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Furtober day 25 : Character Furrifyed
Here's a drawing of my Furrifyed OC Hikari, with his non Furrifyed version to compare with each others !
Yeah I really always struggles with his haircut..
#furtober#furtober 2024#furtober day 25#inktober#inktober 2024#not the official inktober prompt list#my art#digital art#my oc#furry art#furry#furrifyed oc#furry fox#fox#piercings
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Yongary
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Image by Dope Pope, accessed at their ArtStation here
[I usually do my run of “monsters from movies” conversions in October, to coincide with Halloween. But I did Furtober last year instead. So I’m going to slot them into February, as a Valentines present to monster-loving folks. First up, a Korean kaiju! Yongary: Monster of the Deep is a weird movie in a number of ways. First, the original language version is lost, so you can only see it in its English dub--which is very strange in this day and age where every minor property gets super respectful treatment and 4K restorations (although there is a lovely Blu-Ray). As a ripoff primarily of Gamera, itself a ripoff of Godzilla and The Beast From 20,000 Fathoms, it steals ideas and even shots in a somewhat haphazard way. It feels like cargo cult filmmaking. But it was a colossal hit in South Korea, and even got an official remake/reboot to cash in on the Matthew Broderick Godzilla, so clearly it struck a nerve in its home country.]
Yongary CR 20 N Magical Beast This creature looks roughly like an oversized dinosaur, bipedal with a reptilian snout, a few rows of short ridges along the back, and spikes on the tail. A single glowing horn grows from its nose.
A yongary is an immense burrowing creature, a relic from the ancient past. Some scholars believe they are related to behemoths, or perhaps kaiju, but they are decidedly more fragile than either. Although a yongary is difficult, if not impossible, to kill with conventional weapons, they are especially sensitive to poisonous substances, particularly organic toxins and venoms. As such, they eschew consuming organic matter for minerals and pure energy. They can eat fire, lightning and even magical force, and may come to the surface to bask in forest fires or lightning strikes. They are also fond of music.
Yongaries are of animalistic intelligence, but occasionally will make bonds with small children, vulnerable-looking animals, and other creatures that rouse a parental instinct in the beast. These are likely to be oases of calm around its rampages, and yongaries are especially good at destroying standing structures. They seek to provoke firepower from other creatures in order to absorb its energy, and use their breath weapons to set large fires they can gain healing from. A yongary has a powerful ray that can cut between atoms, and they typically save this for targets able to actually injure them.
Yongary CR 20 XP 307,200 N Colossal magical beast (earth) Init +5; Senses darkvision 120 ft., low-light vision, Perception +30, tremorsense 60 ft. Aura frightful presence (180 ft., Will DC 26) Defense AC 35, touch 4, flat-footed 33 (-8 size, +1 Dex, +31 natural) hp 387 (25d10+250) Fort +17, Ref +15, Will +21 DR 15/epic; Immune electricity, fire, force damage; SR 31 Defensive Abilities absorb energy, sensitive; Weakness vulnerable to poison Offense Speed 60 ft., burrow 40 ft. Melee bite +32 (4d6+15/19-20), 2 claws +32 (2d8+15), tail slap +30 (4d10+7) Ranged slice ray +18 touch (30d8 slashing) Space 30 ft.; Reach 30 ft. (20 ft. with claws) Special Attacks breath weapon (120 ft. line, 20d8 fire, Ref DC 31 half, 1d4 rounds), ruinous, trample (4d8+22, Ref DC 37) Statistics Str 41, Dex 13, Con 29, Int 2, Wis 25, Cha 19 Base Atk +25; CMB +48 (+50 bull rush, +52 sunder); CMD 60 (62 vs. bull rush, sunder) Feats Blind-fight, Combat Reflexes, Dodge, Greater Sunder, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack, Stand Still, Toughness Skills Perception +30, Swim +23 Ecology Environment any hills and underground Organization solitary Treasure none Special Abilities Absorb Energy (Su) A yongary is immune to fire, electricity and force damage. Whenever it would take damage from one of these energy types, it instead heals 1 hit point per 3 hit points of damage that would otherwise be dealt. Hit points in excess of its max hp are gained as temporary hit points that last for 1 minute or until expended. Ruinous (Su) A yongary’s natural attacks penetrate damage reduction as if they were epic and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a greater dispel magic (CL 20th). Sensitive (Ex) A yongary’s good saving throws are Reflex and Will. Its poor save is Fortitude. Slice Ray (Su) As a standard action, a yongary can fire a ray of slashing energy. Treat this as a ranged touch attack with a range of 500 feet and no range increment. A creature or object struck takes 30d8 points of slashing damage that ignores all hardness and damage reduction. A successful DC 26 Fortitude save halves the damage. A yongary can use this ability once per day, but it recharges whenever it uses its absorb energy ability. The save DC is Charisma based. Vulnerable to Poison (Ex) A yongary suffers 150% damage from any poison effects that deal hit point or ability score damage, or ability score drain.
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@fluorescent-floof ‘s furtober day 25
prompt: marsupial
tasmanian devil character someone designed for me about a month ago, named tadeka
#chaos!!#furtober#furtober 2020#my ocs#tadeka#my art#art#digital art#digital drawing#feral furry#feral#feral furry art#furry#furry art#sfw furry#safe fur work#toony#toony art#cartoony#cartoony art#oc art#toony furry#tasmanian devil character#tasmanian devil oc
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Asura Rana, Cas
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Image by Daarken, © Wizards of the Coast. Accessed at the Heroes of Horror Art Gallery here
[Furtober finishes off with a big bang and a Big Bad. Heroes of Horror introduced Cas, the Lord of Spite, and I remember a lot of people making fun of him at the time. The idea that a supervillain evil god has the head of a moose was seen as ridiculous, and comparisons to Bullwinkle were common. Nowadays, the fact that moose are huge and terrifying relict megafauna seems to be more appreciated, and there’s something I find appealing about the idea of a prey species becoming the hunter. Appropriate for a god of spite and revenge. The knee pads and codpiece made of human skulls are admittedly silly, though.
The original Cas was NE and a god, and his CR 25 avatar was basically just a 20th level ranger with some extra outsider HD and a few surprisingly weak SLAs. I’ve moved him to LE to fit with his retribution theme, and because his hatred of the gods seems very appropriate for the asuras. I’ve left some of the ranger abilities, but added some inquisitor material as well, in addition to a few new surprises.]
Asura Rana, Cas CR 26 LE Outsider (extraplanar) This giant has reddish brown skin and the head of a moose, the antlers stained with blood. It has clawed hands, cloven hooves and brandishes a large mace of black metal. Its body seems to shimmer with heat.
Cas Lord of Spite, the Red Grudge, He Who Balances the Scales Concerns spite, disproportionate retribution, vengeance Domains Destruction, Evil, Law, Strength Subdomains Corruption, Ferocity, Hatred, Judgment Worshipers inquisitors, vigilantes, the wronged Minions asuras, devourers, revenants Unholy Symbol a rack of blood-stained antlers Favored Weapon heavy mace Devotion spend one hour ruminating aloud on those that have wronged you, beginning in a whisper and culminating in a scream. Gain a +4 profane bonus on Diplomacy checks to gather information, Survival checks to follow tracks, and Intimidate checks. Boons 1: bestow curse 1/day; 2: transformation 1/day; 3: energy drain 1/day
Cas the Lord of Spite is an asura rana who nurses hate and frustration, stoking the fires of vengeance until they erupt destructively. According to his cult, he was once a mortal huntsman with a loving family. He and his family grew isolated from their community, until violence erupted and his whole family was slain. Due to the social standing of his assailants, he could not turn to the law for recourse, and so turned to the gods. When divine intervention was not forthcoming, he swore vengeance against both his assailants and the divine order, fueling his apotheosis through pure rage and resulting in the destruction of the entire kingdom.
Cas’ ultimate hatred is towards the gods, making him a natural member of the asura ranas. His ambition is still greater; he is currently brooding over his lesser position surrounded by more powerful asuras, the Lords of the Nine and even Asmodeus himself. Cas covets true divinity, but he knows he has a long way to go, and this sulking bitterness fuels him. His violent outbursts at every slight make him a fiend of few allies and many toadies, but more powerful archfiends attempt to steer his rage into useful directions.
The Red Grudge enjoys combat, but he even more enjoys drawing out the hunt of a victim and increasing their terror. He is rarely found without the Ebon Rod of Cas, which he wields in two hands in order to feel more savagely its crushing blows. Cas’ blood boils with the heat of his rage, and the shimmer this causes makes him difficult to strike in combat. Cas is a skilled spellcaster despite his love of violence, and uses magic to inflict pain, forbid actions and heal himself and his allies.
Cas’ faithful are few and far between, and often keep a low profile. His cult broods in dungeons and cellars, not meets in exalted temples. He delights in perverting those with legitimate grievances, as he once was, turning them into ruthless vigilantes who kill to punish minor crimes. His priesthood believes that civilization is a thin veneer beneath which lies nothing but chaos, and it must be kept in order through savage violence. They also believe that anyone, even the most holy and pure, can become a follower of Cas if wronged sufficiently. The faithful of Cas have an unfortunate tendency to rise as undead upon their death, continuing their campaigns of violent revenge beyond the grave.
Ebon Rod of Cas (major artifact) The prized weapon of Cas, he occasionally loans it out to his devout in order to strike somewhere where he cannot go himself. The Ebon Rod of Cas is a Large +3 vicious adamantine heavy mace. It acts as a bane weapon against any creature that has caused injury to its wielder for up to 1 year. It is effectively immune to sundering and other forms of direct damage; a creature that deals damage to it must succeed a DC 25 Will save or take that damage instead. The Ebon Rod of Cas can only be destroyed if it is carried for 100 years by an empyreal lord devoted to peace and forgiveness, whereupon it evaporates into mist.
Cas CR 26 XP 2,457,600 LE Large outsider (asura, asura rana, evil, extraplanar, lawful) Init +7; Senses darkvision 60 ft., detect good, Perception +39, see in darkness, true seeing Aura frightful presence (60 ft., DC 34) Defense AC 44, touch 26, flat-footed 36 (-1 size, +7 Dex, +1 dodge, +9 profane, +18 natural) hp 573 (31d10+403); regeneration 25 (deific or mythic) Fort +23, Ref +23, Will +28; +8 vs. mind-influencing, improved evasion DR 15/good, epic and cold iron; Immune ability damage, ability drain, charm effects, compulsion effects, curse effects, death effects, disease, divinations, energy drain, fear, fire, petrifaction, poison, polymorph; Resist acid 30, electricity 30; SR 37 Defensive Abilities freedom of movement, hateful ward, heat shimmer Offense Speed 50 ft., fly 100 ft. (perfect) Melee Ebon Rod of Cas +48/+43/+38/+33 (2d6+25 plus 2d6 vicious/19-20), gore +40 (2d8+7 plus 2d6 fire) or 2 claws +45 (2d6+12 plus 2d6 fire), gore +45 (2d8+12 plus 2d6 fire) Space 10 ft.; Reach 10 ft. Special Attacks agony beam, favored enemy (dragons +2, good outsiders +6, evil outsiders +4, humans +4, magical beasts +2) Spell-like Abilities CL 26th, concentration +35 Constant—detect good, freedom of movement, mind blank, true seeing At will—bestow curse (DC 23), enervation, greater teleport (self plus 50 lbs. material only), malicious spite (DC 23), permanent image (DC 25), vampiric touch 3/day—command undead (DC 26), fire storm (DC 27), greater dispel magic, instant enemy, quickened major curse (DC 25), summon asuras 1/day—energy drain (DC 28), unhallow, wail of the banshee (DC 28), wish Spells CL 20th, concentration +29 6th (6/day)—blade barrier (DC 25), harm (DC 25), heal (DC 25), mass fester (DC 25), overwhelming presence (DC 25) 5th (7/day)—dispel good (DC 24), geas/quest, greater command (DC 24), mass castigate (DC 24), unwilling shield (DC 24) 4th (7/day)—cure critical wounds (DC 23), divination, divine power, fear (DC 23), greater invisibility, spell immunity 3rd (7/day)—arcane sight, deeper darkness, dimensional anchor, heroism, terrible remorse (DC 22), ward the faithful 2nd (7/day)—cure moderate wounds (DC 21), howling agony (DC 21), knock, resist energy, silence (DC 21), spiritual weapon 1st (8/day)—bless, comprehend languages, cure light wounds, divine favor, expeditious retreat, shield of faith 0th—bleed (DC 19), brand (DC 19), create water, detect magic, read magic, resistance Statistics Str 35, Dex 25, Con 37, Int 22, Wis 28, Cha 28 Base Atk +31; CMB +44; CMD 61 Feats Combat Expertise, Combat Reflexes, Critical Focus, Dazzling Display, Dodge, Improved Critical (mace), Intimidating Prowess, Mobility, Power Attack, Quicken SLA (major curse), Shatter Defenses, Spring Attack, Staggering Critical, Stand Still, Stunning Critical, Whirlwind Attack Skills Appraise +29, Bluff +35, Escape Artist +11, Fly +41, Intimidate +47, Linguistics +29, Knowledge (arcana, history, nobility, religion) +29, Knowledge (local, planes) +32, Perception +39, Sense Motive +35, Spellcraft +29, Stealth +31, Survival +35; Racial Modifiers +6 Escape Artist, +4 Perception Languages Celestial, Common, Infernal, 23 others; telepathy 300 ft. SQ asura rana traits Ecology Environment any land or underground (Hell) Organization unique Treasure double standard (Ebon Rod of Cas, other treasure) Special Abilities Agony Beam (Su) Once every 1d4 rounds as a standard action, Cas can unleash a beam of pure pain in a 120 foot line. All living creatures in the area take 12d12 damage and are filled with pain for 1 minute, suffering a -4 penalty on attack rolls, skill checks and ability checks. A successful DC 34 Fortitude save halves the damage and negates the penalties. Multiple failed saves cause the duration of the penalties to stack. This is a pain effect, and the save DC is Charisma based. Asura Rana Traits (Ex, Su and Sp) Cas has the following traits:
Cas can grant spells to his worshipers as if he were a deity.
Cas’ natural weapons, as well as any weapons it wields, are treated as lawful, epic, and evil for the purpose of overcoming damage reduction.
Infernal Resurrection (Ex) Cas rules an infernal domain. If he is slain, his body rapidly melts into corruption (leaving behind any gear he held or carried), his soul returns to a hidden location within his realm, and it is immediately restored to life (as true resurrection) at that location. Once this occurs, Cas can’t use this ability again until a full year has passed. An asura rana that is slain again during this year or is killed by unusual methods (such as by a true deity or an artifact created for this purpose) is slain forever.
Immunity to ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, and petrification.
Regeneration (Ex) Only chaotic, epic and good damage, or damage from a creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts Cas’s regeneration.
Resistance to acid 30, and electricity 30
Summon Asuras (Sp) Three times per day as a swift action, Cas can summon any asura or combination of asuras whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect.
Telepathy 300 feet.
Favored Enemy (Ex) Cas gains the favored enemy ability of a 20th level ranger. Hateful Ward (Su) Cas gains a profane bonus to his armor class equal to his Charisma modifier. Heat Shimmer (Su) Cas’ body radiates heat, warping his position and protecting him from attacks. Creatures gain a 20% miss chance on attack rolls against Cas if they use sight, and a creature that strikes Cas with a melee weapon, natural weapon, unarmed strike or touch attack takes 2d6 points of fire damage. Weapons with the reach property do not endanger their wielders in this way. If Cas takes 30 or more points of cold damage from a single spell or effect, this ability is suppressed for 1d4 rounds. Spells Cas gains spellcasting as a 20th level inquisitor. He does not gain other class abilities of inquisitors, such as the judgment ability.
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Thaskor
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Art by Trevor Harsine, © Wizards of the Coast. Accessed at the D&D Miniatures Handbook Art Gallery here
[The last Furtober 2020 entry from Miniatures Handbook, this is one of three ���shadow fiends”, all of which are anthro animals and none of which ever reappeared in any D&D products. Which I think is a shame. It’d be hilarious to me if the Shadow Plane was full of rejected TMNT villains. The thaskor is my favorite of the three, because my friend Joe had a mini of it when we were in high school. It was one of the few Large minis he had, so it pulled a lot of duty playing miscellaneous monsters.]
Thaskor CR 9 LE Outsider (extraplanar) This hulking brute appears like a vaguely humanoid elephant, with small ears and a cruel sneer on its face. Its hide looks thick and impenetrable, and its form seems to be blurred.
Thaskors are elephant-like kin of shadow mastiffs. They rarely talk to interlopers, and may be mistaken for animalistic brutes by mortals. Thaskors are capable of subtlety and craft, however, and those that underestimate their intelligence do so at their own peril. A thaskor’s front limbs are inflexible clubs, but their can use their trunks with as much dexterity as a human hand. Like the elephants they physically resemble, thaskors are social creatures. They often work together in their favorite occupation—causing pain and suffering.
Most thaskors live as planar mercenaries, and work readily for any lawful, non-good force. They get along especially well with kytons. Thaskor society puts great stock in physical strength, and the creatures blow off steam and settle disputes with contests of strength. Thaskors are proud of their tusks, and never deign to sully them by using them in combat. Many thaskors decorate their tusks. Colors of dyes, carving patterns or rings on the tusks may indicate affiliations, alliances or rank. If there is any relationship between thaskors and the physically similar maelphants, neither species discusses it.
A thaskor is 16 feet long and weighs a solid 2 tons.
Thaskor CR 9 XP 6,400 LE Large outsider (evil, extraplanar, lawful) Init +4; Senses darkvision 60 ft., Perception +15, see in darkness, scent Defense AC 22, touch 9, flat-footed 22 (-1 size, +13 natural) hp 114 (11d10+55) Fort +12, Ref +9, Will +6 DR 5/-; Immune poison; Resist cold 10, electricity 10; SR 20 Defensive Abilities lesser shadow blend Offense Speed 40 ft. Melee 2 slams +16 (2d8+10) Space 10 ft.; Reach 10 ft. Special Attacks powerful blows (slam), trumpeting blast Statistics Str 25, Dex 10, Con 21, Int 12, Wis 13, Cha 16 Base Atk +11; CMB +19 (+21 sunder); CMD 29 (31 vs. sunder) Feats Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Skills Bluff +17, Diplomacy +17, Intimidate +17, Knowledge (planes) +15, Perception +15, Sense Motive +15, Survival +15 Languages Infernal, Shadowtongue SQ feat of strength (+5. 8/day) Ecology Environment any land (Shadow Plane) Organization solitary, team (2-5) or company (6-20) Treasure standard Special Abilities Feat of Strength (Su) A thaskor can add ½ its Hit Dice as an enhancement bonus to Strength checks, combat maneuvers and Strength-based skill checks for a number of rounds a day equal to 3+its Constitution modifier. These rounds do not need to be continuous. Lesser Shadow Blend (Su) In any condition of illumination other than full daylight, a thaskor disappears into the shadows, giving it concealment (20% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A thaskor can suspend or resume this ability as a free action. Trumpeting Blast (Su) Once every 1d4 rounds as a swift action, a thaskor can create a 10 foot cone of stunning energy with its trunk. All creatures in the area must succeed a DC 18 Fortitude save or be stunned for 1 round. This is a sonic effect, and the save DC is Charisma based.
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