#yagnodaemon
Explore tagged Tumblr posts
Video
instagram
Progress on the #daemon ‘s from #lootstudios Having fun with this #YagnoDaemon on vacation. Like it so much I’m constructing an NPC based on it in our home game. Going with a starry universe look on the #PlagueDaemon s robes. Just getting going on it. Share more soon! Happy Gaming https://www.instagram.com/p/CPd0rfIByxJ/?utm_medium=tumblr
0 notes
Text
Daemon, Yagnodaemon
Image by Tony DiTerlizzi, © TSR. Accessed at the Monstrous Index website here.
[The yagnodaemon/yagnoloth dates back to the original Monster Manual 2. They’ve always been represented as petty bureaucrats, but my version of them might be a little more savage/colored by current affairs.]
Daemon, Yagnodaemon CR 13 NE Outsider This red-skinned humanoid giant is profoundly lopsided—one of its arms is enormously lopsided and the other is undersized and seemingly feeble. Its face is like a monstrous skull with wing-like ears.
Daemons are the most hated of fiends, as each one represents some way for a mortal life to be snuffed out. Yagnodaemons are perhaps the most hated of all, as they represent death by bureaucracy. Every life lost because of the wrong paperwork, every sick child who dies because they couldn’t afford to be cured, every person starved because they were driven to ruin by a rival business are all sweet balm to the yagnodaemons. Every yagnodaemon is created from the soul of an evil creature who killed others through bureaucratic manipulations or neglect, and their numbers grow ever greater as more societies develop down cruel paths.
A yagnodaemon views itself as a lord above all other daemons, despite the obvious truth that some daemons are physically and mentally more capable than they. Each yagnodaemon carves itself out a fiefdom in Abaddon and demands tribute from the region���s inhabitants. A yagnodaemon’s home is its castle, and even the least influential yagnodaemon has layers of traps and guardians in its lair. They typically do not serve one of the Horsemen directly out of stubborn pride, but their vassals may act in the interests of one or more of the Four. A yagnodaemon pressed into service by a more powerful daemon will complain incessantly and may even attempt to sabotage its superior in order to profit from its failure.
The body of a yagnodaemon is as warped as its mind—they combine monstrous strength and physical weakness in a single form. Yagnodaemons covet magical weapons to enhance their fighting potential, and may send their minions on multi-planar expeditions for the finest treasures. A yagnodaemon stands twelve feet tall and weighs about 2,000 pounds.
Yagnodaemon CR 13 XP 25,600 NE Large outsider (daemon, evil, extraplanar) Init +7; Senses darkvision 60 ft., Perception +22, see invisibility Defense AC 28, touch 12, flat-footed 25 (-1 size, +3 natural, +16 natural)hp 184 (16d10+96) Fort +16, Ref +8, Will +14 DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24 Offense Speed 50 ft. Melee +2 longsword +27/+22/+17 (1d8+7/19-20) and slam +25 (2d12+15 plus stun) Space 10 ft.; Reach 10 ft. Special Attacks breath weapon (30 ft. cone, 13d6 acid, once every 1d4 rounds, Reflex DC 24 half), drain essence, spellstrike, stun (1d4 rounds, Fort DC 28) Spell-like Abilities CL 13th, concentration +17 (+21 casting defensively) Constant—see invisibility At will—contagion (DC 18), greater teleport (self plus 50 lbs. of objects), telekinesis (DC 19) 3/day—empowered shocking grasp, touch of idiocy, vampiric touch 1/day—banishment (DC 20), summon (level 4, 1 piscodaemon, 50%) Statistics Str 30, Dex 17, Con 23, Int 14, Wis 19, Cha 18 Base Atk +16; CMB +27 (+30 bull’s rush); CMD 40 (42 vs. bull’s rush) Feats Awesome Blow, Combat Casting, Empower Spell-like Ability (shocking grasp), Improved Bull’s Rush, Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike Skills Acrobatics +22 (+30 when jumping), Bluff +23, Climb +29, Diplomacy +23, Intimidate +23, Knowledge (planes) +21, Perception +23, Sense Motive +23 Languages Abyssal, Draconic, Infernal; telepathy 100 ft. SQ mismatched arms Ecology Environment Abaddon Organization solitary or court (1 plus 2-6 hydrodaemons and 1-3 piscodaemons) Treasure standard (+2 longsword, other treasure) Special Abilities Breath Weapon (Su) Any creature that takes damage from a yagnodaemon’s breath weapon must succeed a DC 24 Fortitude save or be staggered from pain for 1d4 rounds. This is a pain effect. The DC is Constitution based. Drain Essence (Su) A yagnodaemon can make a melee touch attack against a stunned, paralyzed or helpless creature as a standard action and deal 1d4 negative levels to it. For every negative level inflicted in this way, a yagnodaemon gains 5 temporary hit points. The save DC to remove these negative levels is Fortitude DC 22. The save DC is Charisma based. Mismatched Arms (Ex) The small arm of a yagnodaemon is treated as having the undersized weapon special quality and deals only ½ of the yagnodaemon’s Strength bonus to damage, as if it were wielding a weapon in the off hand. The large arm of a yagnodaemon deals 1.5 times the yagnodaemon’s Strength bonus to damage on its slam attacks and is always treated as a primary weapon, even if the yagnodaemon is wielding a weapon in its small arm. Spellstrike (Su) whenever a yagnodaemon uses a spell-like ability with a range of “touch”, it can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, the yagnodaemon can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.
137 notes
·
View notes
Photo
Yagnodaemon Unsigned, looks like Larry Elmore Monster Manual II
#Monster Manual II#yagnodaemon#daemon#Larry Elmore#Dungeons and Dragons#Advanced Dungeons and Dragons#D&D#AD&D#TSR
1 note
·
View note
Note
hey, i'm gonna be running a game of kingmaker soon and i'm thinking about replacing the original campaign villain with your writeup for hexxus (a. because he's awesome and b. because my players are going to flip shit in months/years time when i reveal the villain), do you have any recs for daemons that could show up during the game? i don't know a ton about golarion's planar lore, so some insight there could be helpful, if you're willing to give it. thanks!!
Some canon daemons that fit the theme (at least one of which is already in Kingmaker!)
Hydrodaemon (death by drowning/water, CR 8)
Nixudaemon (death by toil, CR 7)
Piscodaemon (death by poison, CR 10)
Sepsidaemon (death by infected wounds, CR 7)
Suspiridaemon (death by suffocation, CR 7)
And some daemons I have written that would fit the theme as well
Bagodaemon (death by novel/unusual means, CR 10)
Eurekadaemon (death by technological failure, CR 11)
Gurgidaemon (death by overconsumption, CR 9)
Sordesdaemon (death by pollution, CR 15). Note that the sordesdaemon is Pathfinder canon, but was introduced in 2nd edition. This is a retro-conversion
Yagnodaemon (death by bureaucracy, CR 13)
33 notes
·
View notes
Text
Daemon, Gurgidaemon
“Mr. Wormy” © Mac Smith, accessed at his deviantArt gallery here
[Commissioned by @listmaker-lastcity, who asked for Pathfinder conversions of the fiends in d20 Modern. d20 Modern’s bestiary is an odd mash-up of D&D conversions, ports from Alternity, cryptids and paranormal monsters, and original creatures. The fiends are generally vaguely human-shaped, have one gimmick, and have no illustrations (at least in d20 Modern proper--one turns up illustrated in Unearthed Arcana, and the d20 Menace Manual fiends are better represented in art). As soon as I saw this image, I knew it was a perfect fit for what d20 Modern calls the festergog or vomit fiend. Since I’m putting them into existing PFRPG categories, and I knew what sort of death I thought the festergog should represent, I had to change the name to daemon standards. Which is a shame--the festergog is the only one that has a name worth using.]
Daemon, Gurgidaemon CR 9 NE Outsider (extraplanar) This creature resembles a fat slug with a humanoid torso and head. Tumors and growths dot its body, and its skin oozes a noxious slime. Its mouth is grossly distended with a protruding black tongue and rotting, uneven teeth.
The gurgidaemon is a daemonic patron of death by overconsumption. From the bird that chokes trying to swallow an oversized fish to the nobleman who slowly rots their liver with drink, all deaths from indulgence and gluttony are a gurgidaemon’s purviews. Although they are slow, they are implacable, and can move across rocky landscapes or through water with ease.
Gurgidaemons are not especially stealthy, and are usually smelled before they are seen. The fluid that oozes from their sores and tumors is incredibly foul, leading to their nickname among mortals as “vomit fiends”. A gurgidaemon usually opens combat by attempting to hinder enemy movement with their acidic spew or magic, then grabbing and swallowing creatures that it can reach. If a combat turns against them, they usually summon lesser daemons out of spite, and then flee.
Although gurgidaemons have genius intellects by mortal standards, they are obsessed to the point of mania with food and drink rather than applying their brains to other problems. Some are gourmands, trying to consume every different type of thing they can, be it animal, vegetable or mineral. Others focus their culinary expertise, tasting the differences between individuals within a specific city or lineage, or attempting to eat an entire species to extinction. They are most effective at ruining the lives of mortals in conjunction with other species of fiends, and work well with meladaemons and yagnodaemons to create deadly feasts for the upper echelons at the same time as widespread famine for the lower classes.
Gurgidaemon CR 9 XP 6,400 NE Huge outsider (daemon, evil, extraplanar) Init +3; Senses darkvision 60 ft., Perception +16 Aura noxious stench (15 ft., Fort DC 21) Defense AC 22, touch 7, flat-footed 22 (-2 size, -1 Dex, +15 natural) hp 115 (10d10+60) Fort +9, Ref +6, Will +12 DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 20 Offense Speed 20 ft., climb 20 ft., swim 20 ft. Melee 2 claws +16 (1d8+8), bite +16 (2d6+8 plus grab) Space 15 ft.; Reach 10 ft. Special Attacks breath weapon (30 ft. cone, 9d6 acid, Ref DC 21, 1d4 rounds), gluttonous snap, swallow whole (4d6 acid, AC 17, 11 hp) Spell-like Abilities CL 10th, concentration +13 At will—greater teleport (self plus 50 lbs objects only), ray of exhaustion (DC 16), slow (DC 16) 3/day—hunger for flesh (DC 17), unholy blight (DC 17), vampiric touch 1/day—dispel good (DC 18), mass fester (DC 19), summon (2 ceustodaemons, 50%, level 5) Statistics Str 26, Dex 9, Con 23, Int 16, Wis 17, Cha 16 Base Atk +10; CMB +20 (+24 grab); CMD 29 (cannot be tripped) Feats Blind-fight, Cleave, Improved Initiative, Iron Will, Power Attack Skills Bluff +16, Climb +29, Intimidate +16, Knowledge (local, nature) +13, Knowledge (planes) +16, Perception +16, Sense Motive +16, Swim +29 Languages Abyssal, Draconic, Infernal, telepathy 100 ft. Ecology Environment any land or underground (Abaddon) Organization solitary or wallow (2-4) Treasure standard Special Abilities Breath Weapon (Su) A creature that fails its save against a gurgidaemon’s breath weapon is entangled for 1d4 rounds by the sticky fluids. The save DC is Constitution based. Gluttonous Snap (Ex) When a gurgidaemon successfully swallows a creature, it may make a bite attack against another creature in its reach as a swift action. Noxious Stench (Ex) All creatures within 15 feet of a gurgidaemon must succeed a DC 21 Fortitude save or be nauseated for as long as they remain in its noxious stench aura and for 1d4 rounds thereafter. A creature that successfully saves is sickened for 1 round, and then is immune to that gurgidaemon’s noxious stench for the next 24 hours. This is a poison effect, and the save DC is Constitution based.
52 notes
·
View notes
Text
Daemon, Draconadaemon
“Demodragon” © Paizo Publishing, by Julie Dillon. Accessed at her gallery here
[Commissioned by @cupofsorrows, using the names generated by the Neural Network Fantasy Creatures. With as many dragons and daemons as are in Pathfinder, no wonder it decided to mash two of them together. So seeing that name, I was inspired by a previous mash-up. Demodragon originally appeared in the 1980s Dungeons and Dragons cartoon, presumably because they wanted to use Demogorgon, but referring to demons was verboten in that era of Satanic Panic. The first and only time official stats for Demodragon were printed was in a late issue of Dungeon Magazine, where the art above came from. My draconadaemon uses that article as a launching point, but I’ve made them smarter and stripped out some of the abilities directly based on stuff in the cartoon episode.]
Daemon, Draconadaemon CR 19 NE Outsider This two-headed, multicolored dragon has a goatish aspect, with curling horns and short beards beneath both its chins. Its long tail ends in a cluster of blades, and it has hooves tipping its four muscular legs. Instead of wings, six tentacles grow like a cape from its back and shoulders.
A draconadaemon is a metaphysical imprint of the power of dragons. They represent both the death of dragons and death by dragons. As such, draconadaemons are phenomenally powerful, among the strongest of the non-unique daemons. They enjoy hunting dragons for sport, killing them in the prime of life but before they can grow too strong.
In combat, a draconadaemon typically opens with both its breath weapons, one a line of scarlet fire, one a line of cyan cold. Any creatures that survive this dual onslaught are brought to heel by their natural weapons. Draconadaemons are skilled at using magical items, and often supplement their physical powers with spells that augment their defenses or mobility. They use their tentacles both to wield magic items and to steal the items of their enemies. Perhaps ironically, weapons and spells designed to slay true dragons are also effective against draconadaemons, and a wise draconadaemon will make countering such abilities its first priority in battle.
Most draconadaemons mimic their draconic models by lairing in remote reaches of Abaddon. As a reflection of draconic ideals, they are greedier than most daemons and covet treasure. Draconadaemons enjoy bossing lesser daemons around, but respect the power of the Horsemen. Although some serve one Horseman or their harbingers exclusively, most are free agents. Draconadaemons are skilled liars and actors, and some enjoy pretending to be a simple beast in order to keep their foes off guard.
A draconadaemon stands fifty feet high and is longer than 100 feet from noses to the tips of its tail.
Draconadaemon CR 19 XP 204,800 NE Colossal outsider (daemon, extraplanar, evil) Init +4; Senses arcane sight, blindsense 120 ft., darkvision 60 ft., Perception +29 Aura frightful presence (300 ft., Will DC 26, 5d6 rounds) Defense AC 37, touch 7, flat-footed 37 (-8 size, +5 deflection, +29 natural) hp 310 (20d10+200) Fort +18, Ref +14, Will +18; +8 vs. spells DR 15/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 30 Defensive Abilities slippery mind; Weakness dragon blooded Offense Speed 50 ft. Melee 2 bites +25 (2d8+13), tail slap +23 (1d12+19), 6 tentacles +23 (1d8+6) Space 30 ft.; Reach 30 ft. Special Attacks breath weapons (200 ft. line, 15d6 fire or 15d6 cold, Ref DC 30, 1d4 rounds), powerful blows (tail slap), shattering breath, swift items, trample (DC 33, 4d6+19) Spell-like Abilities CL 19th, concentration +26 Constant—arcane sight, protection from spells, shield of faith At will—fire shield, greater teleport (self plus 50 lbs. objects only) 3/day—air walk, greater dispel magic, heroism 1/day—meteor swarm (DC 25), summon (2 yagnodaemons, 70%, 9th level) Statistics Str 36, Dex 11, Con 31, Int 19, Wis 22, Cha 22 Base Atk +20; CMB +41 (+43 disarm, +45 sunder); CMD 56 (58 vs. disarm or sunder) Feats Combat Expertise, Greater Sunder, Improved Disarm, Improved Initiative, Improved Sunder, Lightning Reflexes, Magical Aptitude, Multiattack, Power Attack, Quick Draw Skills Appraise +27, Bluff +29, Intimidate +26. Knowledge (arcana) +27, Knowledge (planes) +27, Perception +29, Sense Motive +29, Spellcraft +31, Swim +33, Use Magic Device +33 Languages Abyssal, Draconic, Infernal, telepathy 100 ft. Ecology Environment any land or underground (Abaddon) Organization solitary Treasure double standard Special Abilities Breath Weapons (Su) A draconadaemon can use one breath weapon as a standard action and both as a full-round action. Its breath weapons each take 1d4 rounds to recharge separately. Dragon Blooded (Ex) A draconadaemon counts as both an evil outsider and a dragon for the purposes of spells and effects that depend on creature type. Shattering Breath (Su) A draconadaemon’s breath weapons ignore the hardness of objects and creatures. Slippery Mind (Ex) If a draconadaemon is affected by an enchantment spell or effect and fails its saving throw, it may attempt a second saving throw 1 round later at the same DC. It only gets one extra chance to succeed on this saving throw. Swift Items (Ex) A draconadaemon can use a spell completion or spell trigger item as a swift action. Tail Slap (Ex) A draconadaemon’s tail slap attack deals slashing and bludgeoning damage.
94 notes
·
View notes
Note
Do you do any of the creatures from the old AD&D or OD&D products?
Sure do! I tend to tag monsters converted from any D&D edition as “D&D”, but that covers 40+ years of history. Here’s a baker’s dozen of monsters I’ve done from the AD&D Monster Manuals:
Boggle
Castoran (Giant Beaver)
Choke Creeper
Daemon, Yagnodaemon
Firenewt
Garbug
Grell
Hook Horror
Nonafel
Norker
Reef Masher
Seawolf
Umber Hulk
21 notes
·
View notes
Text
Daemonic Harbinger, Caracalla
“Horsewoman of Famine” © Simon Dubuc, accessed at his ArtStation here
[ When the Lamb opened the third seal, I heard the third living creature say, “Come!” I looked, and there before me was a black horse! Its rider was holding a pair of scales in his hand.Then I heard what sounded like a voice among the four living creatures, saying, “Two pounds of wheat for a day’s wages, and six pounds of barley for a day’s wages, and do not damage the oil and the wine!” Revelation 6:5-6
The fact that PFRPG’s Horseman of Famine represents cancer has always rubbed me the wrong way, as it strikes me as redundant with the Horseman of Pestilence. Interpreting famine as poverty is not only more Bible accurate, it gives that Horseman a different flavor. I present here a challenger to the throne, not a replacement. The historical Caracalla was a Roman emperor known for his crippling and unfair taxation.]
Daemonic Harbinger, Caracalla CR 25 NE Outsider This gaunt figure resembles an enormous female statue with clawed hands, hoofed legs and a head like an antelope’s skull. Her neck is bent under an immense yoke, a blazing pan hanging from each end.
Caracalla The Balanced Scale, The Bean Counter Concerns economics, inequality, poverty Domains Artifice, Darkness, Evil, Travel Subdomains Daemon, Loss, Toil, Trade Worshipers capitalists, misers, slavers Minions astradaemons, evil dragons, yagnodaemons Unholy Symbol a set of scales, weighing wheat on one pan and a skull on the other Favored Weapon light flail Devotion Take money from someone poorer than yourself. This can be through any legal or illegal means. Spend one hour justifying to yourself why you deserve the money more than they do. Gain a +4 profane bonus on saves against emotion effects. Boons 1: feast of ashes 2/day; 2: rusting grasp 2/day; 3: geas/quest 2/day
Caracalla the Balanced Scale is the harbinger of poverty and inequality. She believes that the rich have the imperative to do whatever it takes to secure and expand their fortune, and that the poor are such due to their own failings and unworthiness. Her worshipers and minions do what they can to erode social safety nets and spread the gospel of unfettered prosperity for the chosen few and crushing destitution for the rest of civilization. Caracalla is intensely ambitious, and her ultimate goal is to take the place of the Horseman of Famine in Abaddon’s hierarchy. She knows that winning this battle will not be easy, and is in the process of using her incredible fortune to buy the services of enough allies to turn the tide.
Caracalla appears as a antelope-headed statue of black and gold metal, although she may change her hue to a solid gold if she sees fit. The corrupting power of wealth is her specialty, and she grants her worshipers the means to elevate themselves at the expense of others. Those who use their money for the betterment of their fellows are Caracalla’s worst enemies, and she targets them above all other foes, first with mind-influencing magic to harden their hearts, and then with destruction if they resist her.
In combat, Caracalla is a nightmare, supplementing crushing physical blows with her potent spells to weaken enemies and turn them against each other. Her natural weapons suppress healing magic and abilities, and she delights in trampling foes beneath her hooves. Perhaps her most feared ability is what she terms her “exaction”—one touch of the scales that hang from her yoke can cause an opponent’s weapons, armor and other worn equipment to grow damaged and cracked, and a second touch can destroy them completely.
Caracalla stands twelve feet tall and weighs ten tons.
Caracalla CR 25 XP 1,636,400 NE Large outsider (daemon, evil, extraplanar) Init +13; Senses darkvision 60 ft., Perception +44, true seeing Aura frightful presence (120 ft., DC 34), unholy aura (DC 27) Defense AC 43, touch 22, flat-footed 34 (-1 size, +9 Dex, +4 deflection, +22 natural) hp 555 (30d10+390) Fort +34, Ref +23, Will +32 DR 20/good; Immune acid, charm and compulsion, death effects, disease, poison; Resist cold 30, electricity 30, fire 30; SR 36 Defensive Abilities fortification (75%) Offense Speed 40 ft., fly 80 ft. (average) Melee gore +41 (4d8+12), 2 claws +41 (2d6+12 plus bleed), 2 slams +41 (2d8+12 /19-20 plus exaction) Space 10 ft.; Reach 10 ft. Special Attacks bleed (2d6), festering wounds, powerful charge (gore, 8d8+24), trample (2d8+18, DC 37) Spell-like Abilities CL 25th, concentration +34 Constant—true seeing, unholy aura (self only, DC 27) At will—charm monster (DC 23), disintegrate (DC 25), feast of ashes (DC 21), greater dispel magic, greater teleport (self plus 50 lbs objects only), rusting grasp, telekinesis (DC 24), unholy smite (DC 23) 3/day—enervation, geas/quest, empowered mass inflict critical wounds (DC 28), quickened waves of fatigue 1/day—dominate monster (DC 29), energy drain, summon (9th level, any CR 20 or lower daemon, 100%) weird (DC 29) Statistics Str 34, Dex 28, Con 37, Int 30, Wis 33, Cha 29 Base Atk +30; CMB +43 (+47 disarm or sundering); CMD 62 (64 vs. disarm or sunder) Feats Combat Expertise, Combat Reflexes, Critical Focus, Empower SLA (mass inflict critical wounds), Exhausting Critical, Greater Disarm, Greater Sunder, Improved Critical (slam), Improved Disarm, Improved Initiative, Improved Sunder, Power Attack, Quicken SLA (waves of fatigue), Tiring Critical, Stand Still Skills Bluff +42, Diplomacy +42, Fly +40, Intimidate +42, Knowledge (arcana, history, nature, nobility) +40, Knowledge (planes) +43, Perception +44, Profession (merchant) +44, Ride +39, Sense Motive +44, Spellcraft +40, Stealth +38, Use Magic Device +39 Languages Abyssal, Celestial, Common, Infernal, telepathy 300 ft. SQ daemonic harbinger traits, item creation Ecology Environment any land or underground (Abaddon) Organization unique Treasure triple standard Special Abilities Daemonic Harbinger Traits (Ex/Su) Caracalla is a daemonic harbinger, a powerful unique fiend. This grants her the following traits:
Immunity to acid, charm and compulsion effects, death effects, disease and poison
Resistance to cold, electricity and fire 30
Telepathy 300 ft.
Caracalla’s natural weapons, as well as any weapons she wields, count as evil and epic weapons for the purposes of overcoming damage reduction
Caracalla can grant spells to her worshipers.
Exaction (Su) A creature struck by Caracalla’s slam attack must succeed a DC 34 Will save or all of its equipment gains the broken condition. A creature that fails its save a second time has all of its equipment destroyed. The save DC is Charisma based. Festering Wounds (Su) A creature that takes damage from any of Caracalla’s natural weapons must succeed a DC 34 Fortitude save or heal only half damage from any form of magical or mundane healing. In addition, any healing spell cast on this creature must overcome Caracalla’s spell resistance (SR 36) to have any effect. This ability can be removed by a break enchantment, remove curse or similar magic against Caracalla’s caster level. A creature that succeeds on its save against Caracalla’s festering wounds is immune to this ability for the next 24 hours. This is a curse effect and the save DC is Charisma based. Flight (Su) Caracalla’s fly speed is a supernatural ability. Item Creation (Su) Once per week as a full-round action, Caracalla can create up to 100,000 gp worth of mundane items, coins or gems in any combination. These created items are permanent and appear adjacent to her.
730 notes
·
View notes
Text
Year One Retrospective
Image by Jack Kirby, © Marvel Comics. Accessed at Marvel Database here
Some records, trivia and milestones for the first year of the Creature Codex
Most Common Creature Type Outsider, with 44 monsters. Some personal favorites from this category include the Yagnodaemon, the Ushi-oni and Slenderman.
Least Common Creature Type There’s only one ooze in the Creature Codex, the Sky Jelly. This will have to be rectified. Ditto the fact that there’s only two vermin, the Giant Bombardier Beetle and the Hissing Centipede
Most Common CR CR 3, with 24 monsters. Personal favorites for this CR include the Bogle, the Ama-no-Jaku and the Tailypo
Highest CR The Campe at CR 22. I would love to know how she runs in actual play.
Top 10 Most Popular Monsters (as of 10/8/17) 1. Witherling (221 notes) 2. Suiko (151 notes) 3. Alphyn (141 notes) 4. Tomb Mote (138 notes) 5. Glacier Drake (134 notes) 6 (tied). Hocus and Zmey (127 notes each) 8. Rouchei (126 notes) 9. Skirr (117 notes) 10. Boneyard (110 notes)
Least Popular Monster (as of 10/8/17) The Slaughter Wight has only 4 notes. I get it. It’s a wight with all the numbers cranked up. Not terribly exciting, which is why I also want to highlight...
My Favorite Unloved Monster (less than 10 notes as of 10/8/17) The Binbogami, a spirit of poverty (aka the perfect foil for greedy adventurers)
26 notes
·
View notes