#CR 16 to 20
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monstersdownthepath · 2 months ago
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Monster Spotlight: Asurenda
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CR 20
Lawful Evil Huge Outsider
Bestiary 3, pg. 24-25
As one may guess from its name, the Asurenda is the paragon of the Asura, creatures who are quite literally the mistakes of the gods given form and mind. Every time a god made a mistake of hideous enough consequence, it was akin to carving a wound into the universe, and something spilled from that mistake as surely as blood would flow from cut flesh, closing the wound but leaving behind a living reminder of the folly. In a twisted way, the asura represent the scars left on the universe from the careless damage done by the divine, something that can never be removed, only hidden and hopefully forgotten... but some mistakes refuse to be buried.
One could consider the asura to be a living punishment, a monument to the sins of the divine, because the asura certainly see themselves that way! There are few beings in the Great Beyond who can walk the walk of such an intimidating boast, but the asura can, and above the rest of their kind stands the Asurenda, below only the Asura Rana in terms of power and influence. A glance at an Asurenda's statblock reveals a truly anomalous amount of power, even compared to other CR 20 "capstone" Outsiders like the Akvan or the Pit Fiends, a--holy crap is that really all I wrote on Pit Fiends? I was so succinct back then. Anyway, even compared to the likes of their fellow capstone bosses the Asurenda is loaded, with a spell list straight out of a sadistic GMs notebook (and the superhuman intelligence needed to utilize them like a sadistic GM), enough attacks for the players to take a snack break while they resolve, more skill ranks than some parties put together, AND whopping six bonus feats to shore up some of their extremely few weaknesses!
Thankfully, Asurenda spend the majority of their existence sitting inside of abandoned temples to lost or forgotten gods, meditating upon the mysteries of the universe (and how best to unravel it) for decades or centuries at a time, but even this is dangerous for the world as they issue telepathic commands (or use their 3/day Demand) to direct and/or manipulate their mortal agents. In statuesque solemnity, an Asurenda may literally not have to lift a finger to destroy a city, and that suits them just fine; they're saving their energy to enact truly apocalyptic displays of disdain for the divine. Anything less than this can be delegated to dregs and drudges. For any cults that rise around one of these meditating malefactors, their figurehead doing as little as opening an eye is a sign that something dramatic is about to happen... to say nothing of what happens when it stands up, and the players responsible for stirring it into motion have its destructive musings put into practice upon their sorry carcasses.
We'll start with a few of the Asurenda's defenses. At their most basic, they're protected from many weapons with DR 15/Chaotic and Good, and weapon capable of piercing this DR is absolutely necessary, because their Regeneration 10 can only be shut off from a Good-aligned weapon or a spell with the [Good] descriptor. Spells, however, must contend with the "Capstone Standard" 31 Spell Resistance (all of the capstone outsiders have it!). Their size means they actually have less AC than most of their fellow capstones at 35, but they don't need it quite as much due to their offense putting their foes on the defensive. We'll get to that in a moment, because we still have a few defenses to talk about!
Though the pictured example doesn't make it immediately obvious, Asurenda tend to have faces encircling their head. This grants them All-Around Vision, rendering it immune to being flanked and denying the easy burst damage most Sneak Attackers rely on (though flat damage from Guys With Swords still applies as easily as one can beat its AC). They have a glaring weakness to elemental damage, with their only defense a meager 10 Resistance to Acid and Electricity and no elemental immunities at all, but they are immune to being cursed or polymorphed, and any Enchantment effects making it past their 31 SR have to contend with their additional +2 to saves versus Enchantments. It's not much, but their saves are ALREADY high (+25/+17/+20), so the extra +2 may be just the edge they need.
As all asura, they are protected by an Elusive Aura, a 100ft-wide barrier that bars all forms of detection and divination, preventing any curious party from pulling a Scry and Die on them... not that it would work anyway, since Asurenda specifically also project a 20ft bubble of Dimensional Lock, which prevents all forms of teleportation and magical displacement from working and prevents the normally-reliable Gates and Mazes from functioning... while also canceling out reliable defensive spells like Blink, and escape or engagement tools like Dimension Door. No, once you're in melee with this thing, there's no magical way out of it. Also, this lock only affects the Asurenda's enemies; IT can freely teleport (via Greater Teleport) and call for aid (via 1/day Summon Asura), as can its allies.
With a permanent True Seeing effect on itself, an Asurenda is free to drop its 3/day Deeper Darkness right into its own space to confound any party that can't pierce the supernatural dark, leaving them open to getting trapped in its frightening melee radius of 30ft (15 space, 15 reach). An Asurenda's numerous arms aren't for show: all six of them can hit for 2d6+13 damage a round, and each blow threatens to stick the victim with a Curse of False Wisdom, a curse that causes the afflicted to believe they've uncovered some deep and meaningful truth in the universe even as it drains 1d6 Wisdom from them each day. While unlikely to mean much in the battle, it's an inconvenience once the battle ends, one way or another. With a DC 31 Will save needed to avoid it and the ability to fling it out up to six times a round, an Asurenda can afflict the entire team with its curse and its damage at the same time, assuring its presence harms them here and now, AND later if they manage to survive!
But it's a big "if." Asurenda don't just have claws, they can rear down and bite someone for 2d6+13 damage. The damage is no higher than their claws, but the bite also injects a poison into the victim that deals 1d6 Con damage each round for up to 6 rounds if the target fails their DC 33 Fortitude save. Worse than the poison, however, is that the bite Grabs anyone it hits, and if you thought these monks of desolation were above dirty tricks, you're sorely mistaken. Anyone who can't break the Asurenda's grapple before the horror's next turn can be swallowed into a gut where profane forces batter and bludgeon them each round, dealing 4d6+19 bludgeoning and 4d8+12 Acid damage, assuring there's no true loss of damage if it takes a moment to gulp down a foe before getting back to mauling the rest of the party.
Giving up a moment to swallow a foe still doesn't mean safety for everyone else, nor does somehow escaping its massive melee radius, as it can still wander up to a cluster of foes and use Great Cleave to spread damage, curses, and poisons around, AND finish off a cleaving bite by Grabbing someone else. Even funnier is that Asurenda have Spring Attack as a bonus feat, letting them skitter up to someone on their nightmare of limbs, bite and Grab them, and then skitter away, dragging them along. This is even more dangerous than you'd think, because they have a decent 50ft of speed... in every movement mode but burrowing, making them TRULY all-terrain but also meaning a Grabbed victim may be pulled up a wall, underwater, or even straight into the air, making it more difficult to rescue them and more painful to actually escape.
While the party should have a way to take to the skies by the time they can expect to fight an Asurenda, the monks still have more tricks. Like many capstone Outsiders, they can use Greater Dispel Magic at-will to strip their foes of any flight-granting magic, and all the while their superior size and reach allows them to rain blows down from above. Firing at them from a range is an exercise in frustration, because Paizo took one look at their numerous limbs and decided to put them to work by granting them Deflect Arrows and Snatch Arrows as bonus feats, allowing them to block one ranged attack a round and even throw it right back if they feel like it. ONE ranged attack may not seem like much when a dedicated archer can fire six to eight attacks a round, but it's a frustrating drop in damage when the boss' AC keeps every attack from hitting and its DR keeps many from doing meaningful damage, and the first one that does BOTH gets blocked... to say nothing of the poor Alchemists throwing their Bombs, because if one of THOSE gets grabbed and hurled back into the party, it's going to hurt everyone.
And all this time, I haven't really gotten into the meatiest part of the Asurenda's kit! The REAL reasons that they're so dangerous. No, no, their melee is impressive and scary, but it's not the true reason they're final-boss-worthy! The impressive thing is that the Asurenda are excellent multitaskers with a bunch of spells that let them engage multiple party members at once... with Time Stop available 1/day to give them the time they need to set it all up. In stopped time, the Asurenda is free to set up all the darkness it needs, pop in a bunch of its 3/day Quickened Blade Barriers along the battlefield (it COULD do it outside of stopped time, but it's more efficient this way), get its Summon Asura (one CR 19 or below Asura) out of the way, and then finally conjure its menagerie of Spirit Blades.
Upwards to six of these blades can be conjured as a swift action, but the Asurenda must sacrifice either its standard action to direct one blade, or its full-round action to direct all of them at once, something a little too punishing to do outside of Time Stop but still possible if it begins combat outside the party's reach. Once these blades have been directed at a target, they relentlessly attack that target once a round with a +29 to hit, dealing 3d6+7 damage per hit. Each blade CAN be directed at a different target, but the way the ability is worded suggests that multiple blades can also attack a single target, allowing the fiend to focus down a single enemy with all six if it feels like it. The blades cannot be interacted with unless hit with Disintegrate or a similarly powerful effect that can destroy force constructs, so they're going to be constant in the battle, slowly cutting down whoever they're assigned to unless the victim takes the time to move more than 50ft away from the Asurenda to dissolve the blade.
You know! Just move out of its melee, through its Blade Barriers, and pray it doesn't just follow you to keep the blade going. Easy!
With the ability to keep the DPS up and engage the entire party at once with a single action, the Asurenda are already powerful enough, but what if I told you that it gets worse? Because there's still three spells I haven't talked about: Quickened Death Knell at 3/day, Quickened Baleful Polymorph at 3/day, and finally a 1/day Power Word Stun. Asurenda are directly noted in the book to assure the total destruction of their foes, and will take a moment in combat to swallow unconscious enemies whole, but if they're pressed for time, they can simply use their Quickened Death Knell to instantly kill someone hovering on the border of death AND empower themselves in one fell swoop. It's even worse if the thing drops someone with its Full-Attack and THEN uses Knell, because it gives the party no chance to respond to the sudden loss! If there's a particularly annoying low-Fort fool around, the malicious monks lose nothing but a spell-like by trying to target them with Quickened Baleful Polymorph; at worst they can still attack, and at best they've completely removed an enemy from combat until the affliction is reversed.
But then there's Power Word Stun. It's no Kill, but it still has a chance of shutting someone out of their turns for anywhere from 1 to 16 rounds if their HP is low enough with no offer of a saving throw and no way to dodge it unless the target is immune to compulsion or mind-affecting effects. Not even the reliable Freedom of Movement can protect someone from the stun! Only being above the HP threshold works to prevent it and only Enchantment-breaking effects remove it, and the Asurenda are both smart and wise enough to hold back until it can be used for its maximum impact.
So, let's see here: Can fight the entire party at once, can control the shape of the battlefield and deny the party coordination, can move unrestricted across any obstacle, or terrain, can instantly kill someone who thought "the only HP that matters is the last one," cannot be magically fled from, has a potent Save-or-Suck that takes a swift action AND ALSO it has a powerful Full-Attack? AND it even poisons? The universe is quite lucky that so many of these Wise Ones are content to spend their time meditating on the perfect plan rather than enacting it, because once they start to move, there are few forces in creation that can stop them.
... except Dominate Monster, all death effects, sleep effects, being stunned... There are a few ways a party can stand up to them, but that requires A) getting through their SR and saves, and B) surviving the retaliation when these attempts fail. Good luck!
You can read more about them here.
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peachiilamvb · 1 year ago
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FROMTHESTART
(Dark ✧ Cacao)
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Dark Cacao x GN!Reader (+ Baby Dark Choco added)
♥︎ ⁺ ᰍ̠. ꒰͡ ㅎ ◌⃘ ̇
Fluff ノ 02 / 20 / 24 ✦
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You've known Dark Cacao cookie for a while. Even before he was crowned king, you've always been close to him, a friend.
You were there for Dark Cacao cookie in his lowest when his wife died. And his highest, when Dark Choco came into this world.
But, right now. You couldn't tell if you were just his friend. You couldn't tell what he felt about you anymore.
"(Y/N) cookie.." He murmured into your ear. Baby Dark Choco present on your chest, sleeping soundly whilst his father held you close to him. All you did was come here to try and get him to actually spend time with his son instead of neglecting him whilst you had to take care of Dark Choco.
"I'm sorry about being so busy.." His sleepy murmurs filled your ears whilst Dark Choco sleepily cooed. His face was buried in your neck, whispering soft words into your ears, his warm breath on your skin. It was comforting to have him so close, especially after all that's happened.
Dark Cacao's cape wrapped around the three of you, keeping you all warm, his armor long gone around the room.
This was exactly where he wanted to be.
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First Fic on this page! 👀
ㅤ▸ ۫ ♡ ִ ﹏ ׁ ২ ۪ ◂
This fanfic is actually booty 😓
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keyleth-clay · 2 years ago
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Happy Birthday to me, and eternal nat 20's to my sister for the best presents!
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She also got me the Vox Machina d20 set. Whenever I get a new set of dice, I do a test roll right away to see how they do, and -
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justavulcan · 1 year ago
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Airmark's Guide to Planar Vegetables: Gehennan Grafting Tree
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If no other plant in this flora encourages the reader to stay far from it, let it be the Gehennan grafting tree that does. Resembling a dark-barked oak tree from a distance, only the smell of cloying rot serves as many travelers' warning against the danger this predatory mimic poses. By the time a better view can be had through the choking ash and smoke of the Gehennan sky, the danger is upon them.
Once battle is joined, this tree's common name becomes clear: under normal circumstances, grafting is a practice of joining two plants or parts of plants together so they may grow as one. The gehennan grafting tree, born from a plane infused with selfishness, perverts this tendency to its own ends by rending flesh from bone and grafting it to its own trunk and branches.
Typically content to lie in wait before snatching prey out of the air or off the volcanic slopes of Gehenna's mountains, grafting trees are indiscriminate in their attacks, snatching fiery elementals, yugoloths, and mortals alike in their ever-ongoing effort to grow their own bulk by including animal flesh in their form. Capable of tapping into internal reservoirs of toxic volcanic gases, these trees remain difficult to locate and attack in their self-generated smoke screens.
Grafting trees are both mobile and intelligent, and are thus capable of setting their ambush anyplace they choose and offering to work with others for short-term gain. They also seem to have some culture of their own, and will periodically meet to compare their newest acquisitions in a ghoulish spectacle not unlike a county fair in reverse.
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stupidsexynonbinaryperson · 11 days ago
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5e be like: sowwy.... big number scary... unlesss.... time in combat??? Make big as possible?? 🥺🥺🥺🥺🥺🥺🥺🥺
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stampstamp · 8 months ago
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They're showing the DetCo film in Banbury and I was thinking about going there recently anyway but I might take a gamble and see where the Vue screenings are - the last obscure film the distributors screened was in my local branch so I'd better wait just in case.
Bit frustrating that the only venues announced so far are in London and the Midlands. I live in the South West and normally anime films at least get screenings in Bath and Reading, which I can get a direct train to in under 40 mins.
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kavalyera · 8 months ago
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🎭 VTM OC ASK GAME🩸
Hello I’ve decided to make a VTM OC ask game! Feel free to reblog and put your OCs name in the tags hehe
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1. What clan is your OC?
2. What faction is your OC? Do they conform to a group or are they independent?
3. Are they more “traditional” or do they break barriers?
4. What generation are they?
5. Who is their sire?
6. What was their relationship to their sire? Were they close in any way or mere strangers?
7. How did their sire treat them?
8. Was their sire with them after their embrace?
9. Do they have a childer?
10. What is their relationship to that childe if they do have one?
11. When was their embrace?
12. What happened that lead up to their embrace?
13. Was their embrace painful? (Either emotionally or physically)
14. How did they initially feel after being embraced? Did they like being reborn into something knew or did it take them a while to cope with their new reality?
15. Are they presumed to be dead or are they still acting as though they are alive to the general public?
16. How good are they at acting “alive”?
17. What are their thoughts on the Camarilla?
18. What are their thoughts on thinbloods?
19. What are their thoughts on the Sabbat?
20. What are their thoughts on the Anarchs?
21. What is their predator type?
22. What are their thoughts on other predator types?
23. How often do they kill those they drain blood of?
24. Do they easily dispose of bodies?
25. How often do they cause a masquerade breach?
26. Do they want to become human again or are they fine as a kindred?
27. Do they have a clan they don’t particularly like?
28. Where do they live now as a kindred?
29. Do they frequently change locations or do they have a fixed location where they live?
30. Do they have a clan that they do particularly like?
31. Do they have a ghoul?
32. Do they like their ghoul if they do have one?
33. Would they like to have a ghoul if they don’t have one?
34. What are their thoughts on blood dolls?
35. How old is your OC up until their death?
36. How old are they now, continuing through their embrace?
37. What age are they? (Childer, Neonate, Ancilla, etc.)
38. Do they care about the taste of blood?
39. Could they easily decipher what a Malkavian is saying?
40. Would they ever commit diablerie if given the chance?
41. Would your OC switch their clan if given the chance? Why or why not?
42. Suppose they weren’t embraced by their clan, which other clan would they thrive in?
43. What are their best attributes?
44. What are their best skills?
45. What are their disciplines?
46. What are their ambition(s) if any?
47. What are their desire(s) if any?
48. Detail things about your OC you spent a lot of time on!
49. Detail your OC’s backstory!
50. Wild card! Sender asks a specific question in regards to your OC
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I hope you guys have fun :3
cr; divider by @.anitalenia / divider by @.cold--carnage
tagging some of my mutuals who might be interested (u guys are now gonna get bothered by me no take backs) (unless you ask to stop which i will dont worry dont worry im just being silly): @thewhumpcaretaker @babayagaiscomingforya @informaltorching @casperatu @styxnbones @porcelainseashore @childofmalkavians @knownsome @findingtarshish
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theshiftingwitch · 8 months ago
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The Shifting Challenge:
✨Reprogram your subconscious mind in 21 days✨
Disclaimer: as you read this, whether you decide to participate in the challenge or not, know that you do not need anything to shift. You do not need methods, subliminals, routines... Nothing outside of you can make you shift.
Hello shifters, and welcome to the shifting witch's first reality shifting challenge! If you're reading this, that means you have been on your shifting journey for quite a while. Congratulations, most people don't even know about shifting, so you're already doing great!
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Now, the most common thing I see in my asks, or posts here on Tumblr, is shifters wondering why it hasn't worked for them yet, and how they can finally shift for longer than a few seconds. Well, that's because of your subconscious mind.
Let me paint you a picture: for 16-17-18-19-20 ... Years of your life, you didn't know about reality shifting. Then you learned about it and filled that pretty head of yours with an abundance of misinformation, doing anything and everything to shift.
It didn't work, did it?
I can help with that!
First of all, according to the law of assumption, the second you decided to shift, you did. You already shifted, it is done. But your 3D is not conforming, and you feel discouraged, and you're on the verge of giving up.
Try this first:
Step one: reprogram your mind:
Research shows that it takes between 20 to 30 days to reprogram an unconscious belief and switch it around. So for the next 21 nights, listen to this Subliminal before you fall asleep. I designed it specifically to rewire your brain and instill in it the belief that you are the most powerful shifter in the world. It is filled with affirmations to reprogram your subconscious and to convince it that you have already shifted multiple times already.
youtube
Step 2: Act as if
Every day when you wake up, act as if you have shifted. You're not in your CR room, you're in your DR. You're not having breakfast alone, you're surrounded by your DR friends. You're not going to school, you're at Hogwarts, taking magic lessons. Act as if.
Step 3: journal
So you've spent the day in your DR, how wonderful! What did you do? How did you feel? Any stories you have to share? Journal out your day from the point of view of your DR self, talk about the life you've lived, because guess what? You did live it. Imagination is the true reality.
Step 4: You have shifted
Congratulations! It's all done! You have shifted to your desired reality every single time you tried. How does it feel to be such a powerful shifter? Amazing right?
The point of this challenge is to convince your brain that you have shifted already, because you have. With these tools, you're turning shifting into a fact of life, something you have been doing for eons, your second nature.
Remember, only you can make you shift (and you already have).
Good luck on your shifting journey, and I'll see you back here in 21 days with your success stories ❤️
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thecreaturecodex · 27 days ago
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Daemon, Iniquidaemon
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"Funky Leopard" © Allison Theus, accessed at her ArtStation here
[Presented in the spirit of the times.]
Daemon, Iniquidaemon CR 12 NE Outsider (extraplanar) This creature resembles a leopard, but its anatomy does not follow either biology or sanity. It has six limbs, the middle pair of which are elongated and fold against the beast’s side, and all are tipped with eagle-like, grasping talons. It has five jaws that open radially, which part to reveal muscular tongues tipped with meat hooks. Its eyes glimmer with cruel, appraising intelligence.
The iniquidaemon is the daemon of ideology. It delights in fanning the flames of self-destructive ideas that leave communities fractured and lives ruined, using honeyed words and magic to convince people to turn on each other. Countries besieged by an iniquidaemon are noted for the presence of mutilated, faceless bodies, as well as the insistent and continued denial of its members that a similar fate could ever happen to them. The iniquidaemon’s presence may even be well known, but its supernatural abilities leave most people thinking of the presence of a face-eating leopard monster as completely mundane.
An iniquidaemon prefers to have other creatures fight for it most of the time. They stoke hatred and dissent to create angry mobs, turn protectors against those they would protect, and make rulers contemptuous of their subjects and subjects apathetic to their rulers’ cruelties. They often disseminate disinformation in disguise, assuming the appearance of a public figure in order to spread lies and propaganda. Against a party of adventurers, iniquidaemons turn allies into enemies with their spell-like abilities, disrupting squad tactics easily. When they decide to start getting their claws dirty, they behave much like the big cats they resemble, pouncing and clawing at a single target. Their grotesque mouths and tongues tug at the soul as much as they do flesh, and creatures who succumb to their maw have their souls sent to Abaddon to be hunted and devoured by other daemons.
Iniquidaemons do not trust each other, knowing the treachery and deceit that accompanies their every thought and deed, but are excellent at ingratiating themselves to other daemons. They often ally with yagnodaemons and cavillodaemons, the three working together as a unit to impose idiotic cruelty onto a realm and crush anyone who fights back. They may work for the cults of all four Horsemen, and many harbingers as well, although their true allegiance usually lies elsewhere. Most iniquidaemons are loyal only to themselves and to Caracalla, their creator, who shaped them with the goal of spreading the gospel of profit above all.
Iniquidaemon CR 12 XP 19,200 NE Medium outsider (daemon, evil, extraplanar) Init +6; Senses darkvision 60 ft., low-light vision, Perception +21, scent
Defense AC 25, touch 16, flat-footed 19 (+6 Dex, +9 natural) hp 157 (15d10+75) Fort +10, Ref +15, Will +12 DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 23 Defensive Abilities unremarkable aspect
Offense Speed 50 ft., climb 30 ft. Melee bite +20 (2d6+5 plus 1d6 Charisma drain), 4 claws +20 (1d8+5/19-20 plus grab) Special Attacks consign soul, pounce, rake (2 claws +20, 1d8+5/19-20) Spell-like Abilities CL 15th, concentration +20 At will—detect anxieties (DC 18), greater teleport (self plus 50 lbs objects only), major image (DC 18), malicious spite (DC 19), paranoia (DC 17), unholy blight (DC 19) 3/day—envious urge (DC 19), greater assume appearance, utter contempt (DC 21) 1/day—blasphemy (DC 22), curse of the outcast (DC 21), demand (DC 23)
Statistics Str 20, Dex 23, Con 21, Int 22, Wis 16, Cha 21 Base Atk +15; CMB +20 (+24 grapple); CMD 36 Feats Blinding Critical, Combat Expertise, Critical Focus, Deafening Critical, Deceitful, Improved Critical (claw), Intoxicating Flattery, Nimble Moves Skills Acrobatics +24 (+32 when jumping), Bluff +27, Climb +20, Diplomacy +20, Disguise +27, Intimidate +23, Knowledge (local, planes) +24, Linguistics +14, Perception +21, Sense Motive +21, Sleight of Hand +21, Stealth +24 Languages Abyssal, Common, Daemonic, Draconic, Infernal, 8 others, telepathy 100 ft.
Ecology Environment any land or underground Organization solitary Treasure standard
Special Abilities Charisma Drain (Ex) A creature bitten by an iniquidaemon must succeed a DC 23 Will save or take 1d6 points of Charisma drain. The save DC is Charisma based. Consign Soul (Su) Any creature reduced to 0 Cha by an iniquidaemon’s bite attack has their soul consigned to Abaddon, no matter their alignment. Attempts to return that creature from the dead must succeed a DC 23 caster level check, or the spell fails and the creature remains dead. Unremarkable Aspect (Su) Any creature that sees an iniquidaemon in its natural form must succeed on a DC 23 Will save, or think of its presence as completely innocuous. Any hostile actions by the iniquidaemon or its allies against a creature or its allies break the effect for that creature. The save DC is Charisma based.
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jumbled-thoughts-here · 4 months ago
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Prince x Pirate AU
Okay so. Hello tumblr... I have lost ALL motivation to write for this au, BUT I'm just gonna lay out some of it and give fun facts >u<
In this au, Scar is a pirate and Grian is the prince he "kidnapped"- more like saved.
It's a slowburn, of course, but they do fall in love in the end!! There's also some small Redscape/Grumbo, Flower Ranchers, Shiny Duo (beginnings of a qpr), and Jizzie. There is a Clockers family dynamic, a Cub and Scar brother dynamic, and Skizz and Impulse act like fathers to everyone.
Here's my facts:
(Please note that these were written on discord to my best friend who I yap with about this a lot.. there's probably so many plot holes but WHO CARES)
Scar's Father left when he came out at 14, his mother helped him and stayed before she passed away from -- when he was 17. He gathered up close friends to start a crew of pirates with no official name, and that crew included Cleo, Bdubs, Cub, Impulse, Skizz, Gem, Joel, Mumbo, and previous member Lizzie. (Oh and Etho, but he just abandoned ship. Lizzie fell off and "drowned".) (There's also a few crappy randos)
Scar Facts: -Scar found a kingdom named Rivendell. He received top surgery there with stolen money, and he also helped Cleo, Skizz, and Joel get their surgeries. (They're all trans ok,,, shhh) -Scar has killed 20 people; the first two years he was squeamish (18 and 19), but when he turned 20 he began killing bad people and stealing mainly their riches. He avoided stealing from the poor. (Those people do not make up the entire 20..) -Scar and Mumbo had some romantic feelings for a while, but Mumbo stated that he believed Scar was fit for someone else and he couldn't handle a full-on romantic relationship. They remained qpr. -Lizzie fell into the ocean, yes, BUT… a siren found her, and felt.. mercy. They turned her into one, and she basically became the queen of the fuckin' ocean. She reunited with Scar's crew (AND JOEL YES YES YES!!) 2 years after she "died". -Scar thinks of Gem, Lizzie, Bdubs, and Cub as siblings. He sees Impulse and Skizz as father figures, and Cleo as a mother figure. He sees Joel as a best-friend/brother.
Grian Facts: -Grian is worshipped and pampered like a god, and he is seen as the embodiment of the sun. He does not see himself this way. -Grian's parents only wanted one heir and one child, so they kept Grian and sent Pearl and Jimmy away. Jimmy went to Rivendell, and he eventually found a lover (or two) and married them. Pearl went to Mythland and found a guy who became her best bud named Sausage. Grian was 16 when his siblings were taken from him.
Scar AND Grian Facts: -When Scar started the fire in the kingdom, (he's 23 at this point), he started it in Grian's parents room (Grian is 20 at this point). The guards fled and got the civilians out of the kingdom, but Grian had passed out in his room due to the smoke and was forgotten. Scar found him, though, and escaped with him over his shoulder and a ton of riches in his hands. -Grian woke up bound in rope, done by one of the crappy randos. Scar checked on him, tended to his wounds, yada yada. Cleo knitted him a sweater, Scar gave him one of his old binders that he outgrew and some shorts, and Scar also wrapped his feet since they had no shoes on board so he wouldn't get cuts on his feet. -Grian sleeps in Scar's cabin, in his bed. Scar sleeps on the damn floor. -It takes months, almost years, for Grian to adjust to Scar's crew, but he grows close to Joel, Gem, Mumbo, and especially Scar. -Grian grows feelings for Mumbo faster than he did for Scar, but Mumbo tells Grian the same thing he did for Scar and Grian is okay with it. They do kiss though. -Grian decides just randomly one day to ask Scar to kiss him. Yes, it was 1 AM. Yes, Scar was awake. And yes, they did kiss. And Scar finally got to sleep in his bed. (Scar has been sleeping on the floor of his cabin ever since he gave up his bed willingly for Grian.) -They get "married" unofficially, and Scar throws the crappy randos overboard (FINALLY.) -Grian eventually tells Scar about his siblings, and Scar helps him find them. They found Pearl first, and they have a happy reunion and Pearl joins the crew. She gets along quite well with Gem. -It takes them a while longer to find Jimmy, and boy was Grian shocked that he could pull AND that he was a king now. But, either way, Scott, the now-king and previous lone prince of Rivendell, was the officiant to Grian and Scar's wedding. -They stay a bit in Rivendell, and Joel grows close to Jimmy. (The Bad Boys become a thing now guys) -Scar finally tells Grian he killed his parents, which he hadn't done before. Grian doesn't care, neither do his siblings.
Cat Facts: -Scar had one cat, Jellie, that he had since he was 10, and he brought her aboard. He found two strays, and left them unnamed, unsure what to name them. During his travels, he found two kittens, the same breed as Jellie. He named them Katy Bee and Mr. Finnegan. When Grian came aboard, Grian named the two cats Pearl, after his sister, and Maui, who he almost named Timmy but didn't care enough to do so.
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monstersdownthepath · 9 months ago
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Monster Spotlight: Vilderavn
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CR 16
Neutral Evil Medium Fey
Bestiary 5, pg. 268
Unlike our last few articles, these horrors are decidedly not just little guys, and are in fact one of the most vicious Fey we've ever seen. Unlike many malevolent Fey which are merely born from mortal misery and anguish, Vilderavn were directly created by an unnamed fey lord for the express purpose of destroying mortal armies and kingdoms, something they excel at to such a degree that they make excellent overarching villains in a campaign featuring a looming war and political intrigue. A Vilderavn, more than any other monster we've seen in several weeks, is not a monster to simply be dropped on the party! These bloody birds thrive at being shadowy puppetmasters behind a conflict, advisors to (what the party believes is) the Big Bad, or even potential backstabbing allies and resources to the party themselves, turning on them at the climax of the adventure!
And the best part is that it's extremely unlikely the party will see it coming. Don't think it's just as easy as spotting an ominous black knight with a raven motif; Vilderavn are accomplished shapeshifters with an extremely wide repertoire of possible forms, able to take on the form of any Small or Medium Humanoid, a black-feathered Peryton, a wolf, or a Dire Wolf. You may find it strange that a raven-themed knight doesn't turn into a raven, and that's because it already is one! The above picture? That's after it's shapeshifted. A Vilderavn in its NATURAL form is a gigantic raven, and this is the form it uses to swoop over battlefields and kingdoms it plans to destroy... and to appear before prospective allies as an omen of fate, offering nobles, soldiers, and mages its skill as an advisor, an oracle, and spellcaster to give them the edge they need in the coming war.
If you can't believe some ostensibly smart people could be so easily tricked into believing a dog-sized bird is here to help them, don't be so judgmental! That might seem suspicious to someone from Earth, but on Golarion the culture surrounding such events is quite different; after all, not only do stories of heroes cursed into the forms of animals and deities appearing to people in the shapes of animals abound, but the Psychopomps as a whole are often associated with carrion birds and possess powers over fate and fortune, both of which Vilderavn can manipulate with their powerful spells and Raven Hexes. Those Hexes have numerous uses both in and out of combat, one of which includes the ability to send Dream spells to up to 6 people a day, letting them sculpt a first impression LONG before they appear physically before their target.
This isn't even getting into their skills, such as +30 to Bluff and +21 to Diplomacy (and further heightened by their Charm Hex), or their spells, such as at-will Suggestion or a 1/day Mass Suggestion to steer opinions, send anyone who could call their bluffs out on errands, and create trust where there was none before, or even a 1/day Modify Memory to completely rewrite a victim's knowledge of events until the fey appears to be some sort of saint or savior. They can also offer a Limited Wish once per month to a mortal being to sweeten any deal they make, making them seem trustworthy even as manipulative malevolence swells within their hearts.
Even if appearing as an animal doesn't work, they can freely change into generic wise sages, charismatic nobles, intelligent generals, or imperfect copies of just about anyone... unless they pull a kill-and-replace. Any creature killed by a critical hit from their bite (including a coup de grace if they're unconscious or helpless) has their soul devoured by the fey, and from there on out, the Vilderavn not only has the ability to perfectly assume their form, but has access to all of their memories, making their imitation literally flawless unless someone can see through their disguise with magic (and it will likely HAVE to be magic, because their Bluff and Disguise shoot up to +40 when imitating a devoured victim). Even then, good luck convincing anyone of what you see, as everyone else is likely under the raven's dewclaw as it steadily kills its way into more and more important positions until, eventually, it can take command of events entirely.
Wow, all this and we haven't even gotten to what it can do in combat! We're going to have to put the rest of this under a cut!
Vilderavn tend to avoid combat right up until the point they can destroy an entire army with a single blow to its leadership, right after it's spend weeks or even months carefully sculpting their confidence by leading them to numerous smaller victories. Until then, they serve as excellent advisors and powerful spellcasters, able to use Dispel Magic at-will to shield themselves and their allies from enemy magic, Detect Thoughts at-will to sniff out dissent and betrayers among the ranks (along with anyone who could view them with suspicion), and Scrying at-will to spy on anyone who lacks protection from such invasive magic. They also have a handful of constant spells which make it almost impossible to sneak anything past them: Deathwatch, True Seeing, and Tongues. No vampires, illusionists, or hidden conversations in foreign languages will corrupt and mislead the leader the raven is trying to corrupt and mislead!
And speaking of corruption, Vilderavn are masters of the corrupt art of curses. Immune to curses themselves, they can freely cast Bestow Curse to personally torment anyone they desire and Geas 1/day to force annoyances on petty quest, and their aforementioned Raven Hexes also have a menagerie of debilitating curses and debuffs among them as well, including the crushing Misfortune, the action-economy-ruining Agony, the absolutely Fighter-punishing Retribution, and the ever-reliable Evil Eye... and capped off by the damning Dire Prophecy, a permanent -4 penalty to not only their AC, but most d20 rolls as well, including saving throws. The Prophecy can also be cashed in at any time by either the Vilderavn (if it's nearby) or the DM (if it's not), imposing a -18 penalty on the victim's AC or on an attack roll, combat maneuver check, skill check, or saving throw.
Where's the -18 come from? Well, they use their Hexes as if they were an 18th level Witch, and all of their Hex effects (as well as the DC, which is 25) are modified by the fey's Charisma rather than its Intelligence. Powerful enough on their own, anyone who's played alongside a high-level Witch knows that Hexes are extremely potent force multipliers when the rest of the party can take advantage of them, and this means if a Vilderavn has allies, it can safely sit back and use its 110ft fly speed to keep it out of trouble as it debilitates the party with its powerful Hexes... and caw-haw-haws at them with Cackle, keeping the punishment of Misfortune, Agony, or Evil Eye rolling round after round as its allies tear into the debuffed party.
UNLIKE a Witch, forcing a Vilderavn into melee doesn't mean you're home free, oh no. They're dangerous enough in their raven form, where Bloodbird tacks a stacking 1d6 bleed damage onto its Claw-Claw-Caw-Caw attacks, the former doing 1d6+11 and the latter 1d8+11. If you think that's a mistake on my part, no, the Vilderavn can indeed make TWO bite attacks with its beak whenever it Full-Attacks thanks to a constant Haste effect on itself. If that beak damage looks low, it really isn't, because it's got a critical range of 15-20, threatening a critical hit 25% of the time instead of 5%. With a single Full-Attack, the unkind knight can deal an average of about 70 damage AND stack up to 4d6 bleed onto a single victim, then fly backwards the next round and strike them with a Hex or two before flying back in to do it all over again.
But of course, it's rare for a Vilderavn to have allies it doesn't plan to slay itself. When it has already used (or cannot use) its spells or Hexes to weaken its foes, or when it simply wishes to display its martial skill and fight on even terms with a human, it takes the shape of the Raven Knight, shedding its natural armor and its terrible beak and claws but gaining +5 Full Plate and a +5 Cruel Keen Falchion. Its AC goes from 34 to 38 in its knight form, and its melee goes from four weak natural attacks to four powerful sword swings (despite its low BAB; remember a permanent Haste gives it an extra attack!) dealing 2d4+21 damage... while also keeping the same 15-20 critical hit range AND the stacking bleed, potentially dealing around 50 damage with one swing instead of needing four attacks to achieve the same result.
So, let's see, that's the offense, how about the defense... High AC, check. High saves? +17/+21/+18, check. DR 15/Cold Iron and Good, check. SR 27, also check. Permanent Freedom of Movement? Of course, we can't have a battle end with a single Hold Monster now, can we? No elemental immunities, but it IS immune to energy drain, death effects, and all forms of fear. I'm also receiving a note about its saves, hold on. Ah, no, my mistake, its saves are actually +22/+26/+23, because the Vilderavn DO have power over fate, which includes the ability to add +5 to any one saving throw of their choice each round as an immediate action, something they're likely to save when they're targeted by a powerful Save-or-Suck that they're not immune to, such as petrification, sleep effects, or nausea. There's no per-day limit on this ability, only per-round, so maybe ask your allies to pile on all their most powerful abilities at once?
Hah. 'Allies.' There's no one here that's your friend. At least, that's what you're going to think while in combat with the Vilderavn; anyone within 30ft of it is not only vulnerable to its Frightful Presence, but its FP is also attached to Shatter Loyalties, an ability that causes anyone affected by it to treat all other creatures as an enemy, thwarting not only teamwork, but teamwork feats, as well as flanking bonuses, movement in tight spaces, and of course: willingly accepting beneficial effects. Any creature whose loyalty has been shattered has to be forcibly administered any positive effect (and is allowed to make a save to resist such effects), and doesn't count as a valid target for any effect or ability that counts 'allies.' This shattering effect lasts until the victim is no longer within 30ft of the fey and bypasses fear immunity entirely, so the party Paladin may not be shaken up by the Frightful Presence, but if they fail the DC 26 Will save anyway, suddenly all their beneficial auras shut off for everyone else, leaving them more vulnerable to the raven knight's fierce spells and Hexes.
If the Vilderavn pauses its assault momentarily when it has someone at death's door, do not mistake it for a show of mercy. Remember that they can tear the souls from their mortal victims, but they can only do so while in raven form, as Soul Eater very specifically triggers from its bite attack. A party held at bay by its magic or laid low by its damage may only be able to watch in horror as it assumes raven form, climbs atop their fallen friend, and drives its beak deep into their chest, shearing their heart from their body and their soul with it (frightening everyone who sees it, or shaking them up if they succeed a DC 27 Will save). From there on out, it has full access to their memories, their personality, their very face, ready to destroy their lives and everything they had ever hoped to create... and if the DM is especially cruel, it may use Modify Memory on the only conscious witness to the act to make them think their ally is fine, that they managed to get away from that fiend! A fiend slithering its way into the party as it wears the fallen allies' face. Waiting for the chance to tear hope away from you all one final time.
You can read more about them here.
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vampuppyy · 3 months ago
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- on love and its doom // hyuna and luka
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1. art from "wiege", vivinos; unknown source; wiege, 6fu & bl8m / 2. night and day, virginia woolf / 3. waiting, daniel gerhartz; robin's egg heart(break), ashe vernon / 4. absolute solitude: selected poems, dulce maría loynaz / 5. unknown source; the burning heart, louise glück / 6. unknown source / 7. unknown source; unknown source / 8. sarahh saleh / 9. art from "wiege", vivinos; wiege, 6fu & bl8m / 10. sue zhao / 11. art from "wiege", vivinos; paradise, jill s. alexander / 12. lara gasparotto; cape verdean blues, shauna barbosa / 13. the dead man, georges bataille / 14. art from "wiege", vivinos; it will come back, hozier / 15. dialogues on love #4, sue zhao / 16. unknown source / 17. unknown source; unknown source / 18. excerpt from a book i will never write, @seriouslysoph on instagram / 19. art from "wiege", vivinos; love letters or suicide notes, doc luben / 20. unknown source / 21. senait gidey for cr fashion book #3; crescendo, becca fitzpatrick / 22. lord of the butterflies, andrea gibson / 23. grief lessons: four plays by euripides, anne carson / 24. art from "wiege", vivinos; wild spirit, soft heart, butterflies rising / 25. art from "wiege", vivinos; wiege, 6fu & bl8m, from hyuna to luka / 26. seventy years of sleep #4, nikka ursula / 27. lain thomas
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onion-souls · 11 months ago
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So with the announcement of the D&D6e Fighter and alleged improvements to CR, I wonder if this will do anything to address the dirty little secret of the Fighter and other martials- they don't actually scale.
The numbers change, but the percentages only go up a little. A lot of times, they go down.
At level 1, you have 13 HP, and the enemies are doing 1d6+2 damage on a hit against your AC 16-18. You go down in 1-3 hits. You have about a 50% chance of hitting anything, and enemies about about 5-12 HP, usually dying in one to three hits.
Effectively, you actually have 2-3 Hit Points, and kill things in one to three hits.
At level 10, you have 104 HP, and then enemies (let's take the CR10 Stone Golem, Aboleth, and Young Red Dragon, but ignore the 16d6 Fire Breath) are making two to three +10 to hit attacks against your AC19 that are dealing 20 damage a hit. They have AC 17-18. You have about a 50% chance to hit anything with your two attacks. They have 150 HP, you deal 15 damage on a hit. You go down in 5-6 hits. You kill them in in about 10 hits.
You actually have 5 HP, and kill things in about 10 hits.
They fly now.
But luckily, you have Great Weapon Master or Sharpshooter. So they really die in 5 hits. On a -5 to hit penalty.
Now, bounded accuracy was supposed to keep lower CR creatures a plausible threat for longer. And a Fighter should be able to mow through these guys. We'll, that's the fantasy.
But even with GWM, a kill is only giving a bonus action attack. You're not mowing through hordes. A Level 15 fighter is killing 4 goblins a turn. Leave the horde killing to the casters.
And the DM is never letting that actually happen. You faced 5 goblins at level 1 and it was dangerous as hell. But you never face 5 goblins or kobolds at level 15. You face 30 goblins or 50 kobolds as a bit of flavor around 6d10 lava traps, an AEO poison fog, and all their dragon and demon friends. Oh yeah, the DM knows about Moria and Tucker's Kobolds. Everyone does.
The DM is also annoyed that your bard friend can sing people to death and juggle planes, and you have to pay for her sins against nature.
You are a level 15 fighter and actually have 6 HP, and kill important things in about 12 hits.
Luckily, you have 3 attacks now, and your party members in the good classes are now spitting out serious single target damage as well. That's what you're here for, to lock up the bad guy for a sneal attack or Finger of Death.
However, you only have Indomitable to pump up your +2 Wisdom saves. There are now thirty things between you and the pit fiend. It has 3 uses of hold monster a day and fireball at will. Every important enemy is a spellcaster.
So you are a level 15 fighter, and actually have a +2 wisdom save with two rerolls a day.
There are also fear auras now, so
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justavulcan · 1 year ago
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Airmark's Guide to Planar Vegetables: Gray Lily of the Waste
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Legend has it that the first gray lily of the waste was a dryad whose lover died. She pursued him into Hades, but there the emotional climate of the environment tainted and twisted her love and longing into its worst form: obsession, possessiveness, and even abuse. When she eventually died in Hades, her body took the form of the first gray lily.
Gray lilies of the waste are monochromatic beauties; huge white flowers with soft gray innards protrude from their black stems and leaves. Their immense size does little to dissuade the most ardent of florists from obsessing over their beauty, but these flowers are deadly to cultivate and keep.
Sentient and filled with a longing and loneliness little can assuage, gray lilies obsess over acquiring 'paramours' to keep by their side to provide the briefest flicker of contentment in an existence otherwise miserable with solitude. That their grasp proves fatal to all but the most psychically resilient or that they quickly turn to using their lovers as shields do not matter; only the longing does.
Gray lilies prove highly conversational with Speak With Plants, able to converse about a variety of subjects including the local area and its denizens. Their preferred topic of conversation, of course, is themselves, and they are very persistent about trying to convince visitors to remain with them 'just for a season or two...'
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simply-whump · 3 months ago
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The White Olive Tree (白色橄榄树) - Whump List
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Whumpees : Li Zan played by Chen Zhe Yuan and Benjamin played by Wang Tian Chen
Synopsis : During an interview mission in the turbulent East Country, Liang City satellite TV's female reporter Song Ran encounters danger. Fortunately, she is rescued by Li Zan, a Chinese explosive engineer who volunteers in the East Country. Li Zan's gentleness and childlike heart deeply attract Song Ran. With the same ideals and compatible souls, a spark of love ignites between the two. However, a sudden bombing attack puts a halt to this budding relationship. (MDL)
Genres : Military, Romance
⚠️Trigger Warning for PTSD and heavy mental health topics⚠️
Warning! Possible spoilers below!
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Li Zan
Ep 1-3 : None
Ep 4 : (39:20) Jumps out of a car, hits his back, manages to avoid an explosion but still seems affected
Ep 5 : (12:45) Lifting some heavy debris, shoulder bleeding — (18:35) Hand injured, bandaged
Ep 6 : None
Ep 7 : (05:15) Slight wound on his neck, concern for him, wound treated
Ep 8 : (35:30) In a dangerous situation, very near an explosion, concern for him, unconscious, wakes up coughing, exhausted
Ep 9-11 : None
Ep 12 : (05:00) Was heavily injured in an explosion (off screen), in the hospital, back full of injuries, hearing damaged, told it will be very difficult to make a full recovery, suffering from PTSD, concern for him, curling up on himself (very very unwell, even more psychologically than physically) — (24:30) Crying
Ep 13 : (06:35) Scar on his chest, ears ringing (ptsd) — (14:40) Ptsd triggered, ears ringing, flashback of him getting blasted by the explosion — (19:30) Ears ringing — (31:00) Crying
Ep 14 : (05:05) Ears ringing — (11:15) Ears ringing, stumbling, ptsd, collapses, finally decides to go see a psychiatrist — (19:35) Diagnosed with severe ptsd, anxiety and sleep disorder — (39:05) Ears ringing, remembering his dead friend
Ep 15 : (13:00) Ears ringing, remembering his dead friend, crying — (23:15) Ears ringing
Ep 16 : (26:30) Crying — (40:40) Crying
Ep 17 : None
Ep 18 : (29:15) Ears ringing, unwell (ptsd) — (30:50) Ptsd triggered during an exercise, remembering painful memories, blaming himself, crying, concern for him
Ep 19 : (11:45) Teary-eyed — (17:30) Having a nightmare, wakes up, sweating — (32:15) Teary-eyed, punched
Ep 20-21 : None
Ep 22 : (37:40) Practicing diffusing a bomb, ptsd, fails, sweating, remembering painful memories
Ep 23 : (19:50) Snaps momentarily, remembering painful memories, crying, blaming himself — (39:45) Learns a devastating news, crying
Ep 24 : (24:00) Wakes up from a nightmare, ptsd
Ep 25 : (18:30) Wakes up startled 
Ep 26 : None
Ep 27 : (11:20) Grabs a blade with his bare hand, bleeding — (21:14) Ptsd, breaks a glass with his bare hand, bleeding 
Ep 28-29 : None
Ep 30 : (25:00) On the battlefield, ears ringing, ptsd — (35:35) Slightly injured, concern for him
Ep 31 : (20:00) Crying — (24:05) Crying — (30:05) Injury treated
Ep 32 : None
Ep 33 : (20:15) Has to dismantle a bomb, ptsd, sweating, under intense pressure, concern for him, hands shaking, hugged, eyes red, crying — (34:40) Exhausted, sleeping in the car, looked after
Ep 34-35 : None — If you don’t wanna get too depressed, just stop at episode 35
Ep 36 : (02:55) Stabbed, concern for him, bleeding — (06:55) Pretends to be unconscious — (14:20) Shot, collapses, concern for him, his loved one gets stabbed in front of him, devastated, screaming, fighting, stabbed, captured — (27:30) Hanging by his wrist, bloody (was probably tortured), barely awake, rescued — (31:35) Shot while protecting someone, fails to escape — (34:46) Brought to the hospital, heavily injured, unconscious, bloody, concern for him — (35:55) CPR, oxygen mask, concern for him
Ep 37 : (03:40) Unconscious in a hospital bed, hand bandaged (lost two fingers), wakes up, very weak — (09:05) Doctor says he should be sent to a psychiatric hospital, his ptsd is too severe, pretending to be okay — (32:05) Ptsd triggered, concern for him, crying — (41:50) Bumped into, ptsd triggered
Ep 38 (⚠️TW for implicit suicide⚠️) : (01:50) Ptsd triggered, scared, completely out of it, concern for him — (06:40) Crying, afraid of hurting his loved one — (34:35) Crying — (Ending more or less open but it is implied that he might have killed himself)
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Benjamin (He has a very nice bromance with another character, Sa Xin)
Ep 1-3 : None
Ep 4 : (29:40) Shot in the arm while protecting someone, bleeding
Ep 5 : (28:20) Arm injury treated
Ep 6-10 : None
Ep 11 : (29:05) Someone dies in his arms, crying
Ep 12-13 : None
Ep 14 : (05:55) Arm slightly injured, ignores it
Ep 15-20 : None
Ep 21 : (03:00) Head and arm bandaged — (07:35) Stitches about to be removed, pretending to be in pain
Ep 22-30 : None
Ep 31 : (05:20) Shot in the leg while protecting someone — (06:40) Leg treated, wincing in pain — (39:15) At the hospital 
Ep 32 : (01:55) In a wheelchair — (11:00) At the hospital
Ep 33 : (39:10) Hitting someone with his injured leg, wincing (semi-comical)
Ep 34-35 : None
Ep 36 : (32:25) Shot at while trying to save Li Zan, shot, bleeding — (33:00) In pain, sweating, driving, crashes the car, concern for him, on a stretcher, passes out — (37:55) Was too heavily injured, dying, wakes up, concern for him, dies (I was really attached to this character, even more than the main lead… I really wanted him to have his happy ending 😭)
Ep 37-38 : None
This isn't C-Drama... More like C-Trauma 😭😭😭😭
>> More Whump List
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the-whatcherof-89 · 11 months ago
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Commission for @pixlemonade
Grian “Big Boss” Xelqua Aka The Legendary Poultry Man.
CR 17 N Medium Humanoid Strix
XP 102,400 (if used as npc for encounter)Strix Cleric 10 Evangelist 7
Neutral Medium humanoid, Strix Init +2; Senses Perception +29
AC 31, touch 13, flat-footed 29 (+2 Dex, +10 Armor, +4 Shield, +1 Intuition, +4 Natural) hp 115 (16d8+34)
Fort +11, Ref +19, Will +12
Speed 60 ft. Flying, Land speed 30ft. Melee Returning shortspear+16/11/6 1D8+4 RangedRanged Spell+14, Returning shortspear+17/12/7 1D8+4
Racial Dayguard, Suspicious, Darkvision 60ft, Low light vision 60ft, Hatred, Fly speed 60ft, Land speed 30ft.
Traits Obsession(Buttons, etc), Spark of creation.
Class features Aura, Channel Energy 9D6, Domains Artifice, Air), Divine obedience,Skilled (Use magic device, Fly), Protective grace +2, Aligned class (Cleric), Divine boons (Strategic warrior, Sensibility of crafting), Creator’s touch, Material transformation, Gift of tongues(Ignan, Auran), Multitude of talents(+4 sacred bonus on untrained skills).
Spellcasting CL17 DC17 spells per day 
4/6+1/6+1/6+1/5+1/5+1/5+1/5+1/3+1/2+1/1+1
Str 12, Dex 14, Con 14, Int 12, Wis 24, Cha 10
Base Atk +12/7/2; CMB +13; CMD +25
Feats Brew potions, Deific obedience, Extend spell, Craft magic weapons and armors, Craft wondrous magic items, Empower spells, Quicken spells, Maximize spells, Master crafter.
Skills Appraise +5, Craft(Metal) +20, Craft(Stone) +14, Diplomacy +4, Fly +21, Heal +10, Knowledge (arcana, history, religion) +14, engineering +9 (nobility, the planes,) +5, Linguistics +5, Perception +19, Profession(architect) +19, (engineer)+14, Sense motive +14, Spellcraft +14, Use magic device +13.
Languages Common, Draconic, Strix, Ignan, Auran.
Combat gear Manual of understanding+3(used), Returning shortspear+3, Mithral catskin breastplate+4, Caster shield(greater), Amulet of natural armor+4, Dusty rose ion stone, Headband of aerial agility+6(Wis), Rainbow lenses, Eagle cape, Belt of giant strength+2, Rod of thunder and lighting, Robe of useful items, Arrow magnet, Band of the colorful(pride) flight (ring of feather falling+Ring of flying improved+Colored flight), 4 Potions of cure critical wounds, Cleric kit, MWK tools(stone mason), 105GP.
Spells per day 0- All. 1-Animate ropes, Bless, Command, Divine favor, Sanctuary, Shield of faith, Summon monster I 2-Wind wall, Bear’s endurance, Sonic boom, Cat’s grace, Summon monster 2, Aid, Make whole. 3-Gaseous form, Dispel magic, Summon monster 3, Remove blindness/deafness, Blindness/deafness, Remove curse, Protection from energy. 4-Airwalk, Summon minor planar ally, Summon monster 4, Divine power, Freedom of movement, Divination. 5-Fabricate, Flamestrike, Summon monster 5, Spell resistance, Truesight, Reanimate dead. 6-Major creation, Planar ally, Animate objects, Dispel magic major, Word of return, Blade wall, Mass bull strength. 7-Elemental body(air), Regeneration, Destruction, Resurrection. 8-Whirlwind, Planar ally major, Summon monster VIII. 9-Miracle, Prismatic sphere.
Mumbo Jumbo Aka Bumbo Baggins the Mustache Man.
CR 17 N Humanoid, Dwarf
XP 102,400 (if used as npc for encounter)Dwarf Wizard (Conjurer, Creation school)15 Lore master 2
Neutral Medium humanoid Init +2; Senses Perception +20
AC 22, touch 17, flat-footed 20 (+2 Dex, +5 Deflection, +5Mage armor) Hp 135 (17d6+51)
Fort +13, Ref +13, Will +17
Speed 20 ft. Melee Father’s forgehammer+11/6 1d8+31 RangedRanged Spell+10
Racial Speed 20ft, Defensive training, Unstoppable, Stone cunning, Craftsman, Industrious urbanite, Stability, Darkvision 60ft, Weapon familiarity.
Traits Spark of creation, Socially awkward.
Class features Summon familiar (archetype Valet), Arcane bond (Familiar Cat), Create gear, Creator’s will, Summoner’s charm, Scribe scroll, Specialization  school (Conjuration), Arcane discoveries: Arcane builder(wondrous magic items), Fast study, Golem constructor(Iron), Lore, Secret of health, Applicable knowledge(Forge ring).
Spellcasting CL17 DC18 spells per day 4/6/6/6/6/5/5/4/3/1
Str 12, Dex 14, Con 14, Int 26, Wis 14, Cha 8
Base Atk +8/3; CMB +9; CMD +21
Feats Brew potions, Extend spell, Skill focus (Knowledge Arcana), Alchemical affinity, Craft wondrous magic items, Craft magic armors and weapons, Maximize spell, Empower spell.
Skills Appraise +16, Craft(Metal) +28, Craft(Redstone) +28, Fly +10, Knowledge (Arcana +31, Dungeoneering +16, Engineering+28, Nature+16, Geography+16, History+16, Local+16, Nobility+11, Planes +16, Religion+11), Linguistics +2, Perception +10, Profession(engineer)+22, Perform(oratory) +3, Spellcraft +28, Use magic device +19.
Languages Common, Draconic, Dwarf, Giant, Terran, Orchis, Acquan.
Combat gear Headband of mental prowess+4(Int, Wis, Craft metal), Amulet of spell mastery, monocle of flawlessness, Father’s forge hammer, Engineer’s workgloves, Winged boots, Belt of giant strength+2, All tools vest, Traveler’s any tool, Handy haversack, Mallet of building, Clock of resistance+5, Ring of protection+5, Ring of crafting improved(Redstone), Artificer portable lab, Mumbo’s top hat(functions as a Cap of light and a Hedge wizard Conjurer’s cloak), Conduit rod, Scrolls(Planar binding greater, Anywhere but here, Expeditious constructions), Staff of conjuration, Blessed book, Potions(4 Cure Critical wounds, 2 Invisibility, 2 Blur), Wand of Summon monster II, Wizard kit, 15GP.
Spells known Mostly Conjuration spells Forbidden schools: Necromancy, Enchantment (around 45) 
Spells typically prepared 9-Portal. 8-Summon monster VIII, Labyrinth 7-Limited wish, Wondrous mansion, Clenched hand, Reflect spells. 6-Mass bull strength, Contingency, Chain lighting, Iron wall, Dispel magic greater. 5-Telekinesis, Teleportation, Summon monster V, Wall of stone, Cone of cold. 4-Elastic sphere, Summon monster IV, Dimensional door, Stoneskin, Black tentacles, Solid fog. 3-Haste, Shrink item, Fireball, Summon monster III, Dispel magic, Resist energy. 2-Make whole, Mirror images, Glitterdust, Summon swarm, Web, See invisibility. 1-Shrink person, Magic missile, Grease, Unseen servant, Mage armor, Shield.
0-All except forbidden schools.
Background Grian and Mumbo lived in a faraway land known for their hermit residents where they are renowned for their incredible talent for architecture and his incredibly complex contraptions respectively. Both of them where building some crazy structure and as always creating some cunning brain-teaser or practical joke to have a laugh while at it. Still, when one day they were about to make their usual pranks and almost detonated each other in the attempt, Grain and Mumbo heard a voice: “Your aid… needed… someone important… lost… will you aid us?” Thinking it was a prank from another Hermit known for his Scars and his fancy Top Hats they went along and accepted only to find themselves transformed and transported into a completely different world. Now they have a mission on hand: Retrieve a lost entity from far away that bestowed part of his powers upon them.
IMPORTANT: None of the images are mine they belong to the following artists in the link. I did this for no profit only for entertainment.
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