#Illusionary Creatures
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ajdrawshq · 2 years ago
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points at these ^ things. akira n akechi
#like. yknow ?#sorry ive hit that point of hyperfixation where i have to give everyone a pokemon team n this wouldnt leave my mind#unovan/regular is Akiras n hisuian is Akechis . for obvious reasons#if u know pokedex entires n movepools etc etc#the fact that they also match their color schemes is a happy accident#i have a lot of ideas for these 2...........#also just appreciating hisuian zororark for a sec. what a gorgeous fucked up creature im so glad they had zoroarks og creator make it too#i love their signature moves too.... night daze n bitter malice......#their stats n types match p well too tbh. hisuian is technically stronger (in special attack) and faster#unovan is a balanced mixed attacker and its dark type gives it an edge against hisuians ghost type#and unovans dark type n better physical attack can mirror Arsénes 2 main attack types#while hisuians ghost and normal types can be compared to curse and either phys or almighty damage#unovan and hisuian zorua are called the tricky fox pokemon and baneful fox pokemon respectively#unovan zoroark tends to stay in packs n is protective of others of its kind and hisuian will attack so fiercely that it harms itself#i. really like zoroark. can u tell#BUT YEAH i just think that. yeah#even hisuian zoroarks origins could be similar to Akechi if u squint hard enough#n both of their illusionary abilities can be compared to both palace stuff n the third semester........#also . that one unovan Zoroark dex entry that talks abt ppl who are lonely asking Zoroark for illusions of others. Man. i need to use that#p5#pkmn
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robin-evry · 2 months ago
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IF YUU IS A KITSUNE 🦊🦊
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A kitsune is a mythical creature from Japanese folklore, often depicted as a fox with magical abilities. Kitsune are known for their shape-shifting powers, commonly transforming into humans, They are intelligent, cunning, and can live for hundreds or even thousands of years, with their powers and wisdom increasing as they age.
( English is not my first language)
In my head, I imagine Kitsune!yuu would be sorted between savanaclaw or pomifiore as their dorm. It depends on you guys to be honest. During the ceremony the area is filled with mist when they step out of the coffin. Or when grim opens the coffin he immediately jumps back because, kitsune!yuu would have already been awake and stared at grim with a grin
Kitsune!yuu would be a hundred years old, maybe 500 years or older. fried tofu with a bowl of udon would be their favorite food. They could come from a clan of kitsune or they grew up all alone in the forest. Since most kitsune are able to shape shift, kitsune!yuu are able to change their appearance to their liking or which form they will find comfortable.
During when grim was about to be kicked out of the school grounds, kitsune!yuu would vouch for him asking headmaster Crowley if they can keep him ( by hypnotizing him ) using their amazing negotiation skills the head master agrees
I imagine kitsune!yuu would disguise themselves as a normal beast man, to hide their true identity, only people who have a strong tuition to tell something is unusual with yuu and their true identity being a normal beast man.
Kitsune!yuu tend to play harmless pranks around the school, even tho many students have been of the victims of these harmless, kitsune!yuu will always manage to find a way to get away with these pranks.
Their ability to use illusionary magic is just one of their magical abilities, For example they are able to create clones of themselves to attend classes while they chill and sleep in the garden. This part will immediately make Leona be suspicious of them because how can they be sleeping in the garden when ruggie said that he saw them walking between periods in the hallway with the Adeuce and grim at the same time. Something is definitely not right with them.
They even know when rook is stalking them, they even look at his direction and wave at him with a grin. Caught him off guard. It seems like they are able to sense or smell his location even if it's a mile away.
What's more weird, when kitsune!yuu is in a reflective surface example when they were ordering a drink at monstro lounge, Their reflection on the aquarium was different, instead of one tail, they had multiple tails by jade who manage to take a glimpse of the reflection and when he looks at yuu, they were smiling and waving at him, and then they leave with their drink in hand.
Kitsune!yuu is also recognized to be very beautiful to the point it can suppress and rival vil beauty, they also tend to release a pheromone or a scent that can make people relax ( making them to be more easier to hypnotize ).
And during the night, they sometimes can be seen with malleus, having a nice stroll together enjoying the night sky and talking about gargoyles.
Grim originally was afraid of kitsune!yuu believed they would eat him one day, but both he started to warm up upon them.
During the Octavinelle chapter, every time Azul makes a contract with them it will always end the same, they will always manage to outsmart him. He even asks the twins to follow them, but every time they will always discover the twins without much effort.
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puppetmaster13u · 7 months ago
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Oneshot Project: Which of these should I work on or would you wish for a WIP of? [If you wish to be tagged for a writing WIP reply/comment so, also feel free to send in asks if you want to know more about any of them]
Dragon Au Unreliable Narrators, curtesy of Tim, with semi-dark Batfam thanks to them well, not being human. Includes Jason getting dragged back home kicking and screaming and human Tim eventually also becoming dragon.
Living Armor Au Semi-modern fantasy Au thing, with the batfam being more than a little oblivious to the fact that their allies think they are people in armor, not supernatural creatures. This also leads to misunderstandings when Bruce mentions they're getting a new family member.
Merfolk Au Gotham's version of merfolk is like a specialized super predator. Or maybe that's just the Bats, because despite most of them being based off of not exactly aggressive or even large fish, they Can take off someone's hand. It also doesn't help that no one thinks to mention the fact that Gotham is the sea's Eldritch Dead Zone.
Griffon Au Mostly fluff and found family, and Bruce with his kids as young kids. Includes him desperately trying to convince them to do Anything other than vigilantism, Please, and them just laughing at him. Also includes Alfred in shorts during the winter because he's built different.
Kobold-Dog Au Batfam, but they're lizard dog people with apposable thumbs. Includes baby Damian and some inspiration from the kobold of german folklore as well.
Kitsune Au Magical batfamily who might just specialize in more illusionary magic? Yeah, and some of them even count as holy creatures. Also, as kitsune can act as mediums between the mortal and celestial? They might interact with a few ghosts. Also Sentient Gotham City.
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somewhatidealname · 1 year ago
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Helmetless Gabriel and V1 ought to have a soft day out for themselves :’D
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gabriel only agreed to uncover his face as they went out because v1 promised no one else would see him [v1 kills everyone in lust layer montage]
a few other concepts of helmetless gabriel below
whatever is underneath gabriel's helm is one of the most enigmas ever. i'm a fan of the eldritch angel idea so he gets to be spooky
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and with that i also like to think that there's no true face of his. something something shapeshifting illusionary mirages beyond human comprehension. if i draw helmetless gabriel again he might be a completely different horrific creature
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danika-redgrave124 · 23 days ago
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Umbra Witch Yuu Infernal Demons
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Heartslabyul
Cardinalia, The Crimson Sovereign
Normal Weapon: Royal Reckoning
Appearance-
Cardinalia manifests as a towering, regal figure, with the imposing stature of a queen. Her form is adorned with armor-like plating that mimics a deck of playing cards, each piece detailed with swirling patterns of red and black. Her crown is a fusion of thorny roses and sharp-edged spades, while her royal gown flows in a mesmerizing cascade of shimmering red hearts and swirling black clubs, as if she is always on the verge of unraveling into a storm of cards. Cardinalia’s eyes glow a fiery red, and her hands bear massive, heart-shaped gauntlets capable of crushing her enemies.
Abilities-
Hearts' Dominion: When summoned, Cardinalia can command a storm of razor-sharp playing cards, each infused with infernal energy. These cards can slice through enemies or form protective barriers around Yuu.
Royal Edict: With a single motion, she can summon massive ethereal hearts to smash down on foes, creating shockwaves that knock back enemies.
Fury of the Suits: In sync with the Royal Reckoning Cardinalia channels her energy into the axe, amplifying its Hearts’ Fury ability. The ethereal card suits that swirl around Yuu take on demonic life, transforming into spectral creatures that attack foes or shield them from harm.
Off with Their Heads: Cardinalia uses her gauntlets to grip enemies, crushing them in a display of royal wrath, leaving behind bursts of red and black flame.
Madcap, The Teacup Trickster
Normal Weapon: Wonderland Edge
Appearance-
Madcap appears as a whimsical, lanky figure that resembles a trickster from a dream. He is adorned in a patchwork costume of vibrant blues, whites, and pastel colors that reflect the whimsical aesthetic of Wonderland. His face is painted with a playful smile, with one eye wide and gleaming with mischief while the other squints as if peering into another reality. Madcap’s hair is a wild, tousled mess, resembling a teapot spout, and his arms are elongated, allowing him to manipulate the Wonderland Edge scepters with dexterity.
Abilities-
Reality Distortion: When summoned, Madcap releases a wave of energy that temporarily alters the battlefield, causing illusions and confusing enemies. This chaos enhances Yuu's agility, allowing them to dodge attacks effortlessly while disorienting foes.
Teacup Tempest: Madcap conjures a flurry of animated teacups that swirl around enemies, striking them and causing erratic magical effects, like random bursts of laughter or sudden slow-motion moments.
Curious Confections: He can summon whimsical pastries that explode upon impact, releasing bursts of confounding smoke that obscure vision and disorient enemies, leaving them vulnerable to Yuu's attacks.
Jester’s Gambit: Madcap can create illusionary doubles of Yuu that confuse enemies and draw their attacks, giving them openings to counterattack.
Brewster, The Mischievous Barista
Appearance-
Brewster takes the form of a comical, anthropomorphic teapot creature with a stout body and oversized, floppy ears resembling teacup handles. His vibrant color palette features swirling patterns of pastel blues, pinks, and yellows that evoke the whimsical essence of a mad tea party. His eyes sparkle with mischief, and steam billows playfully from his spout-like head. Brewster carries a pair of oversized teacup pistols that are as chaotic and eccentric as his personality, complete with whimsical designs that constantly shift and change.
Abilities-
Tea Time Frenzy: When Brewster is summoned, he amplifies the magical energy of the pistols, allowing Yuu to fire streams of chaotic energy. Each shot produces random effects, such as bursts of confetti that blind and distract enemies or colorful illusions that confuse them.
Teacup Swarm: Brewster can summon a horde of animated teacups that whirl around enemies, knocking them off balance and attacking with playful ferocity. The teacups can explode upon impact, creating dazzling displays of light and sound that further disorient foes.
Brew of Chaos: Brewster brews an ethereal tea that enhances Yuu's abilities temporarily, allowing her to move with increased speed and agility while their attacks deal extra whimsical damage.
Mad Hat’s Riddle: He can cast an illusion that mimics Yuu, creating confusion among enemies and providing them with opportunities to strike while they are distracted.
Jesterina, The Phantasmal Trickster
Normal Weapon: Smile Tails
Appearance-
Jesterina appears as an enchanting yet eerie figure, resembling a spectral jester-like cat with a flowing, tattered costume made of vibrant purple and pink fabric. Her face is painted with an exaggerated grin, showcasing sharp, gleaming teeth that contrast with her ethereal, shadowy presence. Her long hair billows like smoke, streaked with colors that shift and shimmer as she moves. Jesterina wields the Smile Tails blades with grace, her fingers dancing around the curved handles, which seem to pulse with a mysterious energy.
Abilities-
Grinning Apparition: When summoned, Jesterina creates a flurry of illusionary copies of the Smile Tails that strike enemies from multiple angles. Each copy glimmers with the same eerie glow as the original blades and disappears in a burst of mischievous laughter, leaving behind afterimages that confuse foes.
Phantom Juggle: Jesterina can toss her blades into the air, creating a swirling vortex of light and color. The blades become momentarily untouchable, allowing Yuu to maneuver through enemies while they are disoriented by the spectacle.
Echoing Laughter: With each successful strike, Jesterina's laughter resonates throughout the battlefield, inducing fear in enemies and lowering their defenses for a short time, making them more susceptible to attacks.
Illusionary Decoy: Jesterina can create a playful hologram of herself that mimics her movements, drawing enemy attacks away from Yuu. The decoy grins widely and disappears with a giggle, leaving enemies confused.
Cadenza, The Ace of Shadows
Normal Weapon: Royal Card
Appearance-
Cadenza appears as a regal, knightly figure draped in flowing black and red robes that shimmer like playing cards in the light. His body is adorned with sharp, angular designs that echo the aesthetic of the Royal Card sword, featuring the Queen of Hearts emblem prominently on his chest. Cadenza's face is concealed behind a mask shaped like a giant playing card, with intricate designs that glow in sync with the sword’s energy. He wields a massive sword that resembles a colossal playing card, radiating an aura of authority and power.
Abilities-
Deck of Fate: When summoned, Cadenza enhances Yuu's attacks, unleashing a rapid series of slashes that send out shockwaves shaped like playing cards. Each shockwave deals damage and applies stacking debuffs to enemies, making them more susceptible to Yuu's subsequent strikes.
Card Minions: With each slash, Cadenza can summon small, animated card minions that dart around the battlefield, distracting and confusing foes. These minions can explode upon command, releasing bursts of energy that inflict further damage.
Shockwave of Cards: Each slash sends out a shockwave shaped like a playing card that deals damage to enemies caught in its path. These shockwaves can also apply various debuffs, such as reduced speed, weakened defense, or increased susceptibility to elemental damage, stacking with each successful hit.
Ace's Gambit: Cadenza can create an ethereal card barrier around Yuu, providing them with protection while countering enemy attacks with a reflective shockwave that deals damage back to their attackers.
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himejoshikomaeda · 7 months ago
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LES FOISFOIS FAVORITE SONG FROM EACH TOUHOU SOUNDTRACK
th01 highly responsive to prayers: gotta be eternal shrine maiden. angel’s legend is good, but eternal shrine maiden just has what the PC-98’s soundboard did best. little beeps and boops that somehow sound so chock-full of emotion. fantastic stuff.
th02 story of eastern wonderland: love-colored magic is, of course, legendary, but my favorite for this game is complete darkness. absolutely masterfully work with that melody.
th03 phantasmagoria of dim.dream: obligatory respects to strawberry crisis to make sure i don’t get mauled for saying this, but reincarnation is my personal favorite off this soundtrack. there isn’t really a place to note this, but the SC-8850 version of reincarnation is fucking phenomenal, too.
th04 lotus land story: blah blah blah bad apple okay no but seriously it’s maiden’s capriccio. that’s reimu’s theme. i don’t care about this mystic oriental love consultation shit, this spring path crap. maiden’s capriccio. the imperishable night version fucks hard too.
th05 mystic square: this one is really hard. romantic children rules. plastic mind is unreal. the grimoire of alice fucks. but the best one in my opinion is alice in wonderland. extra stage themes tend to be really good, but i looooooove this one.
th06 embodiment of scarlet devil: locked girl ~ the girl’s sealed room. again being a contrarian here and not picking UN owen was her. cuz. i dunno. i like it.. be nice to me.. side note, but i love how the instruments in eosd and dolls in pseudo paradise sound.. idk, out of tune? it’s nice.
th07 perfect cherry blossom: there are a lot of really good ones here but i’d be lying if i said it wasn’t necrofantasia, contrarian though i may usually be.
th08 imperishable night: i don’t knowwww this one’s too hard they’re all so good.. illusionary night ~ ghostly eyes, nostalgic blood of the east ~ old world, flight of the bamboo cutter ~ lunatic princess, and extend ash ~ person of hourai all come to mind, but honestly i think i have to give it to love-colored master spark. i know it’s not “from” this game but it’s my favorite on the soundtrack, sooooo.. whatever. my list.
th09 phantasmagoria of flower view: wind god girl. “that’s from shoot the bullet” i knowwww shut upppp i’m not doing side games.
th10 mountain of faith: faith is for the transient people, full stop. the gensokyo the gods loved is practically the “touhou theme” to me, but sanae’s theme is like. in my top 3 favorite songs in the series. those guitars kick ass. this game’s soundtrack is phenomenal.
th11 subterranean animism: green-eyed jealousy. followed closely by satori maiden ~ 3rd eye. literally every song on this game’s soundtrack is a banger. a real no-skip album. but i am fucking addicted to parsee’s theme. it’s like bitter, ugly crying as music. i can’t sing its praises enough.
th12 undefined fantastic object: this game sucks ass but the music’s good. emotional skyscraper ~ cosmic mind is the best song.
th13 ten desires: it’s shoutoku legend ~ true administrator, but i wanna give a shout-out to night sakura of dead spirits anyway, because it’s great.
th14 double dealing character: kobito of the shining needle ~ little princess. but i mean. i am kissing reverse ideology on the mouth with tongue. i love you seija i love you shimmy you’ll get ‘em next time
th15 legacy of lunatic kingdom: honestly? unforgettable, the nostalgic greenery. i love the spacey sound of this soundtrack, and none of them capture that sound better than that. the lake reflects the cleansed moonlight is good for the same reason. i have a lot of love for the sea that reflects one’s home planet, too.
th16 hidden star in four seasons: not huge on this soundtrack, but my favorite song is swim in a cherry blossom-colored sea.
th17 wily beast and weakest creature: electric heritage. what a tasty piano in this one. the gorgeous melody is also present in entrust this world to idols ~ idolatrize world, but i like the piano in electric heritage better. idolatrize world is an easy second, though.
th18 unconnected marketeers: this soundtrack is so romantic. very lovely melodies. my favorite is the perpetual snow of komakusa blossoms. it’s memorable to me for whatever reason.
th19 unfinished dream of all living ghost: i’m gonna choose to limit myself to the songs that aren’t covers of existing touhou songs, cuz some of them are pretty similar even if i might like them “more”, like corpse voyage ~ be of good cheer. so i’ll go with the deviants’ unobstructed light ~ kingdom of nothingness. the vocal samples are cool.
i’ll list my favorite songs from the doujin albums in a separate reblog, because damn this is getting long!!
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celestiall0tus · 19 days ago
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Miraculous Salvation - Chapter 1 - Gamemasters
Next
            Spirits gathered in a black void. They flickered different colors but remained shapeless anomalies. A red anomaly moved forward into the center.
            “Kwamis! It is time for another wonderful game. Which means, it’s time to choose a planet. Ursa, where are there some holders, or better yet, avatars?” the red anomaly asked.
            Ursa, a black anomaly with the universe contained within, flashed in and out of existence. A set of illusionary projects of planets formed around the red anomaly.
            “There are four candidates, Tikki. Oron has taken a holder on a newly developing planet that is in the young stages of evolution in a far-off quadrant,” Ursa started.
            Tikki, the red anomaly, hummed while the other anomalies muttered their disinterest.
            “Boring. Next!” Tikki demanded.
            Ursa dismissed that projection and brought forward a green planet. “It seems Aoife and Kuru have made a home on this forest planet. No holders or avatars have been made, but they are playing the roles of gods.”
            “Ugh, without us? Lame! Next!”
            Ursa dismissed that one and summoned a projection of an orange planet. “It, uh, seems like Lethe has already done a number on this planet with an avatar.”
            “Hard pass. And that blue and green marble?”
            “Uh, well, we don’t have to go to that one. There’s just Nooroo and Silki and Styx and… and Pollen with avatars on that one.”
            Tikki whooped and hollered. “Nooroo? Oh, his games never disappoint. What planet is he looking to transform?”
            “Well, a beautiful planet that once flourished with bountiful nature that has been reduced to a shadow of its own glory as the primary species, humans, have cut down and destroyed a great deal of the natural world for their own self-destructive pursuits.”
            An orange and yellow anomaly flickered like a flame. “They what?”
            “Let me finish, Longg. This species is prone to conflict with itself as tensions continue to run high with its own kind. While their ancestors could prove to be as destructive, they aren’t compared to the modern humans that are at each other’s throats with weapons of mass destruction that would not only wipe out a great deal of humanity, but potentially damage the planet to make healing impossible.”
            Longg erupted into a burst of flames. “That one! I want that planet.”
            Tikki hummed. “Well, it does sound like the perfect opportunity for you, dearest Plagg.”
            A black anomaly with wisps of green moved against the void. “Why should I get involved? Sounds like they’ll destroy themselves in due time.”
            “Maybe so, but this is a wonderful chance to influence them. You know, right? Be their ultimate doom, or their salvation,” Tikki remarked.
            “Since when have you ever been interested in being the salvation for mortal creatures?” Plagg challenged.
            “Oh, never! But it’s fun to keep the option open, right? Now then, let’s all-!”
            A rainbow anomaly moved forward. “Hold! What about Gimmi and myself? Do we not get the last say in all this?”
            “Please, Vana, as if. You and Gimmi don’t take part so why would your opinion mattered?” Tikki challenged.
            “We’re still the head of us. The purest embodiments of Velze.”
            “Maybe, but you still don’t play in our games, you never had. And, quite frankly, we’re done with you two trying to police the rest of us. Especially when you don’t do anything. You two just sit back and nothing. So, why should we really listen to you two?”
            “That’s not-!” Vana started.
            A white anomaly with prismatic wisps perked up. “Enough, Vana.”
            Vana turned to the anomaly. “But, Gimmi-!”
            “Well, at least one of you has some sense. Alright, everyone, let’s get going!” Tikki ordered.
            Everyone vanished save for Gimmi and Vana.
            “Gimmi, what happened? Why did you let Tikki off the hook like that? She already thinks she’s too big just because she’s the embodiment of creation. What happened to we can’t let her think she’s better than us?” Vana demanded.
            “Because there is more than one way to teach a lesson,” Gimmi answered.
            Vana hummed as Gimmi moved to the projection that remained. She extended a piece of herself towards the orb. Her form shifted as she touched it into a white bodied eldritch creature with cicada features.
            “Gimmi, what are you planning?” Vana asked.
            “The little creature needs to reminded why you don’t mess with the gamemasters. Vana, you can handle watching over this game this time, right?”
            “I mean, I can, but what exactly are you planning?”
            “What else? We made this game for them. We sat back to keep things fair. We watched and pulled our own strings. Let’s see how little miss creation likes it when we rig the game she thinks is hers. And with you here without me, I expect to see what you are run wild. Make things absolute hell for them.”
            “Oh! While I make everything work in your favor. Brilliant!”
            “You on board then?”
            “Absolutely. Let’s knock Tikki off the pedestal she created for herself.”
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pathfinderunlocked · 8 months ago
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Gargantuan Linkserpent - CR11 Kyton
If you hear a chain rattling and feel the ground rumbling, it’s too late to run.
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Image generated on Artflow.ai.
I normally do my best to find an artist to showcase with each post.  For this one, though, I had an idea and couldn’t find any real artwork that was even remotely close, sorry.  It bothers me enough that I don’t think I’ll do it again.   It kind of makes sense, though, considering that the monster creates illusionary terrain that you could very easily flavor as looking like an AI-generated image.
This is a lower level version of a CR14 creature I made some time back, the Colossal Linkserpent. As the name implies, this weaker version is one size category smaller. If your adventure is a few levels lower, it might be more appropriate.
In the Shadow Plane, it’s perhaps fortunate at times that distances between location are fluid and long distance travel is somewhat dreamlike, because that leaves an infinite amount of space for the Gargantuan and Colossal Linkserpents to roam.  They never seem to reach settlements, but in the bleak and lifeless wilderness, Linkserpents hunt down travelers and torment them.  They are capable of causing a traveler’s journey in the Shadow Plane to stretch out endlessly by circling around them beneath the ground.
A relatively small number of these creatures are believed to exist - maybe a hundred or fewer in the world, although it’s impossible to tell for sure.  The animal-like intelligence of a Gargantuan Linkserpent is unusual among kytons, but this creature enjoys inflicting pain and torment just as much as the more intelligent kytons with humanoid appearances.
Unlike many kytons which wear the chains that were used to bind or torture them, a Garguantuan Linkserpent’s entire body except for its head is made of a great number of living metallic chains, which were given life and melded together by other kytons after being used to bind or torture other creatures. The difference between a Gargantuan Linkserpent and a Colossal Linkserpent is simply how many chains the kytons are able to gather when creating it.
Gargantuan Linkserpent - CR 11
Made of interwoven metallic chains stretching more than 30 feet long, this enormous serpent-like creature bursts from the ground with a rattling sound.
XP 12,800 LE Gargantuan outsider (evil, extraplanar, kyton, lawful) Init +3 Senses darkvision 60 ft., tremorsense 1 mile; Perception +15 Aura stretch terrain (120 ft.)
DEFENSE
AC 23, touch 9, flat-footed 20 (+3 Dex, +14 natural, -4 size) hp 138 (12d10+72); regeneration 5 (good weapons and spells, silver weapons) Fort +14, Ref +11, Will +8 DR 10/silver or good Immune cold SR 21
OFFENSE
Speed 40 ft., burrow 40 ft. Melee bite +18 (3d6+15) Ranged molten steel spit +11 touch (4d8 fire plus hardened steel, 30 ft. range increment, see text) Space 30 ft.; Reach 30 ft. Special Attacks constrict (4d6+21), enwrap, unnerving gaze (30 ft.; DC 16)
STATISTICS
Str 31, Dex 16, Con 22, Int 1, Wis 18, Cha 8 Base Atk +12; CMB +26; CMD 39 (cannot be tripped) Feats All-Consuming Swing, Cleave, Great Cleave, Improved Vital Strike, Power Attack, Vital Strike Skills Climb +20, Perception +15 Languages None
SPECIAL ABILITIES
Enwrap (Ex) As a standard action, a gargantuan linkserpent can coil its body around a creature at least two size categories smaller than itself, attempting to hold it in place.  This functions as a grapple combat maneuever, and provokes an attack of opportunity, except that if successful, the gargantuan linkserpent can maintain the grapple as a move action each round and can continue to make bite attacks.  A creature grappled in this way is moved into the center of the gargantuan linkserpent’s space, instead of adjacent to it as normal for a grapple.
Molten Steel Spit (Ex) As a standard action, a gargantuan linkserpent can spit a glob of molten steel.  This is a ranged touch attack with a range increment of 30 feet which deals 4d8 fire damage.  A target struck by this attack is entangled, and its weight increases by 120 lbs.  Both the entangled condition and the additional weight last until the target removes the steel, which immediately hardens around the target.
A flying target struck by this attack must succeed on a DC 25 Fly check or immediately plummet, and takes an additional -10 penalty on Fly checks on top of any penalty it takes from the added weight.
The hardened steel has 10 hardness and 30 hit points, and can be removed by dealing enough slashing, piercing, bludgeoning, acid, fire, or force damage to break it apart or melt it.  Acid or fire attacks against the hardened steel also damage the entangled creature.
Stretch Terrain (Su) As a free action, while in an area of natural terrain on the Shadow Plane, a gargantuan linkserpent can cause creatures within 120 feet to be unable to escape a 120 foot radius around the gargantuan linkserpent.  Creatures and objects which attempt to move further than this distance away seem to be moving, but their distance from the gargantuan linkserpent never increases to further than 120 feet.  Even teleportation effects are unable to move further than this distance, although plane shifting works normally.
A gargantuan linkserpent must be able to take a free action each round to maintain this aura.  The aura ends at the end of the gargantuan linkserpent’s turn if it is helpless or otherwise unable to act.
Unnerving Gaze (Ex) A creature that succumbs to an gargantuan linkserpent’s unnerving gaze has all of its movement speeds reduced to 0 for 1 round as it imagines being strangled in the coiled chains of the linkserpent’s body.  This gaze effect has a range of 30 feet and is negated by a DC 16 Will save.  The save DC is Charisma-based.
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darklordazalin · 4 months ago
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Azalin Reviews: Darklord "The Baron"
Darklord: The Baron Domain: The Eyrie Domain Formation: All that can be determined is this Domain formed prior to 750 BC as Il Aluk is mentioned in an adventure associated with the Domain and Il Aluk becomes Necropolis in 750 BC during The Requiem. Power Level: 💀💀💀⚫⚫ Source: Dungeon Magazine Issue 58; 1996
There is very little history on the Darklord of the flying citadel Domain known as The Eyrie. Indeed, there is more information regarding The Eyrie’s former residence than the Darklord himself. At least the former resistant has a name even if he was only in the demiplanes of dread for a month before his flying castle was infiltrated.
Eyrie Keep was once located along a pass in the Khalkist Mountains on the continent of Ansalon on Krynn. It was originally inhabited by the Knights of Solamnia, the rigid knights of Krynn with strict moral codes (unless you’re Lord Soth). During the War of the Lance, the Keep was transformed into a flying citadel in hopes to defend itself and others from the aerial forces of Takhisis’s army. It may have extended their time on Krynn, but the flying citadel was no match for Takhsis’s dragons and it was eventually taken by the Dragon Highlord Kravon.
Kravon lost his red dragon mount earlier in the war and decided to make it everyone’s problem. He slaughtered and tortured his way through Ansalon until even his cruelest generals abandoned him. It’s unclear why they did so, perhaps Kravon was too focused on his personal vendetta than the will of his Goddess? Regardless, alone in his flying castle, Kravon was taken by the mists and transported to the demiplanes of dread forever bound to his the flying citadel, which roamed freely among the Domains of Dread.
Kravon was only a Darklord for one moon cycle, for, when a group of werebats discovered the castle their leader saw it as the perfect home for his kind. The werebats infiltrated the castle and when confronted by Kravon and told to bow before him and Takhisis, the leader of the werebats simply attacked the former Dragon Highlord and killed him. In doing so, the leader named himself The Baron of The Eyrie. Upon doing so, this self-proclaimed ‘baron’ became the Darklord of The Eyrie in Kravon’s place and as its Darklord, The Baron is completely contained within the walls of the flying castle.
Since he cannot leave The Eyrie, The Baron relies upon the werebats (Jerzi, Pyetr, and Liza) he created – and has absolute control over - to fetch his nightly meal of humanoid blood. The Baron despises that he must rely upon them for this and they, in turn, despise him for forces them to do so every night. Indeed, Liza plots to overthrow The Baron and utilize the citadel as a haven for werebats as a formidable fortress to launch raids from and subject humanoids to her will. The Baron, on the other hand, wishes to be free of his underlings but must rely upon them for his nightly meal.
The Eyrie itself isn’t very impressive, aside from the fact that it can fly, though one cannot control where it flies, only our Tormentors have that particular ability. It is inhabited by werebats, flying beasts (bats and birds), and the occasional harpy. On its base, giant spiders wove massive webs to catch flying creatures as the castle moves through the skies.
The Keep has a long history and one can find evidence of the former Knights of Solamnia or the Dragon Highlord that once lived there if they know what they’re looking for and at. It also has a rather unique mental imprint upon it where the castle has absorbed the memories and souls of those who have died within, which often manifests as the whispering of voice or an illusionary vision. Yet, it is not haunted and these manifestations cannot harm those who view them. At least, not physically. I’m certain that viewing a Dragon Highlord having a temper tantrum about their dead dragon leaves a permanent impression on one’s psyche.
The Baron is a werebat wizard who prefers spending time with his books over time with others as most wizard do. He can cast in both his human and hybrid forms, though not in his bat form…which, given the need most wizards need for gestures, words, and components, is unsurprising. As Darklord, he may summon an ‘aerial’ servant to come to his aid, can summon a flock of ravens or two hawks, and swarms of bats. Also, as most Darklords, The Baron can close the borders of his Domain by summoning high winds that surround the Eyrie, making it impossible for anyone to leave. He typically does this to prevent his prey from leaving.
It’s difficult to rate a Darklord with very little history, but given that he is a wizard and has a decent amount of control over his underlings, I will award him 3 skulls.
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duraxxor · 1 day ago
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Item given; An umbrella that casts an illusion of someone else holding it.
" Oh my, what a peculiar thing we have here? " The Lord held to the umbrella, eyeing its details. It was possessed an obsidian coloration and the frame itself was built with intricate metals that possessed the faint scent of magics at play. " An umbrella with magic trailing off of it. I wonder... "
Curiosity got the best of him as he began to open it up. Particles of magical dust of an unknown origin cascaded downward in the effect of rainfall that possessed holographics that caused Duraxxor's crimson lanterns to flicker in surprise. What he didn't know was the effects of opening this creation had already taken affect. " Well, that was quite the fireworks, but I don't feel any different. " And he was right, he most certainly didn't feel any physical changes or even a single note missing on his voice. It wouldn't be until he looked towards a mirror that he would see the truth of the matter.
" Sweet shadows! I'm the blood fucking Courier?! " The mirror's reflective surface showed that an image of the Safrona Shadowsun was the holder rather than the far taller creature behind the veil. And with this realization, the freed hand of the fake Courier began to chuckle delicately on the matter. He would even twist his form, revealing the curves that didn't belong to him beyond those illusionary robes. " Oh, I could have so much delight with this object. The confusion it would cause and without so much as a real effort to twist my form. I may just have to keep it or figure out a way to improve its capabilities. This would come in quite the hand on a rainy day, wouldn't you say? "
[ Thank you @nixalegos for this humorous ask, tagging @safrona-shadowsun for tomfoolery. ]
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chronokepts · 1 year ago
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I want an anime re-do of the entire final arc not only for better animation quality reasons but also just because they didn't put this panel in
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It's a fairly standard manga technique sure but the complete HALT in the scene's previous erratic momentum and noise is spectacular to me.
Bakura's intrusion and the battle with the six high priests going in all fucking directions, everyone's yelling, everything's moving, monsters and life forces are wrecking each other; the pages are busy, loud, chaotic, wide. You can then spot Atem walking in the midst of it, uncaring of the shouts, not even looking at the creatures, because he's been back in his actual body and in this world made out of his forgotten memories for less than an hour and he's just realized that that's his father's corpse being unceremoniously trampled on the ground (the first real memory of his family he been able to recall in thousands and thousands of years) and at the end of that path there's a single, decisive yet comparatively minuscule panel in the corner of the action, all white and empty except for a bubble of him stating simply "Move." (you don't even see him say it) and the immediate next page is That.
Abrupt silence.
A complete stop.
You can almost hear the shove with no explicitly written sound effects just from how quiet everything is.
It's a small gesture but in a series where aside from the starting volumes and some specific later occasions, most conflict has become something carried out by standing several meters across from each other and at most throwing illusionary beams at people, the return to a tangible physicality and personal humanity of it makes it stand out a lot. There will be time to summon the literal Gods later; right now you've disrespected my father, so get out of the fucking way. Let me carry him. Let me look at him.
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lalalian · 7 months ago
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rules of dreamscape
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date: april 15, 2024
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I wouldn’t say these are rules necessarily; these are just things you should avoid doing to make sure your stay in DreamScape is as safe as possible. Just like this reality, DreamScape has its pros and cons.
1. Don’t jump off the train.
I know what you’re thinking, who tf would jump out a moving train???? You’re right, no sane person would do so. There’s legends of what exactly happens when you jump off the train, but most think you’ll enter NightScape. Nobody wants to go there, but for those that do, jumping off the train is an easy way to get there.
2. Don’t follow black cats or creatures with dilated eyes.
DreamScape works hard to keep their realm free of any malicious entity, but occasionally, some creatures manage to get through DreamScape’s strict security protocols. Not all black cats are untrustworthy, as long as their eyes aren’t dilated, they’re at least 80% safe to be around. Creatures with extremely dilated eyes are too far gone, and need to be avoided at all costs. What they’re saying or doing isn’t of their own volition.
3. Don’t linger around in the caboose of the train.
You can take a small peek, but try not to stare for too long. The conductor tries to keep the train as safe as possible, but since the last NightScape attack, the conductor couldn’t scrub the remnants of filth from the creatures completely from this area of the train.
4. Don’t use damaged train stations.
Those stations don’t lead you to DreamScape. For an extra measure of safety, look for the conductor’s certification plate. It should be somewhere on the walls.
The most dilapidated stations lead to NightScape, but others lead to different realms I don’t have much information on. Maybe others do though, so make sure you talk to other passengers in the train.
5. Don’t go to NightScape.
NightScape is the exact opposite of DreamScape. These two realms used to be at war with each other, now, DreamScape simply tolerates NightScape.
6. Don’t go to undocumented areas.
Undocumented areas aren’t documented for a reason. Illusionaries, people who explore unknown areas and write about them for the benefit of DreamScape’s community, traverse these lands and write about them. You can find rare artifacts and ruins in these regions, but is the cost of your sanity worth it? If an area is entirely undocumented, even as an Illusionary, you should weigh your options carefully.
7. Choose your travel mates wisely.
Wow, shocker, ik. Some people are more susceptible to NightScape’s callings or aren’t nearly as observant as they need to be. These people will really weigh you down, and it’ll make your experience here more annoying than thrilling. Travel mates who aren’t suitable to explore DreamScape may get lost. If they do, file a missing person’s case with an Illusionary. There is no guarantee that your teammate will be the same person as they once were, or if they’ll even return.
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I hope there’s no grammar mistakes, I’m too lazy to look through this post 😭 anyway, I hope this was at least somewhat interesting, and gives you a small teaser on what kind of place this DR is!
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brinefathomcaves · 3 months ago
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Aug 8: Weather on the Sunless Sea
To determine the weather on the Sunless Sea, use the weather flower above. Start at the hex marked by the star, then roll 1d6 at the start of each subsequent day and move one hex in that direction. The new hex determines that day’s weather. Note it, because it will be the basis for the following day’s roll. If a roll would take you off an edge of the hex, move to the hex on the exact opposite side of the flower.
A ship can avoid inclement weather by changing course. If it does so, use the same weather hex as the previous day, and roll again as normal the following day.
Weather Descriptions
Clear: Cloudy and dim (as is normal on the Sunless Sea)
Rainy: Light to moderate rain.
Rain of Fish: Every creature on deck takes bludgeoning damage. Possible damage to sails, railings, and decks. Unlike other weather, a rain of fish appears suddenly on an otherwise-clear day and lasts for 15-20 minutes.
Rain Storm: Heavy rain and wind. Navigation checks are made with Disadvantage.
Thunder Storm: Heavy rain and wind with thunder and lightning. Navigation checks are made with Disadvantage, small chance of ship catching fire.
Magic Storm: A thunderstorm infused with magic. Roll on the Magical Storms table below.
Dead Day: No wind for 24 hours. Otherwise clear.
Fog: Navigation checks are made with Disadvantage. Experienced Sunless Sea sailors are reluctant to sail into fog for fear they might be magical.
Magic Fog: A patch of the magical fog that surrounds the sea. A ship that sails into it is teleported to a random hex 1d3 hexes away. 
Magical Storms (d4)
The effects of magical storms are in addition to the normal effect of a thunderstorm.
Illusionary terrain makes reliable navigation impossible. The ship travels in a random direction rather than its intended course.
Giant hands composed of water rise from the sea and grab the unwary. Each hour, each creature on deck must make a Dexterity Save or be pulled overboard.
Parts of the sea are transformed into ice, rocks, slime, blood, and worse. Possible damage to the hull, and the ship’s speed is halved while in the storm.
The storm’s magic brings objects to life. 1d6 Large or smaller objects on deck become animated objects and attack the nearest non-construct creature.
(non-key rambling under the cut)
This one was made by me (too few weather flowers include rains of fish, in my humble opinion), but hex flowers as a concept were created by Goblin's Henchman.
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danika-redgrave124 · 15 days ago
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Umbra Witch Yuu Infernal Demons
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Octavinelle Infernal Demons
Abyssora, The Oceanic Tyrant
Normal Weapon: Tidebreaker's Grasp
Appearance-
Abyssora appears as a towering, serpentine sea creature, with the body of an enormous octopus draped in flowing dark tentacles that shimmer with deep blues and purples. Her upper body takes the form of a majestic yet menacing aquatic figure, crowned with seashells and adorned with oceanic jewels. Her eyes glow with a predatory intelligence, and her presence emanates the crushing pressure of the ocean’s depths. Abyssora wields the Tidebreaker's Grasp, with her tentacles coiling around the trident as she commands the forces of the sea.
Abilities-
Tidal Surge: When summoned, Abyssora unleashes powerful surges of water that knock back enemies and create waves that wash across the battlefield, dealing damage and sweeping foes off their feet. The water moves with the force of a rising tide, disorienting enemies caught in its path.
Tide's Grasp: Abyssora can summon water currents that form protective barriers around Yuu. These swirling currents deflect incoming projectiles and create a buffer that slows down melee attacks, giving Yuu time to counter. The barrier lasts for a short duration or until it absorbs a certain amount of damage.
Crushing Depths: Abyssora channels the immense pressure of the ocean floor, conjuring a powerful vortex of water that pulls enemies toward the center. Once they are gathered, the vortex collapses, crushing them with the weight of the sea and dealing massive damage.
Riptide Command: With a swift motion of the Tidebreaker's Grasp, Yuu can manipulate the tides to their advantage, using the trident to redirect and control water-based projectiles or enemies. This ability allows for precise control over the battlefield, positioning enemies for follow-up attacks.
Myrkala, The Abyssal Ambusher
Normal Weapon: Dual Eels
Appearance-
Myrkala manifests as a sleek, serpentine demon with the traits of an eel, her body twisting and undulating through the air like a predator swimming through dark waters. Her scales shimmer in shades of green and black, and her eyes glow faintly like bioluminescent orbs, giving her an eerie, hypnotic gaze. She moves with fluid grace, her body long and sinuous, constantly shifting in and out of sight as if blending with the shadows around her. Each of her two hands wields the Dual Eels daggers, their glowing blades reflecting her predatory nature.
Abilities-
Underwater Ambush: When summoned, Myrkala enhances Yuu’s ability to move with stealth and precision. Attacking enemies from behind deals increased damage, mimicking an ambush from the shadows. Each strike leaves an eerie trail of bioluminescent mist, confusing enemies and leaving them vulnerable to further attacks.
Eel's Cloak: Myrkala can shroud Yuu in an underwater illusion, creating a dense mist that obscures their presence. Enemies have difficulty hitting Yuu while this ability is active, and Yuu’s agility is greatly enhanced, allowing them to slip through enemy defenses with ease. This mist can also disrupt enemy vision, creating an advantage for strategic positioning in battle.
Shock Strike: Channeling the electric energy of an eel, Myrkala imbues the Dual Eels with shocking power, allowing Yuu to deliver electric-infused strikes. Each hit discharges a burst of electricity, stunning enemies and dealing extra damage over time, reminiscent of the electric ambushes of real eels.
Serpentine Surge: Myrkala can dart forward with incredible speed, slashing through enemies in a zigzag pattern. This rapid movement not only deals damage but also creates afterimages that confuse enemies, making it difficult for them to predict Yuu’s next move. The illusionary afterimages continue to attack enemies, dealing minor damage and distracting them.
Melodara, The Ocean's Voice
Normal Appearance: Siren's Song
Appearance-
Melodara takes the form of a radiant, ethereal sea spirit with flowing hair that shimmers like the ocean under moonlight. Her body is adorned with aquatic motifs, such as seashells and seaweed-like robes that flow gracefully around her. Her presence exudes calm and serenity, but beneath the surface lies the power of the ocean’s melody. She wields the Siren's Song harps, each glowing softly as she strums them to unleash their magical power. Her voice is mesmerizing, carrying the haunting beauty of the sea's songs.
Abilities-
Oceanic Sonata: Upon summoning, Melodara performs a powerful melody that creates a wave of musical energy. This energy stuns enemies in its path, leaving them disoriented and vulnerable to attacks. The melody also enhances Yuu's agility, allowing them to move effortlessly through the battlefield, especially when underwater, increasing speed and evasiveness.
Tidal Harmony: Each strike with the Siren's Song harps releases harmonious notes that summon various aquatic creatures—such as dolphins, jellyfish, or sea serpents—that briefly aid Yuu in battle. These creatures attack enemies or provide buffs to Yuu, such as healing or a temporary shield.
Echo of the Deep: Melodara can unleash a deep, resonating melody that echoes across the battlefield, creating sound waves that push enemies back and deal continuous damage over time. The echoes can disorient foes, causing them to stagger and making them easier to target.
Song of the Seas: With a strum of her harps, Melodara calls forth a surge of water that dances in rhythm with her music. The water moves to the beat of her melody, forming waves that crash into enemies, dealing heavy damage and knocking them down.
Marinas, The Tidal Guardian
Normal Weapon: Ocean's Edge
Appearance-
Marinas appears as a powerful humanoid sea guardian, clad in armor that resembles shimmering silver scales, with flowing blue and green accents that mimic the movement of ocean waves. His face is strong and noble, with eyes that glow like the deep sea. In one hand, he wields a hybrid weapon that mirrors Ocean’s Edge, a sleek sword with trident prongs, representing both his command over the seas and his warrior’s discipline. Around his body, currents of water swirl continuously, giving him a majestic and unstoppable presence, as if he were an embodiment of the sea itself.
Abilities-
Tidal Call: Marinas channels the power of the Ocean's Edge, unleashing a series of powerful slashes that summon water currents with each strike. These currents form tidal waves that crash into enemies, dealing massive damage and knocking them off balance. The waves can sweep across the battlefield, controlling enemy movement and providing tactical advantages.
Aqua Surge: Marinas can surround Yuu with a torrent of water, enhancing their agility and speed, especially in water-based environments. This ability allows for rapid, fluid movements, enabling quick dodges and powerful counters. When underwater, Yuu moves with near-invincibility, gliding effortlessly through any attack.
Trident’s Wrath: With a thrust of the Ocean’s Edge, Marinas can summon massive, spiraling water pillars that erupt from the ground, launching enemies into the air and dealing heavy damage. The pillars can also deflect projectiles, adding a layer of defense while simultaneously serving as a powerful offensive tool.
Ocean’s Blessing: Marinas calls upon the spirits of the sea to grant Yuu temporary control over water, creating barriers of swirling currents around them. These barriers absorb incoming damage and reflect it back as water blasts, hitting nearby enemies and granting Yuu brief moments of invulnerability.
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thesnivy123 · 1 month ago
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Heya! So what headcanons do you have about Masked Kids in general? (Feel free to tell me absolutely everything about them lol)
Okayokayokay i cant get into all the finest details just bc idt i have the energy to write every detail out in one go, so feel free to ask about specific things if u want to know more. But basically: human-mimicking semi-brood-parasitic carnivorous pack-hunting goats. which. Is a lot. gonna break this down a little
start with the simplest one. Goats! They're goats- Or at least, they're goats in the way an aminoguana is a lizard and a mothi is a moth- They're sapient creatures descended from a lineage of goats that developed a specific genetic mutation universal to all monster species- It's tied to heightened intelligence, purple-hued blood that creates a thick gas when exposed to open air, and a heightened proficiency for magic. Humans are actually the only sophont in the setting to NOT have the "monster gene"- They evolved into sapience the long, complicated way.
Masked Folk are unique among monsters, however, for their entire evolutionary history being inseparably intertwined with that of humans. See, the Masked Folk quickly established themselves as apex predators upon reaching sapience. Not many animals want to mess with humans, not many animals want to mess with large ungulates, and so, it stands to reason that VERY LITTLE would mess with large HUMANOID ungulates... That is, except for humans. Though they typically didn't compete for territory- humans preferring open fields, the Folk preferring dense forests- Masked Folk live off basically the exact diet humans do (plus a little extra meat, being obligate carnivores). They were in direct competition for resources. This led to conflict, which led to humanity now being one of the sole drivers of their evolution... Which, thanks to the wonders of the Monster Gene causing more mutations, happened to work faster than you'd expect.
In raids on Masked Folk villages, humans were far less likely to directly harm their young than the adults- Beyond the moral aspect of this, they shared a lot of traits with human children. And, over generations of conflict with humanity, these traits got amplified- When your one remaining predator is more willing to spare you when you look like their kids, you're gonna eventually start looking like their kids.
Eventually, we ended up with the Masked Kids we see today. Highly shortened muzzles, tiny horns, big eyes- all coming together to vaguely resemble a human child's face. This... Doesn't fool anyone on it's own, though, aside from looking cute.
That, of course, is where magic gets involved.
See, Masked Folk- as adults- have a natural knack for magic, compared to other monsters. This has nothing to do with it's usefulness to them in adulthood, and everything to do with its function in their youth. Young Masked Kids- from birth until around 16- ambiently radiate a powerful "illusionary" magic, making humans perceive them as being a human child.
"Illusionary" is in quotes, because it has no effect on their physical appearance. No, it's closer to a weak sort of mind control, if anything. The magic taps right into the facial recognition part of the brain, a few other places too, and just... Spins a few things around. Makes it so that, so long as you're within range of their aura, when you look at a Masked Kid, you consider them to be young of your own species. Even if you factually know they're not, you know how it works, it just... You can't really follow the train of thought that goes "that's something else". The thought might still be there, but it slips through your mind like butter, you can't hold on to the idea that this isn't A Child Of Your Species. "Your Species", because it isn't human specific- just... deeply ineffective on any other species. Really just counters humans. Either way, the masks they wear amplify this, giving the human mind a plausible excuse for why the features dont line up, and letting this mimicry go unquestioned.
This mental defense, combined with the odd growth rate of the masked folk, allows them to go relatively undetected in human civilization from any age up until their late teens. A masked kid will grow at around the same rate as a human infant until the age of ten- At which point, they very suddenly stop. They remain "ten years old" for years, not growing an inch- at most, gaining a little weight as their bodies stockpile energy, but even this is rarely noticeable, as this phase of growth is HIGHLY optimized to make as few stages as possible (there's actually a pocket of previously unused space within their chest cavity that fills up with a condensed fat deposit during these years- this goes away when their body structure changes in adulthood). Their mimckry aura works to ensure nobody questions this halt in growth, of course. Theyve got to remain cute and sympathetic for as long as possible.
Then, at around 16, they hit a growth spurt. A very, very big one. Within a couple years, they'll grow several feet in height, their torso and snout will elongate, and their tail thickens out as a counter-balance to their front-heavy posture- This is when the mimicry aura shuts down, because, as powerful as it is, there's only so much it can hide. That deep well of magic is now freed up for personal use, with some amount of knowledge on its use being instinctual, for at this age, they're bound to be shunned from human civilization.
That is, if they haven't left for the woods already. Though Masked Folk are just as sapient as humans, they've got some pretty strong instincts in their younger stages, to keep up the ruse- Don't stand out, avoid crowds, do what you're told, and, once the growth spurt hits, Leave. Even those who are still welcome in their home- more common than you'd think, for many reasons- often follow the call of the woods eventually. Those ones come back if they can't find other Masked Folk. They still go out, but still.
... All this, of course, is only relevant if they find themselves in a human settlement. Most Masked Folk never even see their mimicry come into play- If all goes well, they're raised peacefully by their parents and siblings in small communities in the woods- usually consisting of a few family groups and any stragglers from human civilization. See, they don't WANT to be brood parasites, it's not their plan A. No, that's all a last resort. A tactic to survive if the worst came to worst. Ideally, they raise their own kids safely within their own species- or, occasionally- a mixed-monster-species group.
The Hero Cycle and Stitched Castle have... complicated things, of course, in the regions surrounding the Chestnut Kingdom, but in other parts of the world, Masked Folk still live pretty traditionally. Often in better relations with humans, though- Agriculture makes the competition for resources a little less of an issue, and now, they've got a reputation far different than most monsters. Something a little surprising, actually. Something that's earned them a few different names, in different places.
The Forest Dwellers. The Fair Folk. The Other People. Changelings.
The Fae.
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cloaksandcapes · 9 months ago
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Created this for another TTRPG creator\streamer on Threads\Twitch for their Birthday! If you ever have a chance, check out Myriad_X on both and let them know Cloaks & Capes sent you!
Dagger of the Myriad
Weapon (dagger), very rare
“A glass dagger created from the magic mirror of a half-elven queen. The hilt has four versions of the queens face decorating it. As this weapon is flourished in combat, one becomes many.”
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Embrace the Myriad. You can use your action to activate this magic weapon summoning three illusionary versions of you. While these illusions are active you have the effects of the mirror image spell. If you avoid an attack due to this effect, you must choose one illusion that vanishes. You can control where your illusions go, but they can never be more than 10 feet away from you or they vanish. The illusions move on your turn. If one of your illusions is adjacent to a creature, you have advantage on your first attack roll this turn. If a creature targets an illusion with an attack, they use your AC and vanish if hit. Once you use this property it cannot be used again until you finish a long rest.
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