A colossal snail encased in jagged ice and crowned with a glittering crystal shell. Its slow, seismic crawl freezes the land in its wake, but those who survived its lethally cold presence speak of its calm and patient demeanor.
💬 Will you stand your ground when the glacier before you begins to stare back?
"Beware the marroth from the depths of the Abyss, for its claws are sharp and its strength is overwhelming. It leads its foot soldiers through crowds with no fear and it strikes anything it can reach, killing everything in its path. Beware it, and fear it."
Demonic generals. Marroths are related to the glabrezu types of demons, and live in the depths of the Abyss, where they only rarely venture forth from. If a marroth escapes its captivity in the Abyss and finds itself on a battlefield, it often means death for those it encounters. It is a creature of cunning and destruction, snapping those it captures in its pincers in half. Not even any kind of darkness can prevent it from finding and hunting its prey.
Magically inclined. Marroths are one of few demons that can cast spells and create magical effects, and although its spell list is limited, it uses them for its own gain, and it is very proficient at it. Especially the cloud of noxious darkness that a marroth can call forth can be deadly, as the mist is difficult to traverse for its enemies, but the marroth itself has no issue putting on the chase inside.
Friends and companions. Marroths are rarely seen without other demons at its side, and it is considered a commander of lesser legions within the Abyss. Demons that may appear near a marroth are bulezau, vrocks, hezrous and tanarukks and other orcish demons.
When a pegasus' wings are severed, and the fires of the Nine Hells burn at its soul, corrupting its form into that of a living nightmare, it can be said that a creature of good has died on that day. But the fiendish form can perish again, and transform into a new being altogether, one of decaying flesh and ragged bones, whatever remains of its soul persisting within a phylactery. This twice-dead-but-never-dying monstrosity uses the twisted magic of a lich to extend its life unnaturally, becoming a terror known as a lichmare.
Like any lich, this equine variant must constantly keep its phylactery full of life force to sustain its form (faililng to do could result in a demilichmare, an abomination of a portmanteau too terrifying to consider further in this written record). This effort tends to come in the form of trickery; the lichmare might present itself in a billowing cloud of smoke as a tempting prize for adventurers seeking impressive mounts. The rider learns too late of their steed's malicious intent as they are transported into the Ethereal Plane so that they might be better bucked and trampled to death without interference.
Through all these gruesome transformations, the lichmare never truly loses its love of oats and hay,despite its inability to gain sustenance from such worldly pleasures.
Illumination. The lichmare sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light is an eerie green color which functions in magical darkness. Invisible creatures are visible within this light.
Legendary Resistance (3/Day). If the lichmare fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery with sufficient stores of oats, a destroyed lichmare gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lichmare is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The lichmare knows the following warlock spells, and satisfies all component requirements with a verbal neigh:
Cantrips (at will): chill touch, eldritch blast, fire bolt, prestidigitation
1st–5th level (4 5th-level slots): banishment, blight, danse macabre, enervation, hellish rebuke, negative energy flood, scorching ray, scrying, sickening radiance, wall of fire
6th-9th level (1/day each): eyebite, feeblemind, finger of death, power word kill
Turn Resistance. The lichmare has advantage on saving throws against any effect that turns undead.
Actions
Multiattack. The lichmare makes two attacks with its hooves.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ethereal Stride. The lichmare and up to three creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. Unwilling creatures can resist this plane shift by succeeding on a DC 15 Wisdom saving throw.
Legendary Actions
The lichmare can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lichmare regains spent legendary actions at the start of its turn.
Cantrip. The lichmare casts a cantrip.
Hooves (Costs 2 Actions). The lichmare uses its hooves.
Frightening Graze (Costs 2 Actions). The lichmare grazes on some grass but also gives some serious creepy side-eye to one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lichmare’s graze for the next 24 hours.
Death Whinny (Costs 3 Actions). The lichmare emits a cacophanous whinny heard up to 300 feet away. Each non-undead creature within 30 of the lichmare that is able to hear the whinny must make a DC 18 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage and falls prone. On a successful save, the damage is halved and the creature does not fall prone.
[id: monster stat block for lichmare, depicting a horse with its skeleton showing throw decaying skin, its mane and feet wreathed in flame]
One(?) gifset per episode || 14 Shopping and Shipping
[...] they've come back to Emon, they've come to their keep, Greyskull Keep, they've had an evening of rest. Upon waking the next morning, they've managed to get some breakfast, they've freed Lady Kima from her stone entrapment, as she was turned to stone during the battle with the beholder, and had a conversation based around what should or could be done about this Horn of Orcus, this evil artifact.
Born from light and razor-thin crystal, the glass dragon is a creature of intellect and precision. Its prismatic breath refracts possibilities, unraveling foes with calculated brilliance. To face one is to test the limits of perception.
Will you see the pattern in time, or be lost in its kaleidoscope?