#not a useless statblock
Explore tagged Tumblr posts
psychhound · 10 months ago
Text
the more i dm vs play other ttrpgs the more frustrated i get with how npcs work in 5e. my game centers around a small town with a recurring cast of npcs, as well as newly introduced npcs each arc that my players frequently adopt, and every time i open my Documents (tone: weary) filled with npcs i just wish 5e npcs were Built Different(tm) to pcs. obviously theres statblocks and stuff you can use but if youre working under the assumption these npcs are Full People who are going to take up space in the pcs lives youre going to be building them like you would a pc and frankly it sucks for a couple reasons
one, if i want to introduce a new batch of npcs of a level that will prove imposing for my pcs to fight, it shouldnt take me 10 hours to make them. two, once the fight is happening it would be great if they didnt have so many abilities and spells that im just hoping and praying i can make them function even a little smartly without grinding the whole fight to a halt every time its a spellcasters turn
and third, which i think deserves its own paragraph(s), i wish npcs didnt have the same set of skills that pcs get
i like trying to give my guys, pcs or npcs alike, pretty high mods on things, bc, you know, good for the game and also big numbers fun. but some skills are either inherently useless for an npc to have, or imply a loss of player agency if i was rolling them
like, charisma skills. deception is really useful for an npc to have, because then pcs have to roll insight against it to learn information. persuasion, however, is not something an npc should really ever roll. if theyre rolling persuasion on a pc, that player is experiencing a loss of agency over how their pc reacts to a request. if theyre rolling it on another npc, youre now just playing dollies with yourself while the pcs watch. if im ever choosing between persuasion and deception for an npc, im always going to give them proficiency in deception even if that makes less sense for their character. same problem for intimidation. either youre telling the pcs how to feel or playing dollies with yourself
stealth and sleight of hand are overall way more helpful for npcs than for pcs who arent rogues. and perception is far more useful for an npc to have than like ... survival. when are your npcs going to be rolling survival? if you have a ranger or ranger-like character whos helping your pcs navigate wilderness then why does it make more sense for them to be rolling survival and potentially mess up something they are meant to be good at, causing potentially unfun complications for your party, than just ... knowing that character can help them navigate, so they do? especially if thats the reason that npc is there?
idk like my players respond very well to the npcs being Full People and i do think theres a level of enjoyment to like. comparing pc and npc stats or players learning what feats an npc took or lore around subclasses but also. also im so miserly and decrepit and my google doc of my four bad guys this arc and their spells is 59 pages long im Tired Save Me
107 notes · View notes
utilitycaster · 1 year ago
Text
the WBN interlude one-shot was delightful but I specifically love that of our main 3 characters, all of whom used NPC statblocks, the only one with a challenge rating greater than 1/2 spent the entire episode improbably winning the role of "guy who wears a frog costume", having sex in the frog costume, and getting the frog costume stuck on his head to a degree that rendered him mostly useless
39 notes · View notes
onehobgoblin · 10 months ago
Text
Whenever you feel useless, remember that this shit literally has no attacks in its statblock other than falling on top of someone's head. If the attack misses (+3 to hit) they can't do anything for the rest of the combat other than move 5ft per round.
Tumblr media
(Piercer DnD 5e)
I'm posting this because I remembered the time when I used a bunch of these to make a trap. There were 6 of them. I think 2 hit something, but the damage is not that high, so no player died.
Combat started. I looked into their stat block to see how much they had to hit normal attacks (which I just assumed they had, like any other monster). Nothing. In the end I just said they died and skipped the fight. I thought that not being able to fight back was the intention, so there must be a reason behind it (this was 6 years ago I think).
No. It's just dumb.
Tumblr media
7 notes · View notes
mitspeiler · 8 months ago
Text
Viewership on royal road has slowed down. I should try to appeal to that website's main demographic more. So today I will rewrite The Dream Quest of Henry Sinclair and Bones in the Ocean to have jrpg mechanics, stat blocks and status screens. Whenever Henry catches a nightmare, he will be able to view its statblock from his mind palace. Attempting to view a dreamlord will show an infinity sign on its stats. That first chapter where he gets briefed on the mission will become a tutorial. Aunt Morgause shows him how to use his status screen and apply points to his ability scores. "Don't put anything into agility," she says. "It's useless."
5 notes · View notes
psykulor · 2 years ago
Text
Homebrewed Items #4
Skuhldan Crystal
This coarse black stone is always oozing a thick sludge. Break it to absorb draconic power, becoming a Skuhldan Drake for the rest of the session. Replace your own attributes with the Skuhldan Drake attributes below; add the listed skills and talents to your own, taking the higher value of any skills you already have.
Skuhldan Drake
BRW 5 AGI 4
INT 3 CUN 5
WIL 3 PRE 4
Wounds: 25
Strain: 25
Skills:
Athletics 2
Coordination 1
Ranged 3
Brawl 2
Spellcraft 1
Talents:
Stoneskin. Soak +1.
Winged Flight. Can fly any range from the ground, must spend 1 maneuver on movement each turn.
Natural Weapon: Foul Breath. Ranged, Dmg 6, Rg Med, Crit 4, Pierce 2, Blast 4, Disorient 3
Natural Weapon: Oilclaws. Brawl, Dmg 7, Crit 3, Pierce 3, Vicious 3
The first "real" dragons were Human warlords of the ancient artificer society, already powerful beyond measure, who captured the Deepwells to feed on their bottomless stores of magic. Their avarice and bloodlust warped them into the image of the beasts from their ancient folklore, and they slowly lost their minds and fled into the wastes of the world.
Though most of the dragons reverted to the behavior of beasts, a few kept their powers of speech and reason. While a few of these creatures turned from greed and achieved a sort of benevolence, many sought to return to the power and prestige they had once enjoyed, summoning cults of worship from the Human populace. The most prolific of these was the Skuhldan, whose highest supplicants fed on the dragons' blood to emulate their power. The Skuhldan crystals are remnants of this practice. The dragon-form brought on by the crystal is potent, fleeting, and painfully addictive.
I know there have been a million different canons on the origin of dragons, and probably mine has been done before, but the idea that present-day billionaires would react to the advent of magic by trying to monopolize it was just too good! So here we are. There is some room for "friendly" dragons as written, but I envision these as tragic figures instead of unproblematic guardian/mentor characters. No one gets to a draconic level of power without taking draconian measures.
Anyway, my idea for an item tie-in to all of this lore kludge is a powerful transformative - I didn't write its addictiveness into the mechanics because GMs might want to run it their own way or avoid it altogether. At any rate, the transformed statblock is pretty close to an endgame character, meaning it would be gamebreaking at lower XP levels and kind of useless when your character is at full build. I envision this as a last-ditch item, something you choose as an alternative to dying outright. The "foul" descriptors should bring home that this is not something people use for fun.
2 notes · View notes
statsbot · 1 year ago
Text
INTRO The detect clam spell is a peculiar and rather niche magical incantation, one that has puzzled many a wizard over the years. At first glance, it may seem an utterly useless and absurd spell - what need could anyone possibly have to detect clams? Yet to those with an eye for the strange and obscure, the true power of this spell becomes evident.
STATBLOCK Detect Clam 1st-level divination Casting Time: 1 action Range: Self Components: V, S, M (a small pearl) Duration: Concentration, up to 10 minutes
You attune your senses to the presence of clams, both mundane and extraordinary, within a 60-foot radius. For the duration, you can sense the location of any clams, their approximate size and number, and whether they are burrowed, open, or moving. This spell does not reveal any information about the contents of the clams, merely their physical presence.
Additionally, the spell grants you a +2 bonus to Perception checks to spot clams.
TACTICS/USAGE This spell may seem utterly useless at first glance, but in the hands of a clever adventurer, it can prove surprisingly versatile. While it won't help you find hidden treasures or uncover ancient secrets, detect clam has its uses.
Perhaps a group of adventurers is tasked with locating a rare and valuable pearl that was lost when a ship sank off the coast. With detect clam, they can quickly sweep the seafloor and pinpoint the location of any clams, increasing their chances of finding the pearl. Or maybe the party needs to navigate a treacherous tidal area, and detect clam can warn them of any hidden clam beds that could trap the unwary.
The possibilities, though narrow, are there for the enterprising mind.
Tumblr media Tumblr media
145K notes · View notes
monstersdownthepath · 3 years ago
Text
Monster Spotlight: Giant Flytrap
Tumblr media
CR 10
Neutral Huge Plant
Bestiary 1, pg. 134
Of course, of course this would exist. Golarion as a planet in general has no shortage of man-eating plants, so of course the most famous predatory plant on Earth and the granddaddy of the ‘killer plant’ idea as a whole would have a statblock devoted to it! Common Flytraps that feed on significant numbers of magical insects or which grow in areas with high concentrations of magic gradually bloat in both size and appetite, twisting their roots--now useless for even gathering water--into legs that let it trundle along at 10ft a round as it searches for prey to sate itself with.
More accurately referred to by locals in their common hunting areas as Green Gulpers or Snapperjaws, Giant Flytraps eschew both eating flies and patiently waiting for prey to come to them and instead seek out whatever catches their attention via either their +10 Perception or their 60ft of Tremorsense. Their 15ft space and 15ft of reach give them an impressively large threat radius, even flying creatures vulnerable to being snatched out of the air if they can’t get away quick enough. Giant Flytraps are fairly simple creatures, lashing out with up to four bite attacks each round, each one dealing 1d8+7 damage and Grabbing whatever they hit.
But, as one may expect, the real danger starts if someone can’t break the tenacious plant’s grapple. If the Green Gulper begins its turn grappling a Medium or smaller creature, it can make a Combat Maneuver check (to which it gets +22) against one of its prey items to attempt to Engulf them. Any creature engulfed by the thick leaves not only takes 1d8+7 and 2d6 Acid damage each round, but the seal swiftly becomes airtight, threatening the victim with suffocation if they don’t escape or succumb to the damage first. The Gulpers can maintain a grapple on as many creatures as they have mouths, typically capping at 4, though larger versions exist, snapping up herds of animals and groups of wanderers alike until their every mouth is full.
What might catch a party expecting a mindless eating machine off-guard, though, is the fact Gulpers are actually smart. 1 Int, so not sapient or particularly creative, but they are capable of using their skills intelligently, such as creeping along with their +17 to Stealth if they believe their prey might be attentive or breaking off of a fight if their would-be victim proves too much trouble to handle. More importantly, however, is that their Intelligence means they can use feats, and they’ve got a decent selection: Power Attack to put a bit more juice into their multiple blows, and Cleave and Vital Strike to grant them combat flexibility if they can’t make a Full-Attack. Cleave allows their Grab to latch onto two adjacent foes at once and potentially swallow them next round, and Vital Strike lets them squeeze just a bit more damage out of a single bite than they normally could.
They won’t exactly dazzle a party with their advanced combat tactics, but these massive maneaters can still provide a startling challenge for parties heading into swamplands and marshes, especially if they can’t detect the subtle shifting of its roots until they’re already within its reach...
You can read more about them here.
38 notes · View notes
excludedmiddle · 3 years ago
Text
ICON, D&D, and good RPG systems
I repped a new RPG system, ICON, in a previous post. After reading through it, I want to talk a little bit about why I find it so promising, in the context of my years of experience playing both 4th and 5th edition D&D.
For reference: I play D&D with above-average emphasis on combat, and will be evaluating ICON in that lens. I think ICON has a lot to offer roleplay-heavy groups as well, but be aware of my bias here, and I in no way claim that my way of playing tabletop RPGs is in any way better than anyone else's. Also, my group and I are experienced players who don't mind complex systems, within reason.
So first off: what's wrong with D&D, and how does ICON fix it?
D&D is bloated. This was a huge problem 4th ed and didn't get much better in 5th. There are too many mechanics, too many source books, too many choices, too much to choose from. This is less of an issue for me than for most, but I was left with the feeling that there was a lot in the game that never got used in both editions - spells that were useless, feats that added nothing, mechanics that were ignored in favor of house rules.
ICON is tiny. Seriously, it's one book, and it's clearly designed with the intent of packing as much depth and complexity into as little mechanical fluff as possible.
D&D isn't great for noncombat situations. This isn't a huge drawback for me, but in both editions, skills in D&D felt like an afterthought. DMs were left to their own devices about how to use them, and while a good DM could, they were irrevocably tied to your combat abilities, and suborned to them. The warlock did all the talking because they used Charisma for spellcasting, not because their character was actually interested in leading the party.
ICON fully separates in-combat mechanics and skill mechanics, and fully fleshes out the latter. They're designed so you can use one entirely without the other! Incredible. Sure, there's synergy, but your Demon Slayer knight can be the party face if you want! There's also a lot more guidance for DMs about how to run noncombat situations using the built-in mechanics of the game.
D&D has class balance issues. In 4th ed these were manageable, but in 5th ed, magic classes got many more options than martial classes, their combat experiences are drastically different, and some classes (*cough* Paladin *cough*) are so good as to almost be indispensable. Ironically, sometimes these are in opposite directions - a 20th level fighter might be far more boring and also far more effective in combat than a 20th level cleric - but they seriously impact the game nonetheless.
ICON gives every class comparable abilities to select from. Martial classes get flashy abilities! Magic classes get flashy abilities! Each class feels very different thematically without being too different in power or complexity to play.
D&D combat takes forever. 4th ed had a billion different powers every character could use. 5th ed reduced this, but then also buffed everything's HP and dramatically increased the number of spells.
ICON seems built for speed. Each character has a finite number of abilities, and heath/DPR ratio is noticeably lower than in either edition of D&D.
Some other stuff I like about ICON:
ICON is absurdly streamlined. There aren't character scores, statblocks are predetermined by your level, initiative doesn't exist (you just alternate with the monsters), there's exactly one currency and an individual character can carry at most 8 of it, XP maxes out at 12 to level up and is gained as a flat 2 per combat encounter, equipment is built into the character classes, there's only one type of magic item, there's exactly one type of defense to roll against, saves are incredibly basic- I could go on and on. All while managing to still feel rich and interesting!
ICON has some neat mechanics. Each character has a limit break that they can use by spending "resolve". This creates the possibility of doing incredibly cool things, and resolve accumulates as combats go on, helping curb issues with neverending combats and ensuring they end with a bang rather than a whimper.
Boss monsters can be targeted based on specific parts of their bodies. If you hit a boss in the head enough times, you might be able to blind it, etc etc.
As you level, abilities can be upgraded using talent and mastery points, allowing you to take a "bread and butter" basic ability and improve it as you get more powerful.
Many abilities related to swords are "arc AoEs", meaning they can carve out swaths of the map to hit. I just think that's sick as hell.
59 notes · View notes
keplercryptids · 4 years ago
Text
I'm excited to share the statblock I've been working on for a month. probably won't be sharing it for awhile cuz idk when it'll come up in game, but yeah. only problem is... you know how all my homebrewed enemies are so customized to my specific players' characters that they're basically useless for anyone else? it'll be that x10 this time lol
8 notes · View notes
Note
Do you think a silkworm would be similar to the earthworm?
I'd say you sure could. If you were going to run it, I'd give it a climbing speed for plants rather than a burrow speed since they seem to eat leaves and plant their eggs in them.
2 notes · View notes
soysaucednd · 6 years ago
Text
Encouraging Engagement in Combat
Recently in my home games, I have had an issue with engagement during combat. Since my other passion is fight direction and choreography, I tried to figure out what the issue was and made some discoveries that I think would be useful information for dms having similar issues in their game.
Firstly, the issues I believe are the root cause of my problem are that players:
1. Feel that combat is repetitive and boring.
2. Feel that there is little risk and so paying attention isn't critical.
3. Feel that their characters aren't useful in the current situation, or they don't understand all their abilities.
This caused me to realize that most of the problems with my combats was in my designs. When it comes to understanding your character's abilities, that's on the player, but all the other things are fixable by just adding a couple things to your normal combat design.
1. Add a time limit.
2. Give them problems they cannot solve just by fighting.
3. Raise the stakes above only the player's lives, but not so high it becomes less relatable.
For example: let's consider a quest where the party has been hired to deal with a group of Necromancers in a nearby cave. The normal process of thought is figuring out the mechanical numbers. How many necromancers, where in the caves, the statblock of the boss, and treasure in the dungeon to be found. This planning becomes a classic dungeon crawl, which is amazing with a group that enjoys it. However, let's reimagine it a little.
Along with all these considerations, let's imagine it is a day where the planets have aligned for a powerful necromantic ritual. The party can learn this by interrogating one of the few necromancers that can be found in the upper dungeon... When they reach the final room they find the necromancers that were missing before, all drawing sigils on the wall, along with five innocent hostages, each with a necromancer pointing a knife at them, waiting for the sigils to be complete...
Now, the fight gains a new level of urgency. The lives of five innocents hang in the balance, and the party not only needs to fight the necromancers, but also stop them from drawing the sigils, erase the ones that are already finished, and make sure the hostages are not in direct danger in case something much worse arrives when the ritual is complete.
The number of things going on will draw in the players, who will most likely be looking for a problem to solve, and will allow for the people who feel like they are useless to think of creative ways of either escaping with the hostages or erasing the sigils until they think of something cool to do against the necromancers. On the other hand, it also punishes letting things fall through the cracks, which forces focus. If the party doesn't deal with everything, then people will die or something powerful and evil will be unleashed in the area.
In essence, as I plan out new combat encounters, I ask myself three questions:
1. How can I apply a time limit to this?
2. What is the underlying goal behind the combat, and if it is achieved by either side, what happens?
3. What happens if the party fails or misses something?
After my first test of this philosophy, engagement went way up in my combat, and I have felt much more confident in my encounter design.
226 notes · View notes
lichlairs · 5 years ago
Photo
Tumblr media
Checkout our new post over at https://lichlair.com/daily-monster-53-piercer
Daily Monster #53: Piercer
Tumblr media
Today we’re going to talk about the Roper’s lesser cousin, and I gotta say I’m a bit disappointed we rolled for this one before talking about Ropers. That said, I’m pretty interested to learn more about these strange creatures. Without any further ado…
The Piercer
The basics
…a-are you kidding me? Who decided to make this a monster?! I—
Fine. I guess we might as well take a look at the Piercer’s stats since I already went through the trouble of setting up the template for this article. I suppose it’s slightly better than that one time I had to write about horses. Only by a little though, only by a little.
You know, for a CR 1/2 creature, Piercers have acceptable stats, specially considering how bad the rest of their block is. We;re looking at a +3 CON and +1 DEX followed by an average STR of 10. The rest if the numbers are all in the negatives with a -2 to WIS, -4 to CHA, and last but most impressive, an INT of -5.
In terms of combat durability, today’s monster has an AC of 15 and hit point pool of about 3d8+9 hit points.
For all the gents reading this, you might want to skip this next bit because I just have to make a point of how dumb these creatures are. You know what Piercers are? They’re goddamned tampons. The goddamned tampons of Dungeons and Dragon and here’s why: you can only use them once and then that’s it.
Sure, they get a +5 to Stealth as well as the False Appearance feature, but everything else is garbage; those 30ft of Blindsight and 60ft of Darkvision might look really nice at first glance but this monstrosity only has a passive perception of 8, which makes it kind of moot.
Also completely redundant? Their Spider Climb feature. Look, this is probably one of the coolest abilities to have in combat and the fact that it’s rendered completely useless by the Piercer’s 5ft of movement speed irks me beyond belief. There’s just no way this monster is making it back onto the ceiling after using its Drop attack, which is already terrible as is.
The Lore
Also of note? They have one of the dumbest minis.
The first thing you gotta know about these creatures if you don’t already, is that they are very closely tied with Ropers; in fact, they are Ropers, just, you know, in larval form
In terms of how exactly this creature came to be, well, that’s a bit more complicated, especially because there is actually another creature in Dungeons and Dragons that has a similar purpose and appearance, although that one is considered a Mollusk rather than a monstrosity. If we go by numbers though, we can trace this creature back to 1975 when it appeared in a couple of magazines of note.
Like their fully grown versions, they stick to the underground; more specifically the ceilings of dark caves. Unlike their adult counterparts, however, Piercers are a lot smaller.
Something important to keep in mind about this creature is that it very much works in large groups. Although you might only find them in groups of ten or so in higher elevation caves, it’s not unheard of to find groups of them in the three digits the deeper you go into the underground.
The execution
Okay so, alright; I’ve calmed down a little after working through that last section. If we disregard the fact that they look like the stuff I clean out of my cat’s litter box, then there might be some merit to these creatures.
Tumblr media
I have to admit that my first thought after having read their statblock was pretty much to wonder why you would even use these creatures when you could just have some regular old stalactites fall on your party, maybe even some sort of trap. But here’s where Piercers have just a sliiight advantage: unlike traps, they won’t be picked up by Detect Magic nor will they be identifiable thanks to their False Appearance. I guess this would be kind of a fun thing to pull on the rogue that keeps acting to look for traps for each and every one of the corridors.
I also know that these things are supposed to go hand in hand with Ropers, which, of course makes them all that much deadlier; thing is, for these articles I usually try to set up an encounter in which our Daily Monster is the star of the show, but that’s a bit difficult to do with the Piercer.
Sure, you could always do the thing where the party enters a large cavern or some sort of really long corridor that is completely cluttered with these things, but where’s the fun in that?
Maybe the best way to approach this one is to run it a little more uh, how should I say this, intentionally. If the lore is anything to go by, we know that these creatures are fairly numerous and that they can be use as food preservatives. Why not have your party run an errand in which they have to collect a certain number of These things? I think it would be fairly amusing to see how they would go about it; will the party members stand under the Piercers intentionally to have them drop? Or perhaps they use illusion magic to fool them into doing so instead. Personally, I think we should just Fireball them.
Aaaand that’s it for today. If you enjoyed this article and want to see other similar content, don’t forget to visit our social media so we can let you know when we post new articles. We put up new content every day of the week!
1 note · View note
its-changemod · 8 years ago
Text
It’s weird looking back at the first forum I signed up to.
They’d produced The Gates of Hell, an ambitious D&D fan project based off of lifting the underwhelming rules for demon and devil lords included in the Book of Vile Darkness supplement to a more “realistic” level. Specifically, it was a full supplement for the lawful evil plane which included stat blocks for the highest Devils which wouldn't lose a fight against a small band of their own generic underlings.
In retrospect, the stat blocks are completely useless for gameplay, far above the power curve 3rd edition D&D can actually simulate... But still, having those big walls of numbers does serve an illustrative purpose, showing how strong such entities are. Just... You kinda don't need more than one example “This is what a Lord of the Nine looks like, you can't fight him” statblock.
Anyhow I haven't read the supplement in over a decade but I seem to remember it being pretty well realised overall, with plenty of lore detailing all the layers of Hell and it’s hierarchies. And they promised on the site that they were still developing chaotic and neutral evil supplements, and a good aligned supplement. I saw no page for the NE stuff, so my young, awkward ass plucked up the courage to write a stat block for the weakest yugoloth (neutral evil equivalent to demons and devils) sign in, post it and write a post on my intent to work my way up on those.
The immediate reply was a moderator making a bunch of condescending remarks then locking the thread.
For some bizzare reason I didn't immediately leave, but talked to the regulars there (but not the actual people working on stuff, turned out they had private invisible forums) and eventually settled into years of shitposting. You know those really young shitposters you get floating around sometimes who don't really know how to be funny on the internet yet? That was me, I ended up using that forum as a testing bed for my sense of humor for years, somehow never getting banned for it despite being an annoying unfunny little shit.
What I didn't know though, was that the forum was already dead. Behind the scenes they were trying to do too many projects at once instead of focusing like they did for Gates. So they dragged on like that for years, occasionally promising content would come “soon”... And then 4th edition D&D came out in 2009. That was my first fandom apocalpyse. It wasn't -quite- as bad as Age of Sigmar happening, but it still tore the D&D community to shreds for a while. The  impact on the little forum I was on was immediate, with half the Dev team jumping ship because they only cared about 4th now, half of them staying but demoralised that their projects would no longer be compatible with the current edition of the game.
It was then that I realised that they were never going to release Horrors of the Abyss, A Light from On High or the unnamed Neutral Evil project that mod had assured me they had handled behind the scenes and didn't need me for. The forum actually still exists, but has crashed and been rehosted about 3-4 times and has about as much activity as you’d expect for a “community” that now only really exists to host Gates. I kept shitposting a while longer, then moved on to my comic book forum phase.
3 notes · View notes
esser-z · 7 years ago
Text
Cults DO get stealers, using the same stats as nids. It's noted at the very bottom of the page before the cults statblocks. Good job GW
Eldar should get some kind of psyker probs, and the total lack of demons is weird, especially with DK getting a useless bonus against them...
Those rules might be in the upcoming Commanders expansion?
8e Kill Team rosters critique:
I can understand why no termies, even though they’re basically designed for small unit ops (though arguably boarding action not remote deployment), but nids really should get Zoanthropes, and Crons should probably get wraiths–though the speed and 3++ IS pretty damn powerful. Zoans have a 3++ but nothing but psy to do anything with…
I’d like a crisis suit, but I can see that being way too good, between 8"fly movement and the firepower (and durability in a KT context). No excuse for the Eldar not bringing the aspect literally meant for KT type combat, and Tau really should get Kroot.
At least Admech gets all their actually cool GW infantry. Electropriests are garbage models anyway.
Guard REALLY should have at least ratlings–i can see excluding ogryns on fluff ��they’re too much of a liability in stealth ops” basis tho.
Can’t think of anything else obviously missing.
5 notes · View notes
probablyuselessstatblocks · 3 years ago
Text
Tumblr media
Behold, the barnacle statblock. I had to learn more about barnacles then I wanted to for this one.
144 notes · View notes
probablyuselessstatblocks · 2 years ago
Note
Hi there! Not sure if this is how it works, but could you do a stat block for the nautilus (N. pompillius is its scientific name btw!)
Hell yeah I can! Hope I did it justice.
Tumblr media
Apparently Nautilus are predators, and also they jet through the water at speeds of up to two knots! They also sometimes eat other nautilus.
For future submitters, you can either submit through the ask box, or if you have a statblock you made you can submit through the blog as well and if it fits the vibes of the blog then I will post it.
29 notes · View notes