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This year, DC-Slash Con will be held: July 25-27
You can register now at bit.ly/DCS_Reg2025!
Want to suggest a panel? Or maybe you just want to see what's been suggested so far? You can now do both at www.dcslash.org/dc-slash-con/programming
#dcslash#dc-slash con#slash cons#virtual convention#slash#kirk/spock#Garak/Bashir#starsky/hutch#destiel#slash convention#ted/trent#thiel/boerne#Sam/Al#Bucky/Eddie#Frostiron#Stucky
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youtube
I'd been trying to think of a good pairing for Fairytale and decided on Spock/McCoy. I did this as one of my premiering vids at DC-Slash Con 2024.
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DC-Slash Con 2025
Posted by: slashmommy Calling all slash fans! Whether you're into K/S, Destiel, Stucky, or beyond, join us for a virtual, fannish celebration hosted by the vibrant DC‑Slash community. What’s cooking this year? 🗓️ Three days of inclusive programming across all time zones — panels, vidshows, games, and more. 🎬 Vidshow & Video Track: Submit up to three fan vids (2–4½ mins, slash or gen), with deadline July 14 EDT �� great for showcasing your fannish creativity. 🛍️ “The‑Mall” Dealers & Creators Room: A bustling Discord gallery for artists, crafters, vid creators, and sellers – open to all, registration optional. 🛠️ Tech Support & Tutorials: Whether you’re new to Discord or Zoom, we’ve got step‑by‑step guides and live help before & during the con 💬 Year‑round Community: Join us on Discord for ongoing fan chats, weekly vidders meetups, Tatort binges, socials, and more! Schedule: July 25-27 Link: https://www.dcslash.org comments via The Fandom Calendar https://ift.tt/OTCjcak
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Tzantza

"Jenglot" © Johann Egerkrans, accessed at his Facebook page here
[This entry caused a lot of consternation; almost all of it relating to the name. This is a conversion of the basic D&D topi. But a topi is a real thing. It's an antelope. Antelope are not little shrunken undead things, and so I wanted to use a different name. @abominationimperatrix suggested jenglot, which is a real folkloric shrunken person. But they're much smaller, and inanimate. An authentic jenglot would probably be more like a magic item than a creature. @monstersdownthepath suggested the current name, which is the word for shrunken head in the Shuar language. The conversion itself, on the other hand, was very straightforward, and very close to the original.]
Tzantza CR 2 CE Undead This dwarfed figure appears to be a shrunken mummified human. Its teeth are disproportionately large in its shriveled head, and it has long hooked claws.
A tzantza is an undead minion, faster and more intelligent than a zombie at the cost of its strength and size. Tzantzas are created as an extension of the process to make a shrunken head; only, it is the entire person that is shrunken. As such, they are most commonly found in communities that practice the art of making shrunken heads. Tzantzas are used as guardians of important sites, or as bodyguards and scouts by the necromancer who created them.
Tzantzas can follow more complex orders than a zombie can, but still default to violence if situations emerge that they didn’t receive instructions for. Left to its own devices, a tzantza will gleefully kill whatever it can sink its talons into. These talons inflict a magical slowing effect, and victims that survive a tzantza attack are often still slowed long enough for reinforcements to arrive. Tzantzas are excellent leapers, and often are instructed to hide and watch their warded sites from an elevation, so they can pounce down at intruders.
Creating a Tzantza A tzantza is created by skinning a humanoid and stuffing the skin with wooden rods to serve as its new skeleton, as well as at least one living venomous animal or vermin. The whole effigy is then boiled in rare herbs worth 150 gp for eight hours while the following spells are cast: animate dead, hold person or slow, and jump or grace. Creating a single tzantza counts as creating 6 HD of undead with an animate dead spell. The same casting of animate dead may be used to create more than one tzantza at a time (assuming the caster can create that many HD), but the secondary spells must be expended for each tzantza to be created. The tzantza statistics above assume a Medium sized humanoid as the base creature; Tiny tzantzas are created from Small humanoids, and Medium sized tzantzas are created from Large humanoids.
Tzantza CR 2 XP 600 CE Small undead Init +2; Senses darkvision 60 ft., Perception +4
Defense AC 15, touch 14, flat-footed 12 (+1 size, +1 dodge, +2 Dex, +1 natural) hp 16 (3d8+3) Fort +2, Ref +5, Will +3 DR 5/slashing or piercing; Immune undead traits Defensive Abilities channel resistance +2
Offense Speed 30 ft. Melee 2 claws +5 (1d6 plus slow)
Statistics Str 10, Dex 15, Con -, Int 3, Wis 10, Cha 13 Base Atk +2; CMB +1; CMD 14 Feats Dodge, Weapon Finesse Skills Acrobatics +7, Climb +4, Perception +4, Stealth +10; Racial Modifiers +4 Acrobatics, +4 Climb Languages Common (cannot speak) SQ leaper
Ecology Environment any land and underground Organization solitary or gang (2-8) Treasure none
Special Abilities Leaper (Ex) A tzantza does not suffer any penalties for jumping without making a running start. If it does make a running start, it doubles the distance it travels. Slow (Su) A creature struck by a tzantza’s claw attack must succeed a DC 12 Fortitude save or be slowed, as per the spell, for 1 minute. Additional failed saves do not worsen the condition, but do extend its duration by an additional minute. The save DC is Charisma based.
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I would absolutely risk it to pet the large scaly weasel.

Odogaron
Huge Beast, Unaligned
A terrifying monster that scours the Rotten Vale for carrion. Its highly aggressive nature means that anything, be it monster or man, is a potential meal.
AC: 17 (Natural Armor)
HP: 200 (16d8 + 128)
Speed: 50 ft.
STR: 18 (+4)
DEX: 26 (+8)
CON: 19 (+4)
INT: 10 (+0)
WIS: 15 (+2)
CHA: 7 (-2)
Damage Immunities:
Non-Magical Bludgeoning, Piercing, and Slashing
Damage Vulnerabilities:
Cold, Thunder
Condition Immunities:
Charmed, Frightened
Senses:
Passive Perception 14
Challenge:
12
TRAITS
Razor-Clawed: When Odogaron deals damage to a creature using its claw attack, that creature takes Necrotic Damage equal to half that damage at the start of its next turn.
Feral Hunger: When Odogaron deals damage to a creature with its bite attack, until the end of its turn it gains additional feet of movement speed, and rolls Athletics and Acrobatics checks with advantage.
ACTIONS
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) Slashing Damage.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) Piercing Damage.
Tail Club: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) Slashing Damage. The target must succeed a DC 14 Strength Saving Throw or be knocked prone.
Multiattack: Odogaron may make a Claw attack and either a Bite or Tail Club attack.
REACTIONS
Stun Rage: If Odogaron is stunned, it may make a DC10 Constitution Saving Throw. On a success, it immediately recovers from the stunned condition and may make 1 melee weapon attack.

Thanks to @yoyoyoyoyoyoyoyoyoyo for the request!

#dnd#dungeons and dragons#dnd 5e homebrew#gaming#videogames#monster hunter#monster hunter wilds#monster hunter world#nerdknowledgeposts
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D&D 5e Homebrew Lineage: Core-Born Phyrexian
This lineage is part of my in-progress homebrew supplement Plane Shift: Mirrodin/New Phyrexia for D&D 5e.
The core-born Phyrexian is the build-it-yourself choice out of the supplement's options, similarly to its fellow MtG crossover, the Simic hybrid. Included with this version are a short list of sample modifications, which will be expanded as time and playtesting go on. Many are duplicates of existing racials in 5e, but others will be original, such as PS:MNP's weirdest modification so far: Metamorph. Something to look forward to!
Though the stat block here states a set ASI (+2 Con/+1 any), I'm actually a strong proponent of rearranging ability scores as in Tasha's, and the pre-set ASI is really more flavor text than anything.
The text here alludes to the phyresis mechanic, which will be posted in the future. In short, taking necrotic damage from Phyrexians will cause a Con save with DC equal to the damage taken, and on a failed save, you will gain one phyresis level. Phyresis advances in ten stages, with compleation being the end result. The minimum DC of this save is 5. Uniquely, a natural 1 always fails, and a natural 20 always succeeds.
Text from the images under the cut. (It's quite a lot.)
Core-Born Phyrexian
Though Phyrexians’ most well-known method of reproduction is through the compleation of other creatures, fully Phyrexian offspring can also be grown in glistening oil, tended by vat-priests. Germs are most often born from the oil of a single Phyrexian parent and take after that parent’s morphological features, including the type and color of their metal plates. Such Phyrexians are known as “core-born”, even though the laboratories that create them have expanded all over the surface and interior of Mirrodin.
Type. You are a Humanoid. You are also considered a Phyrexian for any prerequisite or effect that requires you to be a Phyrexian.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Owing to your combined construction of flesh and metal, the Phyrexian definition of life is porous at best. Phyrexian beings have the potential to live indefinitely. You are immune to magical aging effects.
Size. As a player character, your size can be either Small or Medium. Either way, Phyrexians tend to be heavier than organic creatures of equivalent size.
Speed. Your base walking speed is 30 feet.
Darkvision. Your constructed senses grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Necrotic Resistance. The glistening oil flowing through your body protects you from the tainted attacks of your kind. You have resistance to necrotic damage.
Tainted Strike. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier of slashing damage, plus 1 additional necrotic damage, instead of the bludgeoning damage normal for an unarmed strike.
Phyrexian Modification. You begin with one modification (presented later in this document) as a result of the Phyrexian work done on your body, and you gain an additional one at 5th level.
Languages. You can speak, read, and write Phyrexian and one other language of your choice.
Phyrexian Modifications
These modifications are presented in alphabetical order along with their prerequisites and associated factions. They are intended for use both as-is and as inspiration for individually customized features. Modifications are gained at 1st and 5th level by the core-born race, but are also obtainable by any character who has Phyrexian work done on their body or gains 8 or more levels of phyresis.
Unless stated otherwise in its description, each modification can only be taken once and has no prerequisites.
At the DM’s discretion, a character may exchange one of their modifications for another by undergoing a surgical procedure. A character must still meet any prerequisites for a new modification they take this way.
Constructed Resilience Faction: Any Prerequisite: does not already have the Constructed Resilience feature
Even among Phyrexians, you are unusually mechanized, forfeiting the majority of your organic components for the resilience of a true machine. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being poisoned. You don’t need to eat, drink, or breathe. You also don’t need to sleep, and magic can’t put you to sleep.
To gain the benefits of a long rest, you must spend all 8 hours staying still or doing light activity, such as keeping watch.
Extra Arms Faction: Any Prerequisite: does not already have the Extra Arms feature
You gain an extra pair of arms that function normally, with the following exceptions:
You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
You can’t wield a shield with a secondary arm.
Incendiary Breath Faction: Quiet Furnace
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Necrogen Vents Faction: Steel Thanes Prerequisite: 5th level
As an action, you can release a poisonous aura of necrogen in a 10-foot-radius sphere centered on yourself. It lasts for 1 minute, moves with you, and ends early if you are incapacitated or die. Each other creature of your choice that starts its turn in the necrogen or enters it for the first time on its turn must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the beginning of its next turn. Creatures that don’t need to breathe automatically succeed on this saving throw.
Once you use this trait, you can’t use it again until you finish a short or long rest.
Reactive Spines Faction: Any
As a reaction when a creature you can see within 5 feet of you hits you with a melee attack, you can make metallic spines erupt from your body in retaliation, causing the attacker to take 1d6 piercing damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You can use this reaction a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Reinforced Carapace Faction: Any Prerequisite: does not already have a racial bonus to AC, such as Iron Skin or Natural Armor
The metal of your body grows tougher, deflecting mortal blows. You gain a +1 bonus to your AC when you aren’t wearing heavy armor.
Resistance Faction: Any
You gain resistance to one of the following damage types of your choice: acid, fire, poison, psychic, or radiant.
Though any Phyrexian may receive this modification, each damage resistance is most commonly associated with a specific faction (see “Phyrexian Factions” earlier in this document).
Spider Climb Faction: Any Prerequisite: does not already have the Spider Climb feature
You gain a climbing speed equal to your walking speed, and you can climb walls and other difficult surfaces without needing to make an ability check. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
#mtg#magic the gathering#dnd#dnd 5e#dnd homebrew#phyrexian#glistener's guide to new phyrexia#new phyrexia
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Famine Spirit Medium undead, chaotic evil Armor Class 18 (natural armor) Hit Points 333 (29d8 + 203) Speed 30 ft. Str 16, Dex 11, Con 24, Int 12, Wis 15, Cha 15 Saving Throws Con +9, Wis +7 Damage Immunities poison Damage Resistances necrotic Condition Immunities charmed, frightened, paralyzed, poisoned, stunned, unconscious Senses truesight 60 ft. passive Perception 12 Languages Common Challenge 19 (22000 XP) Aura Of Pain. The famine spirit emits an aura of excruciating hunger. Whenever a creature starts its turn within 60 feet of the famine spirit, that creature must succeed on a DC 22 Constitution saving throw or be incapacitated until the start of its next turn. A creature that succeeds on its save is immune to the Aura of Pain of all famine spirits for 24 hours. Keen Smell. The famine spirit has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The famine spirit makes three attacks: two with its claws, and one with its Vorpal Bite. It can use Devour in place of its Vorpal Bite. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d10+3) slashing damage plus 27 (6d8) necrotic damage. Vorpal Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 22 (3d12+3) piercing damage plus 16 (3d10) necrotic damage. If the famine spirit scores a critical hit, it rolls damage dice three times, instead of twice. A humanoid slain by this attack rises 24 hours later as a famine spirit, unless the humanoid is restored to life or its body is destroyed. Devour. The famine spirit devours one Small or Medium corpse that is within 5 feet of it, destroying it. If it does, it regains 30 hit points.
These corpulent undead have bottomless appetites. A famine spirit would be able to consume all of the food in a magnificent mansion and be hungry for more within hours. Some are known to consume a hundred corpses in a single day. Famine spirits, sometimes called ravenous ghouls, can unhinge their jaws in order to swallow particularly large meals. The only creatures a famine spirit will not try to eat are undead, so packs of ghouls sometimes follow in their wake.
Originally from the Monster Manual II.
#d&d 3.5#d&d homebrew#d&d#dnd 5e#dungeons and dragons#dnd#d&d monster#d&d 5e#dnd 3.5#thirdtofifth CR 19#thirdtofifth undead
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Dnd single player stats
pulled an all nighter again
Acela Valani [Dex/Cha Build]
HP: 6d8 [max: 48]
Lizard-folk Bard [Lv. 6]
[Entertainer]
AC: 12
Strength: 10 (+0)
Dexterity: 15 (+2)
Constitution: 12 (+1)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 15 (+2)
Proficiency bonus: +3
Spell cast DC: 13
Spell attack modifier: +5
Spell/Attack list
Dissonant Whispers [1st Level] 3d6+5 psychic damage Wisdom DC = 8
You whisper a discordant melody to your target, torturing its ears with terrible pain. The target must make a Wisdom save to break free. [1 action]
Healing Word [1st Level] Restores 1d4+4 hp
Your words can restore a creature within eyesight. No effect on undead or constructs [1 action]
Sleep [1st Level] Range of effect: [5d8 hp] [Creature’s hp must be equal to or less than the spells hp range to be affected.]
You cast a spell that sends creatures into a magical slumber. The sleeping creature(s) may wake up by taking damage, being interrupted, and the spell wearing off in 5 turns. [1 action].
Rapier (1d8 piercing)
You strike the target with a swift piercing jab.
—
Paula Dendafter [Str Build]
HP: 7d12 + 2 [max: 84]
Wolf-folk Barbarian [Lv. 7]
AC: 13
[Outlander]
Strength: 16 (+3)
Dexterity: 8 (-1)
Constitution: 15 (+2)
Wisdom: 13 (+1)
Intelligence: 11 (+0)
Charisma: 14 (+2)
Greataxe [1 d12 slashing, heavy, two-handed]
Breastplate: AC = 13
Proficiency bonus: +3
Attack List
Greataxe [1d12+3 slash damage] [Heavy]
You swing your greataxe into the target.
Physical hits [1+3 bludgeoning damage]
You can either punch your target with your fists or kick them with your legs. [1 action].
Shoving [Strength check] [Yours vs Target’s]
You can shove an opponent away, but only if they’re not tremendously bigger than you and they must be close to you. [1 action].
Grappling [Strength check vs Str/Dex check]
You can grab a creature or wrestle them to the ground, but only if they’re not tremendously bigger than you and they must be close to you. [1 action]
—
Lydia Katheere [Dex Build]
HP: 7d10 + 1 [Max: 71]
Satyr-dragon Ranger [Lv.7]
AC: 14
[Soldier]
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 13 (+1)
Wisdom: 15 (+2)
Intelligence: 11 (+0)
Charisma: 14 (+2)
Pike [1d8 piercing, reach, two handed]
Proficiency bonus: +3
Saving throws: Dex and Wis
Spell cast DC = 13
Spell attack modifier: +5
Leather Armor AC = 14
Pike [1d10+3 piercing damage] [Heavy]
You pierce the pike into the target. [1 action]
Ensnarling Strike [Strength save] [1d6 damage per turn] Spell save: DC = 13
The next time you strike a creature after casting the spell, a writhing mass of vines ensnare the target from the point of impact. From there, the target must make a Strength save to escape or endure restraint and pain. Another creature can challenge your spell save to free the trapped target. The spell lasts for five turns. [1 action + 1 bonus action] or [2 actions]
Hunter’s Mark [+1d6 damage to pike attack]
You mark a creature as your hunting game/prey, where upon your next weapon strike, you will deal additional damage. The Hunter’s Mark lasts for five turns. If you manage to kill the creature [0 hp] before the spell wears off, you can mark a second creature on your next turn. [1 action + 1 bonus action]
Longstrider [target moves first on the next turn cycle]
You touch a creature to give them a speed boost. [1 action]
—
Paprika Whitterstone [Cha Build]
HP: 6d6 + 2 [max: 38]
Deer-folk Sorceress [Lv. 6]
AC: 12
[Urchin]
Strength: 9 (-1)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Wisdom: 13 (+1)
Intelligence: 11 (+0)
Charisma: 16 (+3)
Spell cast DC: 14
Spell attack modifier: +6
Saving throws: Con and Cha
Spell List
Burning Hands 3d6 fire damage Dexterity save: DC = 10
Flames shoot out of your fingertips, engulfing at least two targets within. [1 action]
Magic Missile 1d4+4 magic damage per dart
You create three glowing darts of magical force to hurl at your target. You can choose to hurl 3 darts of magic towards a single target or multiple targets. [1 action]
Chromatic Orb 3d8 elemental damage
You hurl a small orb of elemental energy, towards a target. You can choose from either acid, cold, fire, lightning, poison, or thunder for your elemental attack. [1 action]
Mage Armor base AC 13 + Dex The target must not be wearing armor.
You touch a willing creature who isn’t wearing armor to provide a magical barrier that blocks most attacks. The spell ends in five turns. [1 action]
#dnd stats#dnd ocs#yes I stayed up researching stats and skills before I started playing Pokémon styled dnd campaigns
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The Sandman
Medium fey, any alignment
Armor Class: 15
Hit Points: 80 (10d12 + 19)
Speed: 30 ft.
STR 9 (-1) DEX 15 (+2) CON 20 (+5)
INT 15 (+2) WIS 19 (+4) CHA 14 (+2)
Saving Throws: Con +8, Wis +7
Skills: Arcana +8, Deception +5, Insight +7, Intimidation +5, Perception +7, Persuasion +5, Sleight of Hand +5, Stealth +8
Damage Resistances: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, poisoned, stunned, unconscious
Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 17
Languages: Common, Draconic, Sylvan, Undercommon
Challenge: 7 (2,900 XP)
Abilities
Eyes Open: You can see normally when in magical darkness.
Well Rested: At the start of each of his turn, the Sandman regains 10hp.
Innate Spellcasting: You have the innate ability to cast certain spells. Your Spellcasting Modifier for these spells is Constitution. Your Spell Save DC = 16.
You know the spells Sleep, Misty Step, and Detect Thoughts. You can cast them as if they were cantrips.
You can also cast the following spells each once per day: Charm Person, Dream, Moonbeam, Darkness, Bestow Curse.
Learned Spellcaster: As a spellcaster you have 2 Level 1 spell slots, 2 Level 2 spell slots, and 3 Level 3 spell slots. They recharge after a Long Rest.
You may cast any of your innate spells using spell slots if you wish. Your Spellcasting Modifier is Constitution. Your Spell Save DC = 16.
You also have the following spells always prepared: Invisibility, Mind Spike, and Vicious Mockery.
War Caster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Actions
The Pricker: You have a long staff with a blade on its end. You can use an Action to attack with the blade. +6 to hit, 10ft reach, 2d6 + Constitution modifier piercing damage. If the target was hit with this attack they must make a Constitution Saving Throw of DC 15 or be Stunned until the start of their next turn.
Bonus Actions
Recharge: As a Bonus Action, you can restore a number of hit points equal to 1d12 + Constitution modifier. You can do this a number of times equal to your Constitution Modifier.
Out of Sight: As a Bonus Action, you can cast Misty Step. You teleport to your new location invisibly. You stay invisible until the start of your next turn, or unless you cast a spell or make an attack.
Bluntly: As a Bonus Action immediately after hitting with the Pricker you may turn the staff around and use the blunt end to hit the target or another target within 5ft of you. +6 to hit, 10ft reach, 1d4 + Constitution Modifier bludgeoning damage.
Reactions
Bag of Sand: When a creature within 5ft of you hits you with an attack, you may take a Reaction to reach into your bag and throw sand in their face. They need to reroll the attack and take the lower number.
#dnd#dnd homebrew#dnd 5e#5e homebrew#homebrew#homebrew monster#dungeons and dragons#monster#fey#homebrew fey#my homebrew
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*Here is a monster stat block I made*
Goddess of Fungus
Gargantuan Fey (Archfey), Unaligned
Armor Class 20 (natural armor)
Hit Points 300 (18d12 + 183)
Speed 50 ft., burrow 20 ft.
STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws CON +12, WIS +14, CHA +12
Skills Athletics +10, Perception +14
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits
Warping Weapons.Goddess of Fungus's weapon attacks are magical. WhenGoddess of Fungus hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack).
Legendary Resistance (3/Day). IfGoddess of Fungus fails a saving throw, she can choose to succeed instead.
Magic Resistance.Goddess of Fungus has advantage on saving throws against spells and other magical effects.
Reckless. At the start of her turn,Goddess of Fungus can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of his next turn.
Four Armed.Goddess of Fungus can take two actions on their turn, one action must be a melee attack action or multiattack to use both.
Sentinel.Goddess of Fungus has the effects of the feat Sentinel.
Actions
Multiattack. Goddess of Fungus makes two Greatglaives attacks.
Greatglaives. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 27 (4d10 + 5) slashing damage plus 10 (3d6) necrotic damage.
Fey Charm.Goddess of Fungus targets one humanoid or beast that she can see within 120 feet of her. If the target can seeGoddess of Fungus, it must succeed on a DC 20 Wisdom saving throw or be magically charmed. The charmed creature regards theGoddess of Fungus as a trusted friend to be heeded and protected. Although the target isn’t under theGoddess of Fungus’s control, it takes theGoddess of Fungus’s requests or actions in the most favorable way it can.
Each time the Goddess of Fungus or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 years or until the dryad dies, or ends the effect as a bonus action. If the target is on a different plane of existence, they may make a save every day at dawn. If a target’s saving throw is successful, the target is immune to theGoddess of Fungus’s Fey Charm for the next 24 years.
The Goddess of Fungus can have no more than 999 humanoid and up to 2997 beasts charmed at a time.
Delve. If Goddess of Fungus used insight as a bonus action they may as an action attempt to read deeper into their memories. The creature must make a DC 20 Intelligence save or take 7 (2d6) psychic damage and have there memories read byGoddess of Fungus. If they succeed they become aware ofGoddess of Fungus and become immune to insight for 24 hours.
Halo of blades. If there are floating swords under the control of Goddess of Fungus they may cause them to all fly behind them into a circle creating a halo. If they do this they gain a +2 to all attacks. Any sword used in the halo can’t be used for an attack without breaking the effects. Every timeGoddess of Fungus takes more than 10 damage in one attack they must make a constitution saving throw DC equal to (damage-10)/2 the damage taken + number of rounds since activating the halo of blades. Or 10 + number of rounds depending on which is higher
Bonus Actions
Warping Sword. Cause a sword to swing down at creature within 20ft of the sword and make a Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) slashing damage plus 10 (3d6) necrotic damage. And they must make a DC 15 Dex save or be restrained by the blade, pinning that creature to the ground. After a sword has attacked like this it becomes re lodged in the earth.
Insight.Goddess of Fungus can read the surface thoughts of one target creature.
Reactions
Marked.Goddess of Fungus can forgo an opportunity attack and instead cause that creature to make a DC 20 Wisdom save. On a failed save they are marked andGoddess of Fungus has advantage to hit them and knows their exact location at all times.Goddess of Fungus can only have one creature marked at a time. This counts as a spell.
Counter Spell?. If a spell is cast within 120ft ofGoddess of Fungus they can burn one of their legendary resistances to counter the spell at 9th level. This does not count as a spell.
Legendary Actions
Goddess of Fungus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.Goddess of Fungus regains spent legendary actions at the start of his turn.
Warrior Goddess. If any number of fungal swords have been loosened from the ground,Goddess of Fungus can command them to rise into the air. They float 10 ft off the ground and can be commanded to attack as a bonus action.
Pull of the goddess. If a creature is being pull towards the goddess by a lair action you can cancel its movement and make them fall (1.5*ft moved)/6. When they fallGoddess of Fungus forms spikes below them that will double the falling damage if they fail a dc 15 dexterity save.
Disappearing Act. If completely obscured from sight,Goddess of Fungus can disappear and move 120ft to another location completely obscured from any creature's sight.
Hail of swords.Goddess of Fungus can bring down all the swords they have hovering in the air. Every creature below the sword in a 10ft radius must make a DC 15 dexterity save or take 20 (3d10+5) slashing damage On a failed save or half as much on a successful one.
Swipe.Goddess of Fungus may make two melee attacks with their great glaives against different opponents, they may use two legendary actions to attack four times instead.
Lair and Lair Actions
Goddess’s Lair
Goddess’s lair is her glade…
Lair Actions
On initiative count 20 (losing initiative ties),Goddess of Fungus can take a lair action to cause one of the following magical effects; she can’t use the same effect two rounds in a row:
___ can cause a 30ft cube of swords in the ground to become loose. Roll a 1d8, 1 being away fromGoddess of Fungus and then go clockwise. When a sword falls, any creature on a tile from a sword and out 2 in the direction that was rolled must make a DC 15 dex saving throw. On a failure take 2d10 slashing and 2d10 bludgeoning damage. If you fail by 5 or more you are also knocked prone and restrained by the object. On a success take half damage and be pushed off to the side by one tile.
___ chooses a 10ft by 10ft square on the ground. Each creature touching the ground in that square must make a DC 15 strength save and a DC 20 Intelligence save. If a creature fails the strength save they are dragged up to 120ft towardsGoddess of Fungus, moving 6 feet each initiative starting at 20 and ending at zero. If they reachGoddess of Fungus they stop. If a creature fails the intelligence save they can not roll higher than a 10 on any physical saves until the next count of initiative 20.
___ casts Wall of Thorns at 7th level. The effect ends on the initiative count 20 after the next one, or if this spell is cast again by the lair.
Regional Effects
The region containing Goddess’s lair is warped by her presence, creating one or more of the following effects:
Fungus life within 1 mile of the lair grows thick and forms constructs of Mushrooms, Mycelium, and other fungi in the form of swords. The blades are sharp and sturdy like real blades.
Fey within 1 mile of the lair become charmed and disoriented, as though constantly on a bad trip, not being able to tell what is real and what is not.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Charisma saving throw or become unable to speak lies. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
IfGoddess of Fungus dies, these effects fade over the course of 2d100 Years.
Presence of ‘perfection’
If a creature fails a mental saving throw in The Goddess’s lair or within line of sight of The Goddess, roll a 1d4, on a 1 they lose one stat point in that state for 1d4 days, on a 2 they are charmed for 1d4 hours, on a 3 they are frightened for 1d4 hours, on a 4 they take 4d4 psychic damage. A creature can not be affected by the same effect twice within 24 hours. If a creature is affected by every effect at once they become dominated byGoddess of Fungus and act onGoddess of Fungus’s initiative under their control.
Presence of ‘perfection’
*Thoughts?*
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Manocow (Monster)
(Art by Anonymous)
(This was mostly inspired by my love of weird medieval bestiary creatures, as well as being, yknow. A sea cow.)
CR5 CN Large Magical Beast HD6
One of the sea’s strangest creations, the manocow is a rare creature known as a temptor to some men and a savior to others, luring some men to a watery grave and letting others ride to safety on their backs. These are not disparate groups with differing philosophies; a manocow is ruled by whims as shifting as the tides, and one who seeks the sounds of sailors meeting their deaths on the rocks might feel a compulsion to help others in a fortnight. These are motivated neither by malice of compassion, but by a simple curiosity and desire for sensation. Stranded sailors are sometimes known to use manocows for companionship, although their minds are ill suited to interpersonal relationships or conversation.
Manocows are common prey to larger, more powerful aquatic monsters. They are a favored food to sea cats and sea drakes, although drakes have been known to use the hypnotic abilities of manocow to their advantage, letting them lure sailors into the water and snapping up the distracted humanoids.
Manocows are surprisingly fast and agile swimmers. They can exist safely on land for some time, but their human hands make them poor walkers and drying out makes them at risk for infection; as such, they mostly stay to beaches and sandbars. Their inability to travel inland obviously restricts their diet, and it’s rare knowledge that a manocow has a deep hunger for cabbages, which are inland plants. A manocow will make most any deal for a fresh head of cabbage, although they aren’t good at sticking to such a deal for long.
This creature looks like a long-horned bull with a long meaty body that ends in a finned tail, but its most unnerving quality is the human hands it bears on its forelegs. Misc- CR5 CN Large Magical Beast HD6 Init:+1 Senses: Perception:+9, Low-Light Vision Stats- Str:19(+4) Dex:13(+1) Con:20(+5) Int:5(-3) Wis:16(+3) Cha:16(+3) BAB:+6/+1 Space:10ft Reach:10ft Defense- HP:63(6d10+30) AC:16(+6 Natural, +1 Dex, -1 Size) Fort:+10 Ref:+6 Will:+7 CMD:22 Resist: Cold 10, Fire 10 Special Defenses: DR2/Slashing and Piercing Offense- Gore +9(2d8+6) CMB:+11(+13 Bull Rush) Speed:10ft, 50ft Swim Special Attacks: Proficiency with Simple Weapons Feats- Power Attack (-2/+4), Lingering Performance, Improved Bull Rush Skills- Bluff +4, Perception +9, Survival +4, Swim +13 Special Qualities- Bardic Performance (17/day, DC16, Fascination, Inspire Courage +2, Inspire Competence +2), Tempting Song Ecology- Environment- Beach, Oceans (Cold, Temperate) Languages- Common, Aquan Organization- Solitary Treasure- None Special Abilities- Bardic Performance- A manocow is a skilled performer, particularly talented in the vocal arts. They gain Bardic Performance as a bard with level equal to their racial hit die, except they only gain access to Fascination, Inspire Courage, and Inspire Competence. Proficiency with Simple Weapons- A manocow is proficient with all simple weapons. Tempting Song- As an immediate action, a manocow can convince a person who has been Fascinated by its bardic abilities to leap into the water. That person must make a will save with DC equal to the manocow’s Fascinate ability or leap into the water and attempt to swim to the manocow.
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This year, DC-Slash Con will be held: July 25-27
You can register now at bit.ly/DCS_Reg2025!
The early registration rate of $5 is available until May 10th!
Want to suggest a panel? Or maybe you just want to see what's been suggested so far? You can now do both at www.dcslash.org/dc-slash-con/programming
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youtube
The vidders submitting to DC-Slash Con had an unofficial theme of Gollum 2024 (mostly to be silly). The con attendees were quite surprised when out of the 40 vids in the show, 7 of them were somehow tied to Gollum—a song sung by Gollum or actual Gollum pairings like Gollum/Ring. I went a little adjacent and redid. They're Taking the Hobbits to Isengard for Tin Man.
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2E to 1E Conversion: Sahkil, Chakanaj
This creature comes from the adventure module titled "Night of the Grey Death", which mostly deals with the threat of the Grey Gardeners in Galt. Again, I tried to portray them as appropriate for their CR, and I mostly tried to use equivalent abilities to convert certain abilities that the Chakanaj have in 2E. However, I still think I'm a bit iffy on the spell-like abilities. Please feel free to criticize and offer alternatives, if you think there is room for improvement.
EDIT: Corrected the saving throw DCs for fear and horrific doubles, and corrected feats. Thanks to @thecreaturecodex for pointing out errata and giving suggestions.
SAHKIL, CHAKANAJ

Image (c) Paizo, from "Night of the Grey Death", artist unknown.
This creature is a repulsive chunk of quivering flesh imitating the form of some small article of clothing. It is featureless except for an excessive number of scuttling insectile legs in the lower part of its body.
CHAKANAJ CR 14
XP 38’400
NE Tiny Outsider (evil, extraplanar, sahkil)
Init +9; Senses darkvision 60 ft., low-light vision, true seeing; Perception +24
DEFENSE
AC 29, touch 22, flat-footed 19 (+9 Dex, +1 dodge, +7 natural, +2 size)
hp 200 (16d10 + 112)
Fort +12, Ref +19, Will +16
Damage Reduction 10/good; Immune death effects, disease, fear, poison; Resist cold 10, electricity 10, sonic 10
Spell Resistance 25
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee 2 leg slashes +27 (1d3+9 / x3 plus unholy strike)
Special Attacks augmented critical, look of fear (30 ft., DC 25), sneak attack +4d6, unholy strike
Spell-Like Abilities (CL 16th, concentration +23)
Constant – true seeing
At will – dancing lights, detect thoughts (DC 18), greater teleport (self plus 50 lbs. of objects only) magic circle against good, major image, speak with dead, suggestion (DC 19)
3 / day – blink, fear (DC 22), greater invisibility, wall of ectoplasm
1 / day – deeper darkness, horrific doubles (DC 22), summon (level 6, 1 chakanaj, 35%), veil
STATISTICS
Str 10, Dex 29, Con 24, Int 14, Wis 23, Cha 23
Base Atk +16; CMB +14; CMD 33 (cannot be tripped)
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Feint, Mobility, Slashing Grace (B), Weapon Finesse, Weapon Focus (leg slash)
Skills Acrobatics +26, Bluff +25, Disguise +24 (+32 when bonded), Fly +32, Intimidate +24, Knowledge (arcana) +12, Knowledge (planes) +16, Knowledge (religion) +20, Perception +24, Sense Motive +24, Stealth +30; Racial Modifiers +8 Disguise when bonded
Languages Abyssal, Celestial, Infernal, Necril; telepathy 100 ft.
Special Qualities bond with host, ear for secrets, easy to call, emotional focus, skip between, spirit touch
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair or plot (3-5)
Treasure standard
SPECIAL ABILITIES
Augmented Critical (Ex): A chakanaj’s legs are incredibly sharp and easily penetrate a victim’s vital organs. A chakanaj’s leg slash attack inflicts triple damage on a confirmed critical hit.
Bond With Host (Ex): A chakanaj can physically link itself with a willing host that must be at least one size category larger than itself. Bonding with a host is a full round action that provokes an attack of opportunity, and the chakanaj must physically enter the host’s space in order to use this ability. Once a chakanaj is bonded, it covers a suitable surface on the host, such as the face or back, and alters its own appearence in order to look like some harmless piece of vestiary or equipment, usually a hood, a mask or a scarf. The chakanaj occupies the same space as its host and moves with its host. Once bonded, a chakanaj gets a +8 racial bonus to all Disguise checks to appear as an article of clothing.
While bonded with a chakanaj, the host’s senses and movement are not impaired in any way. The host gains a +2 circumstance bonus to his AC as the sahkil moves to intercept and deflect enemy attacks. The sahkil also establishes a constant shield other effect with the bonded creature. Attacks that target the chakanaj target the host instead, but use the higher AC or saving throw values between the chakanaj and the host. Area effects apply to both the chakanaj and the host, as normal for an area of effect. A bonded chakanaj cannot attack or move on its own, but moves along with the host and can use its spell-like abilities as normal.
If the host is hit by a melee attack or grappled, the chakanaj can make a single leg slash attack against the attacker. This counts as the chakanaj’s attack of opportunity for that round, and automatically reveals the chakanaj’s true nature to the attacker.
A chakanaj can detach itself from a host as a move action. If it does so, it is placed in a square adjacent to the former host and can act independently right away.
Ear For Secrets (Ex): A chakanaj knows when a creature within 30 feet lies unless that creature succeeds on a Bluff check opposed by the chakanaj’s Sense Motive check. This ability does not allow the chakanaj to know the truth, only that a lie was told.
Look of Fear (Su): A creature affected by a chakanaj’s gaze is gripped by an irrational dread that his secrets are about to be revealed. The target becomes shaken and acts as if under the effects of a paranoia spell for 1d6 rounds.
Unholy Strike (Su): A chakanaj’s natural attacks are considered evil-aligned and inflict 2d6 points of extra damage to non-evil targets struck by them, like a magical weapon with the unholy quality.
Among the most subtle members of a fiendish race that pride themselves on their subtlety, a chakanaj’s diminutive size belies its power and cruelty. These sahkil represent the fear of secrets being revealed – an unfaithful spouse, a corrupt minister embezzling funds, a fugitive trying to conceal an heinous crime, chakanaj flock to these like flies upon honey and take advantage of their target’s shame to manipulate them. They are not interested in secrets that are merely embarassing or amusing. Only secrets that can potentially ruin lives and sow chaos are within a chakanaj’s purview.
A chakanaj takes a slow and torturous approach to its prey. It starts out ferreting out secrets and tormenting its prospective victim by leaving hints that someone knows the truth about them. They do so knowing that most victims will act on their fear of exposure, to the point of committing more despicable actions in order to avoid being found out. This gives the chakanaj more leverage against its victim, starting a vicious cycle that more often than not leaves a victim broken and insane, if it leaves them alive at all.
While they prefer manipulation to violence, chakanaj are fast and sneaky combatants. Despite their lack of physical power, they instinctively know where to aim to bypass physical protections and strike at an opponent’s vitals. Their greatest asset, however, is their ability to link themselves to a willing creature and disguise themselves as an article of clothing or similar harmless items. This not only lets them see and hear anything their host does, but it lets them rest their sharp legs against the host’s face or skin, a subtle threat of violence to keep a host in line.
A chakanaj is usually about 2 ft. wide and weighs about 5 lbs.
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Ungumani

"Possessed Wild Boar" © Antonio J Manzanedo, accessed at his ArtStation here
[The ungumani is a legend from the Piedmont region of Italy, said to be created by the shed evils of pilgrims traveling to a shrine in Lerma. This plays in nicely to some of the stuff I've written before about alignments acting like bioaccumulation. But it wasn't until a recent screening of Razorback by my friend @bowelfly that the gears on this entry started turning. One of the most stylish monster movies of the 80s, and the titular Razorback in the movie does seem to be as much an incarnation of violence as much as it is an actual animal. The stats themselves are intended to be easy to use in encounter building with boars (CR 2), dire boars (CR 4) and my own feral hog troop (CR 8).]
Ungumani CR 8 CE Outsider (native) This bestial humanoid has the bristly hide and head of a giant boar. Its shoulders are stooped, but it still stands taller than a man. Its tusks are curved and it has blade-like teeth in its too-long jaws, and its beady red eyes gleam with malevolence.
Ungumani are horrible creatures that combine aspects of humanoid and boar, and are the culmination of a complex life cycle born of sin. When a powerful evil soul atones for its sins before death, the sin itself is expelled but still seeks quintessence to bind to and drag towards the ravenous Abyss. Possibly because of their omnivorous scavenging, and possibly because of their association with uncleanliness, pigs are some of the best receptacles for this loose sin. A pig exposed to such sins mutates into an enormous, carnivorous boar (use statistics for a dire boar with the man eating template), and after consuming enough sapient, and thus sinful, life, metamorphoses again. The back of the boar splits open like the skin of a dragonfly nymph, and an ungumani emerges.
All ungumani are the epitome of wickedness, and all of them seek to indulge their sins and prey on sapient creatures. Each ungumani is tied to one of the seven deadly sins, and each ungumani has a variety of magical gifts it can use to protect itself, hurt its victims, or go undetected. These spell-like abilities are tied to the schools of sin magic practiced by Thassilonian wizards, and some sages speculate that the ungumani’s origins date back to that wicked empire. As such, different ungumani may have radically different tactics depending on their spells. Slothful ungumani are the only ones likely to withdraw from even a losing battle; the other sins typically fight until slain.
Ungumani still feel affinity for their porcine origins, and so often keep boars and dire boars as livestock and hunting companions. When seeking the company of others of their kind, some are drawn to members of their own sinful lineage, whereas others (especially envious or greedy ungumani) seek out those of other sins to broaden the skills of the band. Ungumani cannot breed among themselves but are disgustingly cross fertile with boars. The children of such unions are born as man eating dire boars, each one an ungumani “larva”.
Statistics for adult and larval ungumani are below the cut.
Ungumani CR 8 XP 4,800 CE Large outsider (native) Init +5; Senses darkvision 60 ft., low light vision, Perception +16, scent, sin-scent
Defense AC 20, touch 10, flat-footed 19 (-1 size, +1 Dex, +10 natural) hp 103 (9d10+54) Fort +11, Ref +7, Will +7 DR 5/slashing and good Defensive Abilities ferocity
Offense Speed 40 ft. Melee gore +15 (2d6+7), bite +15 (1d8+10) Space 10 ft.; Reach 10 ft. Special Attacks powerful blows (bite) Spell-like Abilities CL 9th, concentration +12(+16 casting defensively) 3/day—scorching ray, sound burst (DC 15) 1/day—fire shield
Statistics Str 25, Dex 12, Con 21, Int 10, Wis 19, Cha 16 Base Atk +9; CMB +17 (+19 overrun); CMD 28 (30 vs. overrun) Feats Combat Casting, Dazzling Display (B), Improved Overrun (B), Improved Initiative, Intimidating Prowess, Power Attack, Toughness Skills Acrobatics +10 (+14 jumping), Climb +16, Intimidate +19, Perception +13, Stealth +6, Survival +13 (+17 following tracks); Racial Modifiers +4 Survival following tracks Languages Abyssal, Common SQ porcine empathy +12, sinful soul (wrath)
Ecology Environment temperate or tropical land Organization solitary, pair or band (1-6 plus 2-4 man eating dire boars and 0-2 feral hog troops) Treasure standard
Special Abilities Porcine Empathy (Ex) An ungumani can influence the attitudes of porcine animals and magical beasts, as per the druid wild empathy class ability, except that this can affect any such creatures with an Intelligence score below the ungumani’s. Sin Scent (Su) An ungumani can detect and pinpoint creatures through scent at double their usual range if those creatures are prone to the sin of the ungumani’s sinful soul (GM’s discretion). Sinful Soul (Ex/Sp) Each ungumani gains a bonus feat and spell-like abilities based on the sin from which its line originated. Two of the spell-like abilities are 2nd level spells usable three times per day, and the third is a 4th level spell usable once per day. The abilities granted by each sin are as follows: Envy—Improved Disarm as a bonus feat; resist energy and thought shield I 3/day; freedom of movement 1/day Greed—Improved Steal as a bonus feat; alter self and disfiguring touch (DC 15) 3/day; strong jaw 1/day Gluttony—Great Fortitude as a bonus feat; command undead (DC 15) and pox pustules (DC 15) 3/day; enervation 1/day Lust—Persuasive as a bonus feat; rage and unnatural lust (DC 15) 3/day; charm monster (DC 17) 1/day Pride—Lightning Reflexes as a bonus feat; blur and paranoia (DC 15) 3/day; rainbow pattern (DC 17) 1/day Sloth—Iron Will as a bonus feat; glitterdust (DC 15) and swipe 3/day; dimension door 1/day Wrath—Improved Overrun as a bonus feat; scorching ray and sound burst (DC 15) 3/day; fire shield 1/day
Ungumani Larva CR 6 XP 2,400 Man eating dire boar CE Large magical beast (augmented animal) Init +4; Senses darkvision 60 ft., low-light vision, Perception +12, scent
Defense AC 17, touch 9, flat-footed 15 (-1 size, +8 natural) hp 57 (5d10+30) Fort +9, Ref +4, Will +4 DR 5/slashing Defensive Abilities ferocity
Offense Speed 40 ft. Melee gore +10 (2d6+6), bite +10 (1d8+9) Space 10 ft.; Reach 5 ft. Special Attacks powerful blows (bite)
Statistics Str 23, Dex 10, Con 21, Int 4, Wis 17, Cha 12 Base Atk +5; CMB +12; CMD 22 Feats Improved Initiative, Skill Focus (Perception), Toughness Skills Perception +12, Survival +8 (+12 following tracks); Racial Modifiers +4 Survival following tracks Languages Abyssal,Common (cannot speak)
Ecology Environment temperate or tropical land Organization solitary, pair, or herd (3–8) Treasure none
#ungumani#boar#native outsider#italian folklore#piedmontese folklore#pathfinder 1e#pathfinder rpg#seven deadly sins#when animals attack#razorback#movie monsters
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What's not to understand? It's a boss from a tv show which is a sequel to a videogame which is a sequel to another videogame which is an adaptation of a tabletop game.

Malefactor of Tzeentch
Medium Aberration, Chaotic Evil
“It is my cry that wakes you in the night, and my body that crouches in the shadow. I am Tzeentch and you are the puppet that dances to my tune…”
AC: 19 (Psionic Field)
HP: 238 (19d8 + 152)
Speed: 30 ft., flying 30 ft.
STR: 9 (-1)
DEX: 14 (+2)
CON: 27 (+8)
INT: 29 (+8)
WIS: 17 (+3)
CHA: 11 (+0)
Damage Immunities:
Psychic, Force, Non-magical Bludgeoning, Piercing, and Slashing
Condition Immunities:
Charmed, Exhaustion, Frightened, Prone
Senses:
Blindsight 70 ft., passive Perception 16
Challenge:
19
TRAITS
Borne of Chaos: Frightened creatures within 70 feet of the Malefactor of Tzeentch take 3d6 Psychic Damage at the start of their turn.
Disciple of Change: The Malefactor of Tzeentch exudes an aura of warping chaos. At the start of the Malefactor of Tzeentch’s turn, creatures within 10 feet of it must succeed a DC 17 Wisdom Saving Throw or become frightened.
ACTIONS
Throwing Knife: Ranged Weapon Attack: +8 to hit, reach 20/60 feet, one target. Hit: 13 (2d4+8) Piercing Damage.
Temporal Binding: The Malefactor of Tzeentch twists the threads of Chaos Magic within the weave, attempting to stop time for each other creature within 30 feet. Creatures within 30 feet must succeed a DC 13 Intelligence Saving Throw or be restrained until the end of the Malefactor of Tzeentch’s next turn. Creatures restrained this way may repeat their saving throw at the start of their turn.
Invoke Fear: The Malefactor of Tzeentch gazes into a creature’s eyes and forces them to see their deepest fear. A creature within 30 feet must succeed a DC 17 Wisdom Saving Throw or take 3d6 Psychic Damage. If the creature is frightened, the damage is doubled.
REACTIONS
Psionic Barrier: If the creature would be the target of a ranged weapon attack, it may use its reaction to increase its Armor Class by 5 until the end of this turn.
LEGENDARY ACTIONS
The Malefactor of Tzeentch can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Malefactor of Tzeentch regains spent Legendary Actions at the start of his turn.
Move: The Malefactor of Tzeentch can move up to its speed without provoking opportunity attacks.
Spatial Warp: The Malefactor of Tzeentch may select 1 creature within 70 feet and move that creature up to 30 feet in any direction.
Feed on Fear: The Malefactor of Tzeentch draws in the warping energies created by ambient fear. It regains 2d6 Hit Points for each frightened creature within 30 feet.

#dnd#dungeons and dragons#dnd 5e homebrew#gaming#tabletop#Warhammer#Warhammer 40k#Secret Level#tzeentch#nerdknowledgeposts
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