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thecreaturecodex · 4 months ago
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Briarpatch
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"Rose" © Sandra Duchiewicz, accessed at her deviantArt here
[It's been a long while since I posted a unique monster intended for the Age of Monsters campaign. And clearly there's still interest--my precis for that campaign, and the article about how the Mythos deities fit into it, are still getting likes.
Briarpatch is a character whose seeds (hah) have been planted in several other entries, such as Dr. Shiny and the Vermilion Mother. My inspirations came from all over the place. The sexy, spooky plant girl art of Sandra Duchiewicz was always something I wanted to incorporate. There's a growing idea in ecological and archeological circles that plants domesticated humans as much as the other way around. And I wanted to make a version of Poison Ivy who is genuinely evil.]
Briarpatch CR 27 NE Plant
This woman is beautiful, but alien, with chlorotic skin like the surface of a diseased leaf, and flower petals in place of hair. A collar of brambles grows from her neck and extends into long, thorny vines. She has piercing yellow eyes and an appraising expression.
The Elder Goddess Shub-Nugganoth has many epithets, but her most famous is “Black Goat with a Thousand Young”. In truth, her spawn number far more than one thousand. The creatures known simply as dark young are the most common of her progeny, but unique individuals are her offspring as well. One of these is Briarpatch, a green woman laden with occult intelligence and a profound disgust for urbanization. It is Briarpatch’s goal to see cities crumble and mortal civilizations reduced to decentralized subsistence farming once more, and she is going to use plants as her tools to achieve this.
Unlike many evil creatures of a druidic nature, Briarpatch does not disdain farming. Far from it; she believes humanity exists to serve plants, and that by distancing themselves from the soil, they have betrayed their roots. As such, she both exalts farming and farmers while simultaneously using domestic plants as weapons. Sometimes this is as elaborate as encouraging farmers to plant crops that will use more water and resources than the environment can support, forcing governments into subsidies and increasingly desperate acts to avoid famine. Sometimes this is as simple as distributing seeds of man-eating plants mixed in with garden plants or birdseed. Briarpatch’s cult includes a number of neutral farm-folk, who see her as salvation to their local communities, even as the nation-states that collect their taxes suffer as a body with a parasite does. Her cult often refers to her as the Pale Lady, especially among outsiders.
Briarpatch’s domain is the Forest of Veils in eastern Ustalav, and she communes and coordinates with the mythos horrors that live there. She is allied with the Vermillion Mother and Diceid as a coven of divinities obsessed with invasive species and reshaping ecosystems. She and the Vermillion Mother have a sexual relationship, and treat Diceid as something like a nephew or son. Briarpatch has an entitled personality and considers herself Shub-Nugganoth’s favorite child. She is convinced that if she does enough to deform society in the Inner Sea region, her mother will favor her with a promotion and transform her into an emissary Great Old One, similar to the relationship between Yog Sothoth and Tamir at’umr. Whether this ambition is achievable or is merely one of the Pale Lady’s delusions is hard to say.
Briarpatch rarely participates directly in combat, but when she does, she is a terror to behold. Due to her occult origins, she has access to a wider array of spells than a typical green man. She uses these to inflict overwhelming euphoria or grotesque physical transformations. Sometimes both simultaneously. If she actually wants to kill, rather than toy with her victims, she combines powerful area of effect spells with her tendrils and thorns. Briarpatch is acutely aware that she can still be slain permanently, and will retreat from a battle that turns against her to recuperate and plan revenge.
Briarpatch CR 27 Variant eruphyte green man XP 3,276,800 NE Medium plant (augmented, shapechanger) Init +16; Senses darkvision 60 ft., greensight 60 ft., lifesense 60 ft, low-light vision, Perception +30, thoughtsense 60 ft.
Defense AC 54, touch 36, flat-footed 41 (+12 Dex, +1 dodge, +13 insight, +12 natural, +6 armor) hp 663 (34d8+510); regeneration 20 (deific or mythic) Fort +34, Ref +23, Will +24 Defensive Abilities wilderness insight; DR 15/epic and slashing; Immune ability damage, ability drain, daze, electricity, petrification, plant traits, stagger; SR 37 Offense Speed 40 ft., climb 40 ft. Melee 2 slams +46 (1d8+21/19–20 plus 1d6 acid and absorb magic), 6 vines +46 (2d6+21 plus grab) Ranged 6 thorns +41 (2d6+21/19-20) Space 5 ft., Reach 5 ft. (30 ft. with vines) Special Attacks absorb magic, constrict (2d6+15), grab (Colossal), thoughtspear (17d8, DC 39) Spell-Like Abilities (CL 26th; concentration +37) Constant—pass without trace, speak with plants At will—plant growth, transport via plants 3/day—summon plants 1/day—awaken Druid Spells Prepared (CL 20th; concentration +33) 9th—antipathy (DC 32), extended control plants (DC 32), foresight, greater siege of trees, rival’s weald (DC 33), telekinetic storm (DC 32) 8th—euphoric tranquility (DC 31), horrid wilting (DC 31), mass cure serious wounds, stormbolts (DC 31), sunburst (DC 31) , vinetrap (DC 31) 7th—quickened cure moderate wounds, heal (DC 30), greater scrying, transmute metal to wood, waves of ecstasy (DC 30), waves of exhaustion 6th—antilife shell, greater dispel magic, green caress (x2, DC 30), mass inflict pain (DC 29), primal regression (DC 29) 5th—baleful polymorph (DC 29), cure critical wounds (DC 28), death ward, quickened ray of enfeeblement (DC 24), synapse overload (DC 28), extended thorn body, wall of thorns 4th—arboreal hammer, command plants (DC 27), confusion (DC 27), dispel magic, explosion of rot (DC 27), freedom of movement, strong jaw 3rd—cure moderate wounds (DC 26), excruciating deformation (DC 27), protection from energy, quench (DC 26), spike growth (DC 26), thorny entanglement (DC 27), vampiric touch 2nd—alter self, barkskin, fog cloud, harvest season, resist energy, warp wood (DC 26), wilderness soldiers 1st—cure light wounds (DC 24), entangle (2, DC 25), faerie fire, longstrider, snowball (x2), touch of the sea 0—create water, detect magic, guidance, light
Statistics Str 44, Dex 35, Con 40, Int 35, Wis 36, Cha 33 Base Atk +25; CMB +42 (+46 grapple, +44 sunder); CMD 85 (87 vs. sunder) Feats Combat Reflexes, Craft Staff, Craft Wondrous Item, Defensive Combat Training, Diehard, Dodge, Endurance, Extend Spell, Greater Spell Penetration, Improved Critical (slam), Improved Initiative, Improved Sunder, Power Attack, Psychic Sensitivity (B), Quicken Spell, Spell Focus (transmutation), Spell Penetration, Stand Still Skills Acrobatics +44 (+48 jumping), Appraise +26, Bluff +40, Climb +54, Disguise +40, Diplomacy +40, Fly +30, Intimidate +43, Knowledge (arcana) +46, Knowledge (geography, history, religion) +41, Knowledge (nature) +46, Linguistics +19, Perception +30, Sense Motive +42, Spellcraft +46, Stealth +44, Survival +42, Swim +35, Use Magic Device +44 Languages Abyssal, Aklo, Common, Daemonic, Druidic, Infernal, Mi-Go, Sylvan, Zern, telepathy 100 ft.; speak with plants SQ bardic knowledge +29, change shape (Colossal or smaller tree [tree shape]), deific, green empathy +45, occult gifts
Ecology Environment any forests Organization unique Treasure staff of heaven and earth, belt of physical perfection +4, headband of mental superiority +4 (Knowledge [arcana], Use Magic Device], amulet of mighty fists +4, wings of flying, bracers of armor +6, ring of the ecclesiarch, ring of mind shielding, rod of empowered spell (normal), deliquescent gloves, 11,000 gp worth of material components and miscellaneous treasure
Special Abilities Absorb Magic (Ex) When Briarpatch strikes a creature with her slam attack, she immediately attempts to absorb one magical effect from the target. Treat this as a targeted dispel magic (CL 20th), with Briarpatch preferring to target effects that prevent his vines’ grapple attempts, like freedom of movement. When Briarpatch absorbs magic in this way, she regains a number of hit points equal to double the level of the spell effect she absorbed. Deific Briarpatch grants divine spells to worshipers. This does not require any specific action on her behalf. Briarpatch grants access to the domains of Evil, Plant, Strength, and Weather and to the subdomains of Decay, Growth, Resolve, and Seasons. Her favored weapon is the sickle. If a druid worshiping Briarpatch chooses to take a domain, the druid must choose the Plant domain, regardless of alignment. Her holy symbol is that of a feminine face made of leaves and rose petals, facing to the left. Green Empathy (Ex) This ability functions as the druid’s wild empathy, save that the green man can only use this ability on plant creatures. A green man’s green empathy check bonus is equal to his HD plus his Charisma modifier (+43 for the typical green man). Occult Gifts (Ex) As the daughter of Shub Nugganoth, Briarpatch has abilities of an occult nature, and blurs the line between plant and aberration. She has the class skills of an aberration, although her total skill ranks are still those of a plant. He gains Psychic Sensitivity as a bonus feat, and adds psychic spells from the Abomination, Pain and Psychedelia psychic disciplines to the list of druid spells she can prepare. Lastly, she gains the benefits of her wilderness insight ability in any environment not subject to a dimensional lock effect, as alien spirits whisper these insights to her as much as natural plant life. In exchange, Briarpatch does not have the green caress aura of a typical green man. Spells Briarpatch can cast spells as a level 20 druid. She does not gain a domain, or other druid abilities such as an animal companion, unless she takes levels in the druid class. Summon Plants (Sp) Three times per day as a swift action, Briarpatch can summon any combination of plant creatures 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. Thorns (Su) Briarpatch’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by her thorn moves at half speed and can’t take 5-foot steps, fly, or use air walk, either naturally or magically, until the target or another creature pulls out the thorn as a full round action that provokes attacks of opportunity. Thoughtspear (Su) Once per hour as a standard action, Briarpatch can direct a blast of disorienting mental energy at a creature within 120 feet. This attack deals 17d8 points of damage, and the target cannot attempt Knowledge skill checks for 1 minute afterwards. A target that succeeds a DC 39 Will save reduces the damage by half and negates the skill disruption. This is a mind-affecting effect and the save DC is Intelligence based. Vines (Ex) Briarpatch can extend up to six thorny vines from her body to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet. Wilderness Insight (Ex) Briarpatch gains an insight bonus to her AC and CMD equal to her Wisdom bonus.
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sir-adamus · 5 months ago
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honestly Kingdom Hearts presents itself in such a colourful way and distracts with all the Disney worlds, that it can be easy to forget that the lore of the setting is that there was once a conflict so devastating and bloody (fought mainly by child soldiers) that it shattered the world of light into pieces and the various worlds as they are formed in the aftermath, separate lights drifting, never to touch again
the present of the setting is a post-post-apocalyptic universe and the only remnants of the world before is the graveyard of fallen weapons at the epicenter of the conflict and the city founded by the sole survivor, built on the ruins of his original home
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tabletopresources · 5 months ago
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dare-to-dm · 10 months ago
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I get a little miffed when I see people criticizing common scenarios in games like D&D such as killing bandits for being "violent" or "problematic" and suggesting that people can/should play D&D in a more non-violent way.
I agree that it is very possible to do and I'm cool with people playing games they own however they want to. But the reality is that most of D&D's mechanics were designed specifically with combat in mind. You look at any given class, and that's what the bulk of their abilities are for. For pretty much everything else, you have a "skills" system that functions, but is not developed with much depth. Most of the toys you get to play with are there to simulate fantasy violence. And part of the fantasy in such a game is that you can solve problems, save the day and be a hero with violence. Enjoying that fantasy doesn't make you a bad person, and if you don't enjoy that fantasy, you might be better served playing a game with a different design philosophy and priorities.
For comparison, imagine it's a hot summer day and you're watching some kids play outside. It's your job to keep them entertained, healthy and safe. So you want them to play a game that's going to get them physically active, have fun and cool off.
So you set out a big bin of water balloons and super soakers and a hose and tell them they should all get wet. If those kids pick up the super soakers and the water balloons and start shooting each other and playing war, it would be weird of you to then chastise them for simulating violence. After all, that's basically what those toys are explicitly designed to do. And sure, you could explain to the kids that they could instead choose to spray themselves with the hose or pop the balloons by sitting on them or whatever. There are definitely possible ways to use those toys that don't involve pretending to be violent. But if that's such a dealbreaker for you, you probably shouldn't have bought those toys in the first place. Like, you could have set up a sprinkler or a Slip'n'Slide or an inflatable pool instead. Choose the toys/the game that's designed for what you want.
And don't assume that just because I would relish taking someone out "execution style" with a super soaker that I would approve of the same thing in a non pretend situation.
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rad-batson · 1 year ago
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Multiverse AU where different variants of Damian Wayne Al Ghul are accidentally hailed to one universe and Damian is in the middle, trying to get all of them back home, but it only gets worse and NOT for the reasons you would think.
So picture this: there’s a sea of Damian variants crowded into the Batcave. One’s a leader of the LOA. Another became the next Harley Quinn? One is a mute assassin. Another is Red Hood’s apprentice. One’s Batman. One’s a meta for some reason. Another is the leader of a revolution. One’s a monk. And another is a clone. They’re all somehow involved in vigilantism or the LOA.
And then there’s a completely normal one. He goes by Dami. He’s in college :) He works at an art studio. He’s got a heart condition. He has a boyfriend, and he has never been Robin before. In fact, he doesn’t even know his dad is Batman. So in a room full of wildly different versions, this Damian sticks out like a sore thumb. He’s like an NPC just standing in the middle of a final battle.
What he does know is that his mother, Talia, left the LOA with him when he was two because she fell in love with Bruce. Since then, the three have lived a Perfectly Normal Life as Perfectly Normal People in a moderately nice house in the suburbs of Gotham.
And you know what? No one questions it. Out of all the problems the Damians are having right now, Normal Damian is the least of them. So he just sits to the side, completely chill, and doesn’t interfere.
But then some chaos happens, the Damians are all sucked into a battle at some secondary location, Normal Dami is kidnapped, gets killed, and everyone’s super depressed about it. (Gosh, he was so nice. Why did it have to be him? Boo hoo. We didn’t even have time to recover the body.)
Until they head back to the cave…and there he is. Respawned. Alive. Confused.
He was literally dead on the floor two hours ago. They checked for a pulse! He bled out. Normal NPC Dami is supposed to be dead. But nope. He’s right there. “Hey, what happened? The last thing I remember is being tied up. Did I faint again?”
Everyone else, the whole batfamily and the mini Damian army, is like “wtf how’d you get here, buddy?” While he’s just like :) so Bruce, who put a bug on the security cameras or whatever, checks the footage and what he finds is absolutely horrifying.
Just after he died, Normal Dami’s eyes snapped open. Glowing a deep Lazarus Green. He stood up, walked out, and immediately fucking decimated the remaining group of kidnappers like a rabid animal. Literally anyone who got near him were goners, and Thank Sweet Jesus he didn’t run into anyone on the walk back because he didn’t care to clean off all that blood. Nope, he just walked right through the front doors of the manor, found a clean set of clothes, completely on autopilot, then all of the adrenaline wore off, and he collapsed from exhaustion.
So everyone watches the footage. NPC Damian is horrified. He insists that’s not him because he doesn’t kill people! How could they ever accuse him of killing people?! He has never done something like that. He can’t even walk up a flight of stairs without getting winded for Christ’s sake!
Nonetheless, he agrees to sit in their itty bitty holding cell as they do some fun little tests, and lo and behold: he is so genetically fucked up. Why? Because his DNA isn’t like the other Damians. It’s completely mutated by this green glowing substance that they know all too well.
The verdict? Normal Dami has been permanently mutated by the Lazarus Pit. The Lazarus Pit is inside of him. It IS him. Or maybe Normal NPC Damian is the Lazarus Pit.
When Normal Dami was two and he and Talia still lived with the LOA, there was an incident involving Damian drowning in the Lazarus Pit (à la Ra’s Al Ghul's Stellar Grand-Parenting Skills.) However, since he wasn’t dead, the Lazarus Pit devoured him, consumed him with violent pit madness, spat him back out, and Damian became this completely, unstoppably rage-filled toddler that can throw you over his shoulder and snap your neck. So Talia, terrified of what Ra’s would do with him, escaped to Gotham, found Bruce, begged for help, and they devised a plan.
Step 1: Raise Lazarus Damian as a completely normal kid.
Step 2: Take him to therapy. Maybe give him anger management classes. (Monitor his sugar intake. That couldn’t hurt.)
That was literally their whole plan. They had no other ideas ¯\_(ツ)_/¯
Occasionally, he’d snap and kill someone in cold blood (whoopsie daisy) but his parents were an assassin and the world's greatest detective. No one’s gonna know.
Through some trial and error, they found out that abrupt adrenaline spikes were what triggered the madness. So they worked around it. They gave him calm, relaxing hobbies. They spoiled him with emotional support animals. They Never Raised Their Voices. He was homeschooled for a bit then introduced to university, but only AFTER they made sure Jon (the Indestructable Superboy) was his roommmate. (Yes, they told him. Yes, he is now part of the convoluted Keep Deadly Damian Relaxed Task Force. They’re also dating.) They got Damian a FitBit that tracked his heart rate so they could predict when his adrenaline spiked. They Life360’d his ass so fucking hard. Meanwhile, Damian just thought he had some kind of medical thing, none the wiser the entire time.
Long story short? “Chill Normal NPC Damian” Cannot Die. But he can Kill.
If he does “die” (the Lazarus Pit cannot die) then he goes into a murderous rage, kills everyone in sight, it wears off with the adrenaline, and he can’t remember what happened. This Damian is the Most Dangerous of the variants, and he doesn’t even know it because his parents decided that would be best.
And now the other Damians are scared of him, and he’s scared of himself, and no one knows why he's made of the Lazarus Pit, and they don’t know what to do with him, and they still don’t know how to get back, and some of them want to kill him, and some don't, but no one trusts him, including himself, and it becomes an all-out war over the fate of Damian.
Anyway, Normal Damian who's actually a Murderous Lazarus Spirit without even knowing it. Thank you :)
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dingodoodles · 6 months ago
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It's Sandra from the last episode of Fool's Gold sands! Plenty of heads to smooch :3
Art by: AVERY (And no, she is not drawing all 10 heads) Don't know what this is? Check out this silly dnd PODCAST
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italoniponic · 1 year ago
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jura-san · 5 months ago
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The Handler Seliana ver & Autumn in Astera ver doodled her because she doesnt deserve... that Commissions Open
少々思うところありまして新大陸の受付ちゃんを描きました。アステラ秋祭りの衣装が好きですがどれも可愛い
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lockhinge · 3 months ago
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"He self-defensed three skeletons to death."
- DM describing a monk
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thecreaturecodex · 10 months ago
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Ranna
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"Slaadi" © Wizards of the Coast, by Sam Wood
[New Year, New Monsters! I am feeling much less burnt out than I was for the back half of 2023, and have built up a small backlog of new writing. I'm going to keep monsters I post to 2/week for now, to give myself time to go through said backlog in case the burnout rears up again when I'm back to work.
So for my first trick, is a monster NPC I actually wrote back in like September, but didn't post. Consider her an epilogue to the whole "Monster Girl Summer" thing. Ranna is @strawberry-crocodile's character, and fits with some of my other monstrous NPCs. She's Doctor Shiny's main minion, and their relationship serves as sort of a nasty counterpart to Gigi and Priscilla's. Of course, if you just want to use the stat block as a particularly burly slaad enforcer type, that works just as well as Ranna's baroque and macabre backstory.]
Ranna CR 18 CE Aberration This blue, frog-like humanoid has a triangular fanged snout, warty skin and enormous claws growing from the backs of their hands. A red gemstone is embedded in their skull, right between the eyes.
Marina Rhynne was an alchemy student at Endirion School in Absalom, prone to anxiety and to thinking with her stomach. She caught the eye of Doctor Agatha Shiny, who used the pretext of a dinner invitation and offer of a graduate program to abduct her and implant her with an alchemically treated red slaad egg. Doctor Shiny succeeded in one of her goals, which was to cause memories to be passed from the host to the parasite, but failed in that the resultant blue slaad did not maintain the intelligence of her progenitor. The resultant slaad, named Ranna, could recall her previous life in a hazy, dream-like way, but the predominant personality trait that was carried over was hunger.
Ranna is now Doctor Shiny’s Number One Minion, her assassin, procurer and lover. If Doctor Shiny needs someone eliminated or an unusual creature captured and brought to her, Ranna is the one to do it. She usually tracks her targets as an unassuming humanoid until she can set up an ambush and remove her greater hat of disguise. Ranna fights with her natural weapons almost exclusively, although she does occasionally toy with targets by battering them with heavy objects hurled by telekinesis. Although she is lapdog-loyal to Doctor Shiny and always follows her instructions for her specified victims, Ranna enjoys collateral damage, which usually involves biting bystanders. She views any red slaadi that are created through chaos phagethe way a proud parent views their children, and is happy to hear of any death and destruction they create.
Ranna’s personality is playful in a cruel way. She sees her progenitor, Marina Rhinne, as a pathetic figure, and has an air of contempt towards academic pursuits in general. She still appears as Rhynne when abroad in Absalom, and is the terror of Endirion School’s faculty, staff and students as Doctor Shiny’s personal assistant. Ranna is happy to play the bad guy so that Doctor Shiny can maintain her impeccable public reputation, and takes matters into her own claws if anyone gets too close to the truth about Doctor Shiny’s goals and activities. Ranna tends to dispose of the evidence of her murders by eating the corpses of her victims. She is also an excellent chef. Doctor Shiny does not eat food that Ranna prepares unless she is very sure of where the meat came from.
Ranna  CR 18 XP 153,600 Blue slaad slayer 9 (cutthroat) CE Large aberration (chaotic, slaadi) Init +8; Senses darkvision 60 ft., Perception +19
Defense AC 33, touch 20, flat-footed 24 (-1 size, +8 Dex, +1 dodge, +9 natural, +4 armor, +2 deflection) hp 303 (11d8+9d10+200); fast healing 6 Fort +22, Ref +20, Will +15 Immune mind reading, sonic; Resist acid 10, cold 10, electricity 10, fire 10; SR 19
Offense Speed 30 ft. Melee +3 bite +32 (2d6+16 plus disease), 2 +3 claws +32 (2d6+16/19-20x3) Space 10 ft.; Reach 10 ft. Special Attacks augmented critical, opportune target, rend (2 claws, 2d6+22), sneak attack +3d6, stab and grab, studied target (swift or move action, +2) Spell-like Abilities CL 8th, concentration +11 3/day—hold person (DC 15), passwall, telekinesis (DC 18) 1/day—chaos hammer (DC 17)
Statistics Str 36, Dex 26, Con 30, Int 10, Wis 14, Cha 16 Base Atk +17; CMB +31 (+33 bull rush); CMD 52 Feats Alertness,Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Critical (claw), Improved Natural Attack (bite), Intimidating Prowess, Killing Flourish, Power Attack Skills Acrobatics +20 (+24 in urban environments), Bluff +16, Climb +20, Disable Device +25, Disguise +16, Intimidate +34, Linguistics +4, Perception +19 (+23 vs. traps), Profession (chef) +14, Sense Motive +19, Stealth +21, Survival +15 Languages Common, Slaadi SQ legendary, slayer talents (surprise attack, trapfinding [trap sense +3], stalker, street stalker (Acrobatics) Gear manual of gainful exercise +4 (expended), manual of quickness of action +2 (expended), manual of bodily health +4 (expended), belt of physical perfection +4, bloodstained gloves, greater hat of disguise, soulbound eye, amulet of mighty fists +3, bracers of armor +4, boots of teleportation, cloak of resistance +3, ring of mind shielding, ring of protection +2, potion of fly (x2), potion of displacement, potion of haste, potion of lesser restoration (x2), potion of cure light wounds (x4), masterwork cooking tools, 150 gp
Special Abilities Augmented Critical (Ex) A blue slaad’s claws deal x3 damage on a successful critical hit. Disease (Su) Chaos phage; bite—injury; save Fort DC 25; onset 1 minute; frequency 1/day; effect 1d6 Con damage and 1d6 Cha damage; cure 2 consecutive saves. A creature that is reduced to 0 Con or Cha by chaos phage is immediately transformed into a red slaad. This transformation can only be reversed by a miracle or wish. A Small or Medium humanoid with levels in an arcane spellcasting class instead transforms into a green slaad. The save DC is Constitution based. Legendary (Ex) Ranna’s statistics are built with 25 point buy, and she has the equipment of an 18th level PC. These advantages increase her CR by +1. Opportune Target (Ex) If Ranna can act in the surprise round, she can study a foe as a free action and select them as her studied target. Stab and Grab (Ex) As a swift action, Ranna can attempt a steal combat maneuver against a dead or unconscious foe, or against a studied target that she has successfully confirmed a critical hit against. A dead or unconscious opponent takes a -10 penalty against this maneuver. Street Stalker (Ex) Ranna adds ½ her slayer level to Acrobatics checks made in urban environments.
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ganondoodle · 1 month ago
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didnt have anything to watch so i clicked on a video of a breath of wild concert
and with the second track an immense feeling of sadness washed over me, i miss botw so much, it used to be my comfort game and i spent alot of hours thinking about its mysteries and the strange feeling the world gave me, it was the only game i ever felt like the world was alive somehow, mostly in its environment really, there wasnt a huge epic tune blasting off your ears at all times, just a bit of subtle ambiance and not even that always, the way it just kind of seemed to exist was so special to me
and totk broke that. i know i spent many posts ranting about how much i think that game fumbles everything, but this is certainly a reason why i hate it so much on a personal level too
the world doesnt feel alive to me anymore, it feels fake and meaningless, i know now none of the things i thought meant soemthing, implied something or hid something actually .. meant anything- they are either just as static as in botw, were erased or hijacked for something that clearly never belonged there
its lost its magic. no amount of pretending totk didnt exist will reignite that .. maybe its silly to feel that strongly about these games, maybe its influenced by botw being released when my mental health was around its worst its ever been, but i was still able to feel that magic even after it got better, and now its not there anymore
i miss botw.
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pillowfriendly · 3 months ago
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(i cheated and took new pics cause i dont have many on hand. hehe.) BUT. my WoL as a:
Romanceable NPC
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Quest Giver NPC
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Final Boss
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do your guy NOW
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aliensupersyn · 1 year ago
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Gon be turned every way but loose, please help him !!
Join my anime Discord and talk about anime and shit w me!
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captainsophiestark · 10 months ago
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FHJY episode 2 was honestly one of my favorites ever, but Ally YEETING Lou's dice was especially cathartic 🙌 they did what the rest of us could only dream of
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tabletopresources · 11 months ago
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[Pinterest]
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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franciscolemos · 29 days ago
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#MÖRKTOBER
07.Pig
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