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#phaerimm
thecreaturecodex · 3 months
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Phaerimm
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Image © Jake Probelski
[Sponsored by @coldbloodassassin. The phaerimm are theoretically one of the foundationally important monsters in the Forgotten Realms setting, being tied closely to the Netherese, the sharn and other bits of lore. But they always struck me as kind of boring. They're yet another magically gifted aberration that views humanoids as slaves and cattle. And their stats seem to get more pared down and less interesting with every edition. I went back to their first mechanical appearance in AD&D 2e for inspiration.]
Phaerimm CR 12 NE Aberration This creature floats in the air, looking something like a flying sea anemone. It has a circular maw with eyes dotting its rim, four arms with clawed hands, and its body tapers into a long tail, ending in a stinger.
The phaerimm are strange aberrant creatures native to a deadly desert world in another galaxy. Phaerimm have not mastered planetary travel, and are found on other worlds typically as the descendants of captives and experimental test subjects enslaved by wizards looking for alternatives to celestials and fiends. It may be that the phaerimm sowed the seeds of their own calling, as they can be summoned through magic much more easily than other aberrant creatures. Most of these itinerant phaerimm are interested in converting other planets into worlds more like their own, and seek powerful magic items and ritual spells in order to drain the vitality from ecosystems and render them deserts.
Even a newly born phaerimm is a powerful magic user, and they use their spells preferentially over their formidable physical talents. Phaerimm are spontaneous casters, but can convert some of their spells into spell-like abilities to make them easier to cast and harder to counterspell. The vast majority of phaerimm are sadists, which can be used against them; a phaerimm will often make suboptimal tactical choices if it has an opportunity to spread more pain. Phaerimm are slavers, and view enslaved or magically controlled minions as utterly disposable.
The phaerimm are simultaneous hermaphrodites, able to both fertilize the eggs of other phaerimm and be fertilized in turn. Phaerimm courtship is more akin to a business exchange than anything romantic, and the eggs are kept in suspended animation until they can be inserted into a host—mammalian creatures are preferred, but anything living of Small or larger size can provide sufficient nutrients for the parasitoid embryo. Phaerimm keep their incubators secure, stocking their lairs with galleries of floating, insensate victims, each one growing a new horror inside.
An adult phaerimm is about twelve feet in length and weighs six hundred pounds. They fly magically, and are practically immobile in an antimagic field or similar effect.
Phaerimm CR 12 XP 19,200 NE Large aberration Init +5; Senses all-around vision, arcane sight, darkvision 60 ft., Perception +20, see invisibility
Defense AC 25, touch 10, flat-footed 24 (-1 size, +1 Dex, +15 natural) hp 150 (12d8+96) Fort +11, Ref +7, Will +12 DR 15/magic; Immune petrifaction and polymorph; SR 23 Defensive Abilities absorb magic; Weakness callable
Offense Speed 5 ft., fly 30 ft. (good) Melee bite +14 (2d6+6), 4 claws +14 (1d6+6), sting +14 (1d8+6 plus paralysis) Space 10 ft.; Reach 10 ft. (5 ft. with bite) Special Attacks implant, paralysis, prepare spell-like abilities Spell-like Abilities CL 13th, concentration +18 Constant—arcane sight, see invisibility 3/day—blur, shield 1/day—enervation, haste, waves of fatigue Spells CL 11th, concentration +17 5th (5/day)—dominate person (DC 21), waves of fatigue 4th (7/day)—crushing despair (DC 20), enervation, terrible remorse (DC 20) 3rd (7/day)—fireball (DC 18), haste, inflict pain (DC 19), ray of exhaustion (DC 18) 2nd (8/day)—blindness/deafness (DC 17), blur, bull’s strength, paranoia (DC 18), scorching ray 1st (8/day)—charm person (DC 17), mage armor, magic missile, ray of enfeeblement (DC 16), shield 0th—acid splash, detect poison, disrupt undead, light, mage hand, open/close, prestidigitation, resistance, touch of fatigue (DC 15)
Statistics Str 22, Dex 13, Con 26, Int 18, Wis 19, Cha 21 Base Atk +9; CMB +16; CMD 27 (cannot be tripped) Feats Arcane Strike,Empower Spell, Eschew Materials (B), Flyby Attack, Improved Initiative, Lightning Reflexes, Spell Focus (enchantment) Skills Fly +18, Intimidate +20, Knowledge (arcana) +19, Knowledge (dungeoneering, nature) +16, Perception +23, Spellcraft +19, Stealth +12; Racial Modifiers +4 Perception Languages Aklo, Common, Undercommon, telepathy 100 ft. SQ undersized weapons
Ecology Environment any deserts and underground Organization solitary, pair or enclave (3-12) Treasure double standard
Special Abilities Absorb Magic (Su) Whenever a spell fails to overcome a phaerimm’s spell resistance, the phaerimm heals an amount of damage equal to the spell’s caster level. Callable (Ex) A phaerimm is treated as an extraplanar outsider for the purposes of calling spells like planar binding. Flight (Su) A phaerimm’s fly speed is supernatural in nature. Implant (Ex) As a full round action, a phaerimm can lay an egg in a paralyzed or helpless target. The egg gestates for one week, whereupon a young phaerimm bursts from the host, killing it. While implanted with an egg, a host is unaffected until the final 24 hours of incubation, during which time it is treated as suffering a -10 penalty to all ability scores (minimum 1). A successful remove disease or similar effect against DC 23 removes the pellet, as does a successful DC 25 Heal check performed over the course of 10 minutes. Regardless of whether the Heal check succeeds or fails, it deals 1d4 damage to the host. Paralysis (Su) A creature stung by a phaerimm must succeed a DC 24 Fortitude save or be paralyzed for one minute. After this duration elapses, the creature must succeed a second DC 24 Fortitude save or be paralyzed for 1 week. While paralyzed, the afflicted creature floats five feet off the ground. Prepare Spell-like Ability (Su) When a phaerimm regains its spells, it may choose to prepare one of its known spells of each level above 0th as a spell-like ability with a caster level equal to its Hit Dice. 1st and 2nd level spells may be used 3/day as a spell-like ability, and spells of 3rd level or higher may be used 1/day. Spells A phaerimm can cast spells as an 11th level sorcerer. A phaerimm does not gain other sorcerer class abilities, such as a bloodline, unless it takes levels in sorcerer.
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dorianpavus · 9 months
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bg3 theorizing under the cut! :)
OK I'M UNHINGED NOW
IS GALE KARSUS OR JUST A SELF-AWARE PARALLEL?????? we saw his character description got changed to something resembling karsus's story.
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failing to usurp mystra's godhood???? because this is dnd, it's totally possible that karsus (whose soul was bound to that giant boulder) found a way to escape/free himself. or maybe gale is a version of karsus -- a piece of his soul, or a clone, or something to that effect. my point being that it's dnd so anything is possible -- and if larian thought it would be more compelling to have karsus himself than a foil for him, well, i'm sure they could do it.
either way gale was cursed with a NETHERESE ORB in his chest. we know there's netherese magic going on with the tadpoles.
there's also this underwater submarine type tech?
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and the updated map shown off in the panel from hell showed some kind of structure underwater (seemingly) in the bay of baldur's gate that we'll be going to.....
AND I KNOW THIS IS PROBABLY A LONG SHOT. but what if it's actually.... netherese ruins??? because back during the days of the netherese empire, they actually had created not just flying cities, but "crystal-domed underwater colonies," mostly in the sea of fallen stars.
so, the sea of fallen stars is not the same thing as a bay on the chionthar river. BUT. what if they were mostly in the sea of fallen stars, or what if when netheril was falling (due to karsus's folly and/or the attacks by the phaerimm) they teleported/moved some of the cities elsewhere to keep them safe? OR what if we really go to the sea of fallen stars during the game and it was just placed in the bay on the map for convenience??? i know that's big spitballing hours and i don't actually know forgotten realms lore very well so there might be a really obvious clue i'm missing here BUT!!!
i just find all this emphasis on netherese magic (and gale's obvious parallel) to karsus very interesting. is he the conrad verner of karsus and just wanted to imitate everything he did? that would be kinda weird, right?? especially if he tried to do it AFTER karsus failed so abysmally. that's about a million times worse than just being karsus himself lol.
(my truest tinfoil hat theory is that gale has some kind of connection to shar. not worshipping her i don't think but maybe like... accomplices both trying to play each other??? this one is giving true 'i have lost the thread' energy but the whole enmity between shar and mystra, and shar wanting to steal mystra's powers and possibly recreate the shadow weave yadda yadda... there's something that could be there)
BUT ANYWAY. what if we have to go to ancient netherese ruins to get something for gale's condition, or for the tadpole magic, or... i don't know but i am fascinated!!!
do y'all have any theories about any of this?? gale, netheril, the underwater part, etc?
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mz4250 · 6 months
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One of my patrons did an amazing job 3D printing my Phaerimm mini!
Free stls: https://www.patreon.com/posts/91220880
I love making creepy creatures haha
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boredguitarfish · 16 days
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Hi, I really love your art style.
Could you tell us more about your fall of netheril campaign partners? I was interested to know what classes the characters were, their names and their personal history?
Best wishes
Ahhh! First of all, I am so glad that you liked my art and is interested in our little story. Oh boy, now this is going to be a long one so here we go :D
For a start we have a slight different premise of the story.
Karsus's ritual was not directly aimed for his ascendency, the fallacy was spread by the pro-divine faction that opposed him, as well as the development in heavy-magic, which Karsus invented and promotes. Instead, karsus' goal was to converge the mythallar energy of all of Netheril upon himself, rather than scattering it across the various enclaves, (the equivalent of switching from hotspot to a wifi router). In doing so protecting the weave from the encroaching phaerimm threats.
Throughout the campaign, the pcs, being in the thick of divine retribution and phaerimm threat, recognized that the end’s imminent and went on a journey seeking to remedy the situation, over the few days, they traveled across different enclaves and eventually selected the exact path that leads to an accelerated pathway to destruction, which was the key irony in this campaign.
Shadow’s shadow weave was still in the phase of experimentation, not suited for all enclaves. He soon transported Thultanthar into shadowfall after being prompted by some of the pc. The Lich’s suggestion was considered as absolute deranged and nearly caused some divine fury from the team archbishop. Ioulaum’s enclave was as messy as it can be due to the disappearance of their archwizard. The only viable path, it seems, was Karsus’s centralizing theory.
The ritual was conducted and what happen next can be read here.
The pcs we have are:
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Aurtas Mavin, human Inventive Arcanist, Lv20, former archwizard of the fallen Sunrest, later Nhalloth, developer of Mavin’s Meteor Swarm (later known as Meteor Swarm)
Aurtas’s failure in his arcane experiment essentially nuked his own city(Sunrest), he spent his later years traveling and studying as an archmage with merely name and no real power. He was extremely close to Irene Fawler, the archwizard of Nhalloth, yet never claimed his love interest untill his imminent doom. Ironically, it is his guilt from his initial failure that led him to want to save more people. Which in fact lead to a second foiled ritual, and the destruction to the empire he held dear. And yes, he is the type of blaster wizards.
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Vontine the dragonknight, half elf Eldritch Knight, Lv20, the ’dro’kyritar’(dragonrider), deputy ruler of Delia.
A ‘daughter’ of two arcanists, Vontine was a highly capable fighter in her own right , she quickly rose high in Delia, bonded with a young bronze dragon whom she used as a mount and companion. She effectively took over the regency of Delia as Lady Polaris sank in her depressed state.
Vontine was charismatic and absolutely loving to her people. Toward the end of the campaign, it was revealed that she was in fact the daughter of the Lady, as Polaris gave her life to save Vontine when the ritual failed.
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Aumrauth Dithritynn, Astral Elf Chronurgy wizard, Lv20, former expatriate spelljamming engineer, later professor and arcane researcher at the Mentalism School.
Aumrauth was formerly an expatriate arcanist engineer assigned to Netheril to assist with their spelljammer program. He later retained in the magocracy where arcane study flourished, sacrificing of his supposed immortality in the Astral Sea. In the years leading up to the fall of the empire, he was researching upon time reversal in relativity to a singular individual. His final experiment was successful to an extend, yet the final result of the spell was never realized(reverse time relative to the individual for 24 hours). Karsus was planning on using his research as an emergency step back button, yet the whole deal was foiled due to the eventual collapse of the weave.
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Aeyarus Noquinal, high elf (Eaerlanni, moon), Twilight cleric, Lv20, chosen of Selûne, Archbishop of Opus (later Selûnarra)
Aeyarus lived in the pro-divinity enclave of Opus for most part of his life. He had been a chosen for hundreds of years, piously worshiping his goddess and spread her loving words to the people. He was the only pc who was not in the ritual chamber when all hell broke loose. He could no longer tolerate the rash behavior of the arcanists and had returned to his enclave, praying to Selûne to spare Netheril for such impunity. In a way he succeeded, as Opus was elevated to Gate of the Moon as Selûnarra, and the chosen was no longer bound by mortality.
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Dashiell R. Safwan, half elf soul knife rogue, Lv20, assassin, guild master of a thieves guild based in Dagger’s point
Dashiell was the child of an Archwizard and his elven concubine. During the murder of his father (politics between archwizards often time involves deadly plots and intrigues) the young Dashiell was taken by the assassins and trained up. He rosed quickly through the rank yet never proceeded to the top.
Not long after meeting with Aumrauth who later became his partner, Dashiell was persuaded to take helm and removed his higher up through a series of plotting. His guild was flourishing as the end approaches, having being commissioned with a plethora of deeds including capturing Alashar, shadow’s spouse.
All images attached are done by the different players.
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kyliafanfiction · 1 year
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Oh, the gambit pileup is so good, and the incomplete information the reader has is weilded brilliantly to leave us wondering - did the Army of the North actually pretend to be having so many issues, or was Laeral BSing those two princes? Did Melegaunt actually give two shits about anyone and anything not Shade, or was it all a ruse? Did he really actually plan for the Phaerimm to be released there, or was it an accident?
And how much of this was all Shar’s plan to get the damn Karsestone and ensure she never lost control of the Shadow Weave?
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mybg3notebook · 3 years
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Lore: Well-known Characters in Faerûn
Here I'm going to explain some interesting characters worth knowing in detail that some groups in the fandom keep saying are Gale's true identity.
Disclaimer Game Version: All these analyses were written up to the game version v4.1.104.3536 (Early access). As long as new content is added, and as long as I have free time for that, I will try to keep updating this information. Written in June 2021.
Additional disclaimers about meta-knowledge and interpretations in this (post)while disclaimers about Context and the popularisation and misuses of professional words in "Context, persuasion, and manipulation".
Azuth
He is the Patron of Wizards, his personal preference is toward wizardry rather than sorcery, and his philosophy fits better with the studious life of a wizard than the more haphazard practices of a sorcerer. Wizards invoke Azuth when they scribe scrolls, inscribe magic circles, attempt to memorise spells, and even when they cast spells. Often this acknowledgement comes in the form of silently forming Azuth's holy symbol, pointing the index finger of the left hand to the sky.For many wizards, the gesture is so commonplace in their lives that it becomes an unconscious habit. Azuth is represented at such sites as a hooded and bearded figure with his left hand held high, finger pointed up. Sometimes he is represented by merely the hand. 
When he was a mortal, he was a wizard who showed prowess with spells and magical lore that attracted Mystryl’s attention, and after completing several quests to prove his worth, she named him Magister (old title in 1e and 2e, different to Chosen, related to a more bureaucratic role of Magic). With the new title, he taught magic to many people across Faerûn. 
Azuth came into conflict with a minor southern deity: Savras the All-Seeing. Both were powerful spellcasters and Mystryl favoured both. They began a battle that lasted several years, using agents, magic traps, and personal spell-battles. Azuth managed to defeat the young deity and imprison him. With this victory Azuth ascended to godhood, became Mystryl's lover, and pledged to serve her. 
During the Spellplague, Azuth fell to the Hells and Asmodeus consumed his divine spark to achieve godhood. It was thought that this had destroyed Azuth, but instead he ended up inhabiting Asmodeus' body together. Most of the time Asmodeus had control over the dormant Azuth. In 1486, Azuth managed to have a Cormyrian war wizard as a Chosen, and began to struggle with Asmodeus for dominion over their shared body. As a consequence, the hierarchy of the Nine Hells is jeopardized due to the unbalanced Asmodeus. After a while, The Chosen of Azuth sacrifices his life to be a vessel for the god and let him escape from the Hells. After the Second Sundering, Azuth returned to the faerunian pantheon.
Where is he in 1492?
Now, he has returned to the Faerunian pantheon, and considering Ao's ban, he can't be walking around Faerûn. 
Can Gale be Azuth? I certainly can't see it. Azuth has been trapped in the Hells for most of Gale's life, returning to the pantheon recently. And we can't forget Ao's ban of direct contact: no god can have direct contact with mortals anymore, with the strange exception of Mystra (see the post about "Mystra and her Chosen ones" for more details). Besides, if Gale were to be Azuth's avatar, we are usually talking about characters over lvl 40. 
The only link we can agree with Gale is that Azuth also has storm motif concepts in his design. Gale tends to explain with his pointing finger extended, but as it's said in the lore books, this is basically an unconscious common body language in most wizards. I cannot see any resemblance to make us infer “Gale is Azuth”. 
What we can see by reading Azuth's story is why the Hells are so convoluted at this point. The blood war is unbalanced, since powerful figures such as Asmodeus had been having weak periods of leadership due to the inner fight with Azuth in his own body. For this detail alone, it is so important to give context to BG3 I considered worthy to mention.
Sources: 3e : Magic of Faerûn 5e: Sword Coast Adventurer's Guide, Novels: Fire in the Blood. The devil you Know
Myrkul
Myrkul had a cold, malignant intelligence, and spoke in a high whisper. He was always alert, never slept, and was never surprised. He was never known to lose his temper or be anything other than coldly amused when a mortal succeeded in avoiding his directives or chosen fates. His influence in Faerûn was imposed through fear, and he was a master of making mortals terrified of him through his words and deeds. He was the one deity that almost all human mortals could picture clearly. 
As a mortal, Myrkul's full name and title is said to have been Myrkul Bey al-Kursi. He was a powerful adventuring necromancer who travelled with Bane and Bhaal in order to acquire divinity for themselves. In -375 DR, they slayed one of the Seven Lost Gods, gaining a bit of divine power. Using it to go further, they embarked to Jergal's realm with the intention to slay him as well. 
However, Jergal—tired of his godhood—freely agreed to hand over his dominion of the underworld. As the three could not decide who among them would sit upon the throne of the dead, they left the decision to chance with a game. More details and stories of several deaths and coming backs can be briefly read in the wiki. It makes no sense to add them here since they provide nothing interesting related to Gale.
Most of Myrkul's “recent” story can be seen/read in the game Neverwinter Nights 2, the Mask of the Betrayer. The game explains how Myrkul created the Wall of the Faithless (non existent anymore in 5e and nobody knows how it was destroyed) where the souls of the faithless or those abandoned by their gods got stuck in eternal pain. The main goal of the Wall was to use all that energy to feed Myrkul. The main character of Neverwinter 2 can visit the agonising God in the Astral Plane and kill him or leave him in a slow death.
Myrkul, with Bane and Bhaal, tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn afterwards.
A small group of followers across Faerûn kept Myrkul's worshipping alive despite the dire events of the Spellplague and the Second Sundering. In the 1400’s, he is considered to have returned with the three dead in a quasi-deity condition. 
While the Sundering forced the other gods to withdraw their direct influence from the mortal world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn.
Where is he in 1492?
He is clearly somewhere in Faerûn, with Bhaal and Bane most probably (we have strong leads to assume that the Absolute is them, getting as many worshippers as they can to recover their deity status, since now they are only quasi-deities)
Can Gale be Myrkul? I honestly can't see anything that we can use to link him to Myrkul without making it look like an absurdity. The easiest argument to revoke that nonsense is that Gale clearly is not a quasi-deity. 
A quasi-deity is immune to every attempt to tamper with their mind (which would nullify the tadpole effect, and would make Gale immune to any tadpole intrusion, which is not the case as we saw in the post of "The Tadpole"). A quasi-deity is also immune to sap its vitality, or to force it into a different form. It has a strong defence against magic and a limited defence against heat. Weapons not enchanted with magic of an epic scope could not hurt a quasi-deity without problems. These defences against magic, heat, and non-magical physical attacks grew stronger as a deity rose in rank. It is crystal clear that none of this applies to Gale, the squishy wizard of the group. 
This comparison is nonsense, especially if we think that some people supported it because “Gale's robes have clasps in the shape of triangles”, which was considered an incomplete symbol of Myrkul. So... I really won't waste time in this comparison. I just did it because I wanted to offer a summary to compare Myrkul (the three dead more precisely) with The Absolute. This idea is very strong when we think that in 5e DM book is explaining that a quasi-deity can recover their godhood condition if they amassed a sufficiently high number of followers (which is what The Absolute is doing). But this should be done in another post related to the Absolute. 
Source:  2e: Faith and pantheon, 5e: Descent to Avernus, Dungeon Master's guide
Karsus 
Karsus was born in Netheril in -696 DR. He was able to cast his first spell at the age of two, and by the age of twenty-two created his own floating city. He also founded a magic school encouraging radical thinking to keep pushing magical discoveries. A seer warned Karsus that soon Mystryl would face the greatest challenge of her divine life, so worried about the consequences of this, Karsus created his spell Karsus' Avatar with the objective to protect the Netheril civilization. This spell would steal the power of a deity and transfer it to him, giving him divine power to protect his people from Mystryl's challenge and destroy the magical aberrations that had been attacking Netheril (phaerimms) for years. He was very aware that the feat could cost him his life, but he accepted it as a worthy sacrifice to protect his people as well as remain in the History as an iconic figure.
In -339 DR, Karsus chose Mystryl, the goddess of magic, as his target, feeling that she was the most powerful deity and the most appropriate choice for his purposes. However, this was a mistake. The responsibilities of the deity of magic are to regulate the flow of magic to and from all beings, spells, and magic items in the world. Unable to fulfil Mystryl's function with the Weave, Karsus causes a surge of magic and violent fluctuations. 
In an attempt to save the Weave, Mystryl sacrificed herself to block Karsus's access to the Weave, causing all magic to cease for several minutes. The flying cities of Netheril (fuelled by magic) fell to the ground. The severing of the link also killed Karsus, who turned into stone and fell to the ground, seeing his entire civilisation being destroyed because of his actions. This is known as Karsus's Folly. 
The stone form of Karsus eventually landed in a part of the High Forest, now called the Dire Wood. Karsus was never accepted as a petitioner by any god, nor did he go to the Fugue Plane when he died. Instead, his soul was bound to the Material Plane. Those with experience in pact magic could call up his vestige, where he appeared as a giant blood-red boulder, like the one found in the High Forest where his petrified form landed. Blood burbles up from the top of the stone, trickling down the side facing the summoner, pooling at the base. Karsus granted the summoner a boost in magical ability, though he also imparted some of the arrogance he was renowned for. 
Where is he in 1492?
Even in death, Karsus' undying spirit persists in the chaotic magic of the Dire Wood. His essence is ensnared in a single point of time by the magic of the lich Wulgreth, and it manifests in three separate pieces. Each manifestation contains one portion of Karsus' tripartite spirit. It is believed that Karsus cannot depart from the Realms until his sundered spirit is reforged into one. 
Karsus' mortal body survives as a tall butte of red stone embedded in the ground and eroded by the elements. This manifestation radiates heavy magic (read the post about the "Orb" for more details)
Karsus' gigantic, ever bleeding heart beats within the butte itself. This manifestation is essentially powerless, but it cannot be destroyed. Karsus' heart continuously radiates an enchantment similar to the sadness effect produced by the 4th level wizard spell Emotion.
The final third piece is inside an animated golem created by Wulgreth. This manifestation bleeds an ever-flowing stream of blood like liquid which mingles with the Heartblood River, giving it its characteristic colour.
So, can Gale be Karsus? Hardly. Karsus' spirit is not even complete. One could ask if Gale is a part of Karsus? I don't see it either: each of these parts are stuck in the different stones across the Dire Wood, and since it was a lich who made the binding I see little reason to suspect how a piece of Karsus' spirit stuck in the middle of the continent reached a baby in Waterdeep. 
Sources: 2e: Magic of Faerun, Powers and Pantheons 3e: Lords of Darkness
Elminster 
Elminster was born in 212 DR, son of a prince of Athalantar. His parents were killed by mages and at the age of 12 he became a brigand and thief. With a friend thief, Elminster committed many acts of thievery together and lived life fully, creating the gang the Velvet Hands after a number of adventures. 
Elminster tried to desecrate a temple of Mystra as a gesture of vengeance for the goddess having not defended his parents when they were killed by mages. Mystra appeared before him, and despite Elminster's defiance, she offered him the power to take revenge for his dead parents. Elminster accepted, and Mystra turned him into a woman to see “the world with female eyes” and to strengthen his bond with magic before being a proper Chosen. This transformation also helped Elminster to pass unnoticed among his enemies. He spent a long time learning magic in this shape, taught by Mystra's avatar in disguise. When her disguise was uncovered, she and Elminster slept together and she offered him to become her Chosen. By that time, Elminster accepted any command from the Goddess, his defiance was completely gone. 
In 241DR he travelled to the city of Cormanthor and continued his magical studies.
Somewhere around the mid–7th century DR, Elminster entered a tomb and became trapped there in stasis for roughly a century. He emerged from the dusty tomb in 759 DR. By that time Magic was unreliable (Mystra was possessing Elué's body to conceive her daughters). The god Azuth told him that he couldn't rely on Mystra or magic for aid. Soon he had to learn how to survive without magic. He later underwent further magical training under the tutelage of a wicked sorceress who sought to tempt him away from Mystra's path. During a fake ritual for Bane, she revealed herself to be the goddess Mystra herself, once again testing him. 
In 767 DR, Elminster became a foster parent to three other of Mystra's Chosen: Laeral Silverhand, Storm Silverhand, and Dove Falconhand. 
In 851 DR, Elminster mentored the newly-appointed Chosen of Mystra, Sammaster, in how to use his new powers. 
During the Harpstar Wars in 1222 DR, Elminster defeated the Zulkir of Necromancy, Szass Tam, and earned himself (and the Harpers) the enmity of Thay. 
In 1358 DR, just before the Time of Troubles, Mystra gained some foreknowledge and backed up her power into Midnight, the human wizard, so it would not be lost. During this time, Elminster, like most wizards who received his power from Mystra/the Weave, was left powerless once more. 
In 1371 DR, the new Mystra stripped away many of Elminster's memories of her former incarnation's secrets. By the end of that year, he was called to Blackstaff Tower to discuss the phaerimm attack. The whole event ended up being related to a planificated attack from the Shadovars. Since shadovar were living shadow magic, and silver fire was raw magic, the collision between the two tore at the fabric of reality, creating a rift to the Nine Hells. Elminster realized that the only way to close the portal before legions of devils spilled forth into Toril was to close it from the other side. He did it, being trapped on the other side and at the expense of much of his magical strength. 
Once in Hell, he was abducted and enslaved by an outcast archdevil known as Nergal, who wished to discover the secret of Mystra's silver fire. Elminster was subject to brutal tortures, surviving only because of his exceptional endurance and ability to heal himself with silver fire. Mystra tried to save him herself, but ended up sending several Chosen ones instead. Only The Simbul was successful in his rescue.
In 1373 DR, Elminster discovered a daughter he had never known, conceived against his will with a dragon thanks to Mystra's intervention.
Following the death of Mystra in 1385 DR and the collapse of the Weave during the Spellplague, Elminster was stripped of many of his abilities as one of the Chosen, though he still aged as slowly as he had for the previous millennium and was still quite powerful magically. However, every use of his magic drove him insane. When this happened, only Storm was able to bring his mind back, giving off her own essence to soothe Elminster's mind. Despite these setbacks, Elminster and Storm continued with their campaign to save Faerûn, battling evil and fixing the Weave where they could.
In 1479 DR, Elminster sought to gain access to artifacts known to contain the spirits of the Nine—objects powerful enough to permanently restore the Simbul's sanity.
During one of his excursions for these artefacts, Elminster's body was destroyed by Manshoon, who had secretly been peeling away the Old Mage's contingency spells over several years. However, Manshoon departed before he realized that Elminster had survived his body's destruction in a near-undead state. With the agreement of Amarune and the aid of Storm, Elminster's essence was placed in Amarune's body with the aid of a spell the ex-Chosen had discovered in a cache once belonging to Azuth. Later, thanks to the sacrifice of the Simbul, he regained his former body again and ruined for good Manshoon's claim to the throne of Suzail.
In 1487 DR, Elminster (with the help of the Srinshee, Alustriel, and Laeral Silverhand) stopped Shar as well as Larloch from becoming the new deity of magic. He killed Telamont Tanthul and let Thultanthar fall upon Myth Drannor. Along the way, Mystra was completely restored. 
In 1491 DR, Elminster returned to the city of Waterdeep, aiding the newly appointed Open Lord of Waterdeep, Laeral Silverhand, to uncover the culprits behind a string of murders of Masked Lords. 
Sincerely, there is a lot of content left outside this summary because Elminster’s material is a lot. A LOT.
Where is he in 1492?
The last time we know about Elminster’s whereabouts is during the book Dead Masks, a year before BG3. He has been working in Mystra’s name in Waterdeep when Hidden Lords have been assassinated. It’s very hard to conceive Gale as Elminster in disguise. Elminster has a different personality and a very obvious pattern of speech, sounding more like a mixture of a scholar and a farmer, and using expressions like Nay, aye, and so on. Elminster being abandoned by Mystra is also a strange concept because if there is something very clear from all the material we can read about his adventures is that Mystra loves him with a particular and exceptional love. He was the only Chosen that, when he was being tortured in the Hells, she attempted to save him by herself, risking her life (obviously, then she changed her mind and sent several Chosen ones that died in the process). 
Also, if Gale were Elminster, he should sustain a spell of disguise constantly (many people know Elminster, an old man of white hair and beard), which is also very unlikely for a lvl1 wizard to do. 
Source: 3e: Elminster: The Making of a Mage. The Temptation of Elminster. Dead Masks
Sammaster
He was born in 800 DR, probably in Sembia, the Dalelands, or the North. At age of 17, fascinated by the theory of the Arts and how magic works, Sammaster became a follower of Mystra. He was a gaunt man of poor health, full of eccentricities: he never remained in one place for too long, he skipped his meals and sleep in favour of learning, and it's suspected to have fathered a countless number of children. 
Before being 40 y/o he acquired the skills of an archmage and he discovered, rediscovered, or improved numerous spells in the advanced theory of magic known as "metamagic". All this discovery of knowledge and magic (so favoured by Mystra as we can see in the post about "Mystra and her Chosen ones") granted him the attention of the Goddess, who appeared before him. 
At his 50 y/o Sammaster saw his most fervent dream appear before his very eyes. He was both awestruck and smitten with passion as he fell to his knees and wept upon Mystra’s feet. Raising him to meet her gaze, Mystra responded to his unspoken question and swept him into her embrace. They spent a tenday together, and at the end of that period, Mystra asked him if he thought he was worthy and strong enough to carry a part of her divine power within him. Despite not knowing what she meant, Sammaster accepted anyway, becoming the first Chosen after she conceived her seven daughters. Mystra explained that she had chosen him for his development in metamagic but also because she had foreseen the death of an already Chosen one (Syluné) whose place she wanted immediately filled with Sammaster.
Sammaster was ordered to be in contact with Elminster to learn more about his new condition of Chosen. Sammaster and Elminster developed a tense situation mostly because Sammaster's obsessive love for the Goddess deepened while Elminster kept reminding him that her only consort was Azuth.
Dejected for the truth that he would never have a personal long-lasting relationship with Mystra, Sammaster focused on understanding the powers of the Chosen and the mysteries of the Lady in himself and in Toril. However, a seed of resentment started to grow.
In 855 Sammaster found a Zhentarin slave caravan resting in a camp. In it, he found three large cage carts full of peasants taken from the farmlands in the surrounding area. Enraged, Sammaster attacked the Zhentarin using his spells and Silver Fire, but in the process he killed many innocents he wanted to save. His mind snapped that day. Despite trying to convince himself that the Zhentarins were to blame, this episode was—without any doubt—the seminal event that irrevocably turned Sammaster down the path to madness and, eventually, evil.
Years later he started to develop his interest in necromancy in an attempt to return those innocents he had killed, trying to find a way to revive the dead. During this time his interest was focused on the undead, and forged relationships with some liches. How did Mystra allow this? At that time, Mystra was a much more neutral deity. Her primary interest was the use and development of magic; she cared little about how it was used or by whom. As long as Sammaster continued to advance the theories of magic and push forward its frontiers for all mortals, Mystra turned a blind eye to his necromancy interests.
In 861 DR Sammaster met Alustriel, Chosen of Mystra, and fell in love with her. His unbalanced mind seemed to finally find some peace and stability, but his obsession —at first focused on Mystra—now turned upon Alustriel, wanting to master her, to make her entirely his, and to make her world revolve around him. Disturbed with Sammaster's necromancy research and his increasing need for control over her, Alustriel broke up with him.
Afterwards, while deepening in his experiments with necromancy, Sammaster befriended Algashon Nathaire, a priest of Bane who had formerly been a mage. In the unstable Sammaster, Algashon saw the chance to create a formidable tyrant. Bane must also have seen the chance to rob one of his most powerful enemy’s Chosen of his last vestiges of sanity and perhaps his powers or even his life. 
Presented as a friend, Algashon manipulated Sammaster into thinking that all his failures and problems were the fault of that uncaring goddess and her equally inconsiderate servants, her so-called "Chosen". Sammaster resisted this subtle indoctrination at first, only to be painfully reminded of the events at the slavers' camp (the Zhents' fault, of course), his uneasy relationship with Elminster, his failure to win the love of Mystra (Azuth's fault and Elminster's for pointing it out so hard-heartedly), and his failure to win Alustriel (her fault and that of her Goddess). As time went on, Sammaster argued against these superficial, easy excuses less and less, and Algashon's lies wove their way deeper into the unhappy and unstable mage's mind. The next step of Algashon was to steal the secrets of the power of the Chosen. To do that, he encouraged Sammaster to use his Chosen power at every opportunity.
Rather than risking their pawn's life (yet) by attempting to strip the silver fire from Sammaster outright, Bane and Algashon decided to try and arrange to steal another Chosen's silver fire: given her past with Sammaster, Algashon chose Alturiel. This way Sammster fought Alturiel, aiming silver fire against her. Losing the battle against a maniacal Sammaster, Alustriel called for help from Laeral Silverhand and Khelben Arunsun. The three of them won the combat against Sammaster.
Azuth presented himself on Mystra's behalf and removed Sammaster's Chosen condition. When the other Chosen left the place, Algashon helped Sammaster, affixing the immortality of the Chosen ones in his body despite having lost his powers. While he could be destroyed, Sammaster continued to remain ageless and to heal from wounds very quickly. However, as a side-effect of this spell, Sammaster lost his last vestige of sanity and morality that may have remained in his clouded mind. 
In 887 DR Sammaster retranslated old texts of a prophecy, highlighting the importance of undead dragons and creating soon afterward his own Cult. In his insanity, he kept doing more necromancy research focused on turning dragons into draconlich to follow this prophecy. His first success in turning a dragon (Shargrailar) into an undead made his cult famous. In this way, Sammaster earned a powerful weapon with which threatened many across Faerun and obtained an enormous amount of money. Even the rich nobles paid tribute when the Cult threatened to send Shargrailar to burn their farmlands and villages to ash. Sammaster did not think to oppress the peasants for their coppers, but the noble powerful ones.
In 960 DR, his cult finally adopted the name “Cult of the Dragon”, even though “Cult of the Dracolich” could be more appropriate, even though Shargrailar still looked like a normal dragon. By that time the cult increased too much for Sammaster and Algoshon to control, so Sammaster wrote all his wisdom in a book called Tome of the Dragon that would turn into the core of the cult, helping them to spread Sammaster's ideas beyond their limitations. 
The popularity of the cult was not missed by several groups. The Harpers tried to destroy it, but they failed. The Zhentarims are also against Sammaster's cult since their activities are limited with the constant threat of the Dragon Shargrailar. More groups were added to the cult's list of foes, but Sammaster ignored them or sent them a dragon to destroy them. Not merely mad now, Sammaster was becoming drunk with a level of power he had not felt since before he had been stripped of his powers as one of the Chosen. Algashor suggested that he keep a low profile in order to protect the cult, but his advice was ignored.
In 916 DR, The Harpers developed a plan to eliminate Sammaster and weaken the cult itself. The battle was brutal and Sammaster seemed to win by the end of it, commanding an army of undead and experimental creatures. Sammaster would have won had not Lathander sent a battle avatar, enraged by the undead abominations that Sammaster created. After an intense battle, Lathander incinerated Sammaster. However, Sammaster had planned ahead: he had sent his mind to a phylactery before being killed.
With the phylactery and a special book of the Tome of the Dragon, a loyal cultist called Zotulla had been ordered by Sammaster to create a new cell of the cult in the Northwest. However, Zotulla failed and died at the hands of an orc war party who discarded the phylactery and the book. Both items were lost for more than 300 years, until a shaman may have deciphered the instructions in the book and raised Sammaster as a lich.
In 1282 Sammaster rose as a lich and began to gather the remnants of his cult once more. Harpers and some countries began to plan to defend themselves from this danger again. In 1285 a group of adventuring paladins known as the Company of Twelve supported by the Harpers, attacked the lich and killed him at a great cost. However, neither the phylactery nor the book were found. The possibility for him to return is high. 
In 1373DR Sammaster completed the transformation of the Dracorage Mythal. This was a Mythal created by elves around -25.000DR which had a maddening effect on dragons, making them lose their minds for several tendays. This effect used to be linked to the appearance of the comet King-Killer Star in the sky. When Sammaster transformed this mythal by binding his phylactery to it, its maddening effect was no longer constrained by the appearance of the comet but linked instead to his own life force. Only Dracoliches remained unaffected by Sammaster’s endless, ever-intensifying Dracorage effect. This fact forced wyrms to join his Cult and accept to be transformed into dracoliches or suffer permanent madness. By manipulating this effect, Sammaster tried to retake control over his Cult. However, a group of adventurers destroyed the mythal—thus Sammaster’s phylactery—and put an end to this effect. 
Where is he in 1492?
So, is Gale Sammaster? Lore-wise, to destroy a lich for good you need to destroy their phylactery. This has been done in 1373DR, therefore, I hardly see any potential for Sammaster to raise again. And here is where any possible argument ends. 
What Sammaster's story shows us is that Mystra's sudden abandonment is not uncommon once she gave them their Chosen powers. In the report of the Harpers that narrate Sammaster's life in the book Cult of the dragon (2e), there are some comments pointing out how Mystra, despite noticing Sammaster's madness, allowed him to follow his dark path. One may speculate that maybe Mystra uses the obsession that she may cause in some of her Chosen ones, in order to make them eager to explore beyond their limits so she can acquire knowledge or control of new magic. 
Certainly, what Sammaster and Gale share in common is how they were favoured by Mystra, had a affair with her, and soon afterwards she stopped “whispering” in their ears. Their condition as Chosen had been kept intact, but their madness in one case, or their devotion in the other, made them go too far. Sammaster ended up being a toy of a priest of Bane, while Gale simply made the mistake of thinking himself capable of controlling an unknown magic to impress Mystra in order to have once more her attention on him. More than this is walking on the headcanon terrain since the game in EA can't provide more information. 
Source book: Cult of the dragon (2e), Dragons of Faerun (3.5e)
Conclusion
The truth is that Gale is Kirby. He doesn't only eat artefacts but also Faerûn iconic characters as well (joke done by a reddit user)
In my personal interpretation, I hardly see Gale as the incarnation of anyone. First, it would be very, very lazy writing. Characters such as Sammaster, Elminster, or Azuth tend to be NPCs. We found some of them in games such as previous Baldur’s Gate games or Neverwinter nights.
But the main and strongest argument against secretly being any of these characters is that he is an origin character. All companions are potential players in their origins. Anyone who played DOS2 AND played an origin character would understand this: there is no plot twist of that magnitude in their personal backstories that would erase completely the essence and the personality of the character. All that sensitive information is previously stated. 
All what we need to know about the origin char is basically said in the BG3 webpage. Those descriptions are the same ones found in the game, which changed after EA was released in Astarion’s and Gale’s case, showing—in my opinion—that Larian changed them a bit at the last stage of development. These descriptions spoil every secret that the characters have. This doesn’t mean their more complex background should not be part of a plot twist later in the game, but it would not have the impact of erasing completely the RPG characters you were playing for a while. 
Every companion has a secret spoiled in their descriptions: Astarion, his vampire condition; Shadowheart, her Shar faith and he mission; Wyll, Mizora; Lae’zel, the tadpole (not for the group, but for her people); Gale, the “orb”. All these secrets are informed beforehand to the player for them to pick an Origin if they want to play it and make it their own. As companions, we learn these secrets early (act 1). This happens in act 1 of DOS2 too.
A player choosing an origin has to be informed of the character’s secrets and motivations at the moment they pick it. Otherwise, it would ruin their RPG experience, making the player unaware of their own character’s true nature. This doesn’t mean that deepening their backgrounds would not make us discover information we don’t know. My point is, it won't remove the character’s persona turning him into a character very well known in lore. 
Gale, so far, seems to be a pretty fair standard wizard who had a young obsession over Mystra (quite common in terms of lore for those who stand before her), which brought him troubles and made him prone to mistakes (as, once more, we know it tends to happen in lore). The justification why he was Chosen is also clear from a lore point of view: we have a context post-Spellplague that made Gale's skills more than useful for Mystra. In my opinion, there is nothing else abysmally suspicious beyond these points, and if there are more secrets, it seems fair to think that not even Gale is aware of them. 
This post was written in June2021. → For more Gale: Analysis Series Index
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thirdtofifth · 3 years
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Are you still working on the Sharn and Phaerimm? Or were those completed? <3 I don't see them anywhere.
I haven’t yet, no. This is what I have finished so far for the Phaerimm.
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cyberpsychosis · 3 years
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Beginning with Karsus’s birth in 3163, this age heralded the arrival of the phaerimm, the birth of the traitor Olostin, and the discovery of devastating magic. Its conclusion was marked by the utterance of a single spell: Karsus’s Avatar.
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Why did Mystra make the decree? ~⚙️
Logan: A long time ago, there was a magical country of floating cities, home to nearly all of the greatest Archmages in the multiverse. It was a terrible place run by terrible people, but that is beside the point of this particular lesson... 
Logan: This kingdom was called Netheril, and among its leaders was a young man named Karsus. He was hundereds of years younger than all the other High Mages, a prodigy among prodigies... and a flawed, egotistical, greedy wizard. At the time, the Netheril were at war with an infestation of monsters called the Phaerimm, which are entities that eat magic and intellect right out of people's bodies. Most of the High Mages that once ran and/or protected Netheril abandoned it when it became obvious that they could not beat this threat, and Karsus decided that Godly Power was needed to get rid of them... So, he would become a God.
Logan: Now, since mortal ascension to godhood had been made impossible centuries before Karsus's time, he knew he could not just gather a following and ascend. So, with all his power and intellect, he created a new 12th level spell, a spell which altered the very disposition of reality: Karsus's Avatar. 
Logan: The spell allows its user to become a god of their choosing, replacing a current god with themselves the moment the spell is completed. Karsus was a High Mage, so of course he assumed Mystryl, Goddess of Magic, was the most powerful of all the gods, and thus the best choice. This was a mistake.
Logan: Mystryl, as Goddess and keeper of the Weave, is constantly watching, repairing, and maintaining all of the magic in the universe -- and, as of late, the massive war between impossibly powerful mortal mages and ravenous, bottomless magic-eaters was irreparably fraying it. Karsus wasn't aware of her responsibilities or how to perform them, so in taking her place, he ruined the Weave. To save it, Mystryl sacrificed herself and, in the process, broke contact with Karsus. This caused all magic to briefly cease functioning.
Logan: In the fallout, Karsus, his people, and the Phaerimm all perished when Netheril collapsed and fell to the surface. After some time, and some extensive help from her followers, Mystryl was reincarnated as Mystra, who repaired the weave as much as it could be repaired at the time. She then decreed that all tenth level and above spells and mythals -- with the exception of Wish -- would no longer be accessible to mortals. And, ever since, this has been so.
Logan: This is not the only -- and not even the most recent -- time the Weave has been ruptured, or Mystra been killed and reincarnated, by the way; Her new form is fairly young, and her true name is Midnight, though she still goes by Mystra to avoid confusion.
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thecreaturecodex · 3 months
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Demon Lord, Aldinach
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Image © Paizo Publishing
[Sponsored by @vonbaghager . While doing my research for this entry, I noticed something interesting. Aldinach and Areshkagal are enemies in Pathfinder. Aldinach is the name of an Egyptian demon, but looks like a Mesopotamian scorpion-man, whereas Areshkagal gets her name from the Sumerian Ereshkigal but looks like an Egyptian sphinx. Maybe that's why they hate each other.]
Demon Lord, Aldinach CR 28 CE Outsider (extraplanar)
This creature is a golden scorpion the size of a house, except that her head is that of a bald, fanged human woman. Her claws are enormous, made out of blood-red crystal. A mass of seething scorpions crawls along her back and sides.
Aldinach, She of Six Venoms, Lord of Scorpions CE female demon lord of sand, scorpions and thirst Domains Animal, Chaos, Evil, Sun Subdomains Demon, Feather, Fur, Light Favored Weapon kukri Unholy Symbol gold scorpion with sand dripping from its claws Worshipers girtabilus, chaotic phaerimm, torturers Minions fiendish earth elementals, giant scorpions For information on Aldinach’s obedience and boons, see the Book of the Damned
Aldinach is the demon lord of sand, scorpions and thirst. She rules the Sea of Whispering Sands, a layer of nearly infinite deserts she stole from her sister Areshkagal. and continues to defend it from Areshkagal’s servitors. Aldinach has the infinite patience of an ambush predator, and the persistence of the constant erosion created by a sandstorm. She believes that she will outlast the Faceless Sphinx and maintain her rule through sheer tenacity.  That Areshkagal has yet to give up is a source of frustration, but not an insurmountable one, and the two demon lords continue to clash in proxy wars via their cults and servitors.
Aldinach usually opens any confrontation by summoning a supernaturally deadly sandstorm. Anyone who resists being immediately flensed is then met in direct combat. She of Six Venoms, as the title suggests, is a master of poisons. Her venom and any created by a spell she casts ignores almost all immunity to poison, and she can tailor the effects of her venom in order to ruin the bodies and minds of her enemies. The infinite swarm of scorpions clinging to her is an extension of her body, and quickly shred and envenom anyone who dares to strike her.
Aldinach’s worshipers tend to be as determined and patient as the Lord of Scorpions herself. The tortures of Aldinach include envenomation and thirst, neither of which are typically fast deaths, and cultists will repeatedly heal their victims and give them just enough water to live, extending the torment to weeks or months. One of Aldinach’s goals is the expansion of deserts, the better to create hard, dangerous environments to breed hard, dangerous souls. Some of her subtlest worshipers masquerade as aqueduct engineers or farming specialists, claiming to be able to eke more out of lean land but in reality spreading the desert.
Aldinach     CR 28 XP 4,915,200 CE Colossal outsider (chaos, demon, evil, extraplanar) Init +11; Senses darkvision 60 ft., detect chaos, detect evil, Perception +45, tremorsense 120 ft., true seeing Aura unholy (DC 28)
Defense AC 46, touch 13, flat-footed 39 (-8 size, +7 Dex, +33 natural, +4 deflection) hp 676(33d10+495); regeneration 30 (deific or mythic) Fort +30, Ref +31, Will +31 DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, cold, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, cold 30, fire 30; SR 39 Defensive Abilities Abyssal resurrection, freedom of movement, swarm skin
Offense Speed 80 ft., climb 40 ft., burrow 40 ft. Melee sting +42 (2d8+17 plus poison), 2 claws +42 (4d6+17/17-20 x3 plus grab) Space 30 ft.; Reach 30 ft. Special Attacks command vermin, constrict (claw, 4d6+25), crystalline claws, flensing storm, rend (2 claws, 4d6+25), she of six venoms, sneak attack +4d6, swift sting Spell-like Abilities CL 27th, concentration +37 Constant—detect chaos, detect evil, freedom of movement, speak with vermin, true seeing, unholy aura (self only) At will—air walk, blasphemy* (DC 27), cup of dust* (DC 23), cloudkill* (DC 25), greater dispel magic, greater teleport, overwhelming poison (DC 26), sunbeam* (DC 27), unhallow, unholy blight* (DC 24) 3/day—control weather*, empowered horrid wilting (DC 28), quickened sirocco (DC 26), summon demons and scorpions, sunburst (DC 28) 1/day—dominate monster (DC 29), power word kill*, sea of dust * Aldinach can use the mythic version of this spell in her domain
Statistics Str 45, Dex 24, Con 40, Int 28, Wis 29, Cha 31 Base Atk +33; CMB +58 (+62 grapple); CMD 68 (80 vs. trip) Feats Blind Fight, Combat Reflexes, Critical Focus, Empower SLA (horrid wilting), Exhausting Critical, Fatiguing Critical, Greater Vital Strike, Improved Critical (claw), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Nimble Moves, Power Attack, Quicken SLA (sirocco), Skill Focus (Stealth), Stand Still, Vital Strike Skills Bluff +46, Climb +58, Heal +42, Intimidate +46, Knowledge (arcana, dungeoneering, religion) +42, Knowledge (geography, planes) +45, Perception +45, Sense Motive +45, Spellcraft +42, Stealth +41, Survival +45, Use Magic Device +43; Racial Modifiers +8 Stealth Languages Abyssal, Celestial, Draconic, Infernal, speak with vermin, telepathy 300 ft. SQ demon lord traits
Ecology Environment any deserts (The Abyss) Organization unique Treasure triple standard
Special Abilities Command Vermin (Su) Aldinach can command creatures of the vermin type to do her bidding as a move action, either via using his ability to speak with vermin or via telepathy. This affects vermin within 300 feet (Will DC 36 negates). This functions like mass suggestion, but can affect mindless creatures. Aldinach can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Aldinach issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Aldinach for 24 hours. The save DC is Charisma-based. Crystalline Claws (Ex) Aldinach’s claw attacks threaten a critical hit on a roll of 19-20, and deals x3 damage on a successful critical hit. Flensing Storm (Su) As a standard action, Aldinach can conjure a supernatural sandstorm at a range of up to 300 feet. The storm fills a sphere in a 40 foot radius, blocking vision as a fog cloud, and dealing 10d6 points of slashing damage and 1d4 Constitution damage a round. A successful DC 36 Reflex save negates the Constitution damage and halves the slashing damage. As a move action, Aldinach can move the storm up to 60 feet. Aldinach can see through her own flensing storms without penalty. A flensing storm can only be dispersed with wind of hurricane force or stronger, and lasts for 2 minutes. Aldinach can use this ability at will, but can only have one flensing storm in existence at a time. The save DC is Charisma based. Poison (Ex) Sting or swarm skin—injury; save Fort DC 41; duration 1/round for 6 rounds; damage 2d4 Str, Dex, Int, Wis or Cha damage or 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution based. She of Six Venoms (Su) Aldinach can change what ability score her poison deals damage to as an immediate action. She can change the ability damage for her swarm skin ability separately. Any poison damage dealt by Aldinach ignores all poison immunity except from a mythic source. Speak with Vermin (Sp) This functions as speak with animals, except that Aldinach can communicate with creatures of the vermin type. Summon Demons and Scorpions (Sp) When Aldinach uses her summon demons ability, she may also summon giant scorpions of any size with the demonic vermin or half-fiend templates. Swarm Skin (Su) Any creature that touches Aldinach with a melee weapon, natural weapon, touch attack or unarmed strike must succeed a DC 33 Reflex save or take 5d6 points of slashing and piercing damage and be exposed to her poison. Manufactured weapons with the reach property do not endanger their wielder in this way. The save DC is Dexterity based. Swift Sting (Ex) Aldinach can make a single sting attack as a swift action. This is in addition to all of the attacks she makes as a full attack action.
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sageadvicednd · 3 years
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Sardior is still active in the Realms, but does he have any particular mission, other than simply knowing more?
Sardior is still active in the Realms, but does he have any particular mission, other than simply knowing more?
Sardior is still active in the Realms, but does he have any particular mission, other than simply knowing more? Does he have any particular foes? Does he actively oppose any specific Elder Evil or anything? @TheEdVerse #dnd — D&D Adventure Ideas (@DnD_Ideas) December 7, 2020 1) Oh, yes. He has always worked covertly against the Phaerimm and certain human rulers who sought to imprison and make…
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mz4250 · 6 months
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Today I worked on more #Patreon 3D printable mini requests and made:
- Were Honey Badger (who doesn't give a sh*t and does what it wants)
- Phaerimm
Free stls: https://www.patreon.com/posts/91220880
I love working on these lol
#dnd #3Dprinting #3Dmodeling #dungeonsanddragons #dndart #3dart
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zerohitpoints · 3 years
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TWISTED RUNE: SESSION 16
Phaerimms were conical in shape with ovoid heads. They had barbed teeth and a venomous hollow barb on the end of their tails. Phaerimms had four arms. Their spiked, slug-shaped bodies were a greenish color covered by rough, scaly, and leathery hides Wholly evil and sadistic, phaerimms were ambitious and malicious creatures that worked only for their own individual causes. They delighted in…
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storyteller4hire · 3 years
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TWISTED RUNE: SESSION 16
Phaerimms were conical in shape with ovoid heads. They had barbed teeth and a venomous hollow barb on the end of their tails. Phaerimms had four arms. Their spiked, slug-shaped bodies were a greenish color covered by rough, scaly, and leathery hides Wholly evil and sadistic, phaerimms were ambitious and malicious creatures that worked only for their own individual causes. They delighted in…
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tabletop-rpgs · 7 years
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This Reddit thread led me to Demongnome’s Manual of Monsters. Sixty nine monster conversions from 3.0, 3.5 and Pathfinder. The converted monsters are listed below.
Allip
Archon, Hound
Archon, Trumpet
Archons, Lantern
Assassin Vine
Bodak
Boneclaw
Bonedrinker
Brain in a Jar
Caryatid Column
Choker
Deathshrieker
Destrachan
Dire Bear
Draegloth
Dread Wraith
Drowned
Effigy
Entomber
Erdlu
Ethereal Filcher
Ethereal Marauder
Formian, Myrmarch
Formian, Taskmaster
Formian, Warrior
Formian, Worker
Frost Worm
Giant Hamster
Girallon
Gray Render
Greater Barghest
Greenspawn Razorfiend
Grig
Harpoon Spider
Huecuva
Inevitable, Kolyarut
Inevitable, Marut
Inevitable, Zelekhut
Inix
Keeper
Kelpie
Kopru
Lillend
Marrash
Mekillot
Metalmaster
Mohrg
Nightshade, Nightcrawler
Nightshade, Nightwalker
Nightshade, Nightwing
Nixie
Nymph
Nyth
Phaerimm, Adult
Phaerimm, Elder
Phaerimm, Wyrmling
Phaerimm, Young
Phase Wasp
Phasm
Phoenix
Quickling
Quth-Maren
Ragewind
Ragewalker
Retriever
Selkie
Shadow Mastiff
Sharn
Shocker Lizard
Tendriculos
Thoqqua
Visage
942 notes · View notes
thirdtofifth · 5 years
Note
The Sharn and Phaerimm for my Cormyr campaign would be lovely
These are being worked on, and I hope to release them soon.
16 notes · View notes