#leukodaemon
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A series of fantasy-themed ink illustrations I did for my TTRPG stock art venture! There's a lot of these coming up, so stay tuned for more!
My DriveThruRPG store, where I upload these for game developers to buy and use, is here!
#leukodaemon#hydra#lord of change#kenku#horse#elf#harpy#hippogriff#dnd#fantasy#osr#ink#black and white
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The Leukodaemon, or Pestilence Deamon. Daemons represent forms of death, this is obviously disease. They can summon diseases, infect you with a special disease that lets them speak into your mind as you're slowly drained of energy and die, and breath clouds of carnivourous flies! These ones are pretty straightforward, they're cruel and like making people sick. Oh, and they're like 14 ft tall (4.3 m).
As has been established, when we've been doing handsome human-like creatures for a while I like to snap us back with the occasional horror. figured this would do the trick :3
#cw trypophobia#cw body horror#cw injury#cw infection#smash or pass#pf2e#pathfinder 2e#pathfinder#cw disease#cw maggots#cw bugs
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Lost and Found
Chapter 6 - Dreamy interrogation
Word count: 1,240
TW: Detailed description of a monstrous being, so if you're like me and imagine ach thing that you read, but you're sensitive to certain things like body horror, then I'd recommend you skip that part! It will be accentuated with =
Warnings: descriptions of gore (will be marked with = at the moment it starts and = when it ends), mentioned death of a character, trauma, bad writing
Genre: Angst, fluff, hurt/comfort
Notes: All dividers that I use are made by me (If you see art that I have used, but not credited - please notify me), you might notice that even though it says "featuring Team Free Will" there's not a lot of them there as one would think. In fact they are not even mentioned by their names which was intentional ince the sotry does not focus on them but the reader and Morpheus, they're the ones that matter the most after all.
-Okay, okay... I'm sorry for my words, I've been a wreck since my husband's death... I'll try answering your questions to the best of my abilities - she said with a bashful look on her face. Both men nodded in understanding before the scenery around them changed and they appeared in he midle of a busy cafeteria. They sat down in one of the booths, Y/N and Morpheus siting beside each other, their shoulders brushing slightly as they tried getting more comfortable, while Martha sat in front of them on the chair and put her elbows on the table, crossing one arm over the other.
-First we would like to start with what exactly did you saw. Explain to us what did it look like, what was it doing? - Y/N ask the woman, look right into her eyes, trying to bring out that pressuring effect of having someone stare directly at you with a passive face with hope that it will make her spill everything they needed to know.
=-Well, at first it looked like my husband, but soon after it started to... Change. It started to gain a bluish-grey, slightly glistening, skin, it's arms grew a bit in length, not much but still longer than human arms which only made it creepier, ending with very long fingers with sharp claws. It's legs uh... Have you ever seen a Leukodaemon?* - she started explaining what the nightmare looked like before asking a question of her own, trying to see if her explanation will be easier if they had. =
-We had seen one long time ago - brought up the fact Morpheus which Y/N agreed to with a nod of his head before ushering the woman to continue.
=-That's what it's legs looked like. Going forward with the thigh but at the knee down to half of it's calf they started going backwards, but then again a the other half of it's calf they started going forward again and ending with eagle like claws! It's torso was freakishly long, all bony and stuff, ribs tightly pressed against the skin, alost as if no meat was between them. It was really slouched forwards and it's steps were heavy, almost tired, draggig stomps, one after another. The slouched position making the spine nearly break the skin, formed in uneven mountains on it's back. And it's head! Oh it's head! Oval shaped, jaw longer than the forehead and basically the rest of the head, hanging unnaturaly open with teeth all around it's mouth! It almost looked like a guarded worm! Sort of... - She made a slight pause to take a deep breath, shiver running down her spine at the bare thought of the creature, another violent one taking over her as an image of it appeared inside her head. - It had a really small nose but with large nostrils which only added to it's eery look... And the eyes? The eyes big and absolutely empty, I felt like I was staring into a void of some sorts! It also had hair! Very long, black hair, almost wet looking as if it just crawled out of a swamp, but on top it had a pair of deer like horns... That should be basically what it looked like, or rather what I remember it looking like. It was just... Standing in the basement doorway, looking somewhere off into the distance, before it looked at me, deep into my eyes with it's empty ones and almost like it knew what I feared, it changed again, but this time into... - Another break, this one longer since she needed to collect herself so she did not breakdown as she began speaking about the next part. - Into my dead son... His body all beaten and broken, clothes torn and bloody... Before it changed back into my husband and slammed the basement doors... I screamed, I begged, I cried... Until my neighbour opened the doors. I tried explaining what happened but he obiviously didn't believe me. I mean... who would?... Then it was just... gone... Neither of us knew where "my husband" had gone, but we knew it hadn't really gone far... We felt as if something was watching us and I was right, because when Police came and they wanted to take me in for further interrogation, I turned my head towards the little woods behind out house and there it was... Staring right at me with those lifeless eyes in the shape of my husband... - she ended her monologue with a shaky breath, wiping away the stray tears that got away with her as shaky as her breath hands.=
Both Morpheus and Y/N looked at each other with a knowing look. It was all the confirmation they needed. It indeed was Valgrat and it was still free roaming Earth. They looked back at Martha, thanking her for the information. They truly didn't need to ask any more questions since it was obvious that it was all that the woman knew and she didn't see anything else beside the obvious elephant in the room. Morpheus took care of the rest, changing the scenery to what it was before they appeared and they left her dream, letting her rest as long as she needed. She wouldn't remember their encounter, thinking it was just a very weird dream that she would quickly forget about. Just a few seconds passed in the Waking World when they were inside Martha's head. They dissapeared the same way they appeared - in a whirlwind of sand, leaving some grains of it on the hospital room floor behind themselves.
Fifteen minutes later three men in suits walked into the same room containing unresponsive Martha Riley laying in her hospital bed. They took a few steps closer before the tallest of them dragged his leg slightly against the floor, feeling something rough and small against the sole of his shoe. He looks down with furrowed eyebrows, seeing some dots on the ground so he leaned down to check it out. He knew that hospital rooms were squeaky clean almost 24/7, so seeing and feeling such amount of, in his mind, dirt on the floor was weird. When he ran his fingers against the grains, he felt how... warm they were and surprisingly soft in touch, which was even weirder than it's presence because of the previous feeling of it being rought underneath his shoe. Why was it warm and soft? The one in the trenchoat squatted down next to him and investigated the grains of sand with a suspicious look and furrowed eyebrows as he looked to be in deep contemplation. Then a knowing one appeared on his face as he stood up and looked at the two men.
-They were already here. I told you to let me teleport us here, but you insisted on your way of transport. Now I doubt you will get anything out of here. I could try waking her up, but I doubt I stand a chance against the power of the entity that was here before us... - he explained with his deep, gruff voice, looking around the room before staring at the woman. Their situation wasn't looking good. In fact, they were in quite of a dead end and they had to wait until she woke up on her own which could take a long time... A time they did not have until the next victims showed up in newspapers.
#castiel novak#dean winchester#dream of the endless#dream of the endless x male reader#the sandman#the sandman x male reader#supernatural#sam winchester#x male reader#lord morpheus#morpheus#morpheus x male reader#gay#lgbt#mlm#boy love
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Now, this is probably a very complicated and broad question, but I'm still in my Daemon kick, and I've just been wondering how you think the fate of Mendev would have changed if instead of the World wound leading to the Abyss it lead to Abbadon, and instead of an alliance of demon Lords it was one of the Horsemen?
Gone.
It would be gone. The city of Mendev, I mean, alongside every other settlement within hundreds of miles of the Worldwound. Say what you will about daemons, but they're patient, efficient and, even worse, willing to cooperate with each other with comparatively little backstabbing. If they had direct access to Golarion and a method to transmit sky-darkening numbers of troops without having to fart around with portals and mortal followers? There wouldn't be a Mendev. There wouldn't be a Numeria, Ustalav, Brevoy, or a Realm of the Mammoth Lords either.
Not all at once, mind. Perhaps not for decades. But as I mentioned, daemons are patient and efficient. Why kill a nation when they can make it kill itself? A few Meladaemons teleporting onto farms to blight the crops and slaughter livestock, a flock of Leukodaemons hovering over a city and firing plagued arrows before retreating, a few well-placed Erodaemons here and there, and while all that's happening? All the less subtle daemons are attacking and diverting those precious scant resources away from the people who need it the most. They can wither the world, one piece at a time, and drive their victims to attack one another for whatever resources they can scrape together.
So more of a 'damage over time' level of destruction, really.
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Daemons seem to be quite large and imposing on average, threatening for their general tier. Unlike regular demons that often gather in great hordes, daemons seem much more focused on small groups or even individual actions. This requires greater independence for each daemon, the ability to stand up to situations alone and confront creatures it wants dead (which is just about everything).
Hydrodaemons are frog-like, water dwelling monsters, which have some way of bypassing some of the wards over the Midland Sea to infiltrate the empire. They carry some kind of Abyssal waters with them, producing slime that thickens the water they swim in to hamper the movement of other beings. They also carry a small store in their bodies, which they can spit at creatures to put them into an enchanted sleep. Hydrodaemons love dragging sleeping creatures into water to drown, leaving them floating to draw in other victims.
Leukodaemons are creatures of pestilence and disease, which they seek to spread across the world to kill as many creatures as possible. Standing over 14 feet tall, with gaunt bodies, great wings, and no head. They mount an animal skull to the top of their body, usually horse skulls, which they can control as if it were their own head.
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Hydrodaemon Large 4th level blocker [demon] Initiative: +7 Vulnerability: Lightning Claw and Bite +9 vs. AC (2 attacks) - 14 damage. [Group Ability] R: Sleeping Spittle +9 vs. PD (one nearby enemy) - The target starts making last gasp saves. On the fourth failure, the target falls unconscious and can’t be woken by any means except a powerful ritual for 1 month. Group Ability: For every two hydrodaemon in the battle (round up), one can use sleeping spittle once during the battle. Sludgy Water: Creatures engaged with the hydrodaemon underwater take a -5 penalty to disengage checks, and a -2 penalty to AC against opportunity attacks. Water Breather. Resist Acid 14+. AC 20 PD 18 MD 14 HP 106
Leukodaemon Large 5th level archer [demon] Initiative: +12 Pestilential Bite +10 vs. AC - 25 damage. Natural 16+: The target also takes 5 ongoing damage. R: Diseased Arrow +12 vs. AC (2 attacks, against nearby or far away enemies) - 12 damage plus 5 ongoing poison damage. Natural 16+: The target is also weakened as long as it’s taking the ongoing damage. C: Breath of Flies +10 vs. PD (1d4 nearby enemies in a group) - 20 damage. Natural 12+: The target is also hampered (save ends). Flight. Infectious Aura: Nearby enemies take a -5 penalty to saving throws. Resist Acid 14+. AC 20 PD 19 MD 16 HP 122
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Floor 7, Room 9
weekly theme: luck
plague and pestilence are widely feared, for they can often seem to strike completely at random, leaving one's life or death up to a metaphorical roll of the dice. leukodaemons embody this ruthless, terrifying death.
monsters: 1x elite leukodaemon
loot: the leukodaemon carries a +1 striking composite longbow.
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ole smelly bastard
#leukodaemon#pathfinder#die eselfreunde von sandpoint#stunning fist 4eva#dnd#i made this with my hands#now with more hair!#like actual hair from my head lying across the index card#yuck#but also how fitting
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More fiends, this time Daemons from Pathfinder
#pathfinder rpg#d&d#tabletop minis#fiends#daemons#piscodaemon#thanadaemon#purrodaemon#hydrodaemon#leukodaemon#meladaemon#astradaemon#derghodaemon#ceustodaemon#cacodaemon
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Rot Bringer - CR11 Demon
Considering how demons are all about destruction, I was surprised and disappointed that I couldn’t find one that really felt like an embodiment of the concept of decay. This was my answer.
Artwork by MitchGrave on DeviantArt.
Sure, the Leukodaemon is a bringer of pestilence and decay, but really it’s basically 98% pestilence. The only parts of it that has anything to do with rot or decay are the fact that it visually has buzzard wings, and the fact that it can cast Harm. It’s also not a demon. In Golarion’s official lore, daemons exist to kill everyone, but demons exist to destroy everything. A subtle distinction, but an important one for this creature, just one of which can leave an entire village in a state of ruined decay, looking like it has been abandoned for decades.
Mechanically, it should throw down its Spear of Corruption at the ground on the first round of any battle. I wanted this creature to essentially create a second target in battle to split people’s attention and maybe prevent them from all standing in place, and I wanted destroying that extra target to remove some of its abilities. The secondary target also gives melee characters who can’t fly something to do during the fight, which is a common problem with flying enemies, especially ones that have ranged attacks.
I did include some disease aspects which were inspired by the Leukodaemon as well though. Disease is a type of bodily decay, after all.
Rot Bringer - CR 11
Tattered wings, massive claws, and a crown resembling dead brambles decorate this otherwise almost humanoid, yet disgusting-looking creature, which flies overhead. It seems monstrously strong, yet somehow also emaciated and withered, with no skin to hide its veiny and wrinkled muscles. As it descends towards the ground, the grass under it withers, the wood in nearby buildings begins to crack and rot, and your hair starts falling out.
XP 12,800 CE Large outsider (chaotic, demon, evil, extraplanar) Init +13 Senses darkvision 120 ft., deathwatch; Perception +20 Aura aura of decay (50 ft.)
DEFENSE
AC 24, touch 18, flat-footed 15 (+9 Dex, +6 natural, –1 size) HP 138 (12d10+72) Fort +11, Ref +17, Will +12 DR 10/good or cold iron Immune electricity, disease, poison, negative energy Resist fire 10, cold 10, acid 10
OFFENSE
Speed 40 ft., fly 60 ft. (average) Melee +2 javelin +17 (1d8+11 plus disease) or 2 claws +18 (1d6+9) Ranged +2 distance javelin +21/+16 (1d8+11 plus disease) (60 ft. range increment) Space 10 ft.; Reach 10 ft. Special Attacks breath of flies, spear of corruption Spell-Like Abilities (CL 12th; concentration +17) - Constant—deathwatch - At will—explosion of rot (DC 19), putrefy food and drink - 1/day—harm (DC 21), phantasmal putrefaction (DC 21), summon swarm (see text)
STATISTICS
Str 29, Dex 28, Con 24, Int 12, Wis 20, Cha 20 Base Atk +9; CMB +19; CMD 38 Feats Deflect Arrows, Hover, Improved Unarmed Strike, Point-Blank Shot, Precise Shot, Weapon Focus (javelin) Skills Bluff +20, Fly +22, Heal +22, Intimidate +20, Knowledge (engineering) +16, Perception +20, Survival +20 Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES
Disease (Ex) - Demon Rot: Javelin—injury; save Fort DC 17; onset immediate; frequency 1/day; effect 1d4+2 Str damage and target cannot be healed of ability score damage; cure 2 consecutive saves.
Summon Swarm (Sp) When a rot bringer casts summon swarm as a spell-like ability, the swarm it summons is considered to be a swarm of demons, and counts as a chaotic evil outsider. It has DR 5/good or cold iron, and negative energy resistance 10. It otherwise has the normal statistics for a summoned rat, bat, or spider swarm.
Breath of Flies (Su) Once per minute as a standard action, a rot bringer can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 8d6 points of slashing damage. A DC 20 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 rounds, congealing into a buzzing 20-foot-square cloud centered on the cone's original point of origin. Any creature that ends its turn in this cloud must make a DC 20 Reflex save to avoid taking 4d6 points of damage and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All demons are immune to this effect. The save DCs are Constitution-based.
Rotten Javelins (Su) A rot bringer can conjure +2 javelins with the distance property (doubling their range increment) into its hand at will, and never runs out of such weapons. Any javelin a rot bringer throws is tainted with disease. If a creature is damaged by a rot bringer's javelin, that target must save against its demon rot disease. As soon as a conjured javelin leaves a rot bringer’s hand, it begins to rapidly rot, becoming non-magical and useless after 1 round.
Aura of Decay (Su) All living creatures within 50 feet of a rot bringer are incapable of regaining hit points, and take 1d4 points of negative energy damage per round at the beginning of the rot bringer’s turn. All unattended non-magical objects made of organic materials (wood, cloth, leather, etc.) take the same amount of damage as they quickly decay into a ruined state. Undead creatures are not healed by this effect.
Spear of Corruption (Su) Each rot bringer can conjure a rusted, solid iron spear, the Spear of Corruption. Once per minute, the rot bringer can conjure this spear and plant it into an unoccupied space on the ground by throwing it down from any height as a standard action, throwing it at up to a 45 degree angle (for example, if the rot bringer is flying 80 feet up, it can plant the Spear of Corruption 80 feet horizontally away from itself). When planted into the ground, this spear visibly emanates waves of decay, and all creatures within 100 feet of it can feel their armor deteriorating from the moment it lands.
All creatures within 100 feet of the the Spear of Corruption lose their armor and shield bonuses to AC until the spear is destroyed (even if these bonuses are granted by spells such as Mage Armor or Shield). The armor of any player who is struck with a melee or ranged attack while this effect is active gains the Broken condition. The spear vanishes after 1 minute.
The Spear of Corruption has 40 HP and 10 hardness. It is a large-sized object, occupying a 10-foot space, with an AC of 4.
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[This thing was mentioned to me in a freeform RP and I looked it up and was like "that's cool, that's going in the Library," which is a pretty normal way for inspiration to strike. This is a conversion from Pathfinder, but the lore is mine.]
Leukodaemon (CR 9)
Large Fiend (daemon), Neutral Evil
Space 10 ft. Reach 5 ft.
Initiative +4
HP 102 (12d10 +36 Con)
AC 17 (natural armor)
Proficiency Bonus +4
Str 17 (+3) Dex 18 (+4) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 13 (+1)
Saves Con +7, Cha +5
Skills Arcana +6, Medicine +7, Perception +7
Condition Immunities poisoned
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silver
Damage Immunities poison
Senses darkvision 60 ft.; Passive Perception 17
Languages Abyssal, Infernal; telepathy 120 ft.
Speed 30 ft., fly 60 ft.
- - -
Infectious Aura: All creatures within 60 ft. of a leukodaemon have disadvantage on saving throws against diseases. The leukodaemon’s Contagion and Harm spells are both disease effects.
Magic Resistance: The leukodaemon has advantage on saving throws against spells and other magical effects.
Plagued Weapons: A leukodemon’s weapon attacks are magical, and deal an additional 7 (2d6) poison damage on a hit (included in the attack). A creature that is immune to disease is immune to this poison damage.
- - -
Innate Spellcasting (Spell DC 15, spell attack bonus +7): The leukodaemon’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components.
3/day - Contagion
1/day - Harm
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Actions
Multiattack: The leukodaemon makes three longbow attacks, or it makes one bite attack and two claw attacks.
Bite +8 melee weapon attack, reach 10 ft., 11 (2d6+4) piercing damage plus 7 (2d6) poison damage
Claw +8 melee weapon attack, reach 10 ft., 8 (1d8+4) slashing damage plus 7 (2d6) poison damage
Longbow +8 ranged weapon attack, range 150/600 ft., 8 (1d8+4) piercing damage plus 7 (2d6) poison damage
Breath of Flies (Recharge 6): The leukodaemon opens its mouth and releases a swarm of biting carrion flies in a 20 ft. cube originating from it. Each creature in the area must make a DC 15 Dexterity save or take 28 (8d6) piercing damage and be poisoned until the end of their next turn. A creature that saves takes half damage and isn’t poisoned. The flies then remain in the area for 1 minute. A creature that ends its turn within the area of the flies must make a DC 15 Dexterity save or take 14 (4d6) piercing damage and be poisoned until the end of its next turn. Daemons are immune to this action.
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Tactics
This thing is a bit more dangerous in melee than at range, but not so much that you should prioritize closing the gap. Flying and ranged attacks are too nice a combo to give up easily! Open up with Harm on a squishy caster, that will put them about 50 max hit points down. That’ll teach ‘em for not investing in Constitution! Contagion isn’t really worthwhile in terms of short-term tactics, but it can leave a lingering Problem for the players to deal with. And I couldn’t very well write a disease themed fiend without it!
If you’re going to put more than one of these in an encounter, I would consider it poor sportsmanship for them both to cast Harm on the same target. It’s quite likely that will reduce a character’s max hit points to 1, which, while memorable, is not very fun for that player.
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Lore
Leukodaemons represent death from disease. While they’re quite deadly in close combat, one that reaches the Realm of Being is more likely to try and start plagues. They might lurk in the woods outside a village and inflict disease on livestock to spread it to Folk, or ambush a lone hunter and let them carry the disease back to civilization.
Daemons are fiends that seek to acquire and consume souls to strengthen themselves and bring themselves closer to sainthood, though this endeavor is doomed to failure. Thus, they are obligate enemies of psychopomps. The multiverse’s soul trade is run by daemons, a profitable but incredibly dangerous endeavour, and they have much in common with organized crime syndicates. While they are all themed around different causes of death, the various daemons have little in common aside from their hunger for souls, and will use whatever methods available to them to acquire souls. Their realm in the Beyond is Abaddon, a cold, empty wasteland, covered in a fog of ennui that saps the will to live from visitors.
#dnd#dnd5e#d&d#d&d 5e#dungeons and dragons#dungeons and dragons 5th edition#d&d homebrew#monster#fiend#daemon#CR 9#thelibraryofthacey
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Bingil
“Mindfeast Vampire” © Wizards of the Coast, by Igor Kieryluk. Accessed at the artist’s ArtStation page here
[This is a piece of art I’ve been hanging onto for literally years, looking for the right monster to use it for. The bingil is an evil spirit for the Gaddang and Kalinga people of the Philippines, and is traditionally appeased with blood sacrifices, chasing it in effigy and headhunting. The book Headhunting and the Social Imagination in Southeast Asia has information on bingil ceremonies, but the relevant material is cut in half on Google Books. Another title to look up once quarantine is over.]
Div, Bingil CR 10 NE Outsider (extraplanar) This man-shaped horror has corpse-grey skin covered in open sores and purulent boils. Shaggy hair hangs from its head, and its eyes are luminous. It has no lower jaw—tusks curve up and down from its maw, and a long tongue dangles from the opening.
Bingils are divs that represent cursed land and the decline of settlements. They may follow a tribe or a family for generations, recurring as outbreaks of disease, strange supernatural events, and deaths of prominent and influential people, especially the kind and charitable. Over time, they may even become worshipped as gods to be appeased with sacrifices in order to chase away their depredations. Settlements with a bingil cult become as warped and cruel as the bingil itself, and they often leave disguised pairakas in these places in order to properly cultivate their corruption.
In combat, bingils often weave between foes, seeking to infect as many of them as possible with their rotting disease. Their tongue is infused with negative energy, and its touch can kill weaker opponents outright. All curses, diseases and poisons are more dangerous in their vicinity, and a bingil may ally itself with other monsters with one or more of these abilities in order to maximize their impact. Despite their love of disease, they consider leukodaemons rivals instead of allies—a bingil would rather leave its victims alive to savor their torment rather than finish them quickly or destroy their soul.
Like all divs, bingils possess a psychological quirk. In this case, they love the taste of blood. A bingil in combat with a creature suffering from a bleed effect will take move actions to lap up spilled blood rather than making more tactically sound choices; they can also be lured towards or away from locations with a large blood offering.
Bingil CR 10 XP 9,600 NE Medium outsider (div, evil, extraplanar) Init +4; Senses darkvision 60 ft., detect good, Perception +16, see in darkness Aura miasma (60 ft.), stench (30 ft., Fort DC 19) Defense AC 24, touch 15, flat-footed 19 (+4 Dex, +1 dodge, +9 natural) hp 138 (12d10+72) Fort +14, Ref +8, Will +11 DR 10/good; Immune curses, disease, fire, poison; Resist acid 10, electricity 10; SR 21 Offense Speed 40 ft. Melee 2 claws +18 (1d6+6 plus disease), gore +18 (1d12+6), tongue +16 touch (3d8+10 negative energy) Spell-like Abilities CL 10th, concentration +13 Constant—detect good At will—contagion (DC 17), dimension door (self plus 50 lbs. objects only), stinking cloud (DC 16) 3/day—bestow curse (DC 17), hold monster (DC 18), unholy blight (DC 18), empowered vampiric touch 1/day— curse terrain, epidemic (DC 19), summon (level 6, 1 pairaka, 60%) Statistics Str 22, Dex 19, Con 23, Int 13, Wis 16, Cha 16 Base Atk +12; CMB +18; CMD 33 Feats Dodge, Empower SLA (vampiric touch), Mobility, Multiattack, Power Attack, Vital Strike Skills Bluff +15, Climb +18, Heal +15, Knowledge (nature, planes) +13, Perception +16, Sense Motive +16, Stealth +17, Swim +18 Languages Abyssal, Celestial, Common, Infernal, telepathy 100 ft. Ecology Environment any land or underground (Abaddon) Organization solitary or cult (1 plus 2-5 pairakas) Treasure standard Special Abilities Disease (Ex) Septic slough; claw—injury; save Fort DC 22; onset 1 round; frequency 1/day; effect 1d4 Str damage and 1d4 Con damage, a second save must be made immediately or 1 point of each is drain instead; cure 2 consecutive saves. The save DC is Constitution based. Miasma (Su) All creatures within 60 feet of a bingil suffer a -2 penalty on all saving throws against curse, disease and poison effects. There is no save against this ability, but creatures protected by a protection from evil or similar magic are immune to this ability. Tongue (Ex/Su) A bingil’s tongue is a secondary natural attack that makes touch attacks. A creature struck by a bingil’s tongue takes 3d8+10 negative energy damage (Will save DC 19 halves). This cannot heal undead creatures, only damage the living. The save DC is Charisma based.
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In honor of today being the spookiest of days, today’s bird monster is the Leukodaemon from Pathfinder!
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Character Interview: Jules
Continuing on the character interview tags, I was tagged by @risualto on main, so I’m going to answer with one of my characters I don’t write about; one of my current tabletop characters. So let’s talk with Jules, my kitsune ninja from our Curse of the Crimson Throne campaign.
name ➔ Julia Kirisaki. Call me Jules. Everyone does.
are you single ➔ Yep!
are you happy ➔ Pretty much, yeah.
are you angry ➔ Not really. I don’t remember the last time I was truly angry.
are your parents still married ➔ My father is dead, so no.
NINE FACTS
birth place ➔ A remote garrison in Lastwall.
hair colour ➔ Red.
eye colour ➔ Blue.
birthday ➔ Sarenith 7th.
mood ➔ I like to think I’m pretty chill.
color scheme ➔ Black.
gender ➔ Female
summer or winter ➔ Summer.
morning or afternoon ➔ Afternoon.
EIGHT THINGS ABOUT YOUR LOVE LIFE
are you in love ➔ Nope!
do you believe in love at first sight ➔ That would require me to believe in love in the first place.
who ended your last relationship ➔ "Relationship” is a strong word... but she left to go continue being a pirate. Korvosa isn’t the best place for that.
have you ever broken someone’s heart ➔ ...I may be about to. Sorry, Elliot.
are you afraid of commitments ➔ Hahahahaha yes.
have you hugged someone within the last week? ➔ Probably? I’ve lost track of time. I’ve definitely cuddled with Zova, the giant wolf, and frolicked with celestial corgis.
have you ever had a secret admirer ➔ Apparently yes.
have you ever broken your own heart? ➔ Nope.
SIX CHOICES
love or lust ➔ Lust.
lemonade or iced tea ➔ Lemonade.
cats or dogs ➔ Dogs. Foxes are my favorite, but if domesticated, then dogs.
a few best friends or many regular friends ➔ I have a few close friends.
wild night out or romantic night in ➔ Wild night out.
day or night ➔ Night.
FIVE HAVE YOU EVERS
been caught sneaking out ➔ I haven’t been caught in quite a long time.
fallen down/up the stairs ➔ Nope.
wanted something/someone so badly it hurt? ➔ Yes.
wanted to disappear ➔ I can literally turn invisible, so yeah? Stuff with true sight sucks, though.
been involved in a fight you thought you couldn’t win ➔ Yes, stupid leukodaemons. They killed Elliot and we had to run. He got better. There was also the fight where I died, but they won that one. I got better.
FOUR PREFERENCES
smile or eyes ➔ Eyes
shorter or taller ➔ Taller. Most people are taller than me, to be fair.
intelligence or attraction ➔ Attraction.
hook-up or relationship ➔ Hook-up.
FAMILY
do you and your family get along ➔ Pretty well.
would you say you have a “messed up life” ➔ I’ve certainly had an unconventional life and gotten mixed up in some messed up things, but I think I’m doing alright.
have you ever ran away from home ➔ Nope.
have you ever gotten kicked out ➔ No!
FRIENDS
do you secretly hate one of your friends ➔ Mercy scares me, but I don’t hate her and I trust her for the most part. She’s demonstrated that she could definitely kill me, though, and I’m pretty sure she’s a sociopath.
do you consider all of your friends good friends ➔ Yep!
who is your best friend ➔ ...I would have said Elliot but now things are awkward.
who knows everything about you ➔ My mom, I guess?
#tag meme#oc meme#julia kirisaki#curse of the crimson throne#mercy is my husband's character#she's a brawler/monk/vigilante/fighter#and she's an absolutely terrifying grapple machine#with an ac of around 39 so Jules can't even hit her except on a crit#elliot is our druid/wizard/mystic theurge#yes it's a purposefully ridiculous build#our other party members are peace the sensei monk who can hand out true strike like candy and has an ac of like 50#and faennene our witch with an otter named furfur#pathfinder
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Sketches of characters from my last DnD campaign! Featuring Frillis the Lizardfolk, A Librarian Basalisk, and the Leukodaemon
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Monster Spotlight: Leukodaemons
CR 9
Neutral Evil Large Outsider
Pathfinder Bestiary 2, pg. 68
Owner of the unfortunate lowest CR of the “deacon” daemons, the preferred minions of the Four Horsemen, the Luekodaemons (which will be shortened to “Lukes” from now on) make up for their comparative weakness with soul-crushing numbers. A war claims mostly soldiers, a famine claims mostly the moral, but pestilence afflicts all people, good and evil, lawful and chaotic, rich and poor, and kills them all the same. What’s more, the Luke’s numbers are self-perpetuating, something that few other daemons can claim: they arise from the souls of people dead from plagues, and turn into beings which cause more plagues. With their numbers, they darken the skies in Abaddon with their flapping wings... And the skies on Golarion with their rain of arrows.
Lukes do not fair well in melee, though they can certainly defend themselves if it comes to it. They have the standard claw-claw-bite of any two-armed and one-headed being, 1d6+7 damage on the claws and 1d8+7 on the bite. They can give a pretty nasty wound to people they catch in melee, but a Luke’s true purpose for getting into melee is to either afflict someone with their at-will Contagion, or strike someone with their 1/day Harm, which does a flat 100 negative energy damage to anyone it strikes (50 on a successful save). While Harm cannot bring someone below 1 hit point, that 1 hit point won’t last long once the daemon makes its full attack next round.
Despite their Harm making melee combat especially unpleasant, a Luke is even more dangerous from afar. Imitating their corrupted lord, Lukes are all armed with composite longbows that they continuously generate arrows for, allowing them to fire two extremely accurate shots a round for 2d8+8 damage. Though Lukes can cast Contagion at will, their arrows are also laced with the same magic, anyone struck by them needing to make a DC 19 Fortitude save or be afflicted by the spell. It’s through these arrows that they spread their plagues from afar, firing on their targets before using their at-will Greater Teleport to reposition once their victim begins moving in on their position. Patient and cunning, Lukes prefer hit-and-run over standing and fighting, often firing just enough arrows to finally contaminate their targets via Contagion before teleporting and moving onto their next target. Wishing to spread their plagues further and further, a Luke will often opt to take the nonlethal route with their shots, hoping the victim survives if only to spread their sickness.
Should they be ordered to stand and fight, though, they do so without hesitation or regret. Once someone has drawn within 50 feet of them, their Infectious Aura imposes a -4 penalty on resisting their disease-coated arrows and infectious touch, making it even more likely that they succumb. Should a Luke be trapped in a fight it wants no part of--such as through Dimensional Anchor or the more mundane solution of grappling it--it can also pull a page straight out of Apollyon’s book and exhale a Breath of Flies. Once each minute, they can breath out a 20-foot cone of biting, malicious flies, dealing 8d6 damage to anyone caught in the mass who fails their saving throw. Once they’ve been exhaled, the flies linger for a time before dispersing, congregating in a 20-foot-wide cloud surrounding the Luke until they’re dismissed, destroyed, or disinterested and move on.
Given their habit of striking single targets and then moving on, a Luke (or an army of them) makes for an interesting--though potentially frustrating--encounter, where the hardest part is actually pinning the thing down before it can escape. Disease is a woefully underused avenue of attack, and while player characters are usually only temporarily inconvenienced by sickness, the common townsfolk are likely going to succumb to the affliction before the party can cure all of them, especially since time spent curing the commonfolk means the Lukes--who never hunger, tire, or thirst--can continue their hideous work uninterrupted.
You can read more about them here.
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Eberron Planar Monster (Bestiary 2)
Here’s something that has been sitting in my drafts forever. I just did some touch ups on it since Keith just posted a couple of articles on Eberron’s Planes.
All Planes
Aeon, Akhana
Aeon, Bythos
Aeon, Paracletus
Aeon, Pleroma
Aeon, Theletos
Inevitable, Lhaksharut
Astral Plane
Daemon, Astradaemon*
Daemon, Thanadaemon*
Dragon Horse*
Daanvi, the Perfect Order
Axiomite
Devil, Belier
Inevitable, Arbiter
Inevitable, Kolyarut
Inevitable, Zelekhut
Dal Quor, the Region of Dreams
Animate Dream
Wendigo*
Dolurrh, the Realm of the Dead
Daemon, Astradaemon
Daemon, Cacodaemon
Daemon, Thanadaemon
Demon, Kalavakus
Inevitable, Marut
Petitioner
Soul Eater
Ethereal Plane
Daemon, Thanadaemon*
Dragon Horse*
Fernia, the Sea of Fire
Azata, Brijidine
Azer
Devil, Immolation
Dragon, Magma
Elemental, Magma
Magma Ooze
Rast
Thoqqua
Irian, the Eternal Day
Archon, Star
Jyoti
Shining Child
Kythri, the Churning Chaos
Chaos Beast
Elemental, Lightning
Howler
Protean, Imentesh
Protean, Keketar
Protean, Naunet
Protean, Voidworm
Titan, Elysian
Titan, Thanatotic
Lamannia, the Twilight Forest
Achaierai
Agathion, Avoral
Agathion, Cetaceal
Agathion, Draconal
Agathion, Leonal
Agathion, Silvanshee
Agathion, Vulpinal
Amoebas (all)
Badgers (all)
Bats (all)
Bees (all)
Beetles (all)
Belker
Camel
Centipedes (all)
Cockroaches (all)
Crysmal
Demon, Omox
Dinosaur, Allosaurus
Dinosaur, Compsognathus
Dinosaur, Parasaurolophus
Dinosaur, Tylosaurus
Dragon, Brine
Dragon, Cloud
Dragon, Crystal
Dragonfly, Giant
Elemental, Mud
Fly, Giant
Maggot, Giant
Gars (all)
Hellcat
Hippopotami (all)
Lycanthrope, Werebear
Lycanthrope, Wereboar
Lycanthrope, Weretiger
Mandragora
Megafauna, Arsinoitherium
Megafauna, Glyptodon
Megafauna, Megaloceros
Megafauna, Megatherium
Mihstu
Moonflower
Mosquitos (all)
Pech
Phycomid
Primates (all)
Qlippoth, Cythnigot
Quickwood
Ram
Rays (all)
Sandman
Scorpions (all)
Snakes (all)
Solifugids (all)
Spiders (all)
Tendriculos
Ticks (all)
Toads (all)
Turtles (all)
Vipervine
Whales (all)
Xacarba
Xtaby
Mabar, the Endless Night
Bodak
Daemon, Astradaemon
Daemon, Ceustodaemon
Daemon, Derghodaemon
Daemon, Hydrodaemon
Daemon, Leukodaemon
Daemon, Meladaemon
Daemon, Olethrodaemon
Daemon, Piscodaemon
Daemon, Purrodaemon
Daemon, Thanadaemon
Demon, Vrolikai
Dragon, Umbral
Nightshade, Nightcrawler
Nightshade, Nightwalker
Nightshade, Nightwave
Nightshade, Nightwing
Sceaduinar
Plane of Shadows
Dragon, Umbral
D'ziriak
Gloomwing
Mothman*
Tenebrous Worm
Risia, the Plane of Ice
Elemental, Ice
Wendigo
Shavarath, the Battleground
Archon, Shield
Demon, Shemhzaian
Devil, Accuser
Devil, Handmaiden
Syrania, the Azure Sky
Angel, Cassisian
Angel, Monadic Deva
Angel, Movanic Deva
Mercane
Thelanis, the Faerie Court
Azata, Lyrakien
Brownie
Forlarren
Gremlin, Jinkin
Gremlin, Nuglub
Gremlin, Pugwampi
Gremlin, Vexgit
Grig
Jabberwock
Kelpie
Korred
Leprechaun
Lurker in the Light
Nereid
Quickling
Redcap
Sard
Thrasfyr
Triton
Twigjack
Xoriat, the Realm of Madness
Denizen of Leng
Hound of Tindalos
Leng Spider
Mu Spore
Neh-Thalggu
Qlippoth, Augnagar
Qlippoth, Chernobue
Qlippoth, Iathavos
Qlippoth, Nyogoth
Qlippoth, Shoggti
Qlippoth, Thulgant
* Not native to this plane, but can travel there using spell-like or supernatural abilities
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