ranks of Chaos and the conflict entered a new stage, as each raised their power in new combinations, but still it was not enough and the war rolled on. Only then did they pause long enough to create things, finally, for themselves, and thus the minions of law, good, chaos and evil were born; Creatures that could serve Them and work as agents in the primordial struggle. One force, I suspect this was pure evil, created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloths consulted among themselves for a long time seeking a way to triumph over the rest of the first world. The majority decided to create the yugoloths, setting up the entire cast system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths and seek true perfection... according to the yugoloths of course - this is a text written by them and their towering egos- but ask any yugoloth, they will tell you to this day that true perfection requires acts of evil in order to achieve its creation, that perfection has no place for the weakness of compromise. As I said, not all the baernoloth's agreed with this creation of the yugoloths, one in particular, named Apomps, decided to act on his own, but more on that in a moment. The baernaloths saw that the perfection of the yugoloths was threatened by the meddlesome hand of law and chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: it would expunge all law and chaos from it's race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultraloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and summoned it's fellows. When the ultraloth explained it's plan it was hailed as a hero for its clear thinking ability, and ruthlessness. And thus it began to remove all trace of law and chaos from its cohorts, passing the purged energies into the massive heaps of Larvae it has collected from the grey wastes. Now, according to this account, some yugoloths refused the Hearth of Darkness; they fled deeper into the glooms of the Waste (and beyond) their fate unknown. When the ultraloth had finished, its brethren stood tall and pure. The larvae grew and mutated, the forces of law and chaos twisting them into impure mockeries of the yugoloths, and so they were driven from the waste. Those who had received threads of chaos journeyed to the Abyss and those infused with law made their way to the nine hells of Baator. This Ultraloth who transformed their kind is known now as the General of Gehenna and it is said it has spent all the eons from that time collecting secrets that will drive the multiverse to its knees in the final days. It should be noted, also, that the Yugoloths are almost the only fiendish race that is not spawned from the souls of mortals who have passed on from their lives elsewhere. This doesn't do a single thing to put a check to the unbelievable egos of the Yugoloths, who consider themselves the only true fiendish species in all the lower planes, aside from the Baernaloths of course. There is another though. One Of the baernaloths named Apomps, attempted to duplicate the creation of the yugoloths. He did so by simply taking the bodies of dead yugoloths and breathing new life into them from his own power, which naturally made them fanatically loyal to him as their creator and source of their power. The process was extremely risky, and it exacted a terrible toll on Apomps, he became a horribly twisted and deformed monster. Nonetheless, he was extremely proud of what he, just one Baernaloth, had achieved and he showed off his new creatures, called gehreleths, to the other Baernaloths... they were absolutely outraged of course. The new Gehreleths were infested with the affliction of chaos, an afront to the sacrifice so many had made to become pure the pure source of evil they now were and together, all the baernaloths and yugoloths combined forces to banish the wretched but still very powerful Apomps. He retreated to the prison plane of Tartaris and his Gehreleth went with him, every single one of them vowing eternal and bitter genocidal war against all the other baernaloths, their proud creations the yugoloths, even the Night hag allies and new lords of the Nine Hells and abyssal depths, they pretty much-declared war on everybody. Gehreleths have finally made an appearance again in the 5th edition source book titled "Minsc and Boo's Journal of Villainy, which feels to me like its a collection of all the stuff that got left out of Mordenkainen's Tome of Foes, I mean, the Gehreleths, also known as Demodands, are one of the main factions of the lower planes, and most importantly, they stand in direct opposition to all the other evil factions. They absolutely should have been in Mordenkainen's tome and they really, really need more lore than Minsc's Journal provides, this is the major species of an entire planar environment, they are also a force to be reckoned with across the entire multiverse and have been involved with every step of the Blood War and countless other fiendish plots for eons and eons. They most certainly have a very heavy connection to the amphibian creator race, the Batrachi, who once ruled the planet Toril in a massive transdimensional empire that constructed an extensive, very durable planar portal network, later this was used to great effect by the human Imaskari empire to move produce and their armies and artificer wizard force great distances almost immediately across the entire continent, giving them unparalleled military might. The Gehreleths ancient monuments and prison cities littering the landscape of the many brooding, red glowing worlds of Carceri are strikingly similar to the most ancient portals on Toril, and they do happen to have an almost toad-like appearance, the Gehreleths are also known to make themselves a bit more easily available for the sort of random fiendish summoning spells and rituals, so there is a very good chance they were some of the first extra-planar creatures the Batrachi ever encountered. Which I think also explains why the Batrachi didn't seem as heavily involved with the forces of hell or the abyss as some of the other ancient creator races... I could be wrong, it was an extremely long time ago after all. So, let me fill in the blanks left by Minsc's Journal, which neglects to even describe what one of the three types of Gehreleth looks like, granted the one bit of art provided is very good, in this case, one picture is not going to make up for cutting one thousand words of lore and just pasting three stat blocks and two pointless, space-eating NPC quotes in the gap where the Lore should be. Demodands are native to the planes of the Tartarian depths of Carceri, in Greek mythology Carceri is the prison of the underworld (the entire plane is one of confinement and punishment, it is, if you ask me, the real plane of total damnation. Not only does it contain countless souls being relentlessly tortured, it also contains an unknown number of the very first, most powerful and wicked primordial planar powers. These are referred to by many names, the Greeks called them the Titans. The Gehreleths are the self-appointed prison keepers of Tartarus, they amuse themselves by coming up with the most terrible forms of punishment. One famous Greek myth speaks to Tantalus, Son of Zeus and a mortal nymph, he abused his invitation to sit at the table in Olympus with his father, he stole secrets of the gods and gave them to mortal beings, and most famously, Tantalus offered up his son, Pelops, as a sacrifice. He cut Pelops up, boiled him, and served him up in a banquet for gods in order to test their omniscience. The gods became aware of the gruesome nature of the menu, so they did not touch the offering; only Demeter, distraught by the loss of her daughter, Persephone, absentmindedly ate part of the boy's shoulder. Zeus ordered the boy brought back to life and his shoulder was replaced with one of made of ivory. Tantalus's punishment for his act, now a proverbial term for temptation without satisfaction (the source of the English word tantalise), was to stand in a pool of water beneath a fruit tree with low branches. Whenever he reached for the fruit, the branches raised his intended meal from his grasp. Whenever he bent down to get a drink, the water receded before he could get any. The word Tantalizing is derived from this myth, a thing of desire just out of reach. I have an older video detailing some of the broad features of the plane of Carceri, in a nutshell, it appears as a black void with an endless string of planets, stretching away into infinity in the sky, the planets are very close to each other, there is no sunlight or stars and the planets in the sky give off a red glow, the true light source of this plane are the planets themselves, they glow red, its not bright on the surface, it just serves to make the place look oppressive and volcanic when actually there isn't much volcanic activity at all. Everything on these planets is going to hurt you, one way or another, these are nightmare worlds of punishment, let your imagination run wild as to what horrors can be found in every random segment of your wilderness map.. jungles of carnivorous plants, swamps of acid and parasites, both in the steaming liquid and buzzing in great clouds in the air, in each place, I would locate an encounter where the player character meet some poor soul that the environment seems specifically tailored to torture them personally in the most horrible ways, and, if I can relate a legendary form of execution used long ago in ancient persia... prisoners were placed in a boat or hollowed out log, force fed milk and honey until they uncontrollably voided their bowels, at which point their skin was smeared with more milk and honey and they were left strapped to this boat full of their own feces and vomit... then the swarms of flying and crawling insects would start to devour them, the prisoners were fed a ration of water, milk and honey every day to ensure they didn't die of hunger or thirst, they would also smear the infested slop in the bottom of the boat or log into the open wounds of the prisoner so, Instead, they succumbed to tortured madness, experiencing the agonizing, nightmare crawl of thousands of insects on their skin, burrowing into their eyes, ears, nose and every other orifice, filling their mouths, while worms and parasites bred in the filth at the bottom of the boat and squirmed up into their bowels. Eventual death caused by exposure and massive infection could take a couple of weeks. The Gehreleths would consider this a somewhat artless and lazy method, and also far too quick. There are unique, native horrors of Carceri, for example the Odopi, hailing from 3.5 editions third volume of the monster manual, they are 24 feet in size with rust red, rough and scaled skin, they look like nothing more than a great twitching and rolling ball or demonic arms, with the yellow clawed hands at the end of each arm inset with a glaring yellow eyeball. They are entirely vicious, roaming around like nightmare tumbleweeds, gurgling and clapping messages to each other in what passes for their own language. Not only are they able to rip along at 60 feet per round, they are smart enough to shift tactics in a basic sort of way, with an intelligence of 6, such as picking up anything at hand to hurl at flying creatures with the pinpoint accuracy hundreds of eyes looking in every direction provides. They are huge, can climb at 40 feet per round, have the ability to survive pretty much any fall from height thanks to spell-like abilities, they beat the living shit out of victims in a flurry of blows that would shame a high-level monk and, if a rolling group of them hunting for victims is not scary enough, they also come in Elder form, pretty much the same but gargantuan in size, oh, and the cherry on top? They have the ability to regenerate damage. Carceri is not a nice place, you can also locate some versions of the monsters of Greek myth and legend here, such as the Hundred Handed giants, cyclops, medusas and so on. It is rumored that there are a set number of Gehreleths, a number still under the control of Apomps, most of the time it is ten thousand, but in times of conflict with other forces it can double, I think this is probably not true though, considering how many planetary spheres there are in the many layers of Carceri, it would spread their total population very thin indeed, and we know that is not the case. Many observations have pointed out that Demodands chaotic taint is reflected in a lack of society among their own kind, they are not loyal to anyone, including each other. Gehreleths will cut each other down without a moment's hesitation, after all, there is always more of them thanks to the method by which they come into existence. The three main types of Gehreleth all look corpse-like because they are all derived originally from the dead, the power of Apomps originally infused the corpses of dead Yugoloths, these days, its mostly the great heaps of corpses that form rolling hills of slaughter in carceri. Picking a relatively intact corpse from some rack constructed out of the bones and gut straps of the dead, a Demodand will infuse it with power and it will transform and rise to life as a loathsome Farastu, the lowest intact form of the Gehreleths. There are rumors of many other types of gehreleth, all exclusively found in carceri, aside from the foulspawn offspring of Gehreleth and mortal life.. this is not a naturally conceived union, I should point out, gehreleths don't have the required equipment for that act, mercifully. Farastus stand about seven feet tall, they are emaciated with elongated limbs and talon tipped, long fingers, some have stubby wings of no practical use except very low gravity and dense air. Their heads are large and oblong, a mix of corpse and toad with massive jaws loaded with jagged fangs, they are thin, but extremely strong, able to tear a normal human apart very quickly, coupled with abilities practically identical to the Barbarian character class, they are creatures full of rage and hatred who suffer endlessly under the spiteful commands of the superior demodands who get the Farastus to do all the really shitty tasks, really humiliating, long-suffering, disgusting and mentally taxing jobs that supercharge the seething hatred burning in the heart of every farastu, just waiting for any excuse to unleash it in murderous fury. They are capable of tracking down victims by scent along, experts at navigating the various layers of carceri and each of the planes different native dangers, their body is famously slick with a black and noxious tar-like slime which oozes out of them constantly, it serves to protect them from many of the planes native conditions, but like all Demodands, they are completely immune to acid, fire and poison, including most diseases of a non-magical nature, they take half damage and effect from cold, all gehreleths have resistance to magic and all of their physical attacks count as attacks from an enchanted weapon, they typically have excellent senses, they are predatory, though they don't need food to survive, they crave meat and gorge themselves on it when they can. They take half damage from non magical attacks and all have a hefty bonus to all saving throws involving strength and constitution, they are hard to kill. Drawing on the work contained in the GM's Guild source book titled "Minsc and Boo's Journal of Villainy" we have some stat blocks for the three main types of Demodand. The Farastus have an armor class of 16 and an average of 71 hit points, their adhesive slime is composed of concentrated, noxious corpse goo, it secretes this stuff constantly from every orifice and it coats their body in thick globs. The Farastus, also known as Tar demodands or Tar Geth, are experts in using it in combat and for climbing up sheer surfaces. They can grapple opponents and are +7 to all athlethics checks, they have a strength of 19. Oddly, the adhesion of the tar is totally under their control, they can choose to release specific objects or victims and all objects are released if they are killed. They are also berserk fighters, sprinting at enemies and gaining advantage on all melee attacks, but, opponents also have advantage in their attacks on the farastu at the same time. They make two claw or bite attacks, are +7 to hit an opponent within 5ft and inflict1d6+4 slashing damage, plus, on a hit, the victim of the claw attack will be held fast by the tar, the escape difficulty is 15 and the farastu can only grapple one victim at a time. Their bite attack inflicts2d6+4 piercing damage. The adhesive hide of the farastu has another special property that makes them ideal creatures to pair up with other monsters, if the farastu takes damage from a melee weapon they can spend their reaction to take that weapon, the attacker must pass a DC 15 Dexterity saving throw or be disarmed. Prying it back off the demodand requires an action and a DC 15 Strength check. I know the damage from the claw and bite seem a little low, but remember, there is absolutely no reason a Farastu, which is created from the corpse of another being, could not or would not be equipped with weapons and armor, this is optional of course, everything is optional, your table, your rules. Also, this version of a Farastu is a bit low on the intelligence score, normally they are about as smart as an average human. Unlike the other, more advanced forms of Demodand, the tarry farastus are particularly aggressive towards summoners who rip them out of Carceri to other planes of existence, so they will be very hard to control, willfully disobey if it is possible for them to do so, and they always plot revenge on that summoner or at least the world that summoner brought them to. When a farastu is killed, anywhere in the multiverse, a new farastu is spawned from one of the corpses of Carceri or even nearby if there happen to be some handy corpses around, they are more common in the infested swamp jungles of the second layer of carceri called Carthys and for some reason, they are forbidden from the non-jungle grasslands, all of which, jungle and grass alike, secrete powerful acids that eat metal in minutes. As they rise from the dead, demodands have no need of sexual reproduction, hence why you don't see half demodands, however, there are ways to put some of their foul energy into other life forms, it is pointless describing a result, the creatures that are born that way are chaotic in form and ability, and very rare, so, there will be a reason why the DM is putting one of them in the game. Even the lesser Gehreleths possess an Obsidian Triangle, a simple but powerful artifact created and bestowed on each farastu at the time of their creation. These objects serve to give gehreleths access to their racial, collective memory. With their triangles, gehreleths can learn the identity of summoners and create generation-spanning schemes, as well as gather general knowledge about the multiverse. Because of this, killing a gehreleth is almost useless, a new one rises and takes up the Triangle and remembers everything the last one knew. The obsidian triangles have other abilities, such as causing the gehreleths physical attacks to be counted as magical. Most fearsome of their suspected abilities was the idea that the triangles gave Apomps access to every gehreleth's senses and experiences, allowing him to exist wherever his creations were. Both Apomps and the shators were said to command their inferiors through the triangles, the extent of that is unknown. Killing a gehreleth is thought to cause a triangle to lose its magical properties, making it worthless outside of being a trinket. Similarly, the gehreleths greedily hoard the triangles and do everything in their power to retrieve a stolen triangle. Kelubars or Slime Leths are the middle class of the Demodands, they appear as wide-bodied, grossly bloated demon corpses with acid slime oozing and dripping out of them all the time, they are very corpulent and have wings, they are about 8 feet tall and weigh around 500 pounds or 230 kilograms, so, very big while still being just barely medium-sized. Don't let all that bulk fool you though, they have a strength of 20, +9 to Athletics checks and a dexterity of 13, they can move at 30 feet per round on foot and fly at 60 feet per round, they are also much more intelligent and cunning than the Farastu. Granted, they are lazy, there is an excellent bit of artwork in the Journal of Villainy depicted a Kelubar being carried around by a team of wretched Farastu, they are the most willing to have a chat rather than a fight, but, they have no problem engaging in violence and are sadistic bullies that gain the most pleasure from breaking the spirit of their victims. They supervise the Farastu and spend almost all their time torturing prisoners of Carceri, making the place even more miserable and scheming, plotting and fighting against their own kind. The stat block in the journal is an interesting take on their abilities however it seriously needs some acid effects, the Kelubars are experts in the brutal and the subtle use of their noxious acid, it reeks like exploded corpses and just getting close to these monsters is enough to incapacitate a sensitive adventurer with uncontrollable nausea. Kelubars have an armor class of 17 and an average of 97 hit points, they have a supernatural ability to avoid being slowed down by difficult terrain, they are also immune to being paralyzed or otherwise restrained, it needs only spend five feet of its movement for the round to escape any non-magical restraints and is not slowed down by being completely underwater, so its movement speed is also its swim speed. They also have the supernatural ability to just swerve out of harm's way, spending their reaction for a round to automatically take half damage from any attack they can see coming. They are versatile opponents, they have a range of spells they can cast, including acid arrow at will, which they make heavy use of, as well as fear. Their stench causes any non-gehreleth creature that starts its turn within 30 feet of the kelubar to make a DC 16 Constitution saving throw or be poisoned, suffering disadvantage on all attacks and ability checks, which leaves them wide open to the kelubar making sneak attacks against them, dealing an additional 4d6 damage on whatever attack it makes. Successfully making the saving throw vs the stench only confers immunity to it for one hour. They have the same reckless attack option as the Farastus, they also attack with two claw or bite attacks, or swap those out for spell attacks, they are +9 to hit, their claws inflict 2d8+5 piercing damage and an additional 2d6 acid damage, their bite inflicts 2d8+5 piercing damage and an additional 2d6 acid damage. I would add something like a poison spray spell-like effect every time someone hits the Kelubar with a magical slashing weapon attack. As mid-ranked Demodands they can summon reinforcements, rolling a six-sided die, on a result of 1 or 2 they summon two farastus, on a result of 3 or 4 they summon one other kelubar. Usually, Leths don't get along well with each other but summoned Demodands will obey their suggestions in combat for the most part. They can't summon the higher rank of Gehreleths, the Shator. Shators are the most massive of the Demodands, standing up to ten feet tall, weighing as much as 700 pounds or 320 kilograms, they are bloated like festering corpses. They are also known as Shaggy Leths as they have ragged folds of skin hanging off their huge body. Being so bloated makes them seem squat, from a distance, but up close, you can see that these creatures are simply massive and powerful, with a strength of 24, constitution of 20 and dexterity of 13, ground speed of 30 feet and flight speed of 60 feet, they are much more agile and far more formidable in combat than countless unfortunate victims have given them credit for. Underestimate the Shator at your peril, they have some of the most formidably wicked intellects in the lower planes outside the nine hells and their sadistic cruelty has absolutely no rival. They are the worst situation you can find yourself in, the buck stops with them, they are the end of the crime spree, they are the punchline to the multiverses sick joke, they are the worst-case scenario, they are the contagion of woe, the mouth of the river of suffering. They know this, of course, and have the towering, insufferable egos that go with it. They revel in the death and despair they create, their dread palaces are made from the remains of their countless victims and fresh tortures await in every unimaginably grim nook and cranny both inside and out, they find the sounds of desperate screams to be music to their ears while they ponder the true nature of the multiverse. If anyone is familiar with The Hitchhikers Guide to the Galaxy and the Vogon aliens with their poetry so awful it can literally kill you? The Shator are the fiendish version of them, in a nutshell. They go a big step further than the vogons in that, they deliberately craft poetry and philosophical arguments that are designed to create a sense of the pointless, cruel joke that intelligent life is.. there is no reason to the multiverse, nothing has any meaning, all happiness is only possible due to ignorance and self-deception.. that sort of thing. The Shator's amuse themselves through eternity by travelling to the prime material plane, when there on business usually, and finding mortal poets and philosophers to use as unwitting mouthpieces for their ideas. They are immortal, if one falls another rises in its place, so their amusements could see an entire nation of simple mortal farm folk rise up to incredible wealth, just so the overindulged, hedonistic nobility fall prey to ennui and depression. Where a noble believes they have every right to abuse those who are lesser than themselves, out of boredom and a lack of empathy, the shator chuckles, when a megalomaniacal tyrant burns thousands of innocent people at the stake, the Shator laughs.. soon enough, they will be just another mewling wretch decorating their walls, eventually, another hate-filled farastu serving them as nothing more than a footrest. Shators have an armor class of 17 and an average of 189 hit points, they have all the same abilities as the kelubar plus they are highly toxic, their body oozes with poison slime that causes anyone who touches it to save or become paralyzed, they spit globs of poison in a 20-foot line almost like a black dragon's acid breath weapon. They have a much more comprehensive knowledge of arcane spellcraft and they are able to summon a larger number and a wider assortment of Gehreleths to fight for them, one trick they use is to force lesser gehreleths into transforming into the liquid tar or acid slime states and then storing them inside breakable bottles the shator can hurl into the battlefield, overcoming most opposition due to their superior numbers of minions alone, well, not exactly minions, more like an instant army of released, savage killers, reforming out of their splattered liquid state. The other mission of Shators, given to them directly by the essence of Apomps within them, is to spread distrust and hatred of all the yugoloths in the multiverse, which they most certainly do, with a passion. In fact, deep within an asylum in the planar city of Sigil, a shator named Xideous decided to compile the true and public names of all the Yugoths he could, giving himself a great deal of control over those he recorded in his journal, control and power to negotiate deals the yugoloths would normally refuse. While Xideous was doing this, the powerful shator was also seeking the legendary four 'Books of Keeping" which contained all the true names of the Yugoloths, written down by the duplicitous Night Hags way back when the yugoloths were first being created. If Xideous manages to attain these books, his power in the lower planes and the machinations in the background of the blood war will probably be enough to transform the Tartarian Depths of Carceri forever and instigate the end of not only the blood war, but possibly the end of the balance of law and chaos in the multiverse. Who knows? You never know exactly what is true and what it not when it comes to the fiends of the lower planes. I am AJ Pickett, this was your deep dive into the lore of the Demodands of Carceri, thanks for listening everyone and I will be back with more D&D lore for you, very soon.
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Keywords: aj pickett, the mighty gluestick, TMG, dungeons and dragons, roleplaying, tabletop, 5E, 5th edition, faerun, toril, forgotten realms, eberron, greyhawk, dark sun, ravnica, AD&D, pen and paper, Dungeons and dragons lore, monsters, magic, magic items, monster ecology, D&D, D&D5E, D&D Lore, yugoloth, baernaloth, carceri, tartarus, tantalus, greek myth, gehreleth, demodand, demodands, farastu, kelubar, shator, apomps, dungeons & dragons, role playing game
Id: HNadVnsFV_Y
Channel Id: undefined
Length: 35min 39sec (2139 seconds)
Published: Sun Dec 26 2021
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