#ft. sylvan.
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jkiara · 1 year ago
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libera un suspiro exagerado y aprieta los labios en una fina línea. al menos había aceptado el tequila, por lo que iba a pasar por alto el rechazo a su invitación. engancho el dedo en su gargantilla, jugando con esta. considerando su propuesta antes de tomar su shot de tequila. hace una ligera mueca y dirige sus ojos llorosos hacia el muchacho y golpea el vasito vacío sobre la superficie más cercana. " ¿eso incluye una conversación interesante? si es así, acepto la próxima ronda. " alza una mano en dirección a uno de los camareros, y uno se acercó con una bandeja repleta de shots de tequila. kiara sacó un par más y le sonríe al joven mozo. " gracias~ "
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sylvan deja de mirar su teléfono para voltear a ver a remitente, barriéndola con los ojos de pies a cabeza para ver si algo delata su identidad. al no encontrar nada, solo suspira. decide aceptar el vasito de licor, tomándolo en la mano para echárselo a la boca, vaciándolo de golpe. ' no sé bailar. ' se sincera, inhalando aire entre los dientes para aliviar el ardor que dejó el tequila en su garganta. ' te debo el baile pero te acepto otro de estos. ¿que dices? '
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rhyves · 1 year ago
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@sylvcn envió : ‘ no te alarmes, pero creo que estamos perdides. ’
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' no estoy alarmado' afirma, con un gesto que evidencia la falta de nervios en su semblante. con las manos en los bolsillos y una paleta dulce en los labios, mira los alrededores del laberinto sin preocuparse demasiado. ' trata a ver si te funciona google maps~'
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nightowlfury · 18 days ago
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forgot i have ta*lor sw*ft blocked on spofy lol
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thecreaturecodex · 2 months ago
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Melixie
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Image © Paizo Publishing, presumably, accessed here
[The melixie is in the Bestiary 3, but doesn't have art in that source, being one of three monsters in a two-page spread. @abominationimperatrix found this art for me on a Ukranian Pathfinder blog, and it's definitely PF house style, which makes me wonder if it was posted by the artist somewhere. Anyway, melixies are cute and fun, and I would love to use them in a low level game sometime]
Melixie CR ½ CN Fey This tiny humanoid has the features of a bee—antennae, solid colored eyes without pupils, and chitin over its arms and legs. They buzz about on two pairs of translucent wings.
Melixies are fey creatures with the features of pollinating insects. Bees are the most common, but melixies resembling butterflies, moths, hoverflies and even beetles or thrips are not unheard of. They have an insatiable sweet tooth, and their diet is predominately sugar based. If a melixie can resist consuming their raw ingredients, they can use them to make tiny candies, baked goods and other deserts. Melixie confectionary is famous for both its variety and quality, and some discerning gourmets keep a melixie chef on hand for making treats that both taste great and are less filling.
Melixies believe in working hard, playing hard, and resting hard. They are willing to do even repetitive labor that other fey scoff at, as long as they are properly provisioned with sweets. Consuming a large portion (for their tiny bodies) grants them a burst of energy, allowing them to move exceptionally fast for a brief period before needing to rest and recover. Melixies often use this ability if they are in combat, letting them make hit and run attacks with their acid splashes and stingers (all melixies have a short retractable sting, regardless of the specific insect they resemble). Melixies get along well with arthropods of all kinds. Many melixies raise both regular bees for their honey and giant bees as guard dogs.
Melixie CR ½ XP 200 CN Tiny fey Init +4; Senses low-light vision, Perception +5
Defense AC 16, touch 16, flat-footed 12 (+2 size, +4 Dex) hp 11 (2d6+4) Fort +2, Ref +7, Will +3 DR 2/cold iron
Offense Speed 10 ft., fly 40 ft. (good) Melee sting +7 (1d6-1) Space 2 ½ ft.; Reach 0 ft. Spell-like Abilities CL 2nd, concentration +5 Constant—speak with arthropods At will—acid spray, dancing lights, ghost sound (DC 14) 1/day—ant haul
Statistics Str 9, Dex 19, Con 15, Int 14, Wis 10, Cha 16 Base Atk +1; CMB +3; CMD 12 Feats Weapon Finesse Skills Acrobatics +9 (-3 to jumping), Craft (confectionary) +7, Diplomacy +8, Escape Artist +9, Fly +17, Perception +5, Profession (beekeeping) +5, Stealth +17; Racial Modifiers +4 Craft (confectionary) Languages Common, Sylvan, speak with arthropods SQ sugar rush
Ecology Environment warm and temperate land Organization solitary, pair or hive (3-24) Treasure standard
Special Abilities Speak with Arthropods (Sp) This functions as speak with animals, only it can be used to communicate with vermin that are arthropods, such as spiders, insects, centipedes or crustaceans. This is the equivalent of a 1st level spell. Sugar Rush (Su) As a move action, a melixie can consume a large quantity of sugar, honey or other sweet substance (at least ½ a pound). When it does so, it can take an additional move action for the next 1d4+1 rounds. When this time elapses, the melixie is fatigued for 1 minute. A melixie cannot use its sugar rush ability when fatigued or exhausted.
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thirdtofifth · 1 year ago
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Gray Jester Medium fey, neutral evil Armor Class 14 Hit Points 58 (9d8 + 18) Speed 50 ft. Str 10, Dex 19, Con 14, Int 14, Wis 11, Cha 17 Skills Acrobatics +6, Performance +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 10 Languages Common, Elven, Sylvan Challenge 4 (1100 XP) Actions Multiattack. The gray jester uses Empathic Feeding. It then makes two attacks with its scepter. Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 2 (1d4) psychic damage. If the target is a creature with an Intelligence score of 5 or greater, it must succeed on a DC 13 Wisdom saving throw or fall into fits of laughter and become incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of the each of its turns, and each time it takes damage, ending the effect on itself on a success. The target has advantage on the saving throw if it's triggered by damage. Empathic Feeding. The gray jester chooses up to three creatures within 30 feet of it with an Intelligence score of 5 or higher. Each of those creatures must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage. A creature reduced to 0 hit points by this effect is transformed into a bleak one under the gray jester's control, then that bleak one regains 10 hit points. A bleak one has the same statistics as the creature, except its Intelligence and Charisma are 1, and it is immune to psychic damage. A bleak one can be restored to the creature it was transformed from with a remove curse spell. The gray jester can have no more than twelve bleak ones under its control at one time.
These otherworldly fey feed on joy and laughter, though not to bring happiness to themselves, merely to feed an insatiable need to drain it from others. They prefer to target children, but any humanoids will do. They are always equipped with their scepter, and pearly white broken teeth shine from behind their lipless grin. They are almost entirely devoid of color. They will use their bleak ones (usually commoner or thug stat block) as bodyguards. Gray jesters stand around 6 feet tall and weigh around 110 lbs.
Originally from Heroes of Horror. A request from kingblackfire.
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menagerieofmagic · 7 months ago
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Fae Fennec
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Fae Fennec
Tiny fey, neutral good
Armor Class: 13
Hit Points: 10 (3d4 + 3)
Speed: 20 ft., fly 40 ft.
STR: 3 (-4)
DEX: 17 (+3)
CON: 12 (+1)
INT: 14 (+2)
WIS: 15 (+2)
CHA: 16 (+3)
Skills: Perception +4, Stealth +5
Senses: darkvision 60 ft., passive Perception 14
Languages: Sylvan, Common
Challenge: 1/2 (100 XP)
Abilities:
Innate Spellcasting. The Fae Fennec's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: druidcraft, minor illusion
3/day each: faerie fire, healing word
Agile Flyer. The Fae Fennec doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Dust Sprinkle (Recharge 4–6). The Fae Fennec flutters its wings rapidly, releasing a cloud of magical dust in a 10-foot radius around itself. Each creature in the area must succeed on a DC 12 Wisdom saving throw or become charmed for 1 minute. A charmed target regards the Fae Fennec as a friendly acquaintance. The effect ends if the Fae Fennec or its companions do anything harmful to the charmed creature. The creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Fae Fennec is within line of sight, ending the effect on itself on a success.
Reactions:
Fey Escape. When the Fae Fennec takes damage, it can use its reaction to turn invisible and fly up to its speed without provoking opportunity attacks. The invisibility lasts until the end of its next turn or until the Fae Fennec attacks, casts a spell, or deals damage.
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the-whatcherof-89 · 5 months ago
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Ethoslab Ladders Aka Mr Clark Snappers.
CR 20 NG Medium Humanoid
XP 307,200 (if used as npc for encounter)Middle aged Human Rogue (Phantom Thief)10 Living Monolith 10
Neutral Good Medium humanoid
Init +8; Senses Perception +36
AC 40, touch 24, flat-footed 32 (+8 Dex, +5 Deflection, +5 Natural, +1 Insight, +6 Armor, +5 Shield) hp 135 (16d6+75)
Fort +17, Ref +22, Will +16
Speed 30 ft. Melee Adamantine shortsword +27/22/17 1D6+5 Ranged Crossbow +31/26/21 1D8+9
Racial Bonus feat (Fast learner), +1 Skill point per level.
Traits Pragmatic activator, Nervous.
Class features Refined education(Craft:Stone, Perception, Stealth, Spellcraft)+5, Broad education(Finesse rogue, Positioning attack, Improved feint, Minor magic, Major magic), Social sense+3, Advanced rogue talent: Shrine walk, Soul stone, Stone blood, Fortified flesh(DR 3/- 30%), Stability, Bombsight, Immune to disease, Attunement to stone, Summon sphinx, Ageless stone, Judgement of the monolith, Master Ka stone.
Spellcasting CL10 DC20 Crafter’s fortune 5/day Read magic/at will.
Str 10, Dex 26, Con 20, Int 30, Wis 18, Cha 14
Base Atk +14/9/4; CMB +13; CMD +31
Feats Shield proficiency, Rapid reload, Point blank shot, Precise shot, Snap shot, Rapid shot, Crossbow mastery, Master crafter, Endurance, Iron will.
Special His immortality gives him the +2 bonuses for old age but no penalties thanks to his immortality.
Skills Acrobatics +30, Appraise +18, Bluff +25, Climb +20, Craft(Stone) +33, Craft(Redstone)+33, Disguise +11, Disable +14, Escape artist +20, Handle animal +13, Heal +11, Intimidate +11, Knowledge (Arcana +30, Dungeon +18, Engineering +30, Nature +20, Geography +18, History +15, Local 15, Nobility +14, The planes+14, Religion +14), Linguistics +5, Perception +26, Perform(dance) +7, Profession(Engineer) +21, Ride +16, Sense motive +16, Sleight of hand +16, Spellcraft +35, Stealth +30, Survival +16, Swim +20, Use magic device +33.
Languages Common, Draconic, Elven, Dwarven, Sphinx, Giant, Sylvan, Undercommon, Alko.
Combat gear Cornerstone crossbow+5, 45 +4 Bolts, Adamantine defending shortsword+5, 2 Daggers of doubling, Returning trident+1, Amulet of natural armor+5, Ring of protection+5, Scholar’s ring, Dragon form armor(Black)+5, Animated fire resistance darkwood buckler+4, Belt of physical might+6 (Dex, Con), Headband of mental prowess+6 (Int, Wis, Bluff), Coat of resistance+4, Cloak of comfort, Shoes of the lighting leaper, Bracers of the falcon aim, Wands (Fly, Haste, Cure moderate wounds), Potions:Blur(1), Cure critical wounds(2), Manual of quickness of action+3(Used), Tome of clear thought+4(Used), Ioun stones: Dusty rose prism, Western star, Bag of holding type I, Small anvil with the phrase ���You got Etho’ed” on the side, Rogue kit, 113GP.
Background Ethoslab also known simply as Etho hails from a far land of Hermits where he is renowned for his pioneering and discoveries in the field of redstone. Etho is a quirky, intelligent, adaptive individual that has some nervous moments popping out sometimes. Nevertheless, Etho’s knowledge of redstone and architecture is unparalleled and even his colleagues Mumbo and Grian recognized his talent. Etho being very old, sometimes struggles to find something new to do that would stimulate his mind even if that means pushing things to the extreme, sometimes. Regardless, his favorite thing is dropping anvils on unsuspecting hermits via very complex contraptions and he was about to drop one on his friend Scar but he was interrupted by an ethereal voice: “You want to see new horizons? I can help with that. Would you like to accept my challenge?” Etho was confused for a moment but then saw a chest that wasn’t there before. “If you are interested, open it. Never seen before horizons awaits you.” Etho was hesitant for a moment but he just could not resist. As soon as he opened the chest the world around him changed as so did his equipment. He stood in the middle of a jungle with new tools, knowledge and a map in hand. “Find me if you can. And if you succeed i will grant your deepest wish.” Etho looked around and spotted a Llama. “Well, would you  look at that.” And he smirked.
Image made using Heroforge.
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pathfinderunlocked · 2 months ago
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Moontoucher Vizier - CR7 Wizard
An archwizard responsible for creating a lycanthrope curse.
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Artwork is in-game art from Hearthstone, by James Ryman, copyright Blizzard Entertainment.
This vizier, an accomplished wizard, learned of a way to magically induce the lycanthrope curse, and learned that creatures infected by this curse became stronger.  In an attempt to fortify his nation's position against the encroaching undead, he began experimenting with this curse, inflicting it on soldiers under his command in a fortress on the nation's border.
The moontoucher vizier is based somewhat on Archmage Arugal from Warcraft. I designed him to be fought alongside several werewolves - the basic CR 2 werewolf stat block is perfectly fine, but I used custom werewolves that have claws and inflict disfiguring touch on a successful claw attack. He casts rage and bone fists on the werewolves as soon as he gets a chance, before battle if possible, and casts moonstruck on enemies, preferably spellcasters If his enemies get within his melee range, he'll cast forced mutation and disfiguring touch before teleporting away with his ring of return, which is keyed to three different points around the room, if possible. If he's caught in a fight away from his keyed points, he'll set up one new point ASAP.
The Ring of Return is an official magic item from Ultimate Equipment page 173, but it's not listed on Archives of Nethys because... there's another unrelated item with the same name, and the website developers got confused. Its high value increases his CR by 1.
Moontoucher Vizier - CR 7
The robed man's cloth headgear has massive horns, his eyes glow with green fire, and the staff he holds blazes with magical energy.
XP 2,400 Male human transmuter wizard 7 NE Medium humanoid (human) Init +2 Senses Perception +6
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 mage armor) hp 55 (7d6+28) Fort +5, Ref +6, Will +8
OFFENSE
Speed 50 ft. (30 ft. without animal aspect) Melee mwk quarterstaff +3 (1d6-1)
Wizard Spells Prepared (CL 7th; concentration +14) 4th—moonstruck (2) (CL 8th, DC 20) 3rd—beast shape I, forced mutation (DC 18), rage 2nd—animal aspect (already cast, raptor, CL 8th), bone fists, defensive shock, disfiguring touch (touch +2, DC 16) 1st—depilate (DC 16), expeditious retreat, magic missile (3), protection from evil 0—detect magic, mage hand, mending, read magic
STATISTICS
Str 8, Dex 14, Con 16, Int 20, Wis 12, Cha 8 Base Atk +3; CMB +2; CMD 16 Feats Arcane Discovery (Forest's Blessing), Arcane Discovery (Multimorph), Combat Casting, Dodge, Craft Wondrous Item, Scribe Scroll, Toughness Skills Craft (alchemy) +11, Heal +7, Knowledge (arcana, local, history, nature) +15, Linguistics +12, Perception +4, Spellcraft +15; Racial Bonuses +2 Craft (alchemy) Languages Aklo, Abyssal, Celestial, Common, Elven, Draconic, Giant, Gnomish, Infernal, Sylvan SQ arcane bond (staff), arcane school (transmutation), industrious Gear cloak of resistance +2, headband of vast intelligence +2 (perception), mwk quarterstaff (arcane bonded item), ring of return, scroll of mage armor x4 (1 already used), spellbook (prepared spells, face of the devourer, bull's strength, monstrous physique I, phase step)
EQUIPMENT ABILITIES
Arcane Bond (Su) Once per day, while holding his arcane bonded item (his masterwork quarterstaff), the moontoucher vizier can cast any spell he knows without needing to prepare it ahead of time or expend a spell slot.
Ring of Return Three times per day, the wearer of the ring can, as a move action, use it to form a link with the particular 5-foot square she occupies at that moment. This causes one of the stones on the ring to glow. As a swift action, the wearer of the ring can teleport to any unoccupied linked square within 100 feet.
The moontoucher vizier typically has all three stones linked to different 5-foot squares in his lair or the area he expects to fight in, if possible.
SPECIAL ABILITIES
Multimorph (Su) When the moontoucher vizier casts a spell of the polymorph subschool on himself, he may expend 1 minute of the spell’s duration as a standard action to assume another form allowed by the spell.
Typically, the moontouched vizier begins combat with animal aspect already cast, and thus can alter its effects with Multimorph.
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kikueatgoo · 1 month ago
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#sfw | Coffee break ☕ ft. Sylvan
if you're interested in commissioning me my prices are in my carrd: https://kikueatgoo.carrd.co
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thecreaturecodex · 25 days ago
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Draxie
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Image © Paizo Publishing, accessed at Archives of Nethys here
[The last of the variant sprite lineages from PF 2e's Bestiary 3, and I think the cutest. A little redundant, with faerie dragons (or fey dragonets, I guess) already existing, but when has redundancy ever gotten in the way of monster designers?]
Draxie CR 3 CG Fey This little humanoid is barely a foot tall, with a scaly hide, a long tail and membranous wings. They have small sharp teeth and horns and frills of skin instead of hair.
Draxies, or dragon sprites, are playful, flighty and keen pranksters. They often engage in escalating prank wars with pixies and fairie dragons, both of whom they get along well with. Draxies can be patient when planning some manner of joke or trick, and may spend months or even years for the payoff for a perfect joke. Draxies claim to have their origins in the powerful faerie dragon Elucredrassa, who upon her death reincarnated into a hundred draxies, who spread throughout the First World and then to the Material Plane. Draxies still honor her with the elucera, a soul-bond a draxie might make with a creature or creatures they are particularly fond of. Entering an elucera with a draxie makes one that draxie’s family as much as any blood relative; draxies take their obligations to elucera-mates more seriously than anything else.
Draxies rarely start fights, but are happy to finish them. A draxie is much more skilled at annoying an enemy into fleeing or parleying then they are with direct violence; their first order of business when attacked is usually to breathe draxie dust on an opponent. Unlike the breath of a faerie dragon, which induces a sort of stoned euphoria, draxie breath can cause this along with several other mind-influencing abilities. Even a draxie doesn’t know what its breath will do at any given moment, and they have great fun adapting to the situation as it elapses. If a draxie wants to do permanent harm, it usually relies on its mind thrust spell-like ability.
Draxies come in a wide variety of colors, and most of them have multicolored fringes running along their heads in place of hair, along their backs and on the tips of their tails. Their nails are usually worn long but are too fragile to be used as claws. Their jaws, however, are remarkably powerful for their size. Draxies are omnivorous with a taste for fruit and insects.
Draxie CR 3 XP 800 CG Tiny fey Init +4; Senses low-light vision, Perception +9
Defense AC 17, touch 16, flat-footed 13 (+2 size, +4 Dex, +1 natural) hp 22 (5d6+5) Fort +4, Ref +8, Will +5 DR 5/cold iron
Offense Speed 15 ft., fly 40 ft. (average) Melee bite +8 (1d8-1) Space 2 ½ ft.; Reach 0 ft. Special Attacks draxie dust Spell-like Abilities CL 3rd, concentration +6 (+10 casting defensively) At will—dancing lights, ghost sound (DC 13), mind thrust I (DC 14), prestidigitation 3/day—disguise self (DC 14) 1/day—glitterdust (DC 15), invisibility
Statistics Str 9, Dex 18, Con 13, Int 16, Wis 13, Cha 16 Base Atk +2; CMB +4; CMD 13 Feats Combat Casting, Great Fortitude, Weapon Finesse Skills Acrobatics +12 (+8 when jumping), Bluff +11, Disguise +11, Diplomacy +11, Fly +16, Knowledge (nature) +11, Perception +9, Perform (comedy) +11, Stealth +20 Languages Common, Sylvan, touch telepathy SQ natural guise
Ecology Environment any forests Organization solitary, pair, flight (3-6) or family (7-24) Treasure standard
Special Abilities Draxie Dust (Su) As a standard action once every 1d4 rounds, a draxie can breathe magical dust in a 15 foot cone. All creatures in the area must succeed a DC 15 Will save or suffer from one of the following random effects (roll 1d4): 1. charmed (as per charm monster) for 1 minute 2. asleep (as per the sleep spell, no HD limit) for 1 minute 3. loses the last 5 minutes of memory 4. sickened, staggered and immune to fear effects for 1 minute This is a mind influencing enchantment effect, and the save DC is Charisma based. A draxie can use this ability once every 1d6 rounds, but a creature cannot be suffering from more than one draxie dust effect at a time. Natural Guise (Ex) When a draxie uses disguise self, it can appear as any Tiny creature with the fey or animal types. Touch Telepathy (Su) A draxie can telepathically communicate with any creature it is in physical contact with, regardless of whether they share a spoken language.
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applebees4prez · 8 months ago
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i'm working on disney fairies homebrew for my friends and i and thought i'd share in case anyone wants to use it and especially if anyone wants to give me suggestions.
Race: Fairy
Ability Score Increase: Dex increases by 2 and choose one other stat to increase by 1. 
Flight: You have a fly speed of 30 ft.
Walking: You have a walking speed of 1 ft.
Language: You can understand, speak, read, and write Sylvan. You can understand Common. 
Classes:
Tinker:
Ability Scores: +1 to Intelligence
Saving Throws: Constitution, Intelligence
Skills: Choose two from Investigation, Sleight of Hand
Tools: Expertise with Tinkers’ Tools
Animal:
Ability Scores: +1 to Charisma
Saving Throws: Wisdom, Charisma
Skills: Animal Handling (expertise), Insight
Spells: 
Animal Friendship
Beast Bond
Speak with Animals
Animal Messenger
Beast Sense
Summon Beast
Locate Animals (or Plants)
Water
Ability Scores: +1 to Dexterity
Saving Throws: Strength, Dexterity
Skills: Nature, Sleight of Hand
Spells: 
Shape Water
Create or Destroy Water
Light
Ability Scores: +1 to Dexterity
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Nature
Spells: 
Light
Shape Light (homebrew)
Faerie Fire
Produce Flame
Absorb Elements
Moonbeam
Garden
Ability Scores: +1 to Wisdom
Saving Throws: Dexterity, Wisdom
Skills: Arcana, Nature
Spells: 
Druidcraft
Mold Earth
Earth Tremor
Goodberry
Locate (Animals or) Plants
Fast-Flying
Ability Scores: +1 to Dexterity
Saving Throws: Dexterity, Constitution
Skills: Acrobatics, Arcana
Fly Speed: 50 ft.
Spells: 
Thorn Whip
Absorb Elements
Fog Cloud
Air Bubble
Dust Devil
Gust of Wind
Warding Wind
Dust
Ability Scores: +1 to Intelligence
Saving Throws: Strength, Intelligence
Skills: Investigation, Nature
Tools: Alchemist’s Supplies
let me know what you think or if you use it! i would especially love some thoughts on gameplay.
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thirdtofifth · 1 year ago
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Frostwind Virago Medium fey, neutral evil Armor Class 17 (natural armor) Hit Points 237 (25d8 + 125) Speed 30 ft., fly 60 ft. (hover), swim 20 ft. Str 17, Dex 22, Con 20, Int 16, Wis 17, Cha 20 Saving Throws Dex +11, Wis +8, Cha +10 Damage Immunities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 13 Languages Auran, Common, Elven, Sylvan Challenge 16 (15000 XP) Captivating Call. While speaking, the frostwind virago can force each creature within 300 feet of it to succeed on a DC 18 Wisdom saving throw or be charmed by the frostwind virago for as long as it remains speaking. A charmed creature can only take the Dodge action, and uses its movement on each of its turns to move its full speed toward the frostwind virago. The creature can repeat the saving throw if it takes damage, ending the effect for itself on a success. A creature that succeeds on its save is immune to the Captivating Call of all frostwind viragos for 24 hours. Frostwind viragos can't be affected by each others' Captivating Call. Legendary Resistance (1/Day). If the frostwind virago fails a saving throw, it can choose to succeed instead. Magic Resistance. The frostwind virago has advantage on saving throws against spells and other magical effects. Mind Freeze Aura. Whenever a creature starts its turn within 30 feet of the frostwind virago, that creature must succeed on a DC 18 Wisdom saving throw or have disadvantage on attack rolls and ability checks until the start of its next turn. A creature that fails its save by 5 or more is stunned until the start of its next turn instead. A creature that succeeds on its save is immune to the Mind Freeze Aura of all frostwind viragos for 24 hours. Actions Multiattack. The frostwind virago uses Icy Vortex if it is able to. It then makes two attacks. Frostbite Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (7d6) cold damage. Icy Vortex (Recharge 5-6). Each creature within 30 feet of the frostwind virago must make a DC 18 Dexterity saving throw, taking 28 (8d6) cold and 28 (8d6) piercing damage on a failed save, or half as much damage on a success.
These fey are the embodiment of the dispassionate cruelty of winter, and the fury of a raging blizzard. They usually live alone, but sometimes use frost giants as servants. They live in the remotest tundra, consuming mammoth meat and the like, getting water from the snow and ice. They are thoroughly malevolent, and despise warm-blooded creatures. They like to torment them before killing them, or lure them into particularly cruel traps. Despite this, they can be reasoned with, and sometimes will work with other creatures toward some common goal. Some powerful frost giant lords have a frostwind virago as an advisor or agent. A typical frostwind virago stands around 5 feet tall and weighs around 90 pounds. 
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asterroses · 1 month ago
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oct 13th - introduce your hawke
lets pretend ive done all the other 12 days okay ? ok ^_^
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nikolas "nikky" hawke is my main worldstate hawke . he is a warrior , specifically reaver , and he's a majority diplomatic personality , but was known to be more angry during act 3 . he's trans masc , and he romances fenris . he's 6'6 ft tall , and has a very nice and kind smile . he tries to choose kindness , but it becomes hard for him .
he's forever the eldest daughter archetype ; he helped raise his siblings , taking care of them and helping leandra especially after malcolms death . he struggles a lot with insecurities of never being or feeling good enough , of feeling like he's failed , of feeling like what he does is never Enough for anyone . he deals with rsd and is very stressed most of the time .
hes friend with most of the companions ; his closest two friends , aside from fenris , are merrill and isabela . he and aveline are not friends , nikky very much dislikes her , and his disdain towards her increases after leandra's death , which he places some of the blame onto her . they never see eye to eye , and a lot of the time their conversations are short lived and short fused . his relationship with anders is strained after the chantry explosion , they both struggle to keep in contact with one another . he and sebastian cut contact , as nikky wouldn't kill anders despite his actions and sebastian's pleading . if they met each other again , a fight would definitely occur . fenris and him are romantically entangled . nikolas adores fenris , he loves his personality and his dead pan jokes . he loves him in general . they're a battle couple , one covering the other's back . nikolas has trouble leaving fenris's side , he likes being on his arm . they three years between the act 2 and 3 romance was a bit awkward and strained , both still dancing around their feelings [nikky has an increasingly bad habit of shoving down his feelings] . truthfully i just think their relationship is mostly the exact same as it is in game , its hard for me to accurately describe . fenris did have quite a few things to say when they reunite after here lies in the abyss , while nikky is just shocked that fenris now has an undercut . which nikky quite likes .
the relationship between him and leandra is strained , pulling at the chords of friendly and twisting it into something less . he still loves his mother , but she's put a lot on his shoulders even if she didnt mean to . he mourns her death ; he still feels , years later , that he could have done something to prevent it . he misses carver . he wishes he could have their bickering back even if his memory of carver is slowly fading , and becoming more of wishing instead of memory . bethany and him are still close , even if he accidentally sent her to the circle by not bringing her with him to the deep roads . its not a connection that it once was , theres some grudges still being held , maybe from both of them . he keeps in contact with her frequently , meeting up in person after here lies the abyss . he forever loves his baby sister , she's the only family he has left .
he's more jaded during inquisition and after ; he's not ready to let new people in , he's tired of being titled "champion of kirkwall" , in general , he's just tired . he doesn't get left behind in the fade [alistair does] , and it leaves him reeling . he built himself up to be left behind , due to him feeling like he's damned the world as he released corypheus ; now , afterwards , he doesnt know what to do with himself . he mostly travels with bethany , fenris , and his and fenris's adopted child , sylvan . he's back into being a protector role , especially to the mages [sylvan doesn't have good control over their magic , and it makes nikky worried that he'll lose his child like he lost bethany to the circle once before]
the champion of kirkwall carries many scars , most notable one being a scar through his stomach that the arishok had gifted him during their duel . it still pains him to this day . other notable ones being two holes in his ear , one where a toddler bethany had yanked out his piercing , the other from him being hit by a templar's arrow . the scars across his nose are from a wolf , the one from his jaw from a bar fight with a glass bottle , and he has quite a few more littered all across his body .
he is my little [big] meow meow and i love him so dearly .
31 days of dragon age prompts nikky's tag
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dismaltouch · 1 year ago
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lilith scoffed at the blonde's words, shaking her head in disbelief. "who gives a fuck what he wants? you're allowed to be selfish, naomi. in fact ... you should be. you've gotta start putting your own wants and needs ahead of his."
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"no." gaze averts at her whispered admission, naomi bites on her bottom lip. "but it's... it's what he wants. i can't be selfish."
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ghostlightgamers · 5 months ago
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Hagspawn
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Dai Bakemono by Alex Konstad
Hagspawn
The sons of malicious, predatory hag mothers, hagspawn are an unfortunate people, despised by both parent of their kind. Hags continue their awful lineage by taking human males for mates,usually murdering and devouring the hapless captive later. The female children of a hag are changelings, and often quickly grow into hags like that of their mothers, but in rare circumstances, a son is born to the hag. These male children are hagspawn, half-human out-casts. Feared and hated by normal humans, and abused and neglected by their hag mothers, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination.
     All too often, hagspawn are filled with the malice, violence, and resentment of their monstrous parent. They are quick to take offense and view even the most in-nocent remark as a hidden slight. People regard them as ill-tempered monsters, and many hagspawn perpetuate distrust of their kind by behaving exactly as expected. They look out for themselves first and regard companions as temporary allies that will abandon them when convenient. If they remain with their mothers, they are treated as bodyguards and minions rather than children, and those that leave often become mercenaries and thugs. Hagspawn are capable of working furiously to achieve a desired end and do not shy away from physical hardship or danger if the reward seems worth the risk.
     Bulky creatures, Hagspawn tend to be around 6’ and weighs around 200 lbs.
Stats
+2 Strength, +2 Constitution, –2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. (1 RP)
Medium: Hagspawn are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
Monstrous Humanoid: Hagspawn are Monstrous Humanoids. (3 RP)
Base Speed: Hagspawn have a base speed of 30 ft. (0 RP)
Senses: Hagspawn have Darkvision 60ft. (- RP)
Gatecrasher: Being shunned as they are, hagspawn tend to build up a lot of aggression, and try to find outlets on the possessions of their tormentors. Hagspawn gains a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. (2 RP)
Lesser Spell Resistance: Hagspawn have a spell resistance equal to 6 + their character level. (3 RP)
Thick Hide: Hagspawn gains a +2 natural armor bonus to Armor Class. (3 RP)
Languages: Hagspawn begins play speaking Common and Giant. Hagspawn with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, Infernal, Goblin, Sylvan, and Undercommon. (0 RP)
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the-whatcherof-89 · 28 days ago
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Sir CyberKnife Herald of order.
CR 22 LG Medium Humanoid (Orc, Humanoid)
XP 614,400 (if used as npc for encounter)Advanced Half orc Bard(Negotiator)12 Paladin(Scion of peace)8
Lawful Good Medium humanoid (half orc)
Init +7; Senses Perception +39
AC 36, touch 25, flat-footed 29, (+7Natural, +5Deflect, +6Armor, +5Shield, +7Dexterity, +1Intuition) Hp 225 (12d8+8D10+148)
Fort +33, Ref +33, Will +36
Speed 30 ft. Melee Diplomat3+28/23/18/13 1D6+4, Spells. Ranged Bow of Artaphernes+32/27/22/17 1D8+8, Spells.
Racial Speed 30ft, Darkvision 60ft, Human-raised, sacred tattoo, Orc blood.
Traits Noble Savage.
Class features Hard bargain, Bardic performance(Counter-argument, Fast talk, binding contract, Distraction, Fascinate, Inspire competence, Suggestion, Dirge of doom, Soothing performance), Master of rhetoric 2/day, Well-versed, Jack of all trades, Rogue talents(Finesse rogue, Charmer, Ranged disarm, Slippery mind), Scion’s faith, Egalitarian, Aura of good, Detect evil, Smite evil3/day, Bonded eagle, Lay on hands, Aura of courage, Divine health, Channel positive energy, Mercy(Deceived, Riled), Consensus.
Spellcasting CL12(Bard) Daily 8/8/7/6 CL5th(Paladin) Daily 4/4 DC22.
Known(Bard): 0-Read magic, Mage hand, Prestidigitation, Detect magic, Repair, Message. I-Charm person, Hideous laughter, Grease, Cure light wounds, Animate ropes, Alarm. II-Cure moderate wounds, Calm emotions, Mirror image, Enthrall, Hold person. III-Haste, Good hope, Dispel magic, Charm monster. IV-Hold monster, Summon monster IV-Freedom of movement, Illusory terrain.
Prepared(Paladin): I-Bless, Lesser restoration, Build trust, Detect undead. II-Resist energy, Bull’s strength, Shield other, Zone of truth.
Str 12, Dex 24, Con 24, Int 24, Wis 22, Cha 34
Base Atk +17/12/7/2; CMB +13; CMD +20
Feats Scribe scroll, Combat expertise, Precise shot, Improved disarm, Deadly aim, Adept champion, Outflank, Leadership, Point-blank shot, Spell focus(Enchantment), Greater spell focus(Enchantment).
Skills Acrobatics+30, Appraise+11, Bluff+22, Climb+9, Craft(Calligraphy)+30, Diplomacy+46, Disguise+16, Escape artist+30, Fly+11, Handle animal+16, Heal+12, Intimidate+22, Knowledge (Arcana+29, Dungeon+15, Engineering+15, Geography+15, History+15, Local+21, Nature+15, Nobility+15, The planes+15, Religion+15), Linguistics+4, Perception+29, Perform(Oratory)+35, Profession(Ambassador)+15, Ride+11, Sense motive+45, Sleight of hand+15, Spellcraft+28, Stealth+15, Survival+10, Swim+5, Use magic device+33.
Leadership score (40)Cohort lv17th Followers I-135 II-13 III-7 IV-4 V-2  VI-2 (Special modifications due to the Kingstone)
Languages Common, Orcish, Giant, Abyssal, Draconic, Ignan, Aquan, Necril, Alko, Sylvan, Tongues(via the Kingstone).
Combat gear Diplomat3(Disarming blade+Diplomat’s traveling stick+ Defending rapier+4), Bow of Artaphernes(Adaptive Cunning Allying dispelling Longbow+5), 50+3 Arrows, Clod iron longsword, Uniform of Apollonius(Heavy fortification Iadran dress uniform+3), Ring of protection+5, Ring of tactical precision(Outflank), Amulet of natural armor+5, Quick-block buckler, Staff of bolstering, Headband of mental superiority+6(Escape artist), Belt of physical might+6(Dex, Con), Cloak of Diogenes(Cloak of the diplomat+Cloak of resistance+3), Inquisitor’s monocle, Bracers of steadiness, Bag of holding(Type I), Tome of leadership and influence+3(Used), Ioun stones(Lavender and green ellipsoid, Dusty rose prism), Potions of gaseous form(4), Scrolls: Haste(1), Heroism(1), (Summon monster IV(3), Bard’s kit, 373GP, The Kingstone(Artifact).
The Kingstone(Artifact) Aura(Strong enchantment) CL18th Description: 
This artifact looks like a finely-carved marble sphere with runes of gold inscribed in various languages reciting poems of kings and rulers which changes every day. The stone can be carried by anyone but only those who are worthy can use its powers. Those deemed unworthy will have the stone turned into a cursed artifact known as a Loadstone. However, should one work to find a suitable user, the stone will guide the holder toward the “Ideal King” via prophetic dreams and other means granting the power to use Divine Favor upon itself once per day. Once the stone finds the “Ideal King” it will bestow its powers upon him which includes the following: 1)The user is constantly under the effect of of the following spells: Divine Favor, Tongues and Heroism. 2)All effect of auras, inspiration and Charisma-based skills, abilities and spells double the area which they cover normally, their other effects remain unchanged. 3)Finally, if the user manages to become a ruling figure of a kingdom or to be accepted as a king, the stone allows to the user to project an illusory image of the kingdoms and it will automatically know if there are enemies in the land(such as an invading army). This effect functions as the spell Sand Table. 4)All the authority bonuses increases by +3, furthermore, the user can summon an extra Monstrous Cohort of the appropriate level that serves him once per day for 1 hour which can be divided in 1 minute increments at his request(In this case it’s a Young Silver Dragon). If the cohort is killed, it disappears and can be summoned again after 24h. The more the user becomes famous, the more it becomes closer to turn into the “Ideal King” the ruler of all nations and kingdoms whom will unite all the world under a single banner. It is unknown if this is true or just a myth, but if the holder of the stone wishes to pass the torch of rulership it must find a replacement before giving it away. Common people will come flocking under the holder of the Kingstone seeing him as the true king (Regardless, such situation must be discussed by the DM). Destruction: To destroy the Kingstone it must be buried in the ground of the material plane in a land where no kingdom/nation has been established for at least 100 years and it must stay there for 1000 years untouched. When said time has passed, the stone turns into dust. However, the gods will not stay idle and a new Kingstone is sure to reappear somewhere, somehow to find a new candidate “Ideal King”.
Challenge rating modifiers +1 advanced template, Improved stats, PC equipment.
Background: Very little is known about the one known as Cyberknife(if that is his real name). From what  little snippets of knowledge some attained, he was born in the Nether as all Piglins(Orcs) does. However, as it happens very rarely, the pig inhabitants of the red wastes will give birth to a hybrid: a Hal-feh(half-orc). Even more rarely, these hybrids becomes just better than the more run-of-the-mill gold-obsessed creatures. Of course, the leaders of the various clans will see these as “impure” and/or a danger for their leadership and will most likely try to systematically eliminate the threat before it becomes a real one. Cyberknife was one such case, but as he was about to be sacrificed in a ritual for their god, he succeeded at escaping by causing a Hoglin stampede across the bastion and escaping from an obsidian portal. Although, he did heard that if one of their kin does escape the dimension is turned into a zombie, he knew he was born DIFFERENT. As he left, he felt something change but he was fine; He found a vibrant world completely different from the lava-scarred caves he used to live. He walked the land, and although he had a rocky start(not being accepted by the inhabitants of this land) eventually things took a turn when he was accepted in a traveling circus where he discovered his talent for the bardic arts. He then enrolled into a bardic academy where he was the only one of his kind, not a good thing but he did not care for he had bigger plans in mind: He wanted to change the view the world had on the Nether and reestablish a peaceful relationships with the two dimensions. This was not an easy task but he was DETERMINED. After more years, he left the academy to look for fortune as an adventurer; and one day after a long expedition in an ancient tomb he found that stone: the Kingstone. After that day, it took him little to enroll as an advisor in a battlefield and even less to rise in the ranks and become a commander. With the glory of victory he entered the kingdom a champion, then, with the money that he attained, he founded a political campaign to promote the betterment of the kingdom. The opposition attempted to destroy him, but he was always able to thwart their efforts and won in a landslide. Cyberknife became the ruler of a nation at the young age of 22 and had no intention of stopping. After 10 years of turmoil he succeeded to quell the conflict between 3 more kingdoms and unite them under his banner. Now, from his massive palace he plans for the future… but what future?
First image - made with Heroforge.
Second image - Art by the fantastic Goatfella: https://www.tumblr.com/goatfellaa/693602368642809856/cyberknife-design?source=share
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