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unanimoustwins · 7 months ago
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WHY IS JASON FERIN CR19???? NOT EVEN THE STRONGEST VICE ADMIRAL???
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pathfinderunlocked · 1 year ago
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Chaos Witch Arachne Queen - CR19 Aberration
A powerful drider boss with fire powers, based on Quelaag from Dark Souls.
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Artwork by Robotico2 at DeviantArt.
This is my 200th post on this blog, so I thought I’d release something pretty over-the-top.
Quelaag is a lava-spewing arachne boss from Dark Souls 1.  I like driders, I like the idea of unique driders that have been granted special powers, and I thought that translating this boss fight to Pathfinder would work really well - maybe better than it works in Dark Souls, honestly, considering that game’s janky movement and how difficult its camera makes it to see the floor.
Unlike typical driders which all have the upper body of drow, the Chaos Witch Arachne Queen is a fair-skinned surface elf - thus the term “drider” isn’t actually accurate for her.  Her mother, consorting with the demon lord Flauros in an attempt to forcibly bring light to the Darklands - one of the same demon lords that the drow worship as deities - was overwhelmed by the demonic powers she touched.  She was destroyed, and in the process, cursed her daughters with the same kind of arachnid transformation that affects driders.  The Chaos Witch Arachne Queen now attempts to light the dark caverns with her chaos flames.  Drow and other driders consider her and her followers to be enemy invaders.
The name “chaos witch” comes from Queelag’s title in Dark Souls, and I kept it even though I made this monster a cleric.  She’s not a witch herself, but her followers are witches, taking her as their patron and gaining the power of the chaos flames.
Note that obsidian weapons are normally fragile, but magic obsidian weapons are unaffected by the fragile penalties and work like any other weapon except that their hardness is halved (2 instead of 5, in this case).
Chaos Witch Arachne Queen - CR 19
Embedded into the back of this massive burning spider is the upper body of a pale-skinned woman with dark hair and distinctly elven features.  Lava drips from the spider’s mouth, and flames erupt from the cracks between the segments of exoskeleton covering the arachnid body.  All together, this aberration stands perhaps fourteen feet tall and twenty feet wide, and could easily stretch out to twice those dimensions if needed.
XP 204,800 CE Gargantuan aberration Init +8 Senses darkvision 300 ft., arcane sight, aura sight, true seeing; Perception +25
DEFENSE
AC 33, touch 19, flat-footed 28; (+4 Dex, +1 dodge, +14 natural, –4 size, +8 profane) hp 333 (29d8+203) Fort +17, Ref +15, Will +24 Defensive Abilities divine chaos protection, mental resilience DR 10/magic and lawful Immune fire, poison, sleep SR 30
OFFENSE
Speed 50 ft., climb 40 ft. Melee +3 flaming burst obsidian glaive +26/+21/+16/+11 (1d10+18/19-20/x3 plus 7d6 fire), bite +18 (1d8+10 plus 6d6 fire plus poison) or bite +23 (1d8+10 plus 6d6 fire plus poison) Ranged 4 fire bolts +21 ranged touch (2d6+8 fire plus vulnerable to fire, see text) Space 20 ft.; Reach 5 ft. (10 ft. with glaive) (15 ft. with bite) Special Attacks fire bolts, magma touch, spew magma, web (+22 ranged, DC 30, hp 29)
Spell-Like Abilities (CL 20th; concentration +23)     Constant—arcane sight, aura sight, true seeing     At will—continual flame, faerie fire     1/day—clairaudience/clairvoyance, dispel magic
Cleric Spells Prepared (CL 15th; concentration +23)     8th (3/day)—cloak of chaos, quickened cure critical wounds, quickened wall of fire     7th (4/day)—quickened fireball (x4) (10d6+8, DC 22)     6th (5/day)—quickened bouncing doom (DC 20), heal (x2), bouncing major curse (x2) (DC 24)     5th (6/day)—dispel law, caustic blood, cleanse, fire shield (1d6+23), major curse (DC 24), unhallow     4th (7/day)—wall of fire (x3), cure critical wounds (x3), trial by fire (touch +23, 5d6+8 plus 6d6 fire)     3rd (7/day)—fireball (x7) (10d6+8, DC 22)     2nd (7/day)—align weapon (chaos only), blood blaze (1d6+8 plus 9 splash), cure moderate wounds (x5)     1st (7/day)—burning hands (5d4+6, DC 20), barbed chains (x2) (4 chains +29, 1d6+8 or trip, DC 19), protection from good, protection from law (x3)     0 (at will)—detect poison, light, read magic, spark
STATISTICS
Str 21, Dex 18, Con 23, Int 16, Wis 26, Cha 16 Base Atk +21; CMB +30; CMD 53 (65 vs. trip) Feats Blind-Fight, Bouncing Spell, Divine Interference, Dodge, Combat Casting, Great Fortitude, Lightning Reflexes, Improved Initiative, Improved Critical (glaive), Mobility, Quicken Spell, Spell Focus (evocation, necromancy), Toughness, Weapon Focus (bite, glaive) Skills Climb +30, Intimidate +25, Knowledge (arcana, dungeoneering, history) +26, Knowledge (planes) +15, Knowledge (religion) +35, Perception +25, Spellcraft +21, Sense Motive +16, Stealth +10 Languages Abyssal, Elven, Ignan, Undercommon SQ profanity of the flames, undersized weapons Gear +3 flaming burst obsidian glaive, headband of mental resilience
SPECIAL ABILITIES
Divine Chaos Protection (Su) Once per hour, when a creature within 60 ft. of the chaos witch arachne queen makes any d20 roll, after the results of the roll are revealed, she can force the d20 to be rerolled with either a +1d20 or -1d20 bonus (her choice).  After she does so, she loses her spell resistance for the next hour.
Fire Bolts (Su) As a standard action, a chaos witch arachne queen can unleash 4 scorching bolts of divine fire from her outstretched hand.  Each bolt targets a single foe within 60 feet as a ranged touch attack (typically with +21 to hit).  If she hits the foe, the fire bolt deals 2d6+8 points of fire damage and leaves the target vulnerable to fire until the end of her next turn.
Magma Touch (Su) A chaos witch arachne queen deals an additional 6d6 fire damage whenever she succeeds on a melee attack, including her bite attack, combat maneuvers, and touch attacks.  This damage is already included in her melee attacks in her statistics above.
Mental Resilience A chaos witch arachne queen’s headband of mental resilience allows her to ignore the first 5 points of ability damage or drain she takes per day.
Poison (Ex) Bite—injury; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d3 Str and Wis; cure 2 saves. The save DC is Constitution-based.
Profanity of the Flames (Su) A chaos witch arachne queen gains a profane bonus to her AC and all of her damage rolls equal to her Wisdom bonus.  This is already calculated into her statistics and abilities.
Spells A chaos witch arachne queen casts spells as a 15th-level cleric with the fire and chaos domains, but does not gain any other class abilities.
Spew Magma (Ex) Three times per day, a chaos witch arachne queen can spew a large pool of magma over the ground around her.  Creatures within a 40-foot cone and within a 20-foot radius around the chaos witch arachne queen take 16d6 fire damage.  A DC 30 Reflex save halves this damage.  Additionally, the ground in that area becomes coated in magma, dealing 8d6 fire damage to any creature that enters the magma-coated area or ends its turn in it, with no saving throw.  A creature that leaves the area of magma continues to take 2d6 fire damage per round at the start of each of its turns for 1d3 rounds as it burns.  The magma fills the affected area to a depth of 2-3 inches and counts as difficult terrain.  After 29 rounds, the magma hardens and is safe to touch.
After a chaos witch arachne queen has used this ability, she cannot use it again on her next turn.
Undersized Weapons (Ex) Although a chaos witch arachne queen is Gargantuan, her upper torso is the same size as that of a Medium humanoid’s upper torso.  As a result, she wields weapons as if she were three size categories smaller than her actual size (typically Medium).
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sophira-lou · 1 year ago
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Hello lovelies, I'll be at #mcmcomicon this weekend in the Creators pavilion at Table CR19.
I'll have a ton of new goodies with me, including all my critical role prints, the new Prickles art book, lanyards , pins ,keyrings and much more !!! ( photos to come of the new lanyards and keyrings )
Also I'll be part of the critter stamp rally !!
Make a purchase or tip each of the artists to collect stamps, and once the stamp card is filled, you can collect your loot! ( limited to 100 prizes)
Can't wait to see you if you are there
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kalpatarupiping · 1 year ago
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Alloy 20 / UNS N08020
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Austenitic alloy –��Alloy 20 is based on nickel, iron, and chromium and has high corrosion resistance in settings including sulfuric acid and other hostile fluids. This alloy is stabilized with niobium to stop intergranular corrosion. When carefully compared to higher nickel-based alloys, Alloy 20 may offer possible cost savings while outperforming regular stainless steels.
Alloy 20 Chemical Composition:
ElementContent (%)Iron, Fe35Nickel, Ni32-38Chromium, Cr19-21Copper, Cu3-4Manganese, Mn≤2Molybdenum, Mo2-3Niobium, Nb≤1Silicon, Si≤1Carbon, C≤0.07Phosphorous, P≤0.045Sulfur, S≤0.035
Alloy 20 Physical Properties:
PropertiesMetricImperialDensity8.05 g/cm30.291 lb/in3
Alloy 20 Mechanical Properties:
PropertiesMetricImperialTensile strength (annealed)620 MPa89900 psiYield strength (annealed)300 MPa43500 psiElongation at break (annealed)41%41%
Nickel Alloy 20 Thermal Properties:
PropertiesMetricImperialThermal expansion co-efficient (@20-100°C/68-212°F)14.7 µm/m°C8.17 µin/in°FThermal conductivity12.3 W/mK85.4 BTU.in/hrft².°F
Industries and Applications:
Alloy 20 distinctive attributes find resonance in a multitude of industries. From chemical processing to pharmaceuticals, this alloy proves its mettle in various applications. We unravel the sectors that have harnessed the power of Alloy 20 and delve into specific use cases that highlight its adaptability and reliability.
Resistance to Corrosion:
One of Alloy 20 most remarkable features is its unparalleled resistance to corrosion. Delving into the alloy’s molecular structure, we uncover the mechanisms that empower Alloy 20 to withstand the harsh environments of chemical compounds, particularly those containing sulfuric acid. Through real-world examples and scientific insights, we illustrate how Alloy 20 stands as a stalwart guardian against the corrosive forces that can compromise other materials.
Fabrication and Heat Treatment:
The journey from raw materials to the final Alloy 20 product involves intricate fabrication techniques and carefully orchestrated heat treatments. We dissect the fabrication process, highlighting the steps that shape Alloy 20 into its final form.Furthermore, we investigate the impact of heat treatment in improving the mechanical characteristics of the alloy and ensuring that it fits the requirements of diverse applications.
It is possible to cold-work or hot-work alloy 20 using conventional techniques. Prior to forging, hot forged material should be heated to a temperature between 2100°F and 2250°F with rigorous temperature management to ensure that the material does not drop below 1800°F. After hot working, anneal the material by raising its temperature to between 1725°F and 1850°F for at least 30 minutes per inch of thickness, and then quench it in water.
When stress relief is sought, heat to a temperature below 1000°F and then quench with water once the appropriate time has passed at the temperature. Alloy 20 should be annealed at a temperature of 1725°F to 1850°F for 30 minutes per inch of thickness. By heating to 2100°F, a reduced hardness can be achieved, although this may not be good for the alloy’s ability to stabilize.
Alloy 20 is often welded using TIG, MIG, and submerged arc welding (SAW), with the appropriate filler metal (ER320LR for TIG, MIG, and SAW, and E320LR for SAW). When welding to higher-grade alloys like C276 and Alloy 22, or to dissimilar alloys like 316, AWS ERNiCrMo-3 may be used for TIG and MIG, whereas ENiCrMo-3 can be used for SAW.
Other Designations – Equivalent:
ASME SB-462 – SB-464
ASME SB-468
ASTM B 462 – B 464
ASTM B 468
ASTM B 472 – B 474
ASTM B 751
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toddlyden · 2 years ago
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What will a robust knowledge of #starwars and a little luck get you? Trivia winnings! https://instagr.am/p/Cr19-9lrS5f/
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thefabuleststp · 3 years ago
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Megan Fox for CR Fashion Book, by Petra Collins (Fall/Winter 2021).
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mpanighetti · 3 years ago
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Halloween Zero-to-Thirty Challenge Rating Challenge
October 20th Prompt: Expanse
Art by TigerLilyNoh!
Living Empty (Challenge 19)
Lore
Contrary to popular belief, "space" is a misnomer. The inky black expanse between worlds, their stars, and galaxies is not empty as we might perceive. Space itself is a presence, imparting as-yet-poorly-understood effects on visible bodies with its own influence. Traveling between the worlds carries countless risks to an interstellar voyager, but it might surprise some to learn that even this empty void could be a threat of grave concern.
Far away from the safe atmospheres of populated worlds, there lie strange "tunnels" bridging the planes, and when such connections are established with the Far Realm, sometimes space itself can be tainted by that corruptive psionic energy and be granted a perverse life and sentience. This emptiness enjoys perfect camouflage amongst an endless backdrop of starlight, blending with the blackness of normal space and allowing it free movement. Its primary compulsion is to snuff out all the light it sees, which draws it toward the brightest starlight. It then journies ceaselessly, methodically, unerringly toward those pinpricks of light, until it reaches them and draws out all the energy they emit until none remains.
The scholars residing on terrestrial bodies see this blinking-out of the oldest and strongest stars through their telescopes, and they emit a sigh of relief, for their world and their sun were both spared on that day. The void claimed another victim, and the people of this world can rest easier knowing that their days, while numbered, will continue for the time being.
Attributes
Gargantuan aberration, chaotic neutral
Armor Class: 19 (natural armor)
Hit Points: 348 (17d20 + 170)
Speed: 0 ft., fly 120 ft. (hover)
STR: 18 (+4)
DEX: 10 (+0)
CON: 30 (+10)
INT: 26 (+8)
WIS: 24 (+7)
CHA: 8 (-1)
Damage Resistances: cold
Damage Immunities: psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened, petrified
Senses: darkvision 120 ft. (including magical darkness), passive Perception 23
Languages: telepathy 120 ft.
Challenge: 19 (22,000 XP)
Proficiency Bonus: +6
Special Traits
Innate Spellcasting (Psionics). The living empty's innate spellcasting ability is Intelligence (spell save DC 22). It can innately cast the following spells, requiring no components:
At will: dissonant whispers, magnify gravity, mind sliver, shatter, suggestion
3/day each: blight, circle of death, counterspell, disintegrate, dominate monster, gravity fissure, gravity sinkhole, ravenous void, reverse gravity, sickening radiance
1/day each: dark star, feeblemind, power word stun, psychic scream, synaptic static
All spells cast by the living empty that have an area of effect can instead affect all spaces within the living empty. When it casts spells in this manner, the living empty is not considered to be in the area of effect for the purpose of needing to make saving throws or otherwise being affected by its own spells.
Magic Resistance. The living empty has advantage on saving throws against spells and other magical effects.
Void Nature. The living empty doesn't require air, can fly freely in a vacuum, and can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 6 (1d12) psychic damage; no creature can take this damage more than once per turn. The space inside a living empty is filled with magical darkness.
Actions
Multiattack. The living empty makes three attacks with its tentacles.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 4 (1d8) force damage, and the target is pulled up to 20 feet toward the living empty, potentially being pulled inside of the empty's space.
Psychic Barrage (Recharge 5-6). The living empty barrages the minds of all creatures inside of it. Each creature makes a DC 19 Wisdom saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and is frightened until the end of its next turn.
[id: lore and stat block for living empty, depicting the blackness of space in the shape of a toothed monster, reaching toward a rocketship]
[Original prompt]
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creepingmackroki · 3 years ago
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#touristlemc #crammerock #cr19 #concertphotography #livemusicphotography #musicphotography #music #livemusic #concert #livephotography #canon #live #singer #livephotographymusic #teamcanon #gigphotography #photography  #guitar #bestmusicshots #livephotographylife #musician #photo #htbarp  #bandphotography #repost @flakphoto #useformat #concertphotographer #musicphotographer (bij Crammerock) https://www.instagram.com/p/CVTYWyHArCv/?utm_medium=tumblr
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dungeonsanddrawings · 6 years ago
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DEEP DRAGON
As one would expect, deep dragons are found deep, deep in the earth. It's not completely certain whether deep dragons are their own species, or some kind of mutated version of a true dragon. Regardless, they're just as powerful as true dragons. Surface dwellers may now give a sigh of relief as it's made known that deep dragons have no interest in leaving their dark world. They sometimes make pacts with drow, but that's mostly to keep an eye on them and make sure that whatever the drow do, it won't interfere with the deep dragon's well-being.
Deep dragons cannot be trusted. They’re especially tricky creatures, and similarly difficult to fool. Even a wyrmling is born with innate true seeing, making them immune to the effects of illusions and invisibility. Older deep dragons become more attuned to their cavernous and stony environment. They start out being able to easily burrow through stone and worm their way though small cracks. By the time end of their lifespan, deep dragons can command the stone to open, close and warp as they please.
Why fight some repugnant humanoid skulking in the tunnel you've left behind when you can simply command the tunnel to seal itself, crushing the intruder?
Blanca’s Tumblr
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pathfinder-bestiary · 6 years ago
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Gallu (CR 19)
This horned, winged, wolf-headed demon has bone-white flesh onto which have been riveted plates of spiky armor.
XP 204,800 CE Medium outsider (chaotic, demon, evil, extraplanar) Init +8; Senses darkvision 60 ft., true seeing; Perception +36; Aura cloak of chaos (20 ft., DC 25), havoc (30 ft.)
DEFENSE
AC 34, touch 18, flat-footed 30 (+8 armor, +4 deflection, +4 Dex, +8 natural) hp 332 (19d10+228); fast healing 10 Fort +27, Ref +16, Will +21 Defensive Abilities armor plating; DR 15/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30
OFFENSE
Speed 50 ft., fly 50 ft. (good) Melee +1 wounding falchion +31/+26/+21/+16 (2d4+17/15–20), bite +25 (1d8+5), gore +25 (1d6+5) Special Attacks rain of blood, wounding blood Spell-Like Abilities (CL 19th; concentration +26)
Constant—cloak of chaos (DC 25), true seeing At will—confusion (DC 21), fear (DC 21), geas/quest, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22) 3/day—dimensional lock, quickened hold monster (DC 22), song of discord (DC 22) 1/day—mass hold monster (DC 26), summon (level 7, 1 gallu 20%, 1 marilith 35%, or 1d4 nalfeshnees 60%), symbol of insanity (DC 25), word of chaos (DC 24)
STATISTICS
Str 33, Dex 18, Con 34, Int 18, Wis 23, Cha 25 Base Atk +19; CMB +30 (+32 bull rush); CMD 48 (50 vs. bull rush) Feats Critical Focus, Improved Bull Rush, Improved Critical (falchion), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (hold monster), Staggering Critical, Vital Strike Skills Bluff +29, Disguise +29, Fly +30, Intimidate +37, Knowledge (engineering) +26, Knowledge (history) +26, Knowledge (planes) +26, Perception +36, Ride +26, Sense Motive +28; Racial Modifiers +8 Intimidate, +8 Perception Languages Abyssal, Celestial, Draconic; telepathy 100 ft. SQ change shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Armor Plating (Su) The armor plates covering much of a gallu’s body grant it a +8 armor bonus. They also function as armor spikes during grapples, but cannot be used as offhand weapons. In addition, these armor plates can possess one additional armor special ability chosen from the following options: acid resistance 20, cold resistance 20, fire resistance 20, ghost touch, moderate fortification, or sonic resistance 20. A gallu demon can switch the active armor special quality once per hour as a swift action—as a general rule, the gallu demon keeps the armor plating set to moderate fortification. These armor plates do not encumber the gallu or impose armor check penalties, maximum Dex bonuses, or arcane spell failure chances.
They cannot be removed, sundered, or destroyed while the gallu lives, and they rust away into non-magical fragments of iron upon the gallu’s death.
Aura of Havoc (Su) A gallu’s presence wreaks havoc, infusing battlefields with elements of chaos and entropy that disrupt careful coordination and tactical plotting by manipulating fate and chance. This aura extends to a 30-foot radius around the gallu. The aid another action can never grant bonuses in this area, nor does flanking grant bonuses to hit in the affected area (although flanked foes remain susceptible to sneak attack damage). A creature summoned into this area by any creature other than a demon must succeed at a DC 26 Will save to avoid being confused for 1d4 rounds. Paladins and creatures with the lawful subtype must make a DC 26 Will save each round they begin their turn in this aura to avoid being nauseated for 1 round.
Demons ignore the effects of a gallu’s aura of havoc. The save DCs are Charisma-based.
Rain of Blood (Su) As a standard action once per minute, a gallu can command the wounds of all creatures within 30 feet to erupt into a gory deluge of blood; any wounded creature in the area of effect immediately takes 3d6 points of damage from the rain of blood and must succeed at a DC 31 Fortitude saving throw. Failure indicates that the damage becomes bleed damage and the affected creature becomes staggered from the pain as long as the bleed damage continues. Creatures that are immune to bleed damage are immune to this ability’s effects. The save DCs are Constitution-based.
Wounding Blood (Su) The spikes that hold a gallu’s armor plates in place extend as far into the demon’s body as they do outside of it, causing rivulets of blood to constantly run from the creature’s flesh. This continual bleeding does not inconvenience or harm the gallu; instead, it grants the wounding special ability to all manufactured weapons wielded by the gallu. The dripping blood does not affect the gallu’s natural attacks.
ECOLOGY
Environment any (Abyss) Organization solitary or platoon (1 gallu, 1–3 mariliths, and 3–12 vrocks) Treasure standard (+1 falchion, other treasure)
On the endless battlefields of the Abyss, the demon lords‘ vast armies clash and tear at each other in horrific displays of warfare and bloodshed. These conflicts often arise from border disputes between demonic realms, or when one demon lord finds an excuse to attack another.
But many of these immense wars have no good reason at all, for gallus eagerly foment war for war’s sake; they are master engineers of martial strife. These hateful, destructive demons arise from the souls of warmongers and war profiteers—nefarious leaders, corrupt priests, or subversive merchants who used their power to perpetuate existing wars or even to trigger new ones, all for the express purpose of personal gain or sadistic pleasure.
Known to some as warmonger demons, the gallus are not as enormous as many of the other powerful demons; despite their near-human size, however, they are among the deadliest of demonkind. Standing 8 feet tall and weighing 450 pounds, these creatures have wolf-like (but hairless) horned heads, bat-like wings, and pale flesh.
Their feet end in hooves, and their tails resemble those of lions. Gallus can assume humanoid shape as well, and typically do so when interacting with mortals, allowing them to more easily sow seeds of war among those they interact with.
These demons are relatively difficult to summon— gate spells can conjure them from the Abyss, but few other mortal spells can call them forth. As a result, most gallus encountered outside the Abyss have traveled there via portals or similar methods. Gallus are innately crafty creatures; when coming to a new world, they resist their natural urges to destroy in favor of infiltration. Extraordinarily patient, they can spend decades or more in disguise as they subtly build their influence and acquire positions of power; they then use those positions to incite government officials and other powerful individuals to wage war on their neighbors. Only when the hostilities have completely devastated their host, leaving it in smoking ruins, do gallus shed their human flesh and appear in their true form to gloat and torment the conflict’s few survivors before moving on to seek fresh victims.
In demon infested lands, gallus serve an additional role as commanders in the numerous demonic armies. Many control multiple divisions, each led by a marilith general, and report in turn to one of the land’s leaders. But not all gallus command armies. Those who serve a specific lord primarily utilize their deceptive natures to infiltrate various mercenary orders, barbarian tribes, settlements on the fringes of more civilized lands, and other factions arrayed against demon infested lands. From within those groups, they serve as advisors, urging those they’ve infiltrated into launching ill-timed or poorly planned attacks on their demonic foes. These gallus occasionally feed their humanoid “allies” legitimate intelligence about demonic fortifications or troop movements, knowing that a little truth can go a long way in encouraging mortals to act upon their more violent urges.
Copyright Notice: Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.
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eljoseq-blog · 6 years ago
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MEGA SAN LUIS Publicado por megasanluis · 45 min · #MegaSorteo #CR19 #Sierras #Rock No te quedes con las ganas de ir... SORTEAMOS 2 ENTRADAS. Dejá tus datos //Seguinos y etiquetá a 3 amigos! y Que sea Raaack!!! (en San Luis Province) https://www.instagram.com/p/BsV48RqnjZsv2gNVDHcXDA2rwrO_czT4co-iwE0/?utm_source=ig_tumblr_share&igshid=1tkj2za4kbios
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ave-fenix · 3 years ago
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Cielo de Córdoba 2019
@amanecer-radiante
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pathfinderunlocked · 1 year ago
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Chaos Witch Arachne - CR10 Aberration
A drider with fire powers, based on Quelaag from Dark Souls.
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Artwork by MuHut at DeviantArt.  There’s an animated version, too.
Quelaag is a lava-spewing arachne from Dark Souls, which I previously released a CR19 stat block for.  This creature is meant to be a lieutenant serving under her, part of her brood.
Being a surface elf, this chaos witch is technically an arachne, not a drider.  Quelaag is her patron, and has corrupted her body into this form.  Chaos witches may start their lives as elves and gain this form after pledging themselves to the their queen, or may be born as flaming arachne infants, possibly after the eggs are forced to be carried by a burdened egg carrier.
Chaos Witch Arachne - CR 10
This monstrosity is similar in appearance to a drider, but with the pale skin of a surface elf, and with an abdomen that glows like heated metal.  Burning lava drips from a large fanged spider mouth just below where the elven torso connects to the spider body.
XP 9,600 Drider witch 3 CE Large aberration Init +3 Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +17 (-2 if familiar not within reach)
DEFENSE
AC 25, touch 17, flat-footed 18; (+3 Dex, +1 dodge, +8 natural, +4 profane, –1 size) hp 125 (9d8+3d6+72) Fort +10, Ref +7, Will +13 Defensive Abilities divine chaos protection Immune fire, sleep SR 21
OFFENSE
Speed 30 ft., climb 20 ft. Melee +1 flaming scimitar +10/+5 (1d6+8/18-20 plus 2d6 fire), bite +4 (1d4+5 plus 1d6 fire plus poison) Ranged 2 fire bolts +9 ranged touch (2d6+4 fire plus vulnerable to fire, see text) Space 10 ft.; Reach 5 ft. Special Attacks fire bolts, hexes (gift of consumption, disrupt connection) (DC 16), spew magma, web (+9 ranged, DC 22, hp 12) Spell-Like Abilities (CL 9th)     Constant—detect good, detect law, detect magic     At will— continual flame, faerie fire     1/day—clairaudience/clairvoyance, dispel magic
Witch Spells Known (CL 9th; concentration +11)     5th (1/day)—flame strike (9d6+4 damage, DC 20)     4th (2/day)— volcanic storm (x2) (3d6+4 bludgeoning and 2d6 fire damage)     3rd (3/day)—fireball (x2) (9d6+4 fire damage, DC 18), trial of fire and acid (1d6+4 fire and 1d6 acid, DC 18)     2nd (5/day)—cure moderate wounds (x2) (touch +8, DC 16), web (x3) (DC 16)     1st (5/day)—ray of enfeeblement (x3) (DC 15), shocking grasp (x2) (touch +8, 6d6+4 fire damage)     0th (at will)—bleed (DC 13), dancing lights, ghost sound, mage hand, read magic, resistance Patron flame (functions as elements patron, but all patron spells deal fire damage)
STATISTICS
Str 15, Dex 17, Con 22, Int 19, Wis 18, Cha 16 Base Atk +7; CMB +10; CMD 28 (40 vs. trip) Feats Blind-Fight, Dodge, Combat Casting, Spell Focus (evocation), Weapon Focus (bite, scimitar) Skills Climb +28, Intimidate +16, Knowledge (arcana, dungeoneering, history) +17, Perception +17 (-2 if familiar not within reach), Sense Motive +6 (-2 if familiar not within reach), Spellcraft +19, Stealth +10; Racial Modifiers +4 Stealth Languages Abyssal, Draconic, Elven, Ignan, Undercommon SQ familiar alertness, profanity of the flames, undersized weapons, witch’s familiar Gear +1 flaming scimitar
SPECIAL ABILITIES
Divine Chaos Protection (Su) Once per hour, when a creature within 60 ft. of the chaos witch arachne makes any d20 roll, after the results of the roll are revealed, she can force the d20 to be rerolled with either a +1d20 or -1d20 bonus (her choice).  After she does so, she loses her spell resistance for the next hour.
Familiar Alertness (Ex) While her familiar is within arm’s reach, a chaos witch arachne gains the Alertness feat.  This is already included in her statistics.
Fire Bolts (Su) As a standard action, a chaos witch arachne can unleash 2 scorching bolts of divine fire from her outstretched hand.  Each bolt targets a single foe within 60 feet as a ranged touch attack (typically with +9 to hit).  If she hits the foe, the fire bolt deals 2d6+4 points of fire damage and leaves the target vulnerable to fire until the end of her next turn.
Hexes (Su) A chaos witch arachne queen can use the gift of consumption and disrupt connection hexes.  Her DC with these hexes is 16.
Magma Touch (Su) A chaos witch arachne queen deals an additional 1d6 fire damage whenever she succeeds on a melee attack, including her bite attack, combat maneuvers, and touch attacks.  This damage is already included in her melee attacks in her statistics above.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Profanity of the Flames (Su) A chaos witch arachne gains a profane bonus to her AC and all of her damage rolls equal to her Wisdom bonus.  This is already calculated into her statistics and abilities.
Spells A chaos witch arachne casts spells as a witch 6 levels higher than her actual witch level.
Spew Magma (Ex) Three times per day, a chaos witch arachne can spew a large pool of magma over the ground around her.  Creatures within a 40-foot cone and within a 20-foot radius around the chaos witch arachne queen take 6d6 fire damage.  A DC 22 Reflex save halves this damage.   Additionally, the ground in that area becomes coated in magma, dealing 3d6 fire damage to any creature that enters the magma-coated area or ends its turn in it, with no saving throw.  A creature that leaves the area of magma continues to take 2d6 fire damage per round at the start of each of its turns for 1d3 rounds as it burns.  The magma fills the affected area to a depth of 2-3 inches and counts as difficult terrain. After 12 rounds, the magma hardens and is safe to touch.
After a chaos witch arachne has used this ability, she cannot use it again on her next turn.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
Witch’s Familiar (Su) A chaos witch arachne has a scarlet spider familiar, which typically hides somewhere safe on her person and has total cover from all attacks.  It grants her a +3 bonus on Climb checks, which is already included in her statistics.  If her familiar is killed, she cannot prepare spells until it is replaced in the same manner as a normal witch’s familiar.
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regularbeans · 7 years ago
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One(?) gifset per episode || 19 Trial of the Take: Part 2
...the Huntmaster (...) hand-chose and divided the party into two separate smaller groups: the first group being the one that began playing with us last [episode], in which we had the illustrious Scanlan, Percy, Vex, and Grog, who were paired up with two new adventurers (...). [Critical Role's] audience chose the creature they were going to hunt, and [they] voted on an adult white dragon—so they've been hunting that.
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sergiecode · 6 years ago
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El lunes que viene arranca #letemps2019 largamos la nueva era de Le Temps. Atentos! 💣💥 . . #letemps #letemps2019 #letempizate #teatroflores #cosquinrock #aguantetodo #cr19 #buenosaires #argentina #rockalternativo #alternativerock #rocknacional #metal #punk #rock #music #grunge #steamrock (en Teatro Flores) https://www.instagram.com/p/BsqMf-an35Q/?utm_source=ig_tumblr_share&igshid=uybiubgm95i2
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curiouscatalog · 3 years ago
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From: Guillim, John, 1565-1621. A display of heraldrie. London : Printed by William Hall for Raphe Mab, 1611 CR19 .G8 1611
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