Emperors of the peacock throne pdf download
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These cookies do not store any personal information. Skip to content. Art Posted on Posted on History Posted on Author : Munis D. Mogul Empire Posted on Author : Lisa Balabanlilar Publisher: I. Discussions of a purely secular nature took place between Akbar and members of the Chosen Forty people who guided Din Ilahi proponents. This was unheard of in India for a long time. Then the moment passed. Like the leftist historians, Eraly too tries his best to paper over horrific acts of religious bigotry and spiff up the Mughal emperors by laboriously finding out mitigating factors.
While in Gwalior, Babur ordered the destruction of idols in Jain temples as they were portrayed naked. Humayun decapitated some of his men for a minor offence committed when they were in a state of inebriation. After capturing Chitor, Akbar ordered a general massacre, killing 30, people, according to Abul Fazal. This is the sad state of affairs in most of Indian historiography.
The book includes neat asides on Sher Shah and Shivaji, who threatened the very foundations of Mughal Empire. Mughal rulers are often excused for their religious fanaticism on account of medieval zeitgeist. But here, the author exhibits a refreshing contrast between Shivaji and Aurangzeb.
This book states that Shivaji had high respect for women, whether of his own or of his enemy. Shivaji, no doubt, had intense religious faith and was a proud Hindu, but he respected the devotion of other people to other religions. Even in that harsh age and brutal environment, he exhibited rare probity even in his depredations.
Except in a single, exceptional case, did he ravage a Muslim holy place. Whenever a Quran fell into his hands in the course of plunder, he deferentially handed it over to the Muslim officers in his entourage. This reverential treatment of people of other religions was extended even to the Europeans.
This discussion clearly shows that invocation of the medieval spirit does not acquit Mughals of the charge of bigotry and intolerance. The author also examines the impact of Mughal rule on Indian society which does not appear to be as rosy as it is often made out to be.
It transformed the lifestyle of the elite throughout India. The rich and powerful aspired to be Mughals. In architecture, cuisine, language, music and dance, the standards of excellence for a long time would be Mughalai. Yet, India did not change in its essence. There was no transmutation of civilization. The Hindu and Muslim worlds did not change under mutual influence. The most unfortunate fact was that the Mughals did not creatively respond to the stimulus of resurgent Europe and there was hardly any vigour in the economy and scant spirit of enterprise among the people.
There was no ferment of ideas and Indian practices remained archaic. The apathy to novel ideas was so shocking that they showed little interest even in European military innovations. Mughal rule also debased the character of man. There was near total absence of civic morality and personal integrity.
Hypocrisy and sycophancy were the hallmarks of the Indian ruling class. This is in sharp variance with the description of Indian people and aristocracy given by Fa Xien or Hiuen Tsang a millennium before. Over a quarter of the gross national product of the empire was forcibly appropriated by just individuals while the bulk of its million people lived in abject poverty.
Eraly concludes that the contrast between legend and reality was grotesque in Mughal India. This book quotes liberally from the works of contemporary historians and chroniclers as to make the readers feel closer to the historical personalities. The book is somewhat big, but not a single page is redundant or dispensable. Reading history is immensely enjoyable when the author too rises to the occasion, which Eraly does amply in this work. The book is highly recommended.
The Mughal Era of India gets a sweeping, if harried, overview in this sprawling account. Abraham Eraly is obviously proud of his subject and his engagement with the material powers his narrative through some of the more tedious bits.
Most of the time, this is a mere and boring catalogue of dates, rulers, uprisings and downfalls, with little distinction between this and that mughal.
Eraly's prose style, a romantic, slightly archaic and occasionally flowery diction, does actually befit his subject, but it begins to grate after a while. The whole thing never seems to be quite under control, veering from subject to subject, constantly threatening to spin off on a tangent. It finally does wind down with an effective and concise conclusion, but one that seems to repudiate the gist of the preceding pages.
A frustrating near-miss. Samuel Rajkumar. A very well researched and written history of the Mughal Emperors from Babur to Aurangazeb, along with sketches of interesting personalities of importance, like Sher Shah and Shivaji.
Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The aalpamac can breathe air and water.
Distance Distortion Aura. The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn.
Creatures with blindsight, tremorsense, or truesight are unaffected by this trait. Weak and easy prey in their natural state, the ahu-nixta Creature The ahu-nixta can exit or enter its clockwork armor as a Codex, p. After mastering any spell or effect that would alter its form, as is the creature that clockwork design, the ahu-nixta turned to enhancing themselves controls it as long as the ahu-nixta remains within the armor.
Innate Spellcasting. Boundless Potential. The bodies of ahu-nixta are highly responsive to forced evolution, leaving the creatures with seemingly endless potential for advancement. Scholars speculate that undiscovered stages of ahu-nixta evolution exist, hidden by the leaders of the ahu-nixta until called upon to serve the wishes of their evil gods.
Clockwork Encasement. The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. In addition, it has no attack actions, though it can still cast its spells. The cataphract makes three melee attacks.
It can cast any spell or effect that would alter its form, as is the creature that one at will spell in place of two melee attacks. Alternatively, it can controls it as long as the ahu-nixta remains within the armor. The ahu- target. At will: firebolt 1d10 Pronged Scepter. Arcane Cannon. Hit: 18 4d8 force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future.
The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe. Unknown Origin. The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them.
Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. Dispersed Destruction. If an akaasit is destroyed, it falls apart into a pile of gray triangles. Construct Nature. The akaasit makes two arm blade attacks. This dagger is crafted from the armblades of a defeated akaasit.
Immutable Form. The akaasit is immune to any spell or effect that You can use an action to activate a small measure of prescience would alter its form. If you are attacked by a creature Unfixed in Time. To those properly fixed in time, the akaasit flickers you can see within 5 feet of you while this effect is active, you can in and out of time, its position never fully clear. Attack rolls against use your reaction to make one attack with this dagger against the the akaasit have disadvantage.
If it is hit by an attack, this trait attacker. If your attack hits, the dagger loses its prescience, and its ceases to function until the start of its next turn. Magic Resistance. The akaasit has advantage on saving throws against spells and other magical effects.
Possessing the body, head, and tail of a killer whale and the AKHLUT powerful legs of a huge wolf, the akhlut is the alpha predator of Large beast, unaligned the polar landscape.
Akhluts are the masters of their domain. The only beings powerful enough, or foolhardy enough, Damage Resistances cold to evict a pod of akhluts from their territory are dragons and Senses blindsight ft. Languages — Playful Predators. Akhluts possess undeniable cunning Challenge 6 2, XP and inquisitiveness, with no two pods using the same strategies to solve problems or hunt prey.
Easily bored, akhluts crave Echolocation. The akhlut can hold its breath for 30 minutes. The akhlut has advantage on Wisdom new or exciting to experience. They can be especially Perception checks that rely on hearing or smell. The akhlut has advantage on attack rolls against a he creatures themselves. Even akhluts who have been mounts for years Multiattack. The akhlut makes two attacks: one with its bite and one are willful enough to assert themselves from time to time.
With with its tail slam. Hit: 18 fiercely loyal and protective companions. Tail Slam. Shrinking Cloud. The skunk releases a yellow gas.
Each creature a sound nearby startles it, the skunk raises its tail, and the stripes in a foot cone must succeed on a DC 13 Constitution saving on its back change color. A creature can repeat the saving throw at the end Magical Prank. The unfortunate result of a magic school of each of its turns, ending the effect on itself on a success. Laughing Gas. The skunk emits a sparkling orange cloud.
Each was forced to drink a combination of potions. Despite their creature in a foot cone must succeed on a DC 13 Wisdom larger size, alchemical skunks still look and act like ordinary saving throw or become incapacitated as it laughs for 1 minute.
Experienced foresters know that the colors on the turns, ending the effect on itself on a success. Blinding Spray. The skunk shoots a stream of a green fluid.
Alchemical skunks forage the same minute, or until the creature uses an action to wipe its eyes. Sleeping Fog. The skunk sprays a sweet-smelling blue fog. Each scavenging the waste of alchemical laboratories. They enjoy creature within 10 feet of the skunk must succeed on a DC 13 feasting on potions and potion components, much to the Constitution saving throw or fall unconscious for 1 minute.
The dismay of alchemists and adventurers alike. Poison Fog. The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Keen Hearing and Smell. The alchemical skunk has advantage on Wisdom Perception checks that rely on hearing or smell.
The alchemical skunk has advantage on saving throws against spells and other magical effects. The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws.
Alchemical Spray. The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks.
Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature. Alpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather.
Dazzling Dominance. Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking. Defensive Frenzy. When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action. When the alpha fish uses its Fin Flare, it looks minute. A creature can repeat the saving throw at the end of each one size category larger than it actually is to any creature that can of its turns, ending the effect on itself on a success.
It automatically fails ability checks and saving throws to detect or see through illusions. The fish can breathe only under water. When a spellcaster uses an alpha fish scale as a spell component while casting an Multiattack. The alpha fish uses its Fin Flare.
It then makes two enchantment or illusion spell, the spellcaster can increase the DC of headbutt attacks. The alpha fish flares its fins in an attempt to frighten its otherwise, it remains.
Each creature within 30 feet that can see the fish must. Its tiny black eyes Icy Slime. Its limbs end in large, grasping claws that look In addition, a creature that touches the a-mi-kuk or hits it with a strong enough to crush the life out of a bear.
A creature grappled by the a-mi-kuk takes Hidden Terror. The dreaded a-mi-kuk is a terrifying creature this damage at the start of each of its turns. The a-mi-kuk makes two attacks: one with its bite and They also submerge themselves beneath frozen waters, coming one with its grasping claw. Hit: 12 Fear of Flames.
The a-mi-kuk has two grasping claws, and lash out with incredible fury if cornered by someone using each of which can grapple only one target at a time. The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the Unknown Origins. The cast spells, and begins suffocating.
On a success, the target takes monsters are never seen together, and some believe them to be a half the bludgeoning damage and is no longer grappled. Until this single monster, an evil spirit made flesh that appears whenever strangling grapple ends escape DC 16 , the target takes 13 3d8 a group of humans has angered the gods.
A-mi-kuks have no bludgeoning damage at the start of each of its turns. Hold Breath. The a-mi-kuk can hold its breath for 30 minutes. Fear of Fire. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn.
Angels of judgment are cosmic agents of balance. Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent. Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge. When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel.
Witnesses to History. In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony. Even then, they prefer to send sammael angels Creature Codex, p.
Cosmic Arbiters. Angels of judgment arbitrate claims between the lords of righteousness and the masters of madness. If either party violates the terms, the angel destroys the offender and patiently waits for a new representative to take their place. Immortal Nature. On a success, the creature is Damage Resistances necrotic, poison, radiant; bludgeoning, restrained. If the creature looks at the angel in the meantime, it must Languages all, telepathy ft.
Challenge 18 20, XP Weapons of Balance. When the angel of judgment hits with any weapon, the Change Face. As a bonus action, the angel of judgment can change weapon deals an extra 6d8 force damage included in the attack. It can have only one face active at a time and Charisma spell save DC The angel can cast the following spells, can end the effect on its turn as a bonus action.
The angel of judgment becomes a harbinger of At will: detect evil and good, detect magic, detect thoughts, chaos. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead. The angel of judgment knows if it hears a lie. The angel of judgment makes two melee attacks. The angel of judgment has advantage on saving Greataxe. Divine Mission.
Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. Nothing Gets in the Way. Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil.
Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. The angelic enforcer makes two melee attacks, but can Damage Resistances bludgeoning, piercing, and slashing from use its bite only once. The curse can be lifted early by a remove Languages all, telepathy ft.
Challenge 12 8, XP Greatsword. Blazing Weapons. The angelic enforcer magically polymorphs into a magical. When the enforcer hits with any weapon other than its bite, humanoid or a lion that has a challenge rating no higher than its the weapon deals an extra 4d8 fire damage included in the attack.
It reverts to its true form if it dies. Divine Awareness. The angelic enforcer knows if it hears a lie. Any equipment it is wearing or carrying is absorbed or borne by the Magic Resistance.
In a new form, the enforcer retains its own game statistics and Innate Spellcasting. The enforcer can innately cast the and special senses are replaced by those of the new form, and it following spells, requiring only verbal components: gains any statistics and capabilities except class features, legendary At will: detect evil and good actions, and lair actions that the new form has. Mead archons are the emissaries of deities who enjoy battle and strong drink.
Fight Hard, Party Harder. Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. Divine Trainers. When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses.
Senses darkvision 60 ft. Languages all, telepathy 60 ft. Drunken Touch. The mead archon touches a creature within 5 feet of Challenge 4 1, XP it.
The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way Magic Resistance. The mead archon has advantage on saving takes damage, it can repeat the saving throw, ending the condition throws against spells and other magical effects. Magic Weapons. The mead archon touches a Innate Spellcasting. The archon can innately cast the healing.
If the potion is not consumed within 24 hours, it reverts following spells, requiring only verbal components: back to its original form.
The mead archon makes two melee attacks. It can use its Drunken successful one. Touch in place of one melee attack. Hit: 12 the end of its next turn. Its head is that of a majestic hunting hound with the teeth spell save DC The uridimmu can innately cast the following and reddish-gold mane of a lion, and it holds a flaming mace in spells, requiring no material components: its hands.
After their defeat, the uridimmus chose to serve the god Multiattack. The uridimmu makes three attacks: one with its bite and as guardians of the heavenly realm. The tainted origin of two with its mace. Hit: 19 radiance that clings to the heads of their maces. Tainted Servants of Law. Uridimmus are tireless Mace. Some also serve the deities directly as radiant damage. While Heavenly Roar Recharge 5—6. The uridimmu can unleash a uridimmus are unwavering and steadfast guardians, they are powerful roar imbued with divine power in a foot cone.
A also completely merciless in combat and not above making target caught within this cone must make a DC 18 Constitution examples out of trespassers. This tendency sometimes causes saving throw, taking 45 10d8 thunder damage on a failed save, or half as much damage on a successful one.
If the saving throw friction between the urdimmu and other angels, like planetars, fails by 5 or more, the target is also frightened for 1 minute. A who claim that the souls of uridimmus are still tainted with evil. Fiends have disadvantage on this saving throw. Challenge 14 11, XP.
Chaos Mace. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage included in the attack. The uridimmu chooses the type of damage when making the attack. Heroic Aura. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw.
The uridimmu has advantage on saving throws against spells and other magical effects. Two every stripe, the animals of the world have much simpler forms additional animal lords are presented here: the Queen of of faith. Among each species there is always one paragon that Scorpions, an exiled animal lord who manipulates the mortal embodies the animal spirit in a humanoid form, the better to world through a complex network of thieves and spies from her speak to others and represent the animals in celestial councils.
Queen of Scorpions The unearthly beauty of this woman is marred by her sinister eyes and the large scorpion tail rising up behind her head. Exiled Lord. Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile.
This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. Mistress of Poison. The Queen of Scorpions resides in an ancient desert temple carved in the side of a stone cliff. The temple is a complex network of canyons filled with scorpions, spiders, and shrouded cultists.
She operates her shipments of poisons via her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier. Murderer of Monarchs. The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction.
She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death.
Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught.
The other animal lords believe it is only a matter of time before her luck runs out. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so. The Queen of Scorpions can communicate passage when within 1 mile of her temple unless she wishes to.
In human form, the Queen of Scorpions makes two scimitar attacks. In her true form, she makes three attacks: one with her sting and two with her scimitar. While in scorpion form, the Damage Resistances bludgeoning, piercing, and slashing from Queen has two claws, each of which can grapple only one target. Arachnid Passivism. No scorpion or spider can willingly attack Acidic Bile Recharge 5—6. The Queen of Scorpions spews acid from the Queen of Scorpions.
They can be forced to do so through her mouth in a foot line that is 5 feet wide. Each creature in magical means. If the Queen of Scorpions fails a creature takes 45 10d8 acid damage and is poisoned for 1 minute. The Queen of Scorpions has advantage on saving A poisoned creature can repeat the saving throw at the end of each throws against spells and other magical effects. The Queen of Scorpions can take 3 legendary actions, choosing from Rejuvenation.
Only one legendary action option can be used at the Astral Plane.
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