#Occult Bestiary
Explore tagged Tumblr posts
dailycharacteroption · 8 months ago
Text
Roleplaying Races 15: Munavri
Tumblr media
(art by Catilus on DeviantArt)
On Monday we looked at the caligni, and now it’s time to look at one final example of Azlanti survivors that were changed by their exodus. However, unlike many such survivors, the muavri were not corrupted or degenerated by the transformation, and are a rare bastion of good and righteousness in the often cutthroat world that is the Darklands.
Descended from Azlanti sailors that were ambushed and abducted by the alghollthu in the wake of Earthfall, they were dragged down into the depths along the Braid, a supernatural waterspout that connects the Arcadian Ocean of the surface to the Sightless Sea in the Orv layer of the Darklands below.
Though no doubt the alghollthu had sinister plans for these abductees, perhaps planning on turning them into something similar to the azarketi gillmen, these Azlanti escaped and made use of their skill as sailors to ply the dark ocean aboard violet-sailed vessels made from carved ivory, where they settled on floating islands of a strange, jade-like substance.
This jade is highly psychically reactive, which made it unbearable for the alghollthu and many of their minions to approach, making it a sanctuary for these survivors. Over the generations, they adapted to the darkness and constant psychic power around them, becoming powerful and canny mystics in their own right as they prove a nearly inassailable nuisance to drow, alghollthu, urdefhans, and other villainous cultures in the depths.
Munavri look mostly human of Azlanti ethnicity, but their skin and hair is bleached of all color, making them seem at first glance to be albino. What’s more, their eyes radiate light from their natural psychic power. They typically wear jade armor chipped form the very gemstones they reside on, as well as leathers tanned from subterranean beasts.
It’s no exaggeration to say that the munavri represent the best of response to hardship a society can have, forging close-knit communities that are there for each other and treat each other like family beyond the bonds of blood, and forgoing brutality for carefully organized resolution of conflicts between their own. They also typically worship the various empyreal lords, with three spiritual leaders, each representing the empyreal lords of a particular celestial clade. Meanwhile, large family units are led by a protector-marshal that governs in the best interest of their people. That’s not to say that there are not dissenters or no room for individuality, but they often do focus on community first and foremost. Additionally, they treat friendly outsiders very well, and are eager to hear about the world outside their lightless nautical realm, especially the surface world.
As beings descended directly from the incredibly hale and brilliant Azlanti, the Munavri boast superior minds and bodies (particularly agility) with the exception of their strength, which is on the weaker side.
They also possess exceptionally long-ranged night-sight as well.
This, however, is coupled with a sensitivity to bright light.
Imbued with psychic magic, munavri have a knack for reading the psychic echoes on objects in particular, gleaning information from them.
They are able to take this even further, however, by reading the memories of how the object was used, allowing them to use unfamiliar weapons and tools with a surprising level of competence for a short while.
Like many Darklands residents, they also possess a bit of innate spell resistance as well, making them hard to affect with hostile magic.
Their psychic abilities also grant them telepathy, though it is limited to communication with other munavri only.
With having a positive bonus to every single stat except for strength, munavri characters can literally excel at any class or archetype combination, even strength-based stuff like barbarians with a little work. Which… will give a lot of GMs pause, and I can imagine many straight-up banning the ancestry outright because of that, or at least restricting it to games where everyone is playing something similarly powerful or higher-level games where such traits are less of an issue. If you do get to play one, consider that nautical options are appropriate for their life on a sunless sea, as well as various classes and archetypes that grant psychic magic as well. But again, they can excel in pretty much any field, so feel free to pick any class combination you like!
15 notes · View notes
misterpuca · 2 years ago
Text
Tumblr media
Matchboxes Inspired by Spooky Guys
Decided to show my love of matchbox labels by creating my own with some 'harmless' demons.
Inspired by the 1863 edition of the Dictionnaire Infernal
21 notes · View notes
chimeride · 1 month ago
Text
Tumblr media
𝔓𝔯𝔦𝔫𝔠𝔢 𝔖𝔱𝔬𝔩𝔞𝔰
He is a Great and Powerful Prince, appearing in the Shape of a Mighty Raven at first before the Exorcist; but after he taketh the image of a Man. He teacheth the Art of Astronomy, and the Virtues of Herbs and Precious Stones. He governeth 26 Legions of Spirits.
Lemegeton Clavicula Salomonis. The Goetia: The Lesser Key of Solomon the King
289 notes · View notes
fleshwizard · 1 month ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
𝔄𝔯𝔰 𝔊𝔬𝔢𝔱𝔦𝔞
384 notes · View notes
rosieandthemoon · 10 months ago
Text
Tumblr media
bringing my boyfriend home to meet the parents (think they’ll notice he’s a demon? 👀)
27 notes · View notes
benlongoria · 2 years ago
Photo
Tumblr media
The big guy himself, the Blind Idiot God, also known as the Ur God and the Creator. From his throne he mindlessly sacrifices his own flesh to give life to all manner of mortals and immortals. • | | | | #myth #mythology #occult #occultart #supernatural #horror #horrorart #horrorfiction #books #bookart #bookillustration #illustration #pendrawing #creature #creatures #creatureconcept #scary #monsters #monsterart #bestiary #lovecraftian #necronomicon #grimoire #fantasy #cosmichorror (at Stone Oak) https://www.instagram.com/p/CoC0XJAO8gw/?igshid=NGJjMDIxMWI=
3 notes · View notes
johndnormal · 2 years ago
Text
Tumblr media
Just started digital art thought I make another bestiary page
3 notes · View notes
cavegirlpoems · 3 months ago
Note
Hello, new follower here! I saw you mentioned you worked on several RPGs, may I ask what those were? I'm always looking to find new cool RPGs!
OK so, off the top of my head: TTRPGs: -Wolfpacks & Winter Snow (osr weird fantasy paleolithic with too much historical research) -Dungeon Bitches (PbtA dyke-punk dungeon-horror full of sex and body horror) -Esoteric Enterprises (osr modern-day occult gangsters/urban exploration) -Haunt/Hearts (romantic lyric game about a lesbian ghost) -The Yellow Curtain (experimental metafiction King In Yellow/RevStar) -Deep Morphean Transmissions (dreamscape conspiricy noir surrealism in a setting kept secret from the players ooc) Modules/Settings/Adventures: The Gardens Of Ynn (whimsical fantasy in a ruined extradimensional garden, procedurally generated osr) The Stygian Library (whimsical fantasy in a haunted extradimensional library, procedurally generated osr) Dead Girls In Sarkash Forest (feminine horror with tragically undead protagonists, mork borg for riot grrls) Wounded Hungry & Forgotten (a mini bestiary for Dungeon Bitches) Black Lung (Dungeon Bitches in the industrial revolution, again with too much historical resarch: out any day now i promise) Wargames: The Dolorous Stroke (experimental detailed skirmish game based on medieval romances with knights going on quests) Black Death Walking (narrative campaign skirmish game set in the 15th century with zombies and satan) Currently In Progress (in various stages of done, titles subject to change, may or may not actually get finished): Black Death Rising (osr religious horror with zombies, fascists and satan all trying to kill you, same setting as Black Death Walking) The Bleeding Gullet (a body-horror OSR setting in a giant mutant-filled chasm that makes you violently ill if you try to leave it) In The Black Cloister (experimental solo wargame where you explore a ruined nunnery/vinyard full of weird monsters) Sunset Seas (nautical osr adventure where you sail around exploring various increasingly weird islands on the edge of the world)
151 notes · View notes
witnesstheabsurd · 1 year ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
[ Between Sky and Earth - Between the petrified cities of The Earth, the base reality, and the caustic, blinding freedom of The Sky, the virtual reality, the cyberspace absolute that governs all existence. Between Sky and Earth, a thousand heavens are at war. ]
ANNOUNCING THE KICKSTARTER FOR MY NEXT ARTBOOK!
CLICK HERE
My name is Francine Bridge - also known online as Witnesstheabsurd. I've worked as a freelance illustrator in the games, music and fashion industries, most recently having worked as Art Director on the upcoming "Slave Zero X" . I've also published two artbooks - the Occult Supergiant Primer and Ars Goetia, both of which were funded via Kickstarter. It's been several years since my last, and i'm excited to announce my next self-published artbook - "One Thousand Heavens: A Cyberspace Bestiary".
Tumblr media
It's planned to be an 80-page artbook featuring paintings of cyberspace Avatars and the Pilots that control them - an assortment of monsters and cyberpunk weirdos battling for control over the Throne, a mysterious entity that will permit one Pilot to become God and redefine existence. I'm launching a new Kickstarter campaign to raise funds for printing a 300 copy run and also funding the completion of the book itself!
Backers will be able to reserve one of these copies for themselves in physical and PDF format - after the KS ends, they will never be sold at this price again, and only a limited number will be printed for this first run! Shipping anywhere in the world!
Tumblr was where I got my start and everything I have flowed from the support I received on this site - it means so much to be here again, able to share my work with you all. To anyone who chooses to pledge, to share, or even look at this art i've made - thank you so much, from the bottom of my heart.
LINK HERE
485 notes · View notes
thydungeongal · 3 months ago
Note
We all know you love Rolemaster's tables. But is there any other games tables that you also like ?
has some hella good tables for character creation. It sadly doesn't utilize them for gameplay, but the ones provided for character creation are among the best in the hobby. It makes creating a weird mutant animal so much fun.
Eureka: Investigative Urban Fantasy by @anim-ttrpgs has some cool tables for monsters hunting for food! It's perfect for generative content and emergent narrative, because monsters feeding on humans is a very important part of the gameplay and supposed to have no easy moral choices, and the tables not only provide lots of surprise, they force players to really think about where their character would draw the line morally.
I also really like the various tables from Esoteric Enterprises by @cavegirlpoems! Esoteric Enterprises is an urban fantasy OSR game about playing people involved in the occult underground and it has some absolutely fantastic tables for generating content in the underground.
Finally, not a game, but I love the tables in Monster Overhaul. It's my favorite RPG bestiary by far. There are encounter tables as well as tables for putting new twists on monsters! It's cool!
53 notes · View notes
thecreaturecodex · 4 months ago
Text
Skelm, Soul
Tumblr media
Image © Paizo Publishing, accessed at Archives of Nethys here
[Hey! A new monster! I am feeling a bit more rested and rejuvenated after my long hiatus. I'm still only planning on releasing one or two new monsters a week, but I feel much more motivated to write now, and think I've worked out why my block has been what it is.
The soul skelm is the last and most powerful of the skelms in PF2e's Bestiary 3, and I like that it has a similar ability to the weakest, the street skelm. I wonder if all four of them had a "X Strike" ability at some point in development. I added some more spell-like abilities to play into their "bullying the dead" flavor text.]
Skelm, Soul CR 10 LE Outsider (native) This humanoid male has translucent gray skin and a rack of antlers. His face is contorted into an expression of mock agony and terror.
Soul skelms are among the most powerful of skelm-kind, and are some sort of occult parallel to night hags. Unlike the more metaphysical connection between night hags and mortal hags, soul skelms are a further transformation, and can form from any kind of skelm. A soul skelm is one that has completely abandoned its original personality and mortality for pure hatred and ambition. Soul skelms are especially feared because their cruelty does not stop when their victims die. A soul skelm continues to bully the souls of their victims, calling them from the grave to interrogate them as to the weaknesses of their friends and loved ones, and using them to invigorate their withered flesh. Soul skelms do not have a natural lifespan; they only die through violence or misfortune, and many of their souls immediately go on to reincarnate as rakshasas, asuras or oni.
Soul skelms enjoy using the undead as tools, and often collect a region’s undead under their banner, using bribes, threats and magic if the first two fail. Soul skelms are even more isolationist and paranoid of their fellow skelms as other varieties are, and rarely associate with them except as part of a plan to get their lesser killed. Soul skelms delight in breaking apart group unity and cohesive tactics, using illusions to separate each of their victims into a solipsistic reverie before picking them off one by one. They prefer spiked chains, whips, or other ostentatious, showy weapons.
Soul Skelm CR 10 XP 9,600 LE Medium outsider (native) Init +3; Senses darkvision 60 ft., Perception +17
Defense AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +10 natural) hp 126 (12d10+60) Fort +9, Ref +11, Will +13; -2 vs. emotion effects DR 10/cold iron; Immune death effects, possession
Offense Speed 30 ft. Melee +1 spiked chain +19/+14/+9 (2d4+10/19-20), gore +13 (2d6+3 plus trip) or slam +18 (1d4+6), gore +13 (2d6+6 plus trip) Special Attacks bully the departed (7/day), isolating strike Spell Like Abilities CL 10th, concentration +17 (+21 casting defensively) At will—dimension door, ghost whip, invisibility, silence (DC 19) 3/day—call spirit (DC 22), command undead (DC 19), inflict critical wounds (DC 21) 1/day—entrap spirit (DC 22), greater oeneiric horror (DC 21), mind probe (DC 21), plane shift (self only, Material and Astral Planes only)
Statistics Str 23, Dex 17, Con 20, Int 16, Wis 20, Cha 25 Base Atk +12; CMB +18 (+20 disarm, trip); CMD 32 (34 vs. disarm, trip) Feats Alertness, Combat Casting, Combat Expertise, Dodge, Exotic Weapon Proficiency (spiked chain) (B), Improved Critical (spiked chain) (B), Improved Disarm, Improved Trip Skills Bluff +17, Climb +16, Disguise +17, Intimidate +21, Knowledge (arcana, local, nobility, religion) +10, Perception +17, Sense Motive +17, Spellcraft +13, Stealth +13 SQ change shape (Medium male humanoid, alter self), conspicuous combatant, ghostly grasp, skelm traits
Ecology Environment any land or urban Organization solitary Treasure standard (+1 spiked chain, other treasure)
Special Abilities Bully the Departed (Su) As a move action, a soul skelm can call upon the souls of his victims to invigorate himself. Until the end of his next turn, he gains regeneration 15 (force, good), and deals an extra 1d6 points of damage with all his melee attacks. During this time, his melee attacks count as evil for the purposes of overcoming damage reduction and regeneration. A soul skelm can use this ability a number of times a day equal to his Charisma modifier. Conspicuous Combatant (Ex) A soul skelm gains Exotic Weapon Proficiency and Improved Critical for one exotic weapon of his choice. Ghostly Grasp (Su) A soul skelm’s natural weapons, and any manufactured weapons he wields, are treated as being ghost touch weapons for the purposes of interacting with incorporeal creatures. Isolating Strike (Su) As a standard action, a soul skelm can exert himself to make a single powerful attack. When he does, he adds an additional damage die of the same type to the attack, and the creature struck must succeed a DC 23 Will save. If they fail, they are invisible, inaudible and otherwise completely imperceptible to their allies for the next 4 rounds, and their allies are likewise invisible, inaudible and completely imperceptible to them. Regardless of whether it succeeds or fails, that creature is immune to that soul skelm’s isolating strike for the next 24 hours. The save DC is Charisma based, and this is an illusion effect. After making this attack, the street skelm is treated as being flat footed until the beginning of its next turn. Skelm Traits (Ex) All skelms gain a +4 racial bonus to Intimidate checks, but a -2 penalty to all saving throws against emotion effects.
31 notes · View notes
majestativa · 3 months ago
Text
Carrington’s work […] combined Mayan myths with her Celtic heritage, strong interest in alchemy and knowledge of the occult: ‘in everybody, she says, there is an “inner bestiary”’
— Georgiana M. M. Colvile, Angels of Anarchy: Women Artists and Surrealism, (2009)
17 notes · View notes
enddaysengine · 6 months ago
Text
Xulgaths (Paths Beyond)
One of the reasons for my posting slowdown last year was looking ahead and send daunting prospect of covering every xulgath variant featured in Extinction Curse.  Don’t get me wrong, I was also excited about it, xulgaths are great! At the pace I was moving out though, it would’ve taken months. Today we are going to cover the base model and expect those variations to pop up occasionally as side quests. And yes, if you plan on doing anything related to xulgaths, make sure you check out the Extinction Curse adventure path, along with Occult Bestiary, Monster Codex, and Darklands Revisited.  
Tumblr media
Xulgath's defining cultural feature is that they got knocked back several civilizational levels thousands of years ago and have been unwilling or unable to recover. While they are a Stone Age civilization, there are a couple of things to keep in mind. First, while they don't have the rest of Golarion's fancy new technologies, a lot can be achieved with stone, bone, and sinew, so they still have skilled laborers. Second, the ruined cities of their ancestors could contain just about anything, so they absolutely could reverse engineer lost technologies unexpectedly. Third, magic is still a thing and xulgaths definitely have access to it, with the arcane tradition being the only one that doesn’t fit. Plus, those unexpected past technologies could absolutely include magical innovations, not just engineering. 
Biologically, xulgaths have two main features. Xulgath stench is iconic, so expect them to not be as bothered by the rotten and the foul as other humanoids. If the table is comfortable with it, this is a good opportunity to make the encounter more visceral. Smells don’t get involved as much in writing and games as sight and sound, so take advantage of that olfactory opportunity. The other thing about xulgaths is the generations of exposure to the Outer Rifts and (unrelated) magical radiation have made them extremely prone to mutation. This could be to a body horror aficionado’s delight, but it’s also a great excuse to throw new and weird variants of these reptiles at your players. Again, see Extinction Curse for exemplars.  
Finally, the T-Rex in the living room. Xulgaths have a strong affinity for dinosaurs, which is a great excuse to haul out every prehistoric critter in the book. It’s also a useful way to distinguish xulgaths from serpentfolk, who also live in the underground ruins of their empire and are also highly prone to mutation. The dino aspect does wonders for giving xulgaths their own identity, so make sure you use it. 
Relations between xulgaths and other humanoids range from uneasy tension to outright violence almost everywhere. They are likely the calmest in the Land of the Mammoth Lords, although they still aren't exactly friendly. Nevertheless, the region's Kellids and Xulgath respect each other's drive to survive and admiration of massive, prehistoric creatures. Once every decade, xulgath emissaries emerge from the Darklands for the Night of Skin and Scales, where they exchange tales of gods, spirits, and shamans alongside hallucinogenic fire pits. 
Szvean the Iconoclast spurns all gods, declaring that all deities have exploited and marginalized the Xulgath people. She hates demon lords, but truly despises Aroden. More than any other mortal, she has mapped the tunnels beneath Axis in search of a way into the Last Azlanti's realm. Once within, she plans to destroy the last of his legacy as he destroyed her people, but in the meanwhile, she must contend with Norgorber and Thamir's minions. 
Many xulgath communities consider conjoined twins, or twinskulls, to be blessed by one of several demon lords. Some less orthodox communities believe this blessing to come from the First World rather than the Outer Rifts. They believe twinskulls are touched by Imbrex, granting the power over stone and oracular insights. Many of these twinskulls dream of the Statue Lords, but in the place of the fey city of Anophaeus at Imbrex's feet, they see a vast plain of ancient ruins and megalithic stones. Most scholars are quick to dismiss these as flights of fancy, but some maintain they contain some element of truth. Whether these are prophecies of the future, recollections of the past, or some kind of dreamscape within Imbrex itself remains to be seen.
14 notes · View notes
chimeride · 2 months ago
Text
Tumblr media
𝔐𝔞𝔯𝔮𝔲𝔦𝔰 𝔄𝔪𝔬𝔫
"He is a Marquis great in power, and most stern. He appeareth like a Wolf with a Serpent’s tail, vomiting out of his mouth flames of fire, but at the command of the Magician he putteth on the shape of a Man with Dog’s teeth beset in a head like a Raven; or else like a Man with a Raven’s head. He telleth all things Past and to Come. He procureth feuds and reconcileth controversies between friends. He governeth 40 Legions of Spirits."
Lemegeton Clavicula Salomonis. The Goetia: The Lesser Key of Solomon the King
228 notes · View notes
arsene-inc · 11 months ago
Text
A TTRPG collection retrospective
And so my TTRPG in book format collection has reached 70...not books......licences.... and a lot of them are complete. I miss when I had space to tidy stuff.
So here are all my books :
The PBTA and adjacent games
The first style of games that really hooked me
Monster of the week , the first game I ever gm'd
World Wide Wrestling
Masks, my most played game this year
Urban Shadows
Dungeon World, bought because I did not have any "generic" fantasy system.
Apocalypse Keys
Blades in the dark , the game that bought me where I am, introduce me to french ttrpg content creators when I responded to an ad for a player.
Band of Blades
Brinkwood
Sig, City of Blades
City of Mist
English Import
Agon 2nd edition, still a favorite
Kids on broom
Slayers ( and a one)
Nova ( and a two)
Rune ( and a three for GilaRPGs)
DIE RPG ( really need to choose a good group to play this)
Heart the city beneath (yeah i like Rowan, Rook & Deckart)
Dragonbane ( A friend is a die hard Free League fan)
Wildsea
DotDungeon
Liminal
Tattered Magick
International Games translated in French
Mausritter
Thousand year Old Vampire
The Magus
Colostle
Warpland
Troika, my cursed game, the sessions are always canceled
Paleomythic
Vaesen
Spire, the city must fall
Genesys
Dragons conquer America
Sins of the father
Fate core
Nobilis 2nd edition, the big beautiful white book
Mage 20th
Castle Falkenstein
Cryptomancer, the 70th game
French indies ( with quick pitch)
Etoiles - a Stargate game
Aventures a Plumes/ Feathered Adventures - Play diceless Ducktales
Cités abimés / Broken Cities - 30's surrealism the game
Anime was a mistake - play every anime
Prosopopée - Mushishi the game
De mauvais reves - a cursed family in the Great North
Glorieuses - housewives in the 80's trying to escape boredom with wrestling
Temple des vents / Colosse de Grisantre - solo game of a fantasy wanderer
Les veilleurs - solo game / You are the Hero book, with Titan cults
Bois Dormant - post apocalyptic hopepunk gmless game inspired by Sleeping Beauty
Explorateur des Bruines/Libretés - Kids trying to survive an alternate dimension of murderous mermaids hiding in the rain
Les Héritiers de l'Hypogryphe Saoul - Urban fantasy where magic was just revealed to the world, along with things so old even the magicals forgot about them
Argyropée - Renaissance fantasy in a city where murder is impossible and leaving too long makes you die of depression
Speedrun - a system to speedrun TTRPG sessions and campaign
Bigger/Mainstream? French Games
Insectopia - Medfan but you are all insects
Cats la mascarade - Cats are secretly psychic
Donjons et Chatons - medfan but you're kittens and a cartoon planned for 2025
Donjon & Cie / Dungeon, Inc. - Monsters in the dungeon are just corporate employees
Terre 2 - scifi I don't really care about, i just told my parents to buy it when they saw it a -70% in a thrift shop
Nautilus - Play Jules Verne Hundred Leagues under the sea
Meute - French werewolfes with 2 souls : mortal human and immortal wolf
Rotting Christ - The Band. A ttrpg for metalheads
Knight - Epic Horror, The Arthurian Myth with mechas. It's great
Nephilim - the urban fantasy occult french game (basically The Secret World as a ttrpg)
Chroniques Oubliés Contemporain - generic system for modern adventures
Les Héritiers - All sorts of fae in 1901 dreaming of the end of the world in 1914
Ecryme - translation funded on KS, coming soon : Steampunk where the water rose, leaving only small islands, plus the water is highly acidic, melting everything except stone and steel
Les Oubliés - Korrigans & little people the size of a finger in a french city during the Religion Wars
Subabysse - sorta pulpy scifi where water rose so humanity went to live under the sea
Waiting for (dear god all the crowdfunding)
Fabula Ultima translation
Nephilim supplements
Arc Doom translation
Eat the Reich
Meute campaign
Babel, french game of book magic
Break!
Monsterhearts translation
Dragonbane bestiary
Triangle Agency
Wilderfeast
The Hidden Isle
25 notes · View notes
paperanddice · 2 months ago
Text
Tumblr media Tumblr media
The most powerful of the known inevitables, the lhaksharut is a massive, looming figure. A humanoid upper body made of stone, with six arms and metal wings, rises from a collecting of interconnected, spinning metal rings. These wings aren't the source of the lhaksharut's flight, instead stabilizing and bolstering its agility. Very few of these immense extraplanar constructs exist, as the factories that produce inevitables must spend many, many cycles on a lhaksharut, time that could produce dozens of lesser inevitables, so they are built sparingly. They are also expensive to equip, typically carrying three to four powerful magical weapons with which they fulfill their duties. Four of the lhaksharut's arms are usually armed, while the last two (the lowest) carry metal spheres that crackle with energy that it uses to launch bursts of energy.
What are these duties? As with all other inevitables, lhaksharut are built with a detailed list of rules for a specific factor of existence and police the status quo as outlined by their creators, and for the lhaksharut it's the stability and separation of different planes. Travel between the planes is of no concern, but perpetual gates, or attempting to rip a portion of one plane to another must be addressed wherever it is found, and the lhaksharut's method of dealing with such issues is very simple and straightforward. It will smash and destroy any person or object involved in such an issue without a concern over the specifics. The reasons for the infractions do not matter, but rarely they can be negotiated with. They are dogmatic and strict, but not completely mindless, and if presented with a greater threat that may require a temporary open gate, it can defer momentarily to resolve the greater planar threat. In such a rare situation, it will find a compromise in standing guard over the gate, prepared to destroy it as soon as the larger situation is resolved.
Lhaksharut typically work alone, like other inevitables, though they will have some kind of information network to update them on major planar issues. These kinds of threats are rare, either well hidden or coming into existence under extreme confluences, so much of a lhaksharut's time is spent in wait. Some create strongholds, others just find a deep void and meditate within it, but all are ready to spring into action the moment they are made aware of a planar breach of any kind.
Inspired by the Pathfinder 1e Bestiary 2. 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
With the aeons bringing about their Convergence, the inevitables have been on a downturn. The aeons oversee the sorts of caretaking that inevitables were created for, and so their presence is no longer required. They're not being retired directly, but their numbers are shrinking over time, and the creation of new ones seems to be grinding to a halt. Lhaksharut in particular are fading, as they were already uncommon and they're being replaced within the structures of Axis by bythos aeons.
Lhaksharut Creature 20 Rare, Huge, Aeon, Inevitable, Monitor Perception +36; darkvision, truesight Languages Cthonian, Common, Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Arcana +32, Athletics +35, Intimidation +34, Occultism +32, Religion +32 Str +9, Dex +3, Con +8, Int +3, Wis +6, Cha +5 Items +3 greater striking longspear, +2 greater striking longsword, +2 greater striking morningstar AC 43; Fort +36, Ref +29, Will +34; +2 status to all saves vs. magic HP 350 (regeneration 20 (deactivated by spirit)); Immunities death effects, disease, emotion, poison, unconscious; Weaknesses spirit 20 Multiple Reactions The lhaksharut gains 5 extra reactions each round that it can use only to make Reactive Strikes. It can't use more than one on the same triggering action. Reactive Strike [reaction] Speed fly 60 feet Melee wounding longspear +38 (magical, reach 20 feet), Damage 3d8+19 piercing plus 1d6 spirit and 1d6 persistent bleed Melee wounding longsword +37 (magical, reach 10 feet, versatile P), Damage 2d8+19 slashing plus 1d6 spirit and 1d6 persistent bleed Melee wounding morningstar +37 (magical, reach 10 feet, versatile P), Damage 2d6+19 bludgeoning plus 1d6 spirit and 1d6 persistent bleed Melee fist +35 (magical, reach 10 feet), Damage 3d6+15 bludgeoning plus 1d6 spirit Ranged energy bolt +31 (magical, range 100 feet), Damage 10d6 acid, cold, electricity, or fire damage (lhaksharut's choice) Divine Innate Spells DC 42, attack +34 ; 9th banishment, detonate magic, divine decree; 8th disintegrate (×3), pinpoint; 7th interplanar teleport (×3), planar seal (×3); 6th scrying (×3), wall of force (×3); 5th banishment (×3), dispel magic (at will), locate (at will), sending (at will); 4th clairvoyance (at will), planar tether (at will) translocate (at will); Constant truesight, truespeech Energy Pulse [2 actions] The lhaksharut makes two energy bolt Strikes, each against a different target. These attacks count toward the lhaksharut's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. Multiweapon Mastery [2 actions] The lhaksharut makes a Strike with up to four arms, each against a different target, and using a fist or weapon as appropriate. These attacks count toward the lhaksharut's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
13th Age
In the Dragon Empire, lhaksharut police the bounds of the Overworld and oppose any attempts to create a permanent bridge between the two, whether physical or magical.
Lhaksharut Huge 12th level blocker [construct] Initiative: +16 Wounding Weapons +17 vs. AC (3 attacks; can target nearby enemies) – 75 damage. Natural Even Hit: 30 ongoing damage. Miss: 35 damage. R: Energy Bolts +17 vs. PD (2 attacks, each against a nearby or far away enemy) – 120 acid, cold, fire, or lightning damage (lhaksharut’s choice). Miss: 30 damage of the chosen type. R: Dismissal +17 vs. MD (one nearby or far away enemy) – The target is banished (save ends). While banished, it’s removed from the battlemap, and cannot be targeted or harmed by any attack or ability from another creature or vice-versa. Any ongoing conditions continue while it’s banished, and it can take actions that affect only itself on its turns. When the banished target saves, it reappears in the same spot it vanished (or the closest available spot if that spot is occupied). Limited Use: 2/battle, as a quick action (1/turn) when the escalation die is even. Mechanical Reconstruction 90: When the lhaksharut has been damaged, its mechanical body self-repairs 90 hit points at the start of the lhaksharut’s turn. It can repair 5 times per battle. If it heals to its maximum hit points, then that use of mechanical reconstruction doesn’t count against the five-use limit. When the lhaksharut is hit by an attack that deals lightning damage and overcomes its lighting resistance, it loses one use of its mechanical reconstruction and it can’t regenerate during its next turn. Dropping the lhaksharut to 0 hp doesn’t kill it if it has any uses of mechanical reconstruction left. Perpetual Flyer: The lhaksharut is always flying, even when skimming the ground. It doesn’t ever walk anywhere. Reaching Interceptor: The lhaksharut can attempt to intercept an enemy while engaged with other enemies. When an enemy moves nearby, it can roll a normal save to attempt to intercept. On a success, the lhaksharut engages the enemy without disengaging from any enemies it’s currently engaged with, and the enemy takes 30 damage. Teleport Anchor: As an interrupt when a nearby or far away enemy attempts to teleport, the lhaksharut can force that enemy to make a hard save (16+); on a failure, the teleport fails. Resist acid, cold, fire, lightning 13+. AC 27 PD 25 MD 25 HP 920
5 notes · View notes