#cr 15
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ravnicacardsconverted · 3 months ago
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Join the Ravnica Cards Converted Discord and come hang out here https://discord.gg/PydYEEY
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To contact me directly for commision info please contact me her on tumblr.
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5ecardaday · 2 years ago
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Monsters of Magic - The Eldrazi
And now for something a little different. In addition to doing Yokaitober this year, I'm also doing all of my normally scheduled weekly releases. While it can be a little difficult to balance both, it's going well so far, and I'm excited to finally be able to show off some more eldrazi. It's been quite some time since the last eldrazi I converted, and I think at this point I've got a better handle on how to make them a balanced challenge.
If you'd like to help support me and get early access to my content, as well as the ability to vote in polls and see additional patron-exclusive content, you can sign up on my Patreon for as little as $2/month. I often release several new monsters, magic items, spells, and more each week, so don't miss out on an opportunity to keep up with it all!
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justicegundam82 · 8 months ago
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D&D 3.5 to PF1 Conversion: Cyclonic Ravager
Here's the second of the four Avatars of Elemental Evil I have converted. I hope I've learned my lesson from my previous attempt, and that this conversion hits closer to the mark.
Still, I think I could have afforded to have Strike Of Seven Winds do a little more damage. Please let me know, and as always, enjoy. ^^
CYCLONIC RAVAGER
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This creature is a vaguely humanoid-shaped whirlwind whose face only consists of a pair of eerily glowing white eyes. Dirt and debris churn endlessly within its body.
CYCLONIC RAVAGER       CR 15
XP 51’200
NE Large Outsider (air, elemental, evil, extraplanar)
Init +14; Senses darkvision 60 ft., Perception +24
DEFENSE
AC 30, touch 26, flat-footed 20 (+7 deflection, +10 Dex, +4 natural, -1 size)
hp 225 (18d10+126)
Fort +17, Ref +21, Will +13; improved evasion
Defensive Abilities air mastery
Damage Reduction 10 / good; Immune elemental traits
OFFENSE
Speed 30 ft., fly 90 ft. (perfect)
Melee 2 slams +27 (3d8+9 plus push) or smite of seven winds +27 touch (10d6)
Special Attacks buffeting winds, powerful blows (slam), push (slam, 10 ft.), smite of seven winds
STATISTICS
Str 23, Dex 31, Con 24, Int 12, Wis 20, Cha 19
Base Atk +18; CMB +25; CMD 45
Feats Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will, Mobility, Stand Still, Vital Strike, Weapon Finesse
Skills Acrobatics +25, Bluff +18, Escape Artist +25, Fly +30, Intimidate +24, Knowledge (planes) +20, Perception +28, Sense Motive +20, Stealth +29, Survival +26; Racial Modifiers +4 Perception, +4 Stealth, +4 Survival 
Languages Abyssal, Auran, Common
Special Qualities deflecting winds
ECOLOGY
Environment any (Elemental Plane of Air)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a cyclonic ravager.
Buffeting Winds (Su): Once every 1d4+1 rounds as a standard action, a cyclonic ravager can cause a tremendous surge of storm-strength winds in a 100-foot-radius burst centered on itself. A creature within this area must succeed on a DC 25 Reflex save or be pushed up to 30 feet in a direction of the ravager's choice. A creature may choose to fail this save voluntarily. A ravager can push a creature to a location outside the area of this effect, but the pushed creature cannot end up in another creature's or object's space.
A creature takes a -4 circumstance penalty on this save per size category below Medium. Bigger creatures gain a +4 circumstance bonus per size category above Medium. When the ravager activates this ability, it can choose to affect some creatures within its area while ignoring others. The save DC is Strength-based.
Deflecting Winds (Ex): A cyclonic ravager controls the air around it to knock aside sword blows, arrows, and even magical rays. The ravager gains a deflection bonus to AC equal to its Constitution bonus (+7 for the average ravager).
Smite of Seven Winds (Su): Once per round, a cyclonic ravager can forgo all normal attacks to execute a melee touch attack on a single target. This attack generates a brief but intense gust of wind that rends the opponent, inflicting 10d6 points of slashing damage. A successful Fortitude save (DC 26) halves the damage, but creatures of the construct and ooze types and creatures of the elemental subtype are immune to this effect. The save DC is Constitution-based.
A cyclonic ravager is a powerful elemental agent of Hshurha, doing the will of the Duchess Of All Winds throughout the planes. It is often employed as a defender of sites sacred to Hshurha or important positions in the everlasting war against her opposite number Ranginori, often accompanied by numerous air elemental myrmidons, evil cloud giants or invisible stalkers. They are also often seen assisting clerics of Hshurha and complementing a temple’s defenses. However, Hshurha is a mercurial and unpredictable mistress, and not even her most faithful servants can be sure of her endgame – therefore, a cyclonic ravager can often appear in unexpected locations without any apparent rhyme nor reason, only following the Unseen Whirlwind’s insane whims.
As mysterious as their origins and objectives may be, no one doubts the cyclonic ravagers’ power and cruelty. They enjoy toying with their opponents, using their mastery over the wind itself to unleash punishing gale blasts that push opponents into unfavorable positions or draw them towards the raging elemental, allowing it to batter them to death. A single opponent that earned the ravager’s wrath will be subject to its signature attack: a whirlwind of air currents within the opponent’s body that can tear the victim’s body apart from the inside out. Other than that, a ravager hangs back to direct its allies in melee, using its winds to move them into better tactical positions.  
A cyclonic ravager stands about 16 feet tall, but only weighs about 5 pounds.
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justavulcan · 2 years ago
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Airmark's Guide to Planar Vegetables: Rainbow Bamboo
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Any form of life native to the Ever-Changing Chaos of Limbo must be capable of great feats of elemental endurance or reliably shaping the chaos to meet its own needs. It is telling, then, that rainbow bamboo is both- extremely durable and capable of chaos-shaping any githzerai anarch would envy, these sentient grasses are far more than they appear.
Although near immobile in the conventional sense, rainbow bamboo are actually highly skilled at manipulating the chaos of Limbo to move about, creating objective gravity and rooting themselves in motes of elemental earth to cover great distances without properly moving. Intellectual capacities as great as theirs require fuel, and rainbow bamboo are consummate wanderers, explorers, and scientists of the elemental arts. Alchemists everywhere would be fortunate to study at the roots of a grove of this astute grass.
Rainbow bamboo is aptly named; each individual stem is often vibrant with colors all over the visual spectrum, and some even undetectable with the typical humanoid eye. They grow at great speed and reproduce by budding; it is my personal belief that most currently-living rainbow bamboos are all descendants of an original stand in the distant past, an impression the bamboos have yet to correct.
Woe betide any who mistake the bamboo's motionlessness for inability to defend themselves. Few are better at manipulating the raw chaos of Limbo for combat purposes, and any encounter with rainbow bamboo quickly becomes a barrage of deadly energies, sudden appearances and attacks by inanimate objects, and stomach-churning gravity phenomena.
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There's just something so fascinating about the way the Exandrian pantheon has decided to handle the Aeor Situation™ - by electing a few of their kind to be born as mortals in order to infiltrate the city.
The first to bring herself low was Ioun, and I can only imagine how lonely that must have been for her. To feel infinite wisdom creeping into her adolescent mind? To rise through Aeor's ranks knowing what they'd do to her if the authorities discovered the truth of her existence? Waiting, hoping, perhaps even praying that the other gods would follow through with the plan.
Sarenrae has a husband and children as Trist. I can't help but consider the parallels to Liliana Temult, with a 'higher calling' pulling a mother away from her family. The conversations in the temple suggest that she would have been aware of what she was by the time she started her family. Yet she loves them, cherishes them, even knowing that she might not see them again. Will Amaris, Haylie, and Topher learn that Trist is a goddess? Or will that only be discovered when they find their way to her realm in Elysium?
The Matron was once mortal, and she willingly returned to that form in order to help her newfound siblings dismantle the Aeorian threat. Her steward since childhood was Purvan, helping raise and guide her despite his old age. Imagine being a little girl, guarded by the Champion of Ravens himself and his wolven companion, completely unaware of your own divinity until later in life. Imagine the night she woke up, remembering her ascendency, seeing Purvan and recognising him.
And what of the families that gave birth to and raised the four Betrayer Gods? What of the halfling family who watched their precocious daughter scale a fence with far too much ease than it should be? The day the tortle's parents found him crying in pain and tearing at his skin to distract himself from a memory so distant and yet so real? Or Milo, who became a priest, not to follow in the light of the Dawnfather (like his parents may have thought), but to mock his brother even as a mortal?
These gods spent entire childhoods with families and friends, taking refuge from the skirmishes caused by their other siblings. Who, despite those similarities, have very different opinions of humanity, of Aeor, and themselves.
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forgetriestowrite · 1 year ago
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kinda love how Nick and Taliesin are playing their characters and reminding us that Pelor is not just "Don't fucking look into the sun or you'll blind yourself" and droughts and stuff, he's also the thing that warms the earth and the thing that reminds people to keep going and daylight after a long moonless night
and Melora is not just the thing that saved Fjord and makes trees grow and is loving and kind, she's also the kind of ocean that breaks boats and she is quicksand and poison ivy and natural selection and she does not (usually) pick favorites because nature waits for no one
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revvethasmythh · 1 year ago
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luc brenatto getting upstaged as cr's most insane teen adventurer by a quadruple classed 15-year-old with 255 hp
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scattergoriesofevil · 1 year ago
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The “average wizard makes 3 failed attempts to teleport to Eiselcross a year" factoid is actually just statistical error. The average wizard makes 0 attempts to teleport to Eiselcross ever. Essek Thelyss, who lived almost eight centuries and attempted to teleport to Eiselcross over 10,000 times, is an outlier and should not have been counted.
His anonymously submitted paper presenting a statistical analysis of his success rate and factors contributing to slightly higher odds was unfortunately rejected by every respectable arcane journal in Exandria. No one believed him.
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misssimp3 · 6 months ago
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Which one do you prefer? The cold truth or a white lie?
HAPPY NEW YEAR!!!
Starting the year with a quick Shadow Milk drawing?? Count me in!!
Hhhh I need his lore NOW. PRE-CORRUPTED SHADOW MILK 🙏
15/19 days left.
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monstersdownthepath · 6 months ago
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Monster Spotlight: Mezlan
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CR 14
Neutral Medium Ooze
Bestiary 6, pg. 186-187
This one has been a long time coming. The Mezlan are one of my favorite monsters across all Bestiaries, past and future, for more than a few reasons; namely body goals, but we'll get to that. However, the Mezlan are the proud owners of one of the most obnoxious images to peel out of the PDFs in both of their appearances (Bestiary 6 and Adventure Path: Shattered Star: The Dead Heart of Xin), coming with so much artifacting that I was instantly put off by the effort needed to get them into a clean state. I COULD use their art from Second Edition, but I like this version more; it's got more elegance.
But anyway, enough about my difficulties, and onto the difficulties the party will be facing if they encounter a Mezlan! The Mezlan as a whole were created in ancient Azlant by powerful mages to serve as spies, assassins, saboteurs, or retrievers, and if you want to know what it looks like when a Mezlan is on a mission, I heavily suggest watching Terminator 2: Judgment Day. Far from some mindless Constructs or Ooze monsters guided by programming, Mezlan possess the sharpened minds and powerful souls of ancient Azlanti soldiers, spies, or mages (sometimes to the point of having class levels from their old bodies) and bodies which require no food, water, or sleep. Thankfully, just a few hundred of them still exist, and for each one that sells its skills as a mercenary or an assassin or maintains memory its pre-Earthfall orders and purpose, there are Mezlan content to live out mundane lives, serving no master but themselves.
This post is not about the latter. Prepare yourselves, this one's a little longer than average.
For those on the Mezlan's hit list, it is exactly as terrifyingly inevitable as the T-1000, the creature able to bypass any barrier in its way so long as there's space for even a single finger to slip through, its entire body liquefying to slip through or past any impediment. They are faster than you'd ever think they could be, moving at 40ft a round and having the capacity to generate additional specialized limbs to climb or swim at 20ft/round, giving them incredible all-terrain capabilities. They also have the power to freely shape their Morphic Body into ANY Medium or Small creature in the game with little restriction, including into specific individuals if they so desire. No matter what form they're in, they maintain enough superhuman strength (30) to throw entire grown human beings around with a single hand... but they have the intelligence and wisdom to know when subtlety will get them what they want.
Having thousands of lifetime's worth of patience and experience, Mezlan are almost never going to make a bold move when a careful one will suffice. They're more likely to bide their time, waiting somewhere nearby and listening to local conversation, building their plan slowly. Their Versatile Speech allows them to understand and speak any language they hear being spoken for at least 2 minutes (1 minute to understand, 1 to speak) without needing to be part of the conversation, letting them easily fit into any city in any country either as a tourist or a local. When solving problems without (and sometimes with) violence, their Skill Pool also lets them make any skill check untrained without suffering a penalty for it, and upwards to 5/day they can add a +4 to any skill check, giving them a reasonable chance at succeeding most rolls they make, especially if they've already got sizable ranks; a basic Mezlan has Escape Artist +9, Linguistics +11, Perception +20, Sense Motive +20 on the "defense," and Bluff +14, Disguise +25, Stealth +25 on the "offense" side of their skills, for reference, though many have additional class levels to augment specific skills further.
But let's say that their skills finally get them to their target! Their victim likely won't know what hit them, as Mezlan all come equipped with +3d6 Sneak Attack to augment whatever weapon they wield, more than likely dispatching most low-level creatures they may want out of the way... especially if they're attacking with their high-damage Morphic Weapons, capable of shifting their limbs into any number of implements of death which all deal 2d8+10 damage. They're not helpless from a range, either, and can shape their limbs into ranged weapons when needed, firing projectiles made of their own matter for 2d8+10 damage with range increments of 60ft, though their Point-Blank Shot and Sneak Attack incentivizes them to be much closer.
Even without switching to ranged attacks, Mezlan can still startle people who think they're safe from its Sneak Attack. Once per round without restriction of whose turn it is, the Mezlan can stretch its limbs out and make a Morphic Weapon attack on any target within 15ft. Anyone unaware of their extended reach will learn of it quickly when performing any AoO-drawing action, which can be devastating for any close-range caster who just lost their best spell... not that it had a high chance of working, given that Mezlan have 25 Spell Resistance. And speaking of spells, a Mezlan that secures a spellcasting ally can use Spell Storing to keep upwards to 10 levels-worth of spells inside itself as long as it needs, ready to spring out whenever needed. There is a little bit of ambiguity on whether or not the ooze can absorb hostile spells, seeing as how it has an entire sentence devoted to how it can lower its SR and ready an action to absorb an incoming spell, so I choose to believe it CAN overtake and absorb hostile effects IF it wastes its entire action to do so, but a less lenient DM can simply decide that Mezlan can only absorb spells from allied casters.
The sample Mezlan has Chain Lightning, Dispel Magic, and Mage Armor prepared, the last of which is almost overkill since Mezlan start with 30 AC, but more AC for hours a day is hard to say no to. If they have a caster ally, or are a caster themselves, Mezlan could have more or less anything tucked away for later use, as their Spell Storing allows them to absorb spells from ANY class or casting method, be it arcane, divine, or psychic, and they can also absorb spells from scrolls they may find. Given their ability to disguise themselves, a Mezlan could easily feign injury and absorb incoming healing magic provided by soft-hearted apothecaries and priests, storing it for any true injuries they suffer later! The ball is truly in the DMs court, and Mezlan can store spells for years if they must, pulling them out only in the most dire of circumstances.
And we haven't even touched on what's important: Resilience. Like the T-1000, a Mezlan can pull itself together from basically any level of damage, shrugging off wounds that would kill a lesser creature in just a few rounds as holes close, wounds knit, and limbs reattach or regrow entirely so long as its Regeneration 5 keeps ticking. A Mezlan also benefits from its Ooze traits, making it impervious to poison, sleep effects, paralysis, polymorph, stunning, and all forms of precision damage and critical hits. It can't even be flanked! But besides these written defenses, one of their most potent defenses is actually entirely un-written, as it relies on their appearance: In their true form, Mezlan appear to be glowing blobs of magma with visible heat trails rising from their body, and this is extremely valuable for them and should be emphasized by the DM, because an uninformed party would think that Cold damage would be their key to stopping the creature permanently, like cooling lava! Unfortunately, Mezlan cannot be killed by anything but Acid damage, a weakness they try and carefully hide (or protect themselves from via Spell Storage) lest the humble Acid Splash be used against their helpless remains.
But even this isn't the end. Unlike the T-1000, no method to permanently kill a Mezlan yet exists, with only plot contrivance and DM permission allowing one to be put down forever. Slaying one merely renders it dormant, its remains seeping swiftly into the environment, where it regenerates over the course of ten years. Thankfully, this imperfect replication has a very high chance of wiping out the Mezlan's memories, including its orders, and may simply see the creature laying low for several years to recuperate. In either case, though, players can rest easy knowing that a splash of acid will both thwart its plans AND keep it out of their hair for a long, long time.
Just pray the DM doesn't do a sequel campaign.
You can read more about them here.
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anomolousone · 1 month ago
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Complete: Ashley Johnson ~ 18.05.25
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SHADOW MILK COOKIE
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wardensantoineandevka · 5 months ago
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my favorite thing about Laura as Fjord in the charity one-shot going "I CAN MISTY STEP!! No.... wait, it's Thunder Step" is that Fjord will, in fact, ALSO have Misty Step via his paladin oath later in life
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justicegundam82 · 8 months ago
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D&D 3.5 to PF1e Conversion: Holocaust Disciple
Here's the third of my conversions for the avatars of Elemental Evil - which I have turned into a servitor of Ymeri in the Golarion-verse. I've tried to make the Holocaust Disciple into something of a ranged combatant, in order to keep with its role in 3.5; still, there is the fact that a simple protection from elements spell will cripple this creature's offensive - which is why it is usually accompanied by tougher bruisers. Getting a holocaust disciple and a sufficiently aged red dragon with dispel magic to work together would probably make for a really dangerous encounter.
Again, enjoy and feel free to tell me where i can do better.
HOLOCAUST DISCIPLE
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Image (c) Wizards of the Coast, from Monster Manual IV, author A. Stokes
Before you stands an imposing humanoid figure whose body seems to be made of pure fire. Its face is contorted in a wrathful grimace, and it wears a plain red robe that somehow is not consumed by the blaze.
HOLOCAUST DISCIPLE       CR 15
XP 51’200
NE Large Outsider (elemental, evil, extraplanar, fire)
Init +12; Senses darkvision 60 ft., Perception +24
Aura heat (15 ft., DC 26)
DEFENSE
AC 29, touch 18, flat-footed 20 (+8 Dex, +1 dodge, +11 natural, -1 size)
hp 216 (16d10+128); fast healing 5
Fort +18, Ref +18, Will +14;
Damage Reduction 15/good; Immune elemental traits
Weakness vulnerable to cold
OFFENSE
Speed 40 ft., flying 60 ft. (good)
Melee 2 slams +23 (2d10+6 plus 2d6 fire plus burn)
Ranged flame bolt +24 touch (8d6 fire / 19-20)
Special Attacks burn (2d10, DC 26), flame bolt, flame wave, heat aura
Spell-Like Abilities (CL 16th, concentration +23)
     At will – fireball (DC 20), fire shield (warm only, DC 21)
     3/day – wall of fire
     1/day – meteor swarm (DC 26)
STATISTICS
Str 23, Dex 27, Con 26, Int 15, Wis 22, Cha 24
Base Atk +16; CMB +23; CMD 41
Feats Combat Casting (B), Dodge, Improved Critical (flame bolt), Improved Initiative, Iron Will, Mobility, Point Blank Shot, Shot On The Run, Weapon Finesse, Wind Stance
Skills Acrobatics +21, Bluff +18, Fly +21, Intimidate +24, Knowledge (arcana) +18, Knowledge (planes) +21, Perception +24, Sense Motive +18, Spellcraft +21, Survival +22
Languages Common, Draconic, Ignan
ECOLOGY
Environment any (Elemental Plane of Fire)
Organization solitary (plus followers)
Treasure standard, no flammable items
SPECIAL ABILITIES
Flame Bolt (Ex): A holocaust disciple can shoot a bolt of flames at a single target as a ranged touch attack. This attack has a maximum range of 200 feet with no range increment.
Flame Wave (Su): A holocaust disciple can generate a wave of flames rollingout from its body. Any creature within 60 feet of the holocaust disciple takes 15d6 points of fire damage and must successfully resist a bull rush maneuver or be knocked prone. A successful Reflex save (DC 26) halves the damage and negates the bull rush maneuver. The save DC is Constitution-based.
Heat Aura (Su): At the end of each of their turns, all creatures within 15 feet of a holocaust disciple must make a Fortitude save (DC 26) or become fatigued from the intense heat that surrounds the disciple. A creature that is already fatigued becomes exhausted instead. A creature must attempt this saving throw each round it is within range, whether or not it has succeeded on an earlier save. The fatigued and exhausted conditions remain until the creature remains within the disciple’s heat aura, and for 1 minute after it has left the aura. A creature that has resistance or immunity to fire is immune to this effect. The save DC is Constitution-based. 
Unnatural beings of malevolent fire, holocaust disciples serve Ymeri the Queen of the Inferno, the ruler of evil fire elementals. They often accompany powerful priests of the Queen or covens of fire giants servitors, but their thirst for destruction causes them to chafe if they remain in stable locations for long. Holocaust disciples are the smartest of the elemental avatars, but they are constantly torn between their responsibilities and their innate destructive urges. Given free rein, a holocaust disciple would like nothing more than burn their mistress’ enemies and turn everything they cherish to ashes, but their position requires them to be patient, cunning and calculating, and to make sound decisions in order to further Ymeri’s will.
An holocaust disciple enjoys combat as a way to vent its perpetual rage. They are cunning combatants, but their impressive intellects are almost exclusively bent towards destruction. Usually, a holocaust disciple hangs back and flies above the battlefield, bathing its master’s enemies in withering flames while minimizing risks to itself. It prefers to work with creatures such as fire giants or red dragons, whose immunity to heat allows them to close in melee while shrugging off the disciple’s fiery bombardment. The very air around a holocaust disciple is overheated, cutting off its enemies’ breath and draining their strength.
In what spare time they have, many holocaust disciples enjoy collecting treasures that can withstand great heat, such as gems and magic items. They also love to collect coins to melt them down and reshape them into strange art objects. Collectors who specialize in alien, planar art forms would pay good prices for such finished works.
A holocaust disciple stands 16 feet tall, but weighs only around 20 pounds.  
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undead-knick-knack · 11 months ago
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I don't think that man has ever been to medical school
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fish-condition · 5 months ago
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(No context CR3 finale spoiler)
I will fall in love with you over and over again
I don't care how, where, or when
No matter how long it's been, you're mine
Don't tell me you're not the same person
You're always my husband and I've been waiting, waiting
For
You
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