#[ Raven Int: 4 ]
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Water, Earth, Uh--*looks at smudged writing on hand* Fistfight?
Swept away by either a massive wave or a powerful gale on a clear day, you soon find yourself inside a circular arena. One of your allies stands at the far end, outfitted in strange armor and weaponry that clearly was never made for living creatures. Your “benefactor” - water that holds its form in the shape of a person - grants you a selection of accessories and armor as well, all strangely crafted, and leaves you to choose your equipment so that it can instead bicker with its opponent - a stationary tornado. You don’t understand much of what’s happening, but you do know competition when you see it: both the water and the wind elemental aim to prove that their human gladiator is the best. [Grants Heavy Armor or Gauntlets +1]
Coming to in places he didn't recognized -- while still fucking pint-sized -- really needed to stop. Sure, it'd really only happened twice, but it was sorta weird that it had happened twice, y'know? After managing their way out of those Saints forsaken tunnels, they had what felt like all of five minutes to catch their breath before some weather out of hell descended on them out of a clear blue sky and separated them.
A powerful wind had swept yanked Raven one way, while the crash of water had swept Linus off in another.
But, focusing back in on the here and now, it seems they're at least in the same place again. The walls are high -- at least, at this size, they are; it'd probably look like a child's toy otherwise -- and crudely built up. It almost looked like someone had built it out of mud and left it to dry in the sun. It clearly wasn't made to look pretty; some sections weren't even with others, and even from his vantage point, it was obviously not in a completely round shape.
Letting out a growling breath, Linus scrapes to his feet and dusts himself off. Tries to. Still kind of damp. His gaze first goes to Raven, who is on the other side of this makeshift arena; he seems well enough from here, if a bit ruffled from the wind storm that had pulled him away. The redhead was already arming himself with...weapons? Sort of in the same quality as their arena, the weapons and armor left out for their obvious use weren't...fantastic. Not made by any person, that was for sure. They looked...rugged, like they shouldn't function well for movement or fall apart on impact, but these things were literally water and wind in the vague form of humans, so who knew what any of it was capable of?
Speaking of...
Linus shifted his attention to the squabbling element-shapes, eyes narrowing and face scrunching up in a snarl. Though it was hard to understand anything that was being said -- the water one burbled inside of itself, while the tornado went from wispy to howling in the same exchange -- it wasn't too hard to connect the dots. They were arguing. Over the two people they'd picked up like toys.
Like...toys....
Linus took another look around, letting himself full body slump for a moment and groan as he realized what was going on here.
This was like kids getting heated over who had found the cooler frog down by the riverbank. Only, they were the frogs in this situation, and instead of a race that ultimately ended up going nowhere because one of the frogs refused to move and the other simply hopped over the sticks used as an outline of a track, it looked like things were going to turn into a good ol' arena dust up.
Well, if they were looking for a show, maybe giving them a good one was their ticket out of this disaster. Linus completely passed up the armor -- never needed it before, why start now? -- and grabbed up what looked to be cobbled together gauntlets. They were solid, heavy -- like they'd been made out of rock, smoothed down in most places except for the knuckles which were left with some wicked looking ridges.
That'd definitely do some damage, if you get a good hit in.
Whistling to get Raven's attention across the arena -- and, hopefully, their...backers? -- Linus slammed his fists together, grinning wildly at the hefty crack of stone against stone. "Hey, hey! Hope you're ready to put on a good show, Red! I'll even let'cha get first try, since I got ya on the backfoot so fast in our last fight!"
They just had to make it look good, and then figure out how to get away from these things, right?
@peerlessscowl
#peerlessscowl#[ Raven Int: 4 ]#[this is so long im jhlkgj sorry]#[and it took me a lil bit to get it out too oops]#[also if my descriptions are a lil too wonky/out there lemme know & i can adjust them]
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"well, as they say, it's five o'clock somewhere." and as for the alleged breaking and entering? "i have a key! so really it was just entering, and i don't think there's a best time of day for that." lips curled into a grin that didn't entirely reach her eyes, ris watched as raven busied herself without so much as a spare look in her direction. "i am, but for answers, ray: who the fuck is jessica?" and then, because the pouting has begun and she can't help it: "—— she sounds like a whore."
raven wasn't sure why marisa's sudden appearance didn't give her pause. perhaps it was the lack of sleep, or maybe it was simply something she had come to expect from marisa at this point. it kept her on her toes, yet somehow... she didn't mind it much. "isn't it a bit early to be drinking? or breaking and entering?" she walked further into her kitchen and past her ex-lover with a soft, amused huff. wordlessly, raven opened her fridge door and started pulling various items for breakfast. "you hungry, officer?" she avoided answering with a smug smile. the truth was that jessica was nothing more than a client who raven was horse boarding for at her family ranch. but that was boring, so why not let marisa squirm a little longer?
#her having invisible beef w/ a horse is actually so on brand#but me and u both raven the crazy is workin 4 me#( int/ marisa serpico. )#( pair/ marisa & raven. )#lightshcwer
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Grýla
Image © "Evanatt", accessed at their Pillowfort here
[Part 2 of a three part series on Icelandic Christmas folklore, following the Yule Lads. Which means yes, a Yule Cat is forthcoming. Earlier Icelandic writings emphasized Gryla's monstrousness; there are versions where she has three heads and forty tails and forty sacks. I quite like this design as a compromise between some of her most extravagant forms, and just making her an ogre]
Grýla CR 16 CE Fey This huge ogress has a crown of horns and four eyes, two in the normal places, one on her forehead and one on the back of her head. She has cloven hooves and clawed hands, and fifteen tails which she keeps tied up in two bundles. She carries a large sack thrown over her shoulder.
Grýla is a fey troll, a vicious giant who devours children. She lairs in a lava tube among frozen volcanic mountains. She is happy to feed on wild game and the occasional traveler for most of the year, but ventures forth in the wintertime begging for food in civilization, disguised as an old woman. In said disguise, she often offers to “take care” of disobedient children, by which she means murdering them, stuffing them into her bag of holding, and returning to her lair to cook and eat them. Unsurprisingly, Grýla is used as a bogey in areas where she has roamed long after her own attention has gone elsewhere.
Grýla prefers to pick on creatures weaker than her. She uses her fey magic and mastery over stone to disorient and hinder opponents, winnowing them down so she can fight one at a time. If she is feeling playful, she will use her many tails to disarm, trip, blind and annoy opponents, but once playtime is over, she merely tears them apart with her hands like fresh bread. Grýla values her own life, and will flee if she feels overpowered by using long step to take cover, then distracting enemies with mislead or project image.
Unlike a number of other bogeys, Grýla is the matriarch of a whole clan. These are her Yule Lads, a gang of fey miscreants who harass towns and farms during the winter solstice. The Yule Lads are friendly to their mother, and treat her consumption of humanoid flesh as more of an uncouth habit than a horrific crime. Grýla is on her third husband (having killed and eaten the previous two); this is the ogre glutton Leppalúði. He is as lazy as he is ravenous, so is happy to have his wife be the primary provider for their household. Their pet is the Yule Cat, a monstrous feline that more closely resembles a domestic cat the size of an elephant than any lion or tiger. Like many cats, this beast roams free much of the time, but always comes back around the home for a good meal.
Grýla CR 16 XP 76,800 Variant fey creature mountain troll CE Huge fey (augmented humanoid, giant) Init +3; Senses all around vision, darkvision 60 ft., low-light vision, scent; Perception +24
Defense AC 30, touch 11, flat-footed 27 (+3 Dex, +19 natural, –2 size) hp 225 (18d8+144); regeneration 10 (acid or fire) Fort +18, Ref +9, Will +13; +4 vs. mind-influencing effects, +8 vs. charm and compulsion effects Resist cold 10, electricity 10, fire 10; SR 27 Defensive Abilities rock catching, stubborn; Weaknesses vulnerable to sonic
Offense Speed 40 ft., burrow 10 ft., climb 40 ft., long step Melee bite +23 (2d10+12), 2 claws +23 (2d6+12), 2 tail slaps +21 (2d6+6 plus vexing blow) Ranged rock +15/+10/+5 (2d8+18) Space 15 ft., Reach 15 ft. Special Attacks rend (2 claws, 2d6+18), rock throwing (120 ft.) Spell-Like Abilities (CL 18th; concentration +21 [+25 casting defensively]) At will—stone shape 3/day—dancing lights, spike stones (DC 17), stone tell 1/day—confusion (DC 17), deep slumber (DC 16), earthquake (DC 21), entangle (DC 14), faerie fire, feeblemind (DC 18), flesh to stone (DC 19), glitterdust (DC 15), irresistible dance (DC 21), major image (DC 16), mislead (DC 19), project image (DC 20), summon monster VIII (earth elementals only)
Statistics Str 34, Dex 17, Con 25, Int 9, Wis 16, Cha 10 Base Atk +13; CMB +27; CMD 40 Feats Alertness, Combat Casting, Deadly Aim, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quick Draw (B), Toughness, Vital Strike Skills Acrobatics +18 (+22 when jumping), Climb +30, Disguise +10, Intimidate +21, Perception +24, Sense Motive +22, Stealth +15; Racial Modifiers +2 Perception Languages Common, Giant, Sylvan SQ change shape (human or ogre, alter self or giant form I), rocky stride
Ecology Environment cold mountains Organization unique Treasure standard (bag of holding type IV, other treasure)
Special Abilities Long Step (Su) Once every 1d4 rounds, Gryla can teleport up to 180 feet as a move action. Rocky Stride (Ex) Grýla can move through any difficult terrain created by natural rock or stone without penalty. Spell-like Abilities Grýla uses her Wisdom modifier for the purposes of determining the DCs of her spell-like abilities and for concentration checks. Stubborn (Ex) A mountain troll gains a +4 racial bonus on all Will saving throws. In addition, if the troll fails a saving throw against a charm or compulsion effect, it can immediately attempt a second saving throw against the same effect on the next round to end the duration of the effect early. Vexing Blow (Ex) When Grýla hits an opponent with one of her tail slap attacks, she can make a disarm, trip or dirty trick maneuver against them as a free action without provoking attacks of opportunity. Grýla gains this ability and her tail slaps instead of a fly speed from the fey creature template.
#pathfinder 1e#gryla#fey#giant#icelandic folklore#yule lads#christmas#merry shitscram#ogre#troll#bogey
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Glollop
(Fat Dragon by Chris Duty)
(The beast stirs! Fitting that it's a creature defined by long slumbers. This monster was first conceived during the same "what if dragon whalefalls" that created fallers, although it wasn't finished until I got around to it this morning.)
Glollop are large, cumbersome dragons who are known to hibernate for up to a thousand years while waiting for enough food to accrue around them, typically feeding on the carnage from massive battles, great monsters, or natural disasters. Any saviors who arrive to attempt to protect people from such events, or participate in such battles, must also deal with the foul, earthshaking havoc wreaked by these wanton creatures. Upon the conclusion of such a feat, they will typically bury themselves in the soil, often near kaiju or similar skumbering behemoths, although they may take time to see what has changed during their skumber.
Most glollop, upon being awakened, are ravenously hungry and focus entirely on food, with no concern for the beings it’s eating and the destruction it leaves in its wake. When hungry, a glollop can eat multiple tons of meat in a single sitting, making it incredibly difficult to feed without another monster’s carcass nearby.
If it can be fed, however, a glollop is surprisingly amiable, willing to chat with anyone left and grateful for anyone who has helped fill its massive gullet. Glollop are not mere thoughtless animals, and by their lifestyle, most have lived for thousands of years and bore witness to some of the greatest battles in their region’s history- one who is willing to talk to a glollop may find them an incredible source of information.
This massive red dragon has a long overbite and a hungry look in its eyes.
Misc- CR11 CN Huge Dragon (Earth) HD13 Init:-2 Senses: Perception: +19, Darkvision 60ft, Scent Aura: Stench (DC20, 5 Rounds)
Stats- Str:28(+9) Dex:7(-2) Con:22(+6) Int:13(+1) Wis:17(+3) Cha:15(+2) BAB:+13/+8/+3 Space:15ft Reach:10ft
Defense- HP:162 (13d12+78) AC:24(-2 Dex, -3 Size, +19 Natural) Fort:+14 Ref:+8 Will:+11 CMD:32 Resist: Acid 10, Fire 10 Immunity: Weakness: Special Defenses: Dragon Immunities
Offense- Bite +20(2d8+15 plus Grab) or Hurl +9(13d6 plus Entrap) CMB:+24 Speed:30ft, Fly 30ft Special Attacks: Hurl, Entrap (DC14, 1d6 Minutes, Hardness 2, HP 15)
Feats- Lightning Reflexes, Power Attack (-4/+8), Intimidating Prowess, Point-Blank Shot, Precise Shot, Skill Focus (Knowledge-History)
Skills- Fly +6, Intimidate +27, Knowledge (History) +23, Knowledge (Local) +17, Linguistics +17, Perception +19, Sense Motive +19
Special Qualities- Roughwalker
Spell-like Abilities- (Caster Level 13, Concentration +15)
Stone Shape /at-will
Transmute Stone to Mud 3/day
Ecology- Environment- Any Languages- Draconic, Common, Elven, Dwarven Organization- Solitary, Pair Treasure- Double
Special Abilities- Hurl (Ex)- As a standard action, a glollop can spit a wad of phlegm and half-digested remains at its enemies. Treat this as a ranged touch splash weapon with a range of 30ft. Creatures hit by this attack take 13d6 damage that is half acid and half bludgeoning, and must make a DC14 Fortitude save or be entrapped. Roughwalker (Ex)- A glollop ignores difficult terrain from broken or rough stone.
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You had it all.
Your mother's love.
Your "perfect" and safe world.
But it was all fake.
It all went down the day a stranger knocked on your door and opened your eyes.
Now, you'll try to discover yourself with the people who rescued you.
Build a new life, or die trying to.
Discover your powers and weaknesses.
Choose Mc's animal companion.
Uncover your past.
Befriend your new companions or at least some of them.
Romance 1 of the 6 Ro's.
Leon (M)
Leon is a kind heart, receiving you with open arms from the very first second. He has a calm temper and a strong brain. His amicable and strategic qualities make him the leader of the mercenary group. But it's visible that something dark lurks in his gentle eyes.
He's very tall (1,93 cm (6′ 4″)) and athletic, with tan skin and a scar on his lip. His black hair is cut short, and his violet eyes reflect perfectly his calm and serene character.
He wears a light brown shirt, black pants, and dark brown boots.
He fights with a simple silver shield.
Iara (F)
Iara is the second in charge. Her strategic and cold demeanor is enough to compensate for Leon's calm procedure, giving the group an excellent balance. She's quiet and observant but has a soft spot and cares for her companions.
She's tall (1,80 cm (5′ 11″)) and has a lean but athletic build. She keeps her curly red hair in a high ponytail. Her golden accessories shine in contrast with her pale skin. She has several scars, but one is more perceptible, crossing her eye, a wound that caused one of her turquoise eyes to be completely pale white.
She wears lightweight golden armor with soft beige fur on her shoulders.
Her golden and bluish-green accessories adorn her neck, ears, and wrist.
She fights with a black and gold whip.
Matheus (M)
Matheus is a charismatic individual. He's clever and very fond of puns and jokes. The young man has quite the ability to read people and has been trying to help you understand your past. As friendly as he is, he seems to have trouble letting people get closer to him.
He's average (1,78 m (5′ 10″)) and lean, with umber skin. His soft brown curls are cut short, and his olive eyes are full of compassion and comprehension.
He wears glasses and a simple sleeveless white shirt combined with baggy pants.
He fights with a silver crossbow with a crow symbol engraved on it.
Dante (M)
Dante is in charge of the magic rituals and enchants. He's a grumpy and hotheaded kind of person. Being a fire Elementalist, he can summon fire, but he's not immune to it, having an arm covered in a burn scar.
He tends to be reserved and doesn't like being touched by strangers.
He's average (1,75 m (5′ 9″)) and chubby, with fair skin. His chin-length hair is golden blonde, and his eyes are as red as the flames he summons.
He wears a sleeveless shirt with a turtleneck and black pants. He wears in his right ear two black earrings.
He fights with a saw-toothed silver sword.
Siena (F)
Siena is a cunning woman, always having the right words to escape the most challenging situations. She's very fond of Matheus, and just like her friend, she loves making jokes and a good fight.
She's short (1,57 m (5′ 2″)) and robust, with olive skin. She has raven long hair that matches her dark eyes.
She wears a long black shirt and greenish baggy pants.
She fights with greenish and silver gauntlets.
Levi (NB)
Levi is cold and seems to hate you for what you are. They are sarcastic and straightforward. They tend to avoid you, but even with their cold distance they seem interested at you. Maybe something in you draws them.
They're average (1,70m (5′ 7″)) and athletic, with light brown skin. Their shoulder-length black hair is partially tied in a short ponytail. Their gray eyes seem cold when they look at you. Will they grow warmer with time?
They wear a sleeveless gray shirt and leather pants. And a brown leather arm bracelet.
They fight with silver daggers.
⚠️Trigger Warning: This game is rated 17+⚠️
Currently it has : Self-harm (not intentional), emotional dependence, emotion manipulation and violence.
LINK: https://maluarty.itch.io/into-your-eyes
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SSR Ortho Shroud - Bloom Birthday Vignette
"Happy Birthday"
[Ignihyde Dorm – Birthday Party Venue]
Ortho: It's like a dream come true to get interviewed for my birthday as a student here at Night Raven College.
Ortho: And on top of that, thanks to my big brother, I was able to retrofit my gear to look just like everyone else's outfits… I'm super happy.
Ortho: Oh yeah, I should make sure to capture all this on film. I wanna show this to my brother… Oh, and my dad and mom.
???: Film? …I suppose I'll have to ask later. Pardon me.
Sebek: Happy Birthday, Ortho. It seems I have been tasked with being your presenter today.
Ortho: Woah, hey! Sebek Zigvolt-san! Thank you. I look forward to it.
Sebek: Right… You mentioned just a moment ago that you would be capturing this on film. Essentially, does that mean you intend on recording my words and actions?
Ortho: Yep. And if you make any mistakes, maybe Malleus-san will end up seeing alll your embarrassing moments. You better do good.
Sebek: Humph, as if I would disgrace myself before someone like you. I shall read out the first question now.
Sebek: “Are you good or bad at flying?”
Ortho: Hmmm, that's a toughie. I mean, especially since I'm a humanoid…
Ortho: I can't just cast magic on a broom and fly like you or the other mages here.
Sebek: Hm? You mean to tell me that you do not usually use magic to float in the air?
Ortho: Yeah. It's more like technomantic energy… Maybe it'd be easier to say it's a hybrid of electricity and magic.
Ortho: By swapping out my gear or any attachments, I can increase my speed, or even fly for longer periods of time.
Ortho: For me, as long as I have technomantic energy, I can fly wherever I want…
Ortho: I can even fly no problem through difficult obstacle courses, or fly at a constant speed.
Ortho: That's why for a little while after I became a student at Night Raven College, I made sure to observe the flight and P.E. classes.
Ortho: Unlike you guys, it's not like I would gain any stamina or strength through training, after all.
Sebek: You were observing us? I suppose I do recall seeing you flying with some of the students last week or so.
Ortho: Oh, so you saw me. Actually, I recently started helping out by supporting Vargas-sensei during his classes.
Sebek: You're supporting…? As in, as his assistant?
Ortho: Yep. During flight classes, I fly along my classmate's brooms and capture data on their form and time.
Ortho: Using that data, I'm able to identify everyone's habits and weaknesses and provide suggestions for improvement.
Sebek: Hm… That would indeed be helpful to be able to get an objective analysis of my flying posture.
Ortho: Right? And Vargas-sensei praised me too, saying, "When you're around, the students' muscles gleam even brighter"!
[Ignihyde Dorm – Birthday Party Venue]
Sebek: Next question is…
Sebek: “What is something that made you glad you could use magic?”
Ortho: Eehh, that's another tough one.
Ortho: I might have been able to develop a soul that can use imagination like you guys, but it's not like I can actually use magic…
Ortho: Because all of my functions are based on technomantic energy…
Ortho: But if I were to answer as a student of a mage institute should… IT'D HAVE TO BE THAT I'VE MADE FRIENDS HERE!!
Sebek: You're a student of the most prestigious Night Raven College, and your answer is to speak of the friendships you've developed?
Ortho: Yep. Because I came here originally as one of my brother's "gadgets," I was able to meet a ton of living people…
Ortho: And now that I've started taking classes as a student, I've had the opportunity to come in contact with so many more people.
Ortho: I had a ton of fun with the groupwork we had the other day. You know, the one where we had to study up on some of the legends of the Great Seven.
Ortho: You did that in your class too, right?
Sebek: Indeed. I found writing a report in a group of 4 to be a rather impractical assignment.
Ortho: Oooh, so you don't find group work to be practical, huh. Interesting.
Sebek: From the way you speak, it seems to me like you look upon that sort of assignment favorably.
Ortho: Yep. Whenever I listen to other people's opinions, even if we're reading the same story, everyone has a different interpretation, so I find that super fascinating.
Sebek: Interpretation?
Ortho: I guess I could also say that everyone values different things.
Ortho: And then I realized that the thought that everyone puts the most value in is strongly connected to their past experiences… their "memories," so to speak.
Ortho: For example, if you were born and raised in Briar Valley, you would've probably heard so many anecdotes of the Thorn Fairy from a young age.
Ortho: That's why there would be more passion, more zeal in the discussion about her.
Ortho: And some may believe that their idealized versions are more correct than a proper database.
Sebek: Idealized, you say? The Thorn Fairy is absolutely a great being. No amount of praise would ever be considered to be too much.
Ortho: If you're that adamant, then we should have a discussion about it sometime.
Ortho: During class the other day, I sourced documents from my database and soundly destroyed all the inconsistencies in their arguments…
Ortho: So I wonder just how far you'll be able to keep up with me, Sebek-san.
Sebek: Don't you put me in the same category as your classmates. I have read an abundance of books on the Thorn Fairy.
Ortho: Oooh, so you're saying you might actually have a leg to stand on. Then this might actually be promising.
Ortho: Alright, then let's pick a day for our discussion sometime later. Heheh, I'm looking forward to it.
[Ignihyde Dorm – Birthday Party Venue]
Sebek: This is the final question.
Sebek: “How do you spend your days off?”
Ortho: Hmm, there's a lot I do, but… I guess I often find myself watching movies or stage plays online.
Ortho: Recently, though, I've been spending lunch or tea time with my dorm and classmates.
Sebek: Lunch and tea time? You don't eat, though.
Ortho: Yep. But my goal there is to just chat with everyone. I also listen to their grumbles about their studies or relationships with others.
Sebek: Humph, how absurd. What good will come of listening to other people complain? Why don't you try spending your time doing something more worthwhile?
Ortho: Ehh, but it's pretty interesting. Just by watching how people react over every little thing helps me learn, too.
Sebek: What do you mean, learn?
Ortho: I've found that all the stories I hear from people are really good references for me to look back to whenever I need to act a part.
Sebek: Act a part…? Ah, right, you joined the Film Research Club. So essentially, you're saying you're feeding off of human interactions.
Ortho: Ah. This past weekend, we didn't have a club meeting, so I went into town with my brother.
Sebek: Your br… YOU MEAN TO TELL ME IDIA-SENPAI ACTUALLY WENT OUTSIDE!?
Ortho: Yep!
Ortho: We play this one game that uses our phones' GPS function, so sometimes we head out there together.
Ortho: We'll go to a restaurant that's an in-game spot where we'd be able to gather items and pick up some food that we'd already ordered online…
Ortho: And once we get to Whistle Park, we'd eat at one of the benches there. After that, we'd plan out the rest of our day there.
Ortho: And then, when he's done eating, we'll walk around the park looking for items, or have some encounter battles.
Ortho: Kinda sounds fun, like a real picnic, right?
Sebek: I can't say I know what game you speak of, but… It definitely does seem like you have a good time.
Sebek: Back home, my parents, older brother and older sister would always take me to the park to spend time.
Ortho: Heh, sounds like you and your family are pretty close, too. That's just like us!
Ortho: Me and my brother, as well as our dad and mom, used to go play at the nearby park, or even at a forest or river back in the day, too.
Ortho: …Although ever since my brother started to shut himself inside his room, we haven't been able to go anywhere as a family anymore.
Sebek: Well, it seems Idia-senpai has gotten to the point where he can actually go outside again. Perhaps there will come the time that you will be able to travel somewhere as a family again?
Sebek: That person needs to leave the house more. You should do what you can to take him out camping, traveling, or what have you.
Ortho: Yep, you're right. Sebek-san, thanks for your advice!
Sebek: I'm your presenter, after all! It's only natural that I should be able to present this sort of advice.
Sebek: You may come ask me anything you wish when you plan to take your family on a trip outdoors.
Sebek: The interview has now concluded. Here, your broom. There are blue flowers in the center of the bouquet, it suits you rather nicely.
Ortho: Woah, this is my first ever personal broom! I didn't actually think I'd get one.
Ortho: There's so many different kinds of flowers here. I'll have to fly carefully so as to not blow them away with my jets.
Sebek: Take this broom and take flight. That is testimony to your status here as a student of the most prestigious Night Raven College.
Sebek: Don't you dare show us a shameful sight on your birthday, Ortho.
Ortho: Of course! Make sure you keep your eyes on me while I fly, Sebek Zigvolt-san!
Ortho: it's time to show off the special gear that I made specifically for today. I'm totally gonna shock everyone who gathered here for me.
Requested by @rotattooill.
#twisted wonderland#twst#ortho shroud#sebek zigvolt#twst ortho#twst sebek#twst translation#twst birthday#mention: idia#mention: malleus#mention: vargas
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Week 5 had some good games though probably none more exciting than the Ravens/Bengals matchup. In a wild overtime finish, Ravens K Justin Tucker, who had previously tied the game when he made a 56-yarder that would send the game to overtime, sealed the 41-38 win with the game-winning 24-yarder that had been set up after a crucial 51-yard run by RB Derrick Henry.
It was a great offensive battle with both quarterbacks having outstanding games. Ravens QB Lamar Jackson went 26/42 for 348 yards, 4 TDs and rushed for 50 yards. Bengals QB Joe Burrow was 30/39 for 392 yards, 5 TDs and 1 INT.
#nfl#baltimore ravens#cincinnati bengals#joe burrow#lamar jackson#justin tucker#derrick henry#ja'marr chase#tee higgins#nfl week 5
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PF1: GRAVE HAG
Hello! Here's another of my attempts at retro-converting a 2E critter to 1E stats. After the Rust Hag, I surely couldn't pass up the Grave Hag, especially since I think Hags are kinda underrated and can be just as terrifying and versatile as vampires and liches when it comes to being evil masterminds.
Again I've tried to be as close as possible to the original version, though I had to drop a few special abilities in the process, since I was afraid they would have made the conversion overpowered. I'm still wondering if my conversion here might be a bit much... but I'll let you guys be the judges of that.
Hope you enjoy it!
GRAVE HAG
Image © Paizo Publishing. Accessed at Archives of Nethys here
This woman has a cadaverous appearence, with greying flesh, filthy black hair and bloody sores all over her body. Her nails are long, ragged claws, and her clothes are soiled with grave dirt.
GRAVE HAG CR 9
XP 6’400
CE Medium Monstrous Humanoid
Init +3; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 23 (+3 Dex, +1 dodge, +9 natural), touch 14, flat-footed 19
hp 104 (11d10+44)
Fort +8, Ref +10, Will +11; +4 vs. disease, fear and paralysis
Defensive Abilities negative healing
Damage Reduction 5 / cold iron; Immune energy drain, poison; Spell Resistance 20
ATTACK
Speed 30 ft.
Melee improvised weapon +17 / +12 / +7 (1d8+7) or 2 claws +17 (1d6+5 plus grab)
Ranged grave ray +15 touch (4d6)
Special Attacks curse of the grave, grave ray
Spell-Like Abilities (CL 12th, concentration +15)
1/day – cloudkill (DC 18)
3/day – animate dead, contagion (DC 18), enervation (DC 18), vampiric touch
At will – bleed (DC 14), cause fear (DC 15), command undead (DC 16), death knell (DC 15), speak with dead (DC 17)
STATISTICS
Str 20, Dex 17, Con 16, Int 19, Wis 18, Cha 17
Base Atk +12; CMB +17 (+21 grapple); CMD 30
Feats Catch Off-Guard (B), Dodge, Great Fortitude, Power Attack, Spell Focus (necromancy), Toughness, Undead Master
Skills Bluff +14, Climb +10, Craft (any one) +10, Heal +11, Intimidate +15, Knowledge (arcana) +14, Knowledge (religion) +16, Perception +18, Sense Motive +12, Spellcraft +12, Stealth +14, Survival +10
Languages Aklo, Common, Giant, Necril
Special Qualities undead mien
ECOLOGY
Environment any
Organization solitary or coven (3 hags of any type)
Treasure standard
SPECIAL ABILITIES
Curse of the Grave (Sup): Three times per day, a grave hag can put a curse on a creature, rendering it more enticing to the ravenous undead. A target can avoid this effect by making a successful Will save (DC 18). If the save is failed, the target starts drawing the undead’s attention, granting them a +4 bonus on Perception checks to notice the affected creature and on saving throws to resist spells that hide or disguise the affected creature from undead (such as hide from undead). Once an undead notices the affected creature, it feels compelled to kill and devour the affected creature, and gains a +2 profane bonus on attack rolls made against the affected creature and a +2 profane bonus on saving throws against the affected creature’s spells and special abilities. The undead also ignores any concealment less than total concealment that an affected creature has. A curse of the grave lasts for 24 hours or until removed with a successful remove curse, dispel magic, break enchantment or similar magic (against a casting level of 12). The save DC is Charisma-based.
Grave Ray (Sup): Once every 1d4+1 rounds, a grave hag can fire a black beam of bone-chilling negative energy to a maximum range of 60 feet. If the grave hag succeeds at a ranged touch attack, the beam inflicts 4d6 point of negative energy damage, which can be halved on a successful Fortitude save (DC 18). A grave ray can be used to heal undead creatures, or the grave hag herself, in this way. The save DC is Charisma-based.
Negative Healing (Sup): A grave hag is healed by negative energy and harmed by positive energy as if she were an undead creature.
Undead Mien (Ex): A grave hag counts as an undead creature for the purpose of spells, spell-like abilities or special abilities that detect undead. She also gains a +4 racial bonus on saving throws vs. disease, fear and paralysis effects.
Grave hags are a particularly powerful breed of hags with an affinity for undead and negative energy, who make their liars in cemetaries, mausoleums or other burial sites, where they surround themselves with undead servitors and form a kind of twisted mockery of a court. Unlike most hags, grave hags do not have the ability to alter their appearence into a more reassuring shape, and are forced to hide where few people would want to seek them out. However, grave hags are grieviously arrogant and self-centered, and believe that this kind of life is beneath them, so they spend most of their time concocting plans to expand their territory and set themselves up as petty rulers of undead-infested regions.
Even for the standards of hags, grave hags are extremely smug and self-important, seeing themselves as the most powerful, cunning and strongest of all hags, and demanding respect and unconditional obedience from any “lesser” kind of hag. They tend to mock other hags’ abilities that they don’t possess (such as the ability to alter self) as pointless parlor tricks who have no inherent use to them. The exception to this are night hags, whom are seen by grave hags as role models, and to whom a grave hag will gladly submit.
In combat, grave hags tend to hold back and harass opponents with spells and withering blasts of negative energy while their undead minions tear their victims apart. They often open up combat by casting cloudkill and then letting their minions, unaffected by the poison, have their way with the opposition. Grave hags can put a curse on their victims, making them more enticing for the undead to attack. However, if forced to hand-to-hand combat, a grave hag can give as good as she gets, often using digging tools like shovels or mattocks as improvised weapons with surprising skill.
A grave hag usually stands between 5 and 6 feet tall and weighs between 120 and 180 pounds. The bloody sores she naturally sports on her body can make her look crippled and weak, but are merely cosmetical and do not hinder the grave hag in any way other than giving her an unsightly appearence. When a grave hag joins a coven, the coven adds harm to its spell-like abilities and shares the grave hag’s negative healing ability, but a grave hag will rarely join a coven that doesn’t have either herself or a night hag as leader.
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Slyme’s stats
Hp: 65
Attack: 12
Defense: 17
Magic attack: 23
Magic defense: 18
Speed: 10
STR:+1 DEX:+1 CON:+2 INT:-1 WIS:+1 CHA:+1
Skills: Persuasion, Investigation, History, animal handling, arcana,
Slyme’s equipment
Mana Arnis, upgraded mechanical body (cannon, rockets, and blowtorch, rune slots), spellbook, coat, glasses, blue tophat, backpack of holding, journal,
Slyme’s inventory
a gold dreidel with gears spider legs and a tank of red liquid, weed, slime dye kit, cute pink bunny themed armor, flask of Sybjorn's Wonderful Brew of A Thousand Effects, empty gun, a bucket, popsicle, 18 healing potions, vampiric shield, arcane halberd, ring of heat metal, bracelet of druidic illusion, monocle of sigils, stareater dragon nest map, strange pendant, GAU-8 minigun, luck crystal necklace, 4 slime potions,
Slyme’s spells
Fireball, slyme’s water slash, minor healing, shield ward, levitation, summon light, speak to goats, bubbles, Tueux’s soap of persisting bubbles, gather experience, summon duskbolt, summon burgerbarian, water ward, speak to plants, lesser control, lesser lunar blast, summon raven familiar, lesser control magma, summon leafcrest, lightning bolt, water sphere, ice blast, electro orb,
Slyme’s recipes
Sybjorn's Wonderful Brew of A Thousand Effects, spirit sight potion, gorgon’s brew,
Slyme’s team
Golbat: level 24
Misdreavus: level 34
Joltik: level 29
Lapras: level 35
Level: 5 (next level 160 xp away)
Lives: 654
Gold: 0
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My version of @pmpknsoup’s post again, smaller and simpler.
This could be either a short like the ones from Volumes 4-6 so that Volume 10 can focus on the story, or something an episode of Volume 10 would include, but fade to the biggest interesting parts of Ruby’s explanation and not spend too much time on it so as to keep the plot moving.
INT. THEODORE’S OFFICE IN SHADE ACADEMY - EARLY EVENING
When Ruby apologizes for how long it’s taken to reveal where they’ve been.
When Ruby reveals that The Girl Who Fell Through the World is real, everyone is confused.
When Ruby recites the story of Penny she told to the toy soldiers, the gang, especially Winter and Pietro, grows emotional.
When Ruby reveals that the Curious Cat saved them from being beheaded, everyone grows interested.
When Ruby mentions being drugged by the Herbalist and almost giving into her past self, the group ranges from confused to nervous.
When Ruby talks about Ascension, such a concept catches the interest of the gang.
When Ruby reveals that Neo fell into the Ever After with them, too, Ren, Nora, Oscar, and Emerald grow worried.
When Ruby reveals that a grown-up Jaune with long hair and a beard was the Rusted Knight, everyone jumps back in shock.
When Ruby talks about the “punderstorm” and reveals that Yang and Blake are now girlfriends, everyone’s hearts melt.
When Ruby reveals that Jaune had been unhealthily protecting the Paper Pleasers and named them after everyone there, not a word is spoken as everyone exchanges concerned and uncomfortable looks with each other.
When Ruby talks about the Paper Pleasers offing themselves by drowning in the koi pond dam, then her blowing up at the others, everyone leans in anxiously…
…while Weiss, Blake, Yang, and Jaune share looks of guilt.
When Ruby reveals that Neo made clone illusions of their dead allies and beat her up with them, then gave in and drank the poison tea, everyone regards Ruby sorrowfully.
When Ruby reveals that Summer lied to them and left with Raven before never returning, then Raven cracks about how she told Summer, “First time for everything,” the gang gives her a look.
When Ruby reveals that she decided to be herself, came back, and helped the girls beat the Cat, everyone cheers for them.
When Ruby reveals that Neo used the Jabberwalkers to eat the Cat, everyone is shocked again.
When Ruby shares the Brother Gods’ backstory, and Nora jokes that the Tree was their mom and kicked them out for misbehaving, the gang can’t resist growing hysterical.
When Ruby announces that she’s not giving up the fight to save the world anytime soon and gives her speech, the gang congratulates her.
Starring the voices of:
Lindsay Jones as Ruby Rose
Cristina Vee as Robyn Hill
Aaron Dismuke as Oscar Pine
Kara Eberle as Weiss Schnee
Katie Newville as Emerald Sustrai
Caiti Ward as Velvet Scarlatina
Barbara Dunkelman as Yang Xiao Long
Samantha Ireland as Nora Valkyrie
Neath Oum as Lie Ren
Burnie Burns as Taiyang Xiao Long
Jason Liebrecht as Qrow Branwen
Anna Hullum as Raven Branwen
Howard Wang as Whitley Schnee
Arryn Zech as Blake Belladonna
Miles Luna as Jaune Arc
Tara Platt as Kali Belladonna
Anairis Quiñones as Harriet Bree
Michael Jones as Sun Wukong
Dawn M. Bennett as Elm Ederne
Shannon McCormick as Professor Ozpin
Additional Voices (no individual lines, but can be heard chattering, sobbing, gasping, cheering, laughing, and exclaiming, “Ooh,” and “Aww”):
Sena Bryer as May Marigold
Ashley Burns as Coco Adel
Mica Burton as Arslan Altan
Tiana Camacho as Glynda Goodwitch
Dani Chambers as Iris Marilla
Cam Clarke as Bartholomew Oobleck
Michele Everheart as Fiona Thyme
Dave Fennoy as Dr. Pietro Polendina
Gavin Free as Scarlet David
Caitlin Glass as Willow Schnee
Mick Lauer as Marrow Amin
Cherami Leigh as Ilia Amitola
Marissa Lenti as Joanna Greenleaf
Joe MacDonald as Yatsuhashi Daichi
Aaron Marquis as Nolan Porfirio
Elizabeth Maxwell as Winter Schnee
Max Mittelman as Fox Alistair
Josh Ornelas as Sage Ayana
Jon Risinger as Bolin Hori
Zeno Robinson as Nadir Shiko
Anthony Sardinha as Peter Port
Kerry Shawcross as Neptune Vasilias
Keith Silverstein as Professor Theodore
Melissa Sternenberg as Maria Calavera
J. Michael Tatum as Klein Sieben
Kent Williams as Ghira Belladonna
Erin Winn as Reese Chloris
Anne Yatco as Xanthe Rumpole
#rwby#rwby volume 10#greenlight volume 10#viz media#anti rwde#team rwby#team jnr#oscar pine#professor ozpin#emerald sustrai#team strq#zwei#ace ops#happy huntresses#schnee manor#beacon brigade#pietro's pharmacy#ghira belladonna#kali belladonna#ilia amitola#beacon academy#shade academy#rosegarden#bumbleby#renora#jailbyrds#crosshares#pink spyglass
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Weekly Roundup: 7th April - 14th April
So, this week has been a rough one, so im just addig my word count and othing else, will add my fics and recs at a alter day, but its 2:30 am in Monday (def not Sunday which I thought was Saturday ...) So I wrote 17,709 words with 4 fics uploaded. Okey Dokey, time t fix the weekly round up, recs first as always, but if I wait any longer, it will be Suday again lol. far across the distance - LinguisticJubilee - The Hobbit (Bilbo/Thorin, this one is lovely imo) Summary: Balin blinks, shifting backwards. “Laddie, it’s—it’s been a year. Bilbo has returned home, to the Shire.” He looks at Thorin, then says more gently, “I did not realize you counted the hobbit among your treasures.” Where I go, will you still follow? - ghostinthelibrary - Wiedźmin | The Witcher (Geralt/Jaskier, the plottwist is delicious angst) Summary: When Jaskier is revealed to be spying on Kaer Morhen for Redania—a treachery that nearly gets Eskel killed—he’s banished from the keep. But when it becomes clear that there was more to his lover’s betrayal than meets the eye, Geralt will have to race to find him before it’s too late. Fae!Jaskier and Geralt - TheBretonBookDragon - Wiedźmin | The Witcher (Geralt/Jaskier, I adore Fae Jaskier, and I legir re read the entire series today too) Summary:
The Mountain hangs over their heads, but Geralt is sure that if he just keeps trying that Jaskier will know how much he loves him. Jaskier has been quieter than usual, but that just means Geralt needs to try even harder. Too bad Geralt is just a smidge oblivious and emotionally constipated. Guardian of Kings - SunnyRose - The Hobbit by @sunnyrosewritesstuff (Bilbo/Thorin, one of my favs from Sunny, its clever and the world building, its just delicious) Summary: The Company has been having a good laugh as the story of their quest spreads through the mountain and more and more retellings makes Thorin out to be Bilbo’s damsel in distress. It stops becoming funny when Thorin’s honor is challenged, and it’s up to Bilbo to defend it. Thorin may be ready to smuggle his hobbit out of the mountain, but Bilbo will do it. For Thorin, he would do anything. Prize Enough for Me - StrivingArtist - The Hobbit (Bilbo/Thorin, BAMF Bilbo for the win, need I say more?) Summary: After falling in love months earlier with the Dwarven King, when Bilbo sees Thorin stabbed on Raven Hill, he decides to find vengeance. mercy and death on swift arrows fly - authoressjean - The Hobbit (Gen, hinted eventual Bagginshield, another BAMF Bilbo, but also, hes just lovely no matter what) Summary: Hunger Games AU with slow burn Bagginshield.
And now for mine. We have 4 fics I finished last week, and a revealed bonus one. Ive found Frodo ....and he found you? - Lucigoo89 - The Hobbit (Bilbo/Thorin, Animal Au. Badger Thorin/Skunk Bilbo written for my friend @shantismurf's bday <3) Summary: Canine distemper has stolen all of the Bagginses away apart from Bilbo and little Frodo. No he has to find his kit, who has wandered off, again, and keep them safe from "The Sick". If only he wasn't alone doing it. You're Floo Was My Emergency Contact (Sirius Black, Gen, written based off this wonderful video Satellitedide: Sirius after he's arrested... Summary: Sirius is in Moody and Kingsley's custody after Halloween 1981. Dumbeldore is his emergency contct but he isn't answering his floo.... I'm bitter: You were mine first (Jegulus, unhappy ending, mind the tags) Summary: James catches Regulus in an alley after a Death Eater attack. One thing leads to another and Regulus revels in the fact James isnt as good as he pretends to be, he never has been You were to late - Lucigoo89 - The Hobbit (Bilbo/Thorin, Canon comliant ish, mind the tags. Based int he @flashfictionfridayofficial prompt #248 - watching Birds) Summary: Bilbo is watching the eagles fly overhead in victory. With Thorin's cooling hand in his, Bilbo isnt sure what their is to feel victorious over. And final one. My first Mer au, for the @remuslupinfest High Tide Came and Brought You to Me (Mer Remus/Siren Sirius) Summary: Remus was cursed as a child and became a wermerman. 20 years later and he still hates himself and what he becomes once a month. Maybe some new additions to his cove will help him feel a bit more at peace with himself? Once again, I hope theres at least one thing for you to enjoy. Have a good rest of the week <3
#weekly roundup#Lite version#Sorry all#Bagginshield#The Hobbit#geralt/jaskier#the withcer#Sirius Black#Azkaban#sirius/remus#marauders#mer au
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Bukavac are hulking, toad-like monsters with six legs, wicked claws, and gnarled horns on its head. They do not leap like frogs, instead thundering along like a rampaging hippo. Due to its size it is a ravenous hunter, ambushing creatures from deep ponds or lake, and often hunting intelligent prey without hesitation, despite their own intelligence. When pushed against large groups or a truly threatening foe, it will unleash a thunderous croak, shattering bones and bursting eardrums.
Mostly solitary by nature, they only pair up during their mating season in spring. Males will show off their voice, croaking loud enough to shatter trees and be heard up to ten miles away. Young live together in clutches, splitting off when they reach maturity around 5 years old.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Bukavac Creature 9 Large Beast Perception +17 Languages Sylvan Skills Athletics +20, Stealth +16 Str +5, Dex +3, Con +4, Int -2, Wis +2, Cha +1 AC 25; Fort +19, Ref +16, Will +15 HP 195; Immunities sonic Speed 35 feet, swim 20 feet Melee jaws +20, Damage 2d10+13 piercing Melee claw +20 (agile), Damage 2d6+9 slashing plus Grab Melee horn +20, Damage 2d8+11 piercing Claw Flurry [2 actions] The bukavac makes four claw Strikes, each against a different target. These attacks count toward the bukavac's multiple attack penalty, but the multiple attack penalty doesn't increase until it makes all its attacks. Croaking Blast [2 actions] (sonic) The bukavac emits a howling thunderclap in a 15 foot emanation that deals 8d8 sonic damage to any creature in the area (DC 28 basic Fortitude). A creature is also deafened for 1 hour on a failed save, or deafened permanently on a critical failure. The bukavac can't use Croaking Blast again for 1d6 rounds. Deep Breath The bukavac can hold its breath for 20 minutes. Powerful Charge [2 actions] The bukavac Strides up to twice its speed in a straight line and then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d8+13 and it gains Push 10 feet.
13th Age
Bukavac Large 7th level wrecker [beast] Initiative: +8 Horns +10 vs. AC - 52 damage. Miss: 15 damage. Furious Charge: This attack instead deals 75 damage on a hit and 45 damage on a miss if the bukavac first moves before attacking an enemy it was not engaged with at the start of its turn. Claws +10 vs. AC (4 attacks) - 22 damage. C: Croaking Blast +10 vs. PD (1d4 nearby enemies) - 35 thunder damage. Natural 16+: The target is also stunned until the end of the bukavac’s next turn. Miss: 16 thunder damage. Limited Use: 1/battle, when the escalation die is 2+. Swim. Resist Thunder 18+. AC 22 PD 21 MD 17 HP 232
#pathfinder 2e#13th age#homebrew#my homebrew#monster#beast#13th age level 7#pathfinder level 9#tome of beasts#long post
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The DM of my Curse of Strahd game asked me to make a Shadar-Kai assassin who is the Raven Queen's Champion last weekend, and he said "make him strong, you're supposed to not be able to beat him", and I said "okay, bet" and made one of the wildest stat sheets I've ever made.
(He's currently named after the guy from bg3, but that will change as soon as I come up with a better name.)
[transcript/image description under the cut]
ID: Three screenshots of a digital D&D statblock. It is in red and pale grey text on a dark background.
Image one:
[the first part is in red text]
He Who Speaks
Medium Undead
[red divider]
Armor Class 20 (+2 studded leather armor, ring of protection) Hit Points 310 (40d10+80) Speed 40 ft. (50 ft. when under Longstrider)
[red divider]
STR 12 (+1) DEX 20 (+5) CON 18 (+4) INT 16 (+3) WIS 14 (+2) CHA 13 (+1)
[red divider]
Saving Throws Str +2, Dex +11, Con +5, Int +9, Wis +3, Cha +2 Skills Acrobatics +10, Deception +11, Investigation +8, Perception +12, Stealth +15, Survival +12 Damage Immunities necrotic, cold, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., blindsight 10 ft., passive Perception 22 Languages All Challenge 15 (13000 XP) Proficiency Bonus +5
[red divider, end red text]
Assassinate During his first turn, He Who Speaks has advantage on attack rolls against any creature that hasn't taken a turn yet. Any hit he scores against a surprised creature is a critical hit.
Evasion If He Who Speaks is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Sneak Attack (1/Turn) Once per turn, He Who Speaks deals an extra 21 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll.
Gravetouched All of He Who Speaks's weapon attacks deal an extra 16 (3d10) necrotic damage (included in the attacks).
Prepared Fighter If able to, He Who Speaks will cast Longstrider, Mirror Image, and Greater Invisibility on himself before initiating or entering combat.
[a second column on the right is headed in red text]
Actions
Multiattack. He Who Speaks makes two attacks with his assassin's blade or two attacks with his sniper's crossbow.
Assassin's Blade. Melee Weapon Attack: +11, Reach 5 ft., One target Hit: 11 (1d10+6) piercing damage plus 16 (3d10) necrotic damage.
Sniper's Crossbow. Ranged Weapon Attack: +11, Range 150/600 ft., One target Hit: 14 (1d12+8) piercing damage plus 16 (3d10) necrotic damage
Touch of Death. Melee Weapon Attack: +8, Reach 5 ft., One target Hit: 36 (8d8) necrotic damage He Who Speaks makes a melee spell attack against a target within range. The target takes 36 (8d8) necrotic damage, and He Who Speaks regains hit points equal to half as much damage as the creature took.
Memento Mori. Those who face He Who Speaks are often confronted with their own mortality and the likelihood of their impending death. All creatures of his choice within 60 feet who can see He Who Speaks must make a Wisdom saving throw (DC 18). On a failed save, a creature takes 24 (8d6) psychic damage and are Frightened. On a successful save, a creature takes half as much damage and is not Frightened. A Frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature who succeeds on the save is immune to this effect for the next 24 hours.
[/end image one]
[image two is a continuation of the left column of image one, and is written in pale grey text.]
Alert He Who Speaks cannot be surprised so long as he is conscious, and creatures who are hidden from him do not gain advantage on attack rolls against him. He also gains a +5 bonus to initiative.
Dual Wielding When He Who Speaks makes an offhand attack, he can add his Dexterity modifier to the damage. (Included in the attack.)
Steady Aim If He Who Speaks does not move during his turn, he gains advantage on any ranged attack roll he makes during that turn. After making the attacks, his speed is 0.
Gear He Who Speaks carries the following gear (applied to sheet as applicable): - +2 studded leather armor - Cloak of Elvenkind - Bracers of Archery - Ring of Protection - +1 Sniper Crossbow - +1 Assassin's Blade (x2)
Fed By Fate Whenever He Who Speaks kills a creature, he gains 15 temporary hit points.
Death Ward Once per day, when damage would reduce He Who Speaks to 0 hit points, he can choose to drop to 1 hit point instead.
Raven Companion He Who Speaks is accompanied by a special raven, a messenger of the Raven Queen. As long as the raven lives, He Who Speaks has advantage on any sight-based Perception checks that he makes. The raven has an armor class of 13 and 26 hit points.
[/end image two]
[the third image contains two columns, each headed in red text.]
[left column:]
Bonus Actions
Blessing of the Raven Queen. He Who Speaks can teleport up to 30 feet to an unoccupied space he can see. When he does so he gains resistance to all damage until the start of his next turn.
Offhand Attack. Melee Weapon Attack: +11, Reach 5 ft., One target Hit: 11 (1d10+6) piercing damage plus 16 (3d10) necrotic damage
One Fell Swoop. Ranged Weapon Attack: +8, Range 60 ft., One target Hit: 13 (4d4+3) piercing damage He Who Speaks sends his raven to attack a creature he can see within range. On a hit the target must make a Constitution saving throw (DC 13) or be Blinded for one round.
Legendary Actions
He who speaks can take 1 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The He Who Speaks regains spent legendary actions at the start of its turn.
Attack. He Who Speaks makes one Assassin's Blade or one Sniper's Crossbow attack.
Blessing of the Raven Queen. He Who Speaks uses his "Blessing of the Raven Queen" ability.
Death From Above. He Who Speaks summons forth a flock of ravens, which swarm his opponents. The ravens fill a 20 ft. radius sphere. The area inside the sphere is considered Heavily Obscured. All creatures in the sphere must make a Dexterity saving throw (DC 18). On a failed save, a creature takes 18 (6d6) slashing damage, or half as much on a successful save. The ravens remain until the beginning of He Who Speaks's next turn.
[the right column]
Reactions
Uncanny Dodge When an attacker he can see hits He Who Speaks with an attack, he can choose to take half damage instead.
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Bemstar
Image accessed at the Ultraman Wiki here
[Bemstar is one of the kaiju from Return of Ultraman who appears in the most series, movies and spinoffs. As such, I wanted to make sure that it was on the more powerful end of the Return of Ultraman monsters I'm statting up. Due to that popularity, it keeps getting new powers as the plot demands. This Bemstar can release a heat pulse, which it gained in Ultraman Mebius, but its gullet is not a pocket dimension, as it is as of Ultraman X. I've already done enough monsters with extradimensional stomachs (such as the astral dreadnought and Dalmosh), and besides which, few if any PCs are Colossal in size. ]
Bemstar CR 22 NE Aberration This creature is bipedal and vaguely star shaped, with a broad body and patagia connecting its limbs to its torso. Its arms end with a hooked claw and its feet are toeless. Its head is birdlike, with a short bill and a single yellow horn growing from its head. Its head, shoulders, arms and lower legs are scaly, and leathery flaps grow from its thighs. At the center of its belly is a pentagonal plate with an orifice in the middle.
Even dragons have predators. The outer dragons are far flung in space partially because of their ability to freely explore the cosmos, and partially because they are hiding from their predator, the bemstar. Bemstars are ravenous horrors that fly from system to system hunting outer dragons and swallowing them whole. They have faint and malicious intelligence, and if bored, a bemstar may make planetfall in order to try some new and exotic prey.
A bemstar’s most notable physiological feature is its gorge, the central mouth leading to a digestive system that encompasses most of the bemstar’s anatomy. Not only can it swallow up to Gargantuan creatures whole, it can also swallow laser beams, breath weapons, magic missiles and many other types of supernatural energy. The more it eats, the more it can expend that energy to either heal itself or release bursts of incinerating heat. This heat pulse combined with the beam it can shoot from its horn give it powerful ranged attacks, but bemstars prefer to close into melee as soon as they can and fight with their natural weapons, the better to swallow as much prey as possible. Bemstars are awkward fliers in atmosphere, and usually land after making a charge with their horn.
With their effective immunity to breath weapons, some of the few sages that know about bemstars to speculate that they are an artificial species designed for the purpose of killing dragons. What intelligence did this is unknown, but bemstars happily ally themselves with a wide variety of space monsters in order to wreak havoc. These alliances last as long as the bemstars are well fed, but an ally might become a meal if the bemstar grows hungry or impatient.
Bemstar CR 22 XP 615,000 NE Colossal aberration Init +4; Senses darkvision 120 ft., Perception +19, scent Aura frightful presence (180 ft., Will DC 27)
Defense AC 38, touch 2, flat-footed 38 (-8 size, +40 natural) hp 462 (28d8+336) Fort +21, Ref +11, Will +18 DR 10/epic; Immune fear, petrifaction, poison; Resist cold 20, electricity 20, fire 20 Defensive Abilities gluttony points,suction attractor spout
Offense Speed 50 ft., fly 100 ft. (poor) Melee 2 claws +32 (2d8+18/19-20 plus grab), gore +31 (4d6+18), bite +31 (4d6+18) Space 30 ft.; Reach 30 ft. Special Attacks bemstar beam, heat pulse, powerful charge (gore, 8d6+27), swallow whole (AC 30, 46 hp, 4d6+27 bludgeoning plus 5d6 fire)
Statistics Str 47, Dex 11, Con 34, Int 5, Wis 15, Cha 17 Base Atk +21; CMB +47 (+51 grapple); CMD 64 Feats Cleave, Critical Focus, Dazzling Display, Defensive Combat Training, Flyby Attack,Great Cleave, Improved Critical (claw), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Power Attack, Staggering Critical, Stunning Critical, Weapon Focus (claw) Skills Fly +11, Intimidate +33, Perception +19; Racial Modifiers +4 Perception SQ gluttonous healing,no breath, starflight
Ecology Environment void or any land Organization solitary Treasure none
Special Abilities Bemstar Beam (Su) As a standard action, a bemstar can fire a destructive beam from its horn in a 140 foot line. All creatures in the area take 22d6 points of damage, half of which is fire and half of which is force (Reflex DC 36 halves). A bemstar can use this ability once every 1d4 rounds. The save DC is Constitution based. Gluttonous Healing (Su) As a move action, a bemstar can spend 1 or more Gluttony Points to heal itself of 1d6 points of damage per point spent. It can also spend points to remove status conditions, at the following rate: 1 point—fatigued, sickened 2 points—diseased, staggered 3 points—cursed, exhausted, nauseated 4 points—blinded, deafened, paralyzed A bemstar can spend as many Gluttony Points on this ability at a time as its Hit Dice. Gluttony Points (Su) Every time a bemstar uses its suction attractor spout ability, it gains a number of Gluttony Points equal to the damage dice absorbed. If it absorbs a spell or effect that doesn’t deal hit point damage, it gains a number of Gluttony Points equal to the spell level, or 1/3 the Hit Dice of the creature creating the effect in the case of supernatural abilities (such as a void dragon’s suffocating breath). Whenever a creature dies in a bemstar’s stomach, the bemstar gains gluttony points equal to that creature’s HD. A bemstar can have as many Gluttony Points as twice its HD at a time, and unused Gluttony Points are lost within 24 hours if not spent. Heat Pulse (Su) As a standard action, a bemstar can spend Gluttony Points to create a burst of fire centered on itself in a 120 foot radius. All creatures in the area take 1d8 points of damage for each Gluttony Point expended (Reflex DC 36 halves). Half of this damage is fire and half of this damage is force. A bemstar can use a maximum number of Gluttony Points at once on this ability as its Hit Dice. The save DC is Constitution based. Starflight (Su) A bemstar can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM's discretion)—provided the bemstar knows the way to its destination. Suction Attractor Spout (Su) If a bemstar is targeted by a ray or a force effect, or if it is in the area of a line or cone, that effect is neutralized. In the case of a line or cone spell or effect, it affects everything closer to the origin than to the bemstar normally.
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Chiropterex (Monster)
(artist unknown)
(Back in the distant era of the early 10s, my family got Netflix as a novelty. Nowadays streaming has consumed film and television like a rabid beast, but back then, my brother and I found a little British show called Primeval. Weaned on BBC nature documentaries from a young age, this was an exciting new spin on Walking with Dinosaurs, and we loved it.
The future predator is no question the most iconic creature of the series, a future bat that is both inspired by earlier spec evo and has gone on to inspire many other monster designs, including the earlier moorkutlot. It seems only fitting it be translated to Pathfinder.
By the way, I'm abandoning the proposed evolutionary history the later seasons provide- that these actually evolved to eat humans in a post-apocalyptic cityscape- and make them what I think is most obvious to me.)
CR3 TN Medium Animal HD5
Chiropterex are an aberrant species of roughly wolf-sized terrestrial bat, an arboreal, nocturnal apex predator of the islands it calls home, where no other land mammals have reached. They live in small family groups of about four to six members, typically consisting of a mated pair, a nest of about six children, a few children of previous years who stay around to help, and maybe one or two aunts or uncles. Typically, however, they hunt alone, feeding on seabirds and large moa-like ratites who evolved alongside them. These family groups keep in contact with each other using echolocation, and if a lone hunter runs into a struggle, it will call on the dissembled family to help.
Chiropterex are notorious man-eaters, and many a shipwrecked crew has met its end at a family of ravenous land bats. Many peoples of island cultures consider chiropterex to be evil spirits, and indeed there is at least one island where the magic of The Abyss has infected the local population of these predatory beasts.
Some outsiders have tried to domesticate chiropterex, or at the very least use them as weapons. They are a tempting subject of domestication; they are mobile, intelligent, fast-growing and have large clutch sizes, but all attempts so far have ended disastrously.
Chiropterex Companions
Starting Statistics: AC: +4 Size: Small Speed: 30ft, Climb 30ft Attacks: Bite (1d3), 2 Claw (1d4) Ability Scores: Str:10 Dex:22 Con:8 Int:2 Wis:12 Cha:7 Special Qualities: Blind, Blindsight 90ft, Scent Lv 4 Advancement: Size: Medium Attacks: Bite (1d4), 2 Claw (1d6) Ability Scores: Str +4 Dex -2 Con +2 Special Qualities: Flurry of Strikes
This hunched over creature has long, clawed arms and a bulbous head that ends in a short, needle-toothed mouth.
Misc- CR3 TN Medium Animal HD5 Init:+5 Senses: Perception:+6 Blind, Blindsight 90ft, Scent Stats- Str:14(+2) Dex:20(+5) Con:10(+0) Int:2(-4) Wis:12(+2) Cha:7(-2) BAB:+3 Space:5ft Reach:5ft Defense- HP:25(5d8) AC:19(+5 Dex, +4 Natural) Fort:+4 Ref:+9 Will:+3 CMD:21 Immunity: Gaze and other visual effects Weakness: Vulnerability to Sonic Offense- Bite +5(1d4+2, 18-20/x2), 2 Claw +5(1d6+2) CMB:+6 Speed:30ft, Climb 30ft Special Attacks: Pounce, Flurry of Strikes +3/+3/+3/+3(1d6+2) Feats- Dodge, Mobility Skills- +11 Climb, +10 Stealth, +6 Perception(+8 Racial to Climb) Special Qualities- Flurry of Strikes Ecology- Environment- Forest, Urban (Warm) Languages- None Organization- Solitary, Family (2-4 Chiropterex, 6-8 Young Chiropterex) Treasure- None Special Abilities- Blindsight (Ex)- A chiropterex’s blindsight is echolocation-based; it cannot sense within areas of Silence or similar spells. Flurry of Strikes (Ex)- A chiropterex may, as a full-round action, give a flurry of stabbing strikes from its claws. It makes four Claw attacks at a -2 penalty each.
#soylent original#companions and familiars#monsters and races#homebrew#primeval#future predator#speculative biology#speculative evolution
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Going to feral at this ravening war oc in my head so since I have no artistic gifts behold!
Jack Hollowghast, the long lost heir of House Gourd, secret acolyte of The Hungry One, and First Bearer of The Tomb of Teeth ( Jack o lantern man)
Var human 24
Initiative: +3
Proficiency +3: intimidation (+6), deception (+6), perception (+5), arcana (+7), religion (+7)
Lv5 3 necromancy wizard 2 undead warlock
Hp: 28
Ac: 13 (unarmored)
Speed: 30
Feats: meta magic adept
Str: 13 +1
Dex: 16 +3
Con: 11 +0
Int: 18 +4 (+7 saving)
Wis: 14 +2 (+5 saving)
Cha: 16 +3
A carved pumpkin man of lost origins in fructera, the last surviving member of a noble house, a man who has been infused with the magic of the hungry one and is now slowly rotting away, unable to escape the fate of all jack o lanterns. I also had the idea how the bulb has The Book of Leaves so what if The Hungry One had it’s own sacred and admittedly dark text? I introduce you to The Tomb of Teeth, a wicked grimoire filled with dark secrets and terrible magic of The Hungry One. He also has a grapefruit bat familiar named Screech!
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