#cindy avelino
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Holly The Rover, but Rabbitkin!
This art is a combined effort but was put together by my dear friend @sir-camelot and since art of all kinds always gives me happy brain chemicals, I wanted to share.
Note: There is nothing lurid beneath the censor dot but it amuses me that it is there.
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Agathion, Ophinal
"Snek" © Cindy Avelino, accessed at her ArtStation here
[The name "agathion" for Pathfinder's NG outsiders is derived from "agatho daemon", or the "fortunate spirits" of classical Greece. The agathodaemon, sometimes named Tycho, was popular in Ptolemaic Egypt, particularly in Alexandria. Which is why, for a venomous snake-based agathion, I feel comfortable slotting it into Africa for the World Tour project. For more information about snake veneration in the Greek world, Drakon by Daniel Ogden is an excellent book, and was the inspiration for this entry.]
Agathion, Ophidinal
CR 4 NG Outsider
This creature appears as a snake with a human torso and arms. Its scales are colorful, and its expression beatific.
An ophidinal is an agathion devoted to healing above all other arts. They serve heavenly forces and mortal temples alike as doctors, able to patch injuries, treat longer term ailments and expel most mundane and some magical afflictions with magic. Although their aspect resembles that of venomous snakes, they are actually anti-venomous; a creature bitten by an ophidinal has the toxins purged from its body, and any natural poisons it secretes temporarily suppressed.
Ophidinals dislike combat, and rarely choose to fight. They can defend themselves with teeth and claws if they must, but would prefer to heal than to harm. They are usually mobile on the battlefield, casting a sanctuary spell on themselves and then moving between allies to grant them support. In addition to healing, their touch can bring with it good fortune. An ophidinal will happily lay down its life to protect goodly allies.
Unlike many agathions, which eschew civilization for wilder spaces, ophidinals are comfortable in buildings and cities. There are many hazards that urban populations have to deal with—hunger, disease, crime—and ophidinals work to minimize these impacts on common folk. An ophidinal is especially good at dealing with pests. Insects and rodents are often eaten as snacks, and venomous serpents are bitten to suppress their venom and then encouraged to take up residence elsewhere. Ophidinals are suitable for calling with lesser planar ally to act as a source of healing, and their prices for such services are typically taken in healing items magical and mundane, or simply blankets and digestible food to make the lives of the sick more comfortable.
An ophidinal is about eight feet long, but come up to about four foot high when posed upright. Some have hoods, eyelash scales, colored stripes, or other markers of particular species of venomous snake, sometimes mixed and matched in ways unseen in nature.
Ophidinal CR 4
XP 1,200
NG Medium outsider (agathion, extraplanar, good)
Init +4; Senses darkvision 60 ft., low-light vision, Perception +13, scent, tremorsense 30 ft.
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +7; +4 vs. poison
DR 5/evil; Immune electricity, petrifaction; Resist cold 10, sonic 10; SR 15
Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4 plus antivenom), 2 claws +5 (1d3)
Spell-like Abilities CL 5th, concentration +7 (+11 casting defensively)
At will—detect poison, diagnose disease, sanctuary (DC 13), stabilize
3/day—cure moderate wounds, lesser restoration, protection from evil (DC 13), remove paralysis, remove sickness
1/day—remove blindness/deafness, remove curse, remove disease
Statistics
Str 10, Dex 19, Con 16, Int 13, Wis 16, Cha 15
Base Atk +5; CMB +5; CMD 19
Feats Alertness, Combat Casting, Lightning Reflexes
Skills Climb +12, Diplomacy +10, Heal +11, Knowledge (nature, planes) +9, Perception +13, Sense Motive +13, Stealth +12, Swim +12; Racial Modifiers uses Dexterity for Climb and Swim
Languages Celestial, Draconic, Infernal, speak with animals, truespeech
SQ bit of luck (6/day), healing ritual, lay on hands (5/day, 2d6), undersized weapons (small)
Ecology
Environment any land or urban (Nirvana)
Organization solitary, pair or clinic (3-6)
Treasure standard (healer’s kit, other treasure)
Special Abilities
Antivenom (Su) A creature bitten by an ophidinal automatically has any poison affecting it removed, as per a neutralize poison spell. A creature with a poison special attack that is bitten must succeed a DC 14 Will save or lose the ability to use its poison for one day per HD of the ophidinal (5 days for the average specimen). The save DC is Charisma based.
Bit of Luck (Su) An ophidinal can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. An ophidinal can use this ability a number of times per day equal to 3 + its Wisdom modifier (6/day for a typical specimen).
Healing Ritual (Ex) By increasing the casting time for any of its spell-like abilities with the healing subschool to one minute, an ophidinal can grant itself a +4 bonus to its caster level for the purposes of the spell’s effect.
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They're not +18 or porn drawings, thanks !
First : base by Cindy Avelino. Second : base by GodBirdArts from DA.
Colors by Reyyon from DA.
Ragnar Saberson/Akira by me.
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So lately I’ve been trying some adopts. Sometimes I just like to color things, so using Cindy Avelino’s base, I made some mystery dragonborn adopts.
The white one is claimed, but if you’d like one of these neat babies, head over to my ko-fi shop to grab one!
#art#adoptables#dragonborn#D&D#dungeons and dragons#kobold#adopts#cindy avelino#bases#colored bases#dragons#anthro dragon
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Bought a handy catfolk character design base from Cindy Avelino on Gumroad
this is gonna be sooooooooo useful in roughing out costume/outfit/armor designs for my characters (and practicing clothing design in general). Was inspired to work on my tabaxi paladin, Acacia Thorn, specifically because... I miss DnD you guys...
(ps- quilted armor jacket was referenced from a product on wish because for some reason I thought drawing that would be cool and fun x_x)
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Stuff 3 by Cindy Avelino https://www.artstation.com/artwork/280BgK
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Art by Cindy De Andrade Avelino
#fantasy art#fantasy#digital art#concept art#art#dark fantasy#dark fantasy art#D&D#Dungeons and Dragons#Forgotten Realms#RPG#Table Top#Role Playing#Dungeons and Dragons Art#illithid#mindflayer#cindy de andrade avelino
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Art by Cindy A. Avelino
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by Cindy Avelino
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Anthro Eastern Dragon by Cindy Avelino via ImaginaryDragons
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Agathion, Crocuttal
“Striped Gnoll” © Cindy Avelino, accessed at her FurAffinity page here
[Commissioned by @listmaker-lastcity. To quote Pathfinder Bestiary 2: “ Certain animals, particularly those associated with scavenging activities (such as hyenas, buzzards, or jackals) or parasitism (like lampreys or ticks) specifically do not have agathions associated with them—these animals are not intrinsically evil, but their habits and ecological niches are far from the noble and proud traditions that most of the souls who seek enlightenment upon Nirvana would associate with themselves.” Bull. There’s enough people in the real world that love “unlovable” animals that contrarian souls would seek to associate with them upon death and incarnation into a perfect spiritual being.
In D&D and Pathfinder both, hyenas are linked strongly to gnolls, which are usually among the most evil of humanoids, and almost universally demon worshipers. So I wanted to incorporate that hyenas = gnolls = demons line of thought into the text explicitly. If you’re looking for an excuse to have a tribe of good gnolls in your otherwise traditional game, here’s an option. The sin eater ability literally came to me in a dream, and the atonement-focused flavor text is inspired by The Avatar’s Handbook’s Hallowed class of angels.]
Agathion, Crocuttal CR 10 NG Outsider (extraplanar) This creature resembles a humanoid hyena a head taller than a man, with a strong neck and clawed hands. Despite its ferocity, it has a sense of purpose and calm, rather than mindless savagery.
Crocuttals are benevolent outsiders of hyena-like aspect. They embody virtues demonstrated by hyena behavior—cooperation and communication, flexibility and standing up to the powerful. They are highly social, and are almost never found alone. Even a crocuttal without a pack will find a group of like-minded creatures to band together with, and they may join adventuring parties for a time as allies.
In combat, a crocuttal is fierce, but not without mercy. They work together, supplementing each others’ martial prowess with spell-like abilities—they tend to take turns acting as casting support, with the pack member focusing on magic alternating from battle to battle. Although they will soften foes up at a distance using bows and spells, crocuttals prefer close combat. Their usual strategy is to knock a foe to the ground and tear into it until it stops moving. One crocuttal takes some time to stabilize and shield the fallen, as the pack moves onto the next target.
An evil creature rendered unconscious by a crocuttal is given supernatural visions of their wickedness, and offered the chance to atone and change their alignment. This is in fact the purpose of the crocuttals—they are the rare example of an agathion molded more by mortal desire than the needs of the empyreal lords. The first crocuttals were created from the souls of a band of adventurers who died attempting to redeem a pack of gnolls from the worship of demons. Although they failed in the broad scope, they had successfully converted a few of the individuals, and argued that they should get a chance to continue that work. Now, crocuttals can be created from the souls of any goodly creature that cares to fight for the cause of redemption. A lone crocuttal may infiltrate a pack of gnolls to make friends and allies, confronting their leadership and offering a choice between the hard work of salvation and the quick release of death. Every soul that avoids descending to the Lower Planes is a mark in the crocuttal’s favor, and some of the redeemed will become crocuttals themselves after they die, continuing the cycle. Demon lords and other archfiends hate crocuttals, even more than they do many other good outsiders, and target them for death when their activities become known.
Crocuttal CR 10 XP 9,600 NG Medium outsider (agathion, extraplanar, good) Init +4; Senses darkvision 60 ft., low-light vision, Perception +22, scent Defense AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural) hp 126 (12d10+60) Fort +13, Ref +10, Will +13; +4 vs. charms, compulsions, poison DR 10/good; Immune electricity, petrifaction; Resist cold 10, sonic 10; SR 21 Defensive Abilities conviction Offense Speed 50 ft. Melee bite +18 (2d6+6 plus sin eater), 2 claws +18 (1d6+6) Ranged +1 longbow +17/+12/+7 (1d8+6/x3) Special Abilities vision of redemption Spell-like Abilities CL 10th, concentration +13 Constant—speak with animals At will—protection from evil, sanctuary (DC 14) 3/day—cure critical wounds (DC 17), heroism, holy smite (DC 17), prayer 1/day—dispel evil (DC 18), restoration 1/week—atonement Statistics Str 22, Dex 19, Con 20, Int 13, Wis 20, Cha 17 Base Atk +12; CMB +18(+22 trip); CMD 32 (34 vs. trip) Feats Alertness, Combat Expertise, Combat Reflexes, Coordinated Maneuvers (B), Greater Trip, Improved Trip, Lightning Reflexes, Outflank (B), Paired Opportunists (B) Skills Bluff +14, Diplomacy +14, Disguise +11, Heal +16, Knowledge (nature, planes) +12, Perception +22, Sense Motive +22, Stealth +15, Survival +16 Languages Abyssal, Celestial, Draconic, Gnoll, speak with animals, truespeech SQ augmented teamwork, lay on hands (9/day, 6d6, as 12th level paladin) Ecology Environment any land (Nirvana) Organization solitary, pair, band (3-8) or pack (9-24) Treasure standard (+1 longbow [+6 Str bonus], 20 arrows, other treasure) Special Abilities Augmented Teamwork (Ex/Su) A crocuttal gains three teamwork feats as bonus feats. If gaining the benefits of a teamwork feat from another crocuttal, it increases the benefit to d20 rolls granted by that feat by an additional +1. Conviction (Ex) A crocuttal gains a +4 racial bonus on saving throws against charm and compulsion effects. Sin Eater (Su) A crocuttal deals an extra +1d6 damage with its bite attack against evil creatures, and heals that amount of damage each time it bites an evil creature. Vision of Redemption (Su) A living evil creature that is rendered unconscious by a crocuttal is assailed with visions of a life gone wrong, and offers of a better path. It may attempt a Will save (DC = 10 + ½ the creature’s HD + the creature’s Cha modifier; creatures with the alignment aura class feature increase the save DC by +5, and creatures with the evil subtype increase it by +10). If it succeeds, it may change its alignment to true neutral. If it fails, the visions follow it, rendering it shaken for 1 day. This is a mind-influencing effect.
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My Necromancer OCs.
On the left is Aspen, a white necromancer, who heals the sick in return for their bodies after they've passed on. Credit to Cindy Avelino on Gumroad for the base.
The right is Demura, based off a modded playthrough I did on Skyrim with a female dark elf. She finds murder a fun past time and has the misfortune of hearing the voices of Oblivion if she doesn't have a summoned minion or reanimated corpse. Credit to Clover Teapot on Gumroad for the base. I did the outfit edits and everything else.
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The Sun God RA by Cindy Avelino
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