#levitating tubers
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“Levi-tater” (digital drawings/animated gif) — CW
#levi-tater#levitation#tater#levitating tubers#tater telekinesis#game of thought potato#artists on tumblr#cartoonists on tumblr#digital drawing#animated art#animated gif#cute alien#potatoes#tayasui sketches#tayasuisketches#gif toaster#critter casey#casey white
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ROUND 2-B: Taako, Magnus and Merle VS Tiny Tina
About Taako, Magnus, and Merle: A trio of adventurers, who's in-universe group name is Tres Horny Boys. Their antics come in both group ways; such as when they jumped down a well when none of them can levitate, and individual ways; such as when Taako brought and item that can be traded for someone's most valuable item and then sold it back to the same person for a Flaming Raging Poisoning Sword of Doom which he use as an accessory. When Magnus and Merle stole from a Bank while stopping an actual Bank Robbery, Taako threaten to rat them out to the officer outside. Merle chased someone into a quarry; which Magnus had just told him to not enter, to persuade them into following Pan via the Extreme Teen Bible, which he introduced with a song. When they group was blocked by a mass of vines, Merle flirted with the plant which caused it to be infatuated and grossed Magnus and Taako. Taako threaten his student for if he ever became more powerful then Taako, and he then brushed it off as him practicing for a play.
About Tiny Tina: A 13-year old demolitionist who the game's caption calls "Pandora's Deadliest 13-Year Old", and when she returned after a 7 year time-skip as a 19-year old her caption was changed to say "All Grown Up, Still Insane". She has her own set of bunkers, and once granted refuge in exchange for a session of Bunkers & Badasses; which is essentially Borderlands’ version of DND, where she was the DM. She turned "Pop goes the Weasel" and "I'm a little Tea Pot" into murder ballads, she blew off the door of her own camper van just to make an entrance, she gives the player-character a variety of nick-names, she calls onions "crying apples" and potatoes "googly tuber" and will threaten to kill anyone who corrects her on them. She tried to scam her exes by announcing her fake wedding for gifts/money, and then got legally married to mop and blew the entire wedding up when they actually came to it. Almost her entire diet is just crumpets, to the point where she has to be forced to eat other stuff, she can and will murder anyone who implies she takes bad care of her pets, and she went ballistic after realizing that a vending machine she thought sold chocolate chip actually sold oatmeal raisin, and ordered the player to destroy every vending machine there.
#pure chaos bracket#poll#polls#tumblr polls#tournament#tournament poll#bracket#the adventure zone merle#the adventure zone magnus#the adventure zone taako#the adventure zone#taz#taz balance#the adventure zone balance#taz merle#taz taako#taz magnus#tiny tina borderlands#borderlands#borderlands 2#tiny tina#borderlands 3#tiny tina's wonderlands
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This is why Maggie has, what I have affectionately dubbed “near perfect defense” There are some exceptions if you can levitate or fly, but the root systems of plants and trees on the planet are so expansive and massive that it makes it nigh impossible to get the drop on her.
The tubers themselves essentially act as sonar for her, relaying images, shapes and energies of the life around her - unfortunately, this does little to soothe her hyper vigilance and can be an absolute nightmare if she’s having a sensory overload....but on the plus side, it makes her spatial awareness top tier.
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Fordorran
Image by Tom Fowler, © Paizo Publishing. From Dungeon 111.
[I prefer the original Baxa art to this piece, but unfortunately the only scans online I can find are in terrible shape. It uses very dark colors, and the actual head of the fordorran is all but invisible. Shame.]
Fordorran CR 5 CN Magical Beast This creature looks like an oversized armadillo, with an armored carapace above and a furry body below. Its four limbs each end in tough claws, and it has three horns growing from its head. It smells terrible.
Fordorrans are sapient, omnivorous, psychic glyptodonts. They secrete a truly noxious musk, so unpleasant that even other fordorrans find the stink distasteful. Most fordorrans suppress this aroma through psychic magic, only revealing it when attacked or on the hunt. Fordorrans live in dry habitats, preferably rocky deserts, mesas and plateaus. They use their thick claws to tear into cactuses and dig up roots and tubers, but also as weapons.
A fordorran enjoys a good scrap now and then, and they fight for fun as often as they attack other creatures for food. They may even join a fight already in progress, taking whichever side seems likelier to win (or possibly give it a shiny object as a reward). They are very slow, but use their powerful stench and psychic magic to debilitate enemies before tearing into them with natural weapons. If enemies keep their distance, or seem difficult to hit, the fordorran will levitate to a safer altitude and whittle away enemies with ranged spells.
Fordorrans are solitary for the most part, only coming together to mate. Courtship is performed with illusions, focusing on creating interesting and delightful smells. Male fordorrans typically abandon the female to raise her young, which takes a year or two before they trundle off to live their own lives. Fordorrans have an eye for gems, crystals and anything else shiny, which they often swallow to “keep with them always”—a good scrubbing is mandatory to remove the smell from a gem recovered from a fordorran’s gut. Few creatures eat them, even as a food of last resort.
Fordorran CR 5 XP 1,600 CN Large magical beast Init +4; Senses darkvision 60 ft., Perception +6, scent Aura nauseating stench (20 ft., Fort DC 16) Defense AC 18, touch 9, flat-footed 18 (-1 size, +8 natural) hp 51 (6d10+18) Fort +8, Ref +5, Will +5 SR 16 Offense Speed 20 ft. Melee 2 claws +8 (1d6+2), gore +8 (2d4+2) Space 10 ft.; Reach 5 ft. Psychic Magic CL 6th, concentration +9 (+13 casting defensively) 20 PE—inflict pain (3 PE, DC 16), intellect fortress I (4 PE), levitate (2 PE), major image (3 PE, DC 16), mind thrust I (1 PE, DC 14), negate aroma (1 PE, self only), shatter (2 PE, DC 15), soften earth and stone (2 PE), telekinetic projectile (0 PE), Statistics Str 15, Dex 10, Con 17, Int 6, Wis 13, Cha 16 Base Atk +6; CMB +9; CMD 19 (23 vs. trip) Feats Combat Casting, Improved Initiative, Iron Will Skills Climb +7, Perception +6, Stealth +5 Languages Terran Ecology Environment warm deserts and hills Treasure standard Organization solitary or pair Special Abilities Nauseating Stench (Ex) All creatures within 20 feet of a fordorran must succeed a DC 16 Fortitude save or be nauseated for 1d4+1 rounds. A creature that succeeds its save is sickened for 1 round, and is then immune to the nauseating stench of that fordorran for the next 24 hours. Fordorrans are not immune to the stench of others of their own species. This is a poison effect, and the save DC is Constitution based.
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Git Gud Tubers || Open
Pj sat down, finished with the set up in the yard. He lucked out that it was a giant one. Ample space to do what he needed . Scattered around he had targets of all kinds, various items, tarp on the ground and outside wall of his house. Since they were essentially trapped for the month, Peej thought Greek row might appreciate a bit of a training ground to test out the effects of the fog. Or to get some steam off their chest. Either way, it'll save on house damages.
He put up the sign and waited, using his time to try out his own power. How many things could he levitate at once, he wondered.
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Hiraeth Creature #771 - Berylux
"Explorers and adventurers travel through Hiraeth often on a whim, chasing old and fanciful tales, but back in the age of kingdoms and dynasties, there was more assertive seekers acting with force. The mages and alchemy guilds under the guiding visions of lords were the forefront of modern practices and thinking, and hoped to move society forward. Their intentions were pure, but the hubris of few would end up hampering their goals. In the eastern wilds, on a series of overgrown, rocky slopes, mages were sent to find the source of a great, magical echo, using their powers to upheave the land. They found large ebon rocks inside the hills, and figured them as benign. They believed the rocks covered an unknown ley line, and used them as markers for points of interest, decorating them with an iron binding as some kind of symbol of their now forgotten kingdom. The Giant's March called them back to their home to defend it. After unearthing the rocks, they became exposed to the elements, and overtimed, they were revealed to be great crystals, resonating with magical energies. The mages deemed them to dull before, not realizing the great oversight they had made.
The crystals massed together had clumped to form a magical pulse strong enough to be sensed, but now polished by wind and water through the years, were glistening beacons of magic. No mages came to claim them, but instead they were found by the Berylux, who had lived simple lives, digging around the eastern woods for grubs and tubers. The first one was an accident, but a burrowing Berylux dug upwards and got the crystal stuck in between their horns. Attracted to glistening shells and baubles, the rest of the Berylux were enamoured with their new accidental king, and many others went over the hills to try and lay claim to their oversized crowns. The Berylux have passed these crystals down through the ages, and always the leaders of their colonies get to adorn themselves. A normal Berylux already has a strong shell, but a crowned Berylux can go as far as casting barriers and creating wards. Crowned Berylux protect their colonies, and are even said to levitate them away from danger, resulting in many baffled hunters watching them fly away all of a sudden. Their simple nature and their small stature often makes them easily picked on creatures, but if a crowned Berylux is around, all attackers should be ready for a full artillery barrage of arcane energies flung at them relentlessly."
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