#Original Concepts
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monstersdownthepath · 10 months ago
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Homebrew Horror: Beetle Knights
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(art is of the Dung Beetle Knight, from Kingdom Death: Monster, from which this creature draws inspiration)
Also known in some circles as the Liegeon, Fauxladins, and most commonly Chevaliars, Beetle Knights are enormous insects which have, aided by magic-rich diets, evolved over countless years to fall into an incredibly strange niche in which they serve as guardians and allies to more intelligent creatures in order to hunt greater prey. That their human shape allows them to avoid scrutiny from true monster hunters is, itself, a benefit.
On their own, Beetle Knights are relatively dim creatures guided almost entirely by supernaturally potent instincts. They spend the majority of their lives wandering the world, following the roads and paths set by the races of man and elf from settlement to settlement as they slay and devour monsters and bandits they encounter, giving off the illusion of a reclusive, wandering knight keeping the roads safe. Their humanoid but elaborate appearance causes unquestioning townsfolk to mistake them for mercenaries, kingdom guards, and especially adventurers, which is their true goal; to be directed at a threat which requires a heavier hand than most civilians are capable of mustering, for it is these greater beasts on which the Beetle Knights prefer to feed.
Though fully capable of hunting down their own food in the wild, Beetle Knights have grown to enjoy the safety and comfort offered by living alongside humans, especially when it becomes time to reproduce. During breeding season, Beetle Knights require an enormous amount of food both for them and their young and thus must hunt greater prey with more magical energy within. To do so, the parents couple only briefly before going their separate ways and proceeding to infiltrate (or get accidentally brought into) existing adventuring groups as mysterious and stoic hirelings, secreting powerful mind-bending pheromones which cause these parties to behave more recklessly and require little prompting to go hunting dangerous prey. These pheromones also have an unusual effect on the mind of any nearby humanoid, causing them to rationalize or fully ignore their 'new hires' more inhuman traits, going so far as to interpret their chittering vocalizations (which already sound distressingly close to human speech) as motivating--if terse--speeches to drive them ever forward towards their goal. Most 'hosts' to a Beetle Knight rarely realize just what they've been traveling with the last few weeks until they part ways, the effects of the pheromones fade, and the adventuring party realizes that their 'hireling' didn't actually take any coin or gems in payment.
The only payment they require is food. Beetle Knights feed readily on almost anything they slay, using any lulls in adventuring to gorge themselves at every opportunity. Their inordinately powerful jaws can crush iron, to say nothing of bone, and their wandering habits leave them little room to be picky. They will even consume the equipment of their fallen foes and the iron alloys found in destroyed Constructs, ferrous metals recycled by their magic digestive system to reinforce their carapaces and mix with the resinous secretions they use to form their weapons and nests. Unattended magic items are consumed ravenously, the magic extracted from these items and used to fuel the growth of their young; their habit of eating overlooked loot is what normally brings them into conflict with their 'host' parties, which rarely ends well for the human adventurers.
Beetle Knights grow to be anywhere from 6 to 8 feet tall, and weigh around 300 pounds. Individual Knights can live upwards to 10 years, but most die much sooner through combat.
Beetle Knight CR 8 Neutral Medium Magical Beast Init +1 Senses: Darkvision 80ft, Scent, low-light vision, Perception +12 Aura: Pheromones (60ft, DC 19) ------ Defenses ------
AC: 24; touch 15; flat-footed 24 (+1 Dex, +10 natural, +4 deflection) HP: 100 (10d10+40) Fort +11 Ref +8 Will +6 Defensive Abilities: Ferocity, Chitin Plate; DR: 5/Magic and piercing; Immune: disease, poison, charms and compulsions. ------ Offense ------ Speed: 30ft, climb 20ft, fly 20ft (poor) Melee: +1 Resin Longsword +16/+11 (1d8+6/19-20), bite +15 (1d8+5), slam +10 (1d6+2); OR bite +15 (1d8+5), two slams +15 (1d6+5 plus grab) Special Attacks: Crushing Jaws, Pounce, Rend (2 slams, 1d6+7) ----- Statistics ----- Str 20, Dex 13, Con 18, Int 3, Wis 16, Cha 6 Base Atk +10; CMB +15 (+19 when Repositioning or Disarming); CMD 26 (30 vs Reposition and Disarming) Feats: Dirty Fighting, Improved Disarm, Improved Reposition, Greater Disarm, Greater Reposition Skills: Climb +17, Disguise +4, Fly +12, Perception +13; Racial Modifiers: +10 to Disguise checks to appear as a humanoid knight Languages: Common plus one local language (cannot speak). SQ: Resin Equipment, Pheromones ------ Ecology ------ Environment: Any temperate land Organization: Single, pair, or adventuring party (1~2 plus 3~4 travelers between 1st and 10th level) Treasure: Standard (+1 Longsword, magic and mundane items kept as a snack, monster parts, other treasure)
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Combat: Beetle Knights fight with a startling amount of tactical knowhow. If fighting alongside a party, they attempt to maneuver opponents to allow any allies present to flank and move enemies into the line of fire of allies with reposition maneuvers. They will also work to prevent enemies from drawing too close to more fragile allies, and disarm enemies with dangerous weapons. If alone, it will attempt to disarm enemies whose weapons pierce its DR first, then focus on one enemy at a time until each are dead or have fled.
Morale: When part of a party, Beetle Knights fight fiercely and without fear of death, instinctually assured that their allies will at least attempt to keep them alive (whether or not this is truly the case). If alone, Beetle Knights flee when brought below 30 HP. In either case, the Knights will play dead at 0 HP or below and drag themselves to a safe location to recover.
------ Special Abilities ------
Chitin Plate (Ex/Su): The extremely tough shell of a Beetle Knight is woven with iron and hardened by consumed magical power. It is part of its body and thus does not impede its movement and cannot be sundered or broken. If it is struck with a targeted Dispel Magic (dispel check DC 21) or enters an Antimagic Field or similar, it loses its deflection bonus to its AC and its Damage Reduction for 1d4+1 rounds (or until it leaves the Antimagic Field).
Crushing Mandibles (Ex): A Beetle Knight's complex jaws can rip apart almost anything. Its bite attack is always treated as a primary natural attack, and ignores the first 5 points of hardness and/or Damage Reduction of any object or creature it encounters.
Pheromones (Su): A Beetle Knight produces a subtle mist of magical pheromones that it fans in every direction with subtle movement of its wings. Creatures breathing in these pheromones must make a DC 19 Fortitude save; those who fail see the Knight as a human (or whatever humanoid creature is most common to this area), parse its vocalizations as intelligible speech relevant to the current situation, and rationalize or ignore any strange behavior or blatantly inhuman actions it takes. It does not need to make Disguise checks to hide its nature against creatures under the effects of its pheromones. These effects last for 24 hours, unless a creature (typically its adventuring party) has spent a continuous 24 hours around the beetle, at which point the pheromones do not leave their system until one week has passed. A creatures who succeed their saving throw against the pheromones must make a new save each minute they spend in the aura.
Resin Equipment (Ex/Su): A Beetle Knight can weave digested magic and metal into its own resinous secretions, creating weaponry. With 2 hours of work, the Knight can create a resinous version of any simple melee weapon. With 6 hours of work, it can instead create a longsword or greatsword. The Knights prefer one-handed weapons, allowing them to deliver secondary slam attacks, and they are considered proficient with any resin weapon they make.
Any weapon created by a Beetle Knight is treated as a steel version of that weapon with a +1 enchantment bonus. Unless magically compelled to do so, they will only ever make weapons for themselves, and will consume damaged or broken ones to remake them. Beetles tend to only have enough resin to make three weapons a week.
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Champion Beetles are Knights who, by consuming large quantities of magical foods from prosperous host parties and having been resurrected via magic at least once, undergo a second metamorphosis which takes a two weeks to finish, emerging from a gilded cocoon as a golden warrior with greater abilities than their common kin. Champion Beetles gain between 4 and 6 additional racial Hit Dice and typically favor taking feats which allow them greater proficiency with more combat maneuvers, usually Dirty Trick, Trip, or Sunder. In addition, they gain the following abilities:
Resistance 10 to one element, Resistance 5 to two other elements, typically the most common forms of elemental damage they've encountered on their journeys.
Increased DR from 5 to 10/Magic and Piercing.
+2 to their natural AC and +2 to their deflection bonus.
Their Resin Weapons gain an additional +1 enhancement bonus.
Increase each of their mental ability scores by 2.
Fast Healing 1.
Champion Beetles can live upwards to 40 years. There is a 10% chance that the larvae of Champion Beetles hatch with the Advanced simple template and 1d3 of the above abilities selected at random.
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darkopsiian · 6 months ago
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Just out of curiosity, which one of the biotape creatures is your favourite? Only posting the ones from the first 2 videos, because that's all I could fit lol. If yours isn't on here just comment somewhere.
Excluding Symbiote here because she gets 200+ good noodle stickers by default.
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bringbackbunnymaloney · 6 months ago
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I absolutely despise Facebook, but I’m doing this for Bunny Maloney! Made a random acc so I can keep up with this! Idk if I’ll make the random acc into anything, but anywho!
Here’s the page Méko provided!
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artbysarf · 2 months ago
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The Institute Uniform
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cliobii · 1 year ago
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just a little doodle for MerMay! I won’t be able to do the whole monthly challenge, but I was itching to draw my main characters in my comic and uh… this just happened LOL
this is an AU! Red is a 19 year old witch that fights monsters and the cat is her sassy roommate Alonso (he can talk and fight with a magic sword hehe)
gonna post more about them and my story later this month hopefully!
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zombiecicada · 9 months ago
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World Building Documentation: Planet Baryte
Planet Name: Baryte (N4-XZA64-B)
Planet Type: Super Terrestrial
Location: Northern Region, Quadrant 4
Habitability Status: Habitable and inhabited
Atmosphere: Standard Oxygen/Nitrogen, higher than average atmospheric pressure.
Average Day Length: 29 hours.
Capital Spaceport: Aeolian
World Leader: Baryte has no one ruler, rather Aeolian is controlled by multiple groups and families who have established a mutual albeit at times unsteady respect that keeps everything in order.
Main Languages: Galactic Common, Edusca, and Riapano.
Danger Level: High (LV 3)
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Baryte is a large terrestrial planet located within the Northern Region. The surface of the planet is covered in vast expanses of barren deserts and plateaus. The second planet from its home star, it is considerably hot on Baryte’s surface. The sweltering temperatures, low resources and constant sandstorms dictating every aspect of life on Baryte. Here, only the strongest most adapted organisms can survive.
Baryte being in the Northern Region was one of the first planets hit by the Great Monster War. Nightmare Enterprises tried to lay claim to the planet and set up mining operations to harvest Baryte’s many resources including oil and aluminum for spaceship fuel. However, all attempts to set up mining facilities failed, unable to compete with the local populations. One by one Nightmare’s monsters that were stationed on the planet and sent off to find suitable spots and drive out local organisms were brutally hunted and eaten.
The project was abandoned, Nightmare just barely avoiding the call to eradicate Baryte after being convinced that possibly reattempting the claim in the future was possible. This never happened, and to this day many old factory and mining facilities are abandoned and empty in the desert, filling with sand, and being beaten down by the endless sandstorms.
It’s main capital and the first and only city to establish a spaceport is Aeolian, a city built by the collaboration of many native species (mainly sand leos) to build a large port where resources could be traded and safety from the largest and most dangerous wild animals. The buildings are large and study pillars of rock, connected by many tunnels and archways between the buildings. Many, some in a more affectionate way and others in a more derogatory sense, refer to it as ‘The Termite Mound’ due to its similarities in appearance to such. It is also where many of the docks for the sand ships are located.
After Nightmare’s defeat, Baryte finally started to be able to recover and rejoin the intergalactic community. While many are still discouraged from setting foot on the planet without reason and certainly not without proper prior research and equipment, many explorers, researchers and the particularly bold have started to come, leading to the recent development of sand boat tours.
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Baryte has two moons, the larger body known as Hemati and the smaller body known as Therma.
Therma, having a noncircular orbit, undergoes extreme gravitational pulls from both Hemati and Baryte itself.
This constant pulling stresses the moon’s surface and causing a tidal effect. The solid part of the moon’s interior in turn causes a lot of friction, which would create heat-melting internal rock and lead to lava-heavy eruptions on the volcanic surface.
With so many eruptions Therma is covered in impact craters and fresh lakes of lava, visible from Bartye’s surface either by the sharp eyes of some native species or those with the proper equipment.
It is quite common for debris to be shot from the moon’s surface, pulled straight into Baryte’s atmosphere by its gravitational pull. The result is the sky being lit with the streaks of light and fire as the debris harmlessly burns up in the atmosphere. When night falls these displays only become all the more vibrant, filling the sky with many ‘shooting stars’ for the inhabitants to witness.
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Avisets are perhaps one of the most well known species on Baryte, besides the sand leos.
These large humanoid lifeforms are often not seen as humanoids due to their way of living and the common derogatory stereotype regarding anyone from the Northern Region is very hostile. In truth, the scarcity of resources and the brutal temperatures, mixed with the fact that the war hit the Northern Region the hardest, has forced the natives to be very tough and strong.
The main speakers of the Edusca language, they live in large close knit communities known as septs. They are most easily recognized by their signature helmet, which they customize as a means of expressing personality and character, as well as accomplishments through a series of markings on the helmet. Avisets live in large underground burrows, dug by their own two claws and terrakinesis, both to reach hidden aquifers to have drinking water and to hide beneath the ground from the blistering sun and predators.
Being cousins of bukiset, they have origins in tool and weapon usage. However when faced with bigger and stronger predators and prey, they took these tools and started to fashion large contraptions to trap and kill their prey for them. These massive works of rudimentary technology are simplistic in concept, but allow the avisets to be highly effective at trapping. They were so effective they unintentionally stopped Nightmare from being able to seize the planet, as these traps just kept killing any demonbeast that dared venture into the avisets’ territory. Avisets spend most of their life hunting, both to feed themself and their sept, and as a sport.
It is between their traps hidden beneath the sand and their territorial behaviours that the sand boats are the safest way to travel, less you want to meet a grim fate at the end of a harpoon.
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The sand boats have existed long before the business associated with giving tours on them started to boom.
Powered by a solar sail, which is less to catch wind and more to catch sunlight, the energy absorbed by these specialized sheets of dark panel covered material is sent down the cables and mast of the ship. It is used to power fluidization equipment and motors below deck, pumping gasses into the sand blow, allowing the boat to pass through the sand as though it was water.
The ship’s hull is fortified and the metal is very spiky, both serving to discourage and prevent any hostile desert animals from climbing up, protect against aviset traps it might accidentally set off passing over them, and to withstand the sand constantly grinding up against the bottom of the boat. The metal is pale, as to prevent below deck and the fluidization equipment from overheating.
The teeth lining the boat are to make the boat seem like some large animal, smaller predators are discouraged from approaching and it offers protection against larger predators. Most will attack from behind or attack from below, bursting from the sand, the spikes are excellent at discouraging this. These are actual teeth. Most people simply just find them. From skeletons of long dead creatures, or simply shedded baby teeth of the planet’s largest predators.
The anchor is less to stop the ship outright, and more to tie the ship up when docked so others don’t take it. As stopping is simple as turning off the fluidization system, and once more the sand is sand again and the boat isn’t budging.
Many locals will recommend the Dune Whisperer as the ship to go with, commanded by Captain Sand-Dee, it’s one of the safer boats to be on as it’s guarded by a sand leo and his winged egger companion. Rahil’s knowledge of the planet and its many dangers and many wonders, mixed in with Sand-Dee’s expert sailing experience, these two make a great team at tackling the barren wastelands of Baryte.
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marskid11 · 2 years ago
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Simply observing.
+ shy
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vtimbertiger · 10 months ago
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// eyes, nudity but like not exposed (and not actually drawn despite the boxes)
MC Cryptid Codex:
Angels & Elytrians
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Some well known subjects include o!Philza (elytrian) and o!Sneeg & hc!Grian (angels)
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(will post these guys separately but context)
Link to previous o!Sneeg Angel Design
Approximate Transcript +additions :
Angels:
Can size-shift between human size and animal-wing counterpart
Have intricate animal-counterpart masks (to mimic elytrians as camouflage)
Have functional eyes ("normal") on wings, number varies, their "human" eyes have a black scelera (functionally compound eyes)
[Grian Drawing: "Angel True Nature: Cagey, chaotic neutral, *perceived as malevolent"]
Extra Angel Info:
Elongated torso to make up for extra limbs (birds::wings, insect::arms) (insect wings are weird don't ask questions about why no extra muscle for insect wings)
Angels cannot regenerate or reattach wings once they have been removed
Elytrians:
"Creatures of Greed"
Cannot size-shift
Eyes remain normal/human and no longer have functional eye-spots on wings
The human body cannot support the added limbs/wing-muscles and therefore can only glide, not fly (insect elytrians grow poorly functioning insect-arm appendages)
Wings attach higher on the back than where angel wings reside; the longer someone keeps the wings attached the more physical mutations occur and the more permanent the wings become
For Both:
Both angels and elytrians are hunted for their wings by humans, however angels are hunted at higher levels because their wings are "pristine" in use; the more hosts a set of wings has had, the less functional the wings become
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maniatothemaxxie · 2 years ago
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Hi there mutual!
I read the first chapter of your new fic and I really liked it!
I found the heavy presence of food on the worldbuilding quite interesting, and I wanted to ask what's the cultural relationship between food and Cyclone and Zeena? (I definitely wrote that name wrong. Sorry.
Also, where did the protagonists come from? Why are they fighting alone against never seen troops (for me at least) in California? You don't need to answer this if it's a spoiler!
Have a nice day :D good luck with your project
Oh uh- well it’s more of a mood setting, I’ll give ya a bit of an answer for the cultural aspect. The Salad Gardens are something that Cyclone really loves and wants to protect it because his mother was a farmer who helped create it with others farmers, and Zeena is just there to help him, willingly and unwillingly.
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monstersdownthepath · 6 months ago
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Homebrew Horror: Galroscul, Nascent Lord of Gluttony and Cannibalism
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(Art done by the incredible @crankyteapot!)
First mentioned here, Galroscul is a fierce and powerful fiend who once coveted the throne of King of Demons, wishing to feed from Lamashtu's flesh to achieve his apotheosis... but before Lamashtu even registered his existence as a threat, he was beset by the combined forces of both Zura and Xoveron, who saw him as a challenger to their dominions over consumptive destruction and rampant gluttony. He was powerful, but not so much so that he could overcome such a fierce and coordinated assault from two Demon Lords and their armies, and yet his opponents could not simply kill him or he would rejuvenate and attack them while they were weakened, leaving them all back at square one... so they imprisoned him instead.
On a far-off world under the lock and key of a cadre of hedonistic Zurans and Urgathoans, Galroscul is imprisoned in a great and terrible machine that draws from his demonic power, infusing cuts of meat with fiendishly addictive energy that assures a steady trickle of profits for the meatmongers as customers become unable to stop themselves from buying more. This also serves the purpose of providing tantalizing food for the man-eating demons and undead among their ranks, and all the while the would-be Demon King is slowly being driven insane by the pain of the machine sapping his power and the pain of his empty stomach seeing countless tons of meat pass him by while he has no mouth to eat them.
And yet, wracked with pain and hunger, Galroscul is far more clever than he appears to be, and his fierce desperation will drive him to enact a plan no sane being would ever consider. Able to still wield sparks of his demonic magic even while imprisoned, Galroscul will slowly but surely do the unthinkable, cutting pieces away from his body and shearing his own divine power out of himself bit by bit. Every piece of meat and drop of blood that he cuts away falls onto the procession of meat below, contaminating them with a far more potent form of demonic corruption that his captors intended. Soon after he begins this process, demonic tieflings bearing the features of fiendish boars will start popping up all over the planet as new, bizarre religious groups begin to form around demagogues bearing traces of the Demon Lord's might, contacted in their dreams by the Hunger Sealed in Steel and guided towards the effort to free him.
The statblock below does not represent Galroscul as he was or as he is; in the current time, he is still imprisoned on a far-off world in the torturous meat machine. Despite his imprisonment, his influence still grows in strange parts of the cosmos from both the lingering cultists he possessed when he was vying for the throne of Demon King, and where covert deliveries of demon-tainted meat are served, whether it be the prison world he is held on or another world that his cultists have managed to smuggle products to. As the years tick excruciatingly by, he will cut enough away from himself to slip the machine's shackles and put out a rallying call to all his corrupted sycophants and wicked "children" at once. The factory in which he is held will be destroyed in a single night, after which Galroscul will rampage across this distant world's surface for a hundred days, devouring everything he comes across in both gluttonous fury and rapturous joy at his freedom. For now, though, he simply dreams of the times to come.
Thus, these stats represents Galroscul shortly after his freedom. He is greatly withered both physically and mentally, but this is merely in comparison to his previous power at CR 29, and he still maintains a grip on vast portions of of his old might. As the picture above alludes to, he still has pieces of the imprisoning machine fused to his body. These are now welded to his very essence, and regenerate from damage just as his flesh and bone, serving as eternal reminders of his failure... and reminders to never let it happen again.
Galroscul, the Hunger Sealed in Steel CR 24 Chaotic Evil Huge Outsider (Chaotic, Demon, Evil, Extraplanar) Init: +8; Senses: Darkvision 120ft, Detect Good, Detect Law, True Seeing, scent (60ft); Perception +35 Aura: Frightful Presence (120ft, DC 29), Unholy Aura (DC 24)
------ Defense ------
AC 40, touch 20, flat-footed 32 (+4 deflection, +8 Dex, +20 natural armor, -2 size) HP 515 (27d10+351); Regeneration 15 (Good) Fort +32 Ref +20 Will +24 Defensive abilities Ferocity, Hog Wild; DR 15/Cold iron and Good; Immune Charm and compulsion effects, death effects, disease, Electricity, poison; Resist Acid 30, Cold 30, Fire 30; SR 34
------ Offense ------
Speed 80ft, burrow 30ft, climb 80ft Melee Bite +45 (2d6+19/19-20 plus grab), 2 claws +37 (1d8+7 plus grab), gore +44 (2d6+19/19-20 plus Dispelling Gore), sting +37 (1d8+7) Space 15ft; Reach 15ft Special Attacks Dispelling Gore, Down in One, Fast Swallow, Gruesome Gullet, Merciless Assault, Overhead Flip (DC 37), Swallow Whole (6d8+22 bludgeoning and piercing plus 5d6 energy plus Consume Essence (DC 29), 30 AC, 51 HP), Spell-like Abilities (CL 20th; Concentration +26)
Constant--Air Walk, Detect Good, Detect Law, Greater Magic Fang (bite, gore), Unholy Aura (DC 24) At-Will-- Dragon's Breath (any option) (DC 20), Greater Dispel Magic, Greater Teleport (self plus 50lbs only), Hunger for Flesh (DC 20), Slow (DC 19) Telekinesis (DC 21) 3/day--Bountiful Banquet, Dimensional Anchor, Hungry Pit (DC 21), Mass Reduce Person (DC 20) 1/day--Delectable Flesh (DC 22), Dimensional Lock, Freedom of Movement, Time Stop
------ Statistics ------
Str 39 Dex 26 Con 37 Int 22 Wis 20 Cha 23 Base Atk: +27; CMB +43 (+4 grapple); CMD 61 (+4 vs grapple)
Feats Cleave, Cleaving Finish, Combat Reflexes (B), Consume Essence, Dazzling Display, Dramatic Slam, Great Cleave, Greater Grapple, Improved Grapple (B), Improved Unarmed Strike (B), Intimidating Prowess, Multiattack, Overhead Flip, Power Attack, Savage Leap, Savage Slam, Weapon Focus (Bite)
Skills Bluff +29, Climb +42, Diplomacy +26, Disable Device +28, Escape Artist +38, Intimidate +50, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +16, Knowledge (Engineering) +20, Knowledge (Nature) +16, Knowledge (Planes) +19, Knowledge (Religion) +16, Linguistics +12, Perception +35, Profession (Chef) +23, Sense Motive +28, Spellcraft +16, Survival +25, Swim +23, Use Magic Device +29
Languages Abyssal, Aklo, Celestial, Common, Draconic, Giant, Goblin, Gnoll, Necril, Orcish, Polyglot, Terran, Undercommon; Telepathy 300ft
SQ Nascent Demon Lord traits
------ Ecology ------ Environment Any Organization Unique Treasure Triple ------
Combat: From afar, Galroscul will buffet his foes with Slow and Dragon's Breath to soften them up, Hunger for Flesh and Delectable Flesh, to disrupt their ability to cooperate, and will set up Hungry Pits for future maneuvers. Against Outsiders or creatures whom he has seen use teleportation magic, he focuses his Dimensional Anchor and Lock to prevent them from fleeing. Against humanoids, he will prioritize Mass Reduce Person to shrink them down, allowing him to swiftly devour them with Down in One. After a very short setup, he rushes into combat and focuses his gore attacks on enemies with numerous magic effects on them to rip them asunder. Once in melee, he is not an especially complex creature: He seeks to devour as many enemies as he can at once, utilizing Great Cleave, Cleaving Finish, and Down in One to do so. Against meals that refuse to go down easily, he will utilize his Savage Slam feat line to pulverize his target (or hurl them into Hungry Pits) while Dramatic Slam allows him to continue terrorizing the rest of their allies.
Morale: Galroscul's morale is a fickle thing. His loss of power leaves him vulnerable to death, something he fears immensely while his cult is fractured and weak, but he gets lost in the thrill of combat and the taste of blood to the point he often does not realize how hurt he has become until he reaches a specific hitpoint threshold which forces him to go Hog Wild. Once Hog Wild, his frenzied state sees him acting like a desperate predator alternating wildly between fight and flight depending on how often his attacks connect with their intended targets and how many of his enemies are still standing. Because Hog Wild prevents him from teleporting away, he will fight to the death if he cannot instantly spot an escape route.
------ Special Abilities ------
Dispelling Gore (Su/Sp): The runes carved across Galroscul's tusks grants his bite and gore incredible power while having a ruinous effect on all other magic. Each time he strikes a creature with his gore attack, that creature is affected by a targeted Dispel Magic. If he confirms a critical hit with his gore, the creature is affected by a targeted Greater Dispel Magic instead.
Down In One (Ex): Galroscul's jaws can briefly unhinge to quickly snap down morsels before they can even react. Once per round when reducing a creature of any size to 0 HP with his bite attack OR when confirming a critical hit against a Small or smaller creature or object with his bite attack, he may immediately swallow that creature whole without needing to make any grapple checks.
Gruesome Gullet (Ex): While his crushing and gnawing innards are usually enough to kill most foes, Galroscul has numerous stomachs he can move meals into, each capable of digesting a wide variety of material. Creatures swallowed by Galroscul take an additional 5d8 points of Acid, Cold, Fire, or Electricity each round, chosen by him; he can divide the damage types as he desires between each swallowed creature by shunting each of them into different stomachs as a free action once per round. His multitude of stomachs allow him to continue swallowing victims even after some have previously cut their way out, and their reinforced tissues benefit from his full natural AC bonus, rather than half.
Hog Wild (Ex): Galroscul has been defeated once before, and refuses to ever lose again for fear of going through the same tortures. If he begins his turn below 150 HP, as a free action he enters a frenzied state in which he cannot use any of his spell-like abilities, but he gains the Dual Initiative extraordinary ability, with his second turn immediately added to the current initiative order. When he goes Hog Wild, all creatures within 300ft must immediately save against his Frightful Presence with a -4 penalty to the saving throw, even if they had succeeded the save previously that day. While going Hog Wild, Galroscul is immune to the staggered, fatigued, and exhausted conditions, and cannot be put to sleep through any means. He remains Hog Wild for 1 minute or until the current combat ends, whichever comes first, and cannot go Hog Wild again until 24 hours pass.
Merciless Assault (Ex): Once per round, if a creature within Galroscul's reach is knocked prone or becomes shaken, frightened, or panicked, he may make an attack of opportunity against that creature. In addition, when damaging a creature with his Savage Slam feat, the damage dealt is instead equal to the natural attack he established the initial grapple with.
Nascent Demon Lord Traits: Galroscul has lost enough of his power to have been reduced to a Nascent Lord instead of a full one, and as such he has the following traits:
Immunity to charm and compulsion effects, death effects, Electricity, and poison.
Resistance to Acid 30, Cold 30, and Fire 30.
Summon (Sp): Once per day, Galroscul can summon any demon or combination of demons whose total combined CR is 20 or lower. This ability always works, and is equivalent to a 9th-level spell.
Telepathy 300 feet.
Galroscul's natural weapons, as well as any weapon he wields, are treated as Chaotic, Epic, and Evil for the purpose of overcoming damage reduction.
Galroscul can grant spells to his worshipers, which requires no actions on his part. He grants access to the domains of Animal, Chaos, Destruction, and Evil, with the subdomains Fur, Demon, Rage, and Cannibalism. His favored 'weapon' is bite attacks.
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hinamie · 1 month ago
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newest issue of first years fashion just dropped
#my art#jujutsu kaisen#jjk#jjk fanart#yuji itadori#nobara kugisaki#fushiguro megumi#itafushikugi#jujutsu kaisen fanart#jjk art#this quickly got away from me#taking hina from 3 days ago who thought 'yeah ill do 3 outfits for each of them what's the harm' and strangling her w my bare hands#original concept fr this was drawing the kids each matching a different outfit w gojo#but i got frustrated by th heights and placement so i said no tall people allowed and scrapped gojo from plans <3#tbh it wouldnt have been /that/ much better in terms of workload but the 3 drawings it would have saved me isnt nothing#but im just complaining fr nothing atp lmao i love all of these sm i love playing dress up with my tuoys (the jjk first years)#love treating them like mannequins i love coming up w outfits layer those kids UP#nobara especially i have so much fun brainstorming she looks good in everything To Me#i dressed megumi more smart casual than normal bc he's got gojo's credit card info and if i want him in balenciagas gdi he's gna get them#also listen i love megumi we know this but fr the sake of not dressing him in solid colour slacks and sweaters 3 different ways#i gave him the workout fit. it cant b yuuji all the time ok i think we deserve megumi in a compression shirt as a treat#speaking of yuuji good god where do i start#he's definitely stylish but in a 'got dressed in the dark/threw on the first articles of clothing i saw' way and i adore him so much for it#wears things tht make him happy w no regard for how they may or may not look tgt bless his heart#also i drew th skateboard fr posing purposes entirely forgetting my prior hc that yuuji cant skate so i roughed him up fr consistency#th boy just ate concrete but is ready to get back up and try again what a champ#anyway bless this line and shading style i lov u less detailed render i love u sharp swoopy fabric lines#saved me sm time fr#also this is my application fr the mappa jjk marketing team they should hire me and let me dress the chars id be so good i promise#ill even take out the vocaloid and pop culture references i wont infringe on any ip i sweaaarr
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zal-cryptid · 3 months ago
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Superhero concept where a hero can split their superpowered bodily systems apart and form a team.
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Danganronpa: Survival of the fittest original lbp3 concepts!
Since my big text post didn't do well, so, how about some visual media? This is Dr: Sotf's original concept content! All content was made on both the PS4 versions of Little big planet 3 and Minecraft! These videos can be found on my official youtube account!
The first video was streamed about 4 years ago, this was the entire Dr: Sotf school map made on Minecraft! I'm currently remaking and updating this map on the PC version of Minecraft! Also this video is slightly outdated, check the pinned comment for any updates!
This video was streamed 4 years ago as well. This is Dr: Sotf's outdated lbp3 bio level! This level showcases their lbp3 design and their old bios as well. While some things haven't changed, the most obvious change was Harry Edwards being replaced by Jakob Ward. Like who the fuck is Harry? The reason for his removal is pretty dark and it's buried somewhere deep in my blog, search at your own risk..
Lastly, this was streamed 3 years ago, just after the lbp PS3 servers shutdown. This has 2 different levels showcased here, the first one is just a silly little voice reel, this project was originally going to have voice acting in it, as I was going to take the role of voicing Reko, Miui and Mononami. Unfortunately, I had to cancel the va as it was too much for me to work with.
The second level was an actual part of the prologue! this was all I could make before the servers shutdown. Do note that this is an original concept and the script of the prologue has been rewritten and expanded upon!
That's all I have for these old concepts! Anything new has been placed onto this blog, such as updated character designs and bios! Thanks for taking interest in my ramblings! djhkahlkjh
PS: If you are making a fanganronpa iceberg video or a video of that sort and would like to include these concepts, go right ahead! Although, there are other concepts such as unused sets and character sprites! I don't have pictures of them yet but if you're interested, don't be shy and hit me up!
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cowsabungus · 2 years ago
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A guide to designing wheelchair using characters!
I hope this helps anyone who's trying to design their oc using a wheelchair, it's not a complete guide but I tried my best! deffo do more research if you're writing them as a character
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cliobii · 2 years ago
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A drawing of my OCs I did yesterday and their refs/bios from a couple of months ago :,) I go into more detail for their characters on my instagram, but have these for now! Happy late birthday, Sebastian
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sparrowlucero · 10 months ago
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The greatest injustice ever faced is that I almost certainly started the still thriving "clown husbandry" tag on here, but any discussion about it (from a know your meme page to a youtube video with 500k views) says it's a joke of "unknown origin" or credited to this post, likely bouncing off of mine (which was actively circulating at the time with like 30k notes):
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This is a tragedy for many reasons, most of all because it wasn't just an offhand joke but actually a direct response to some of the funniest online hate I ever got:
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They're erasing the truest history of tumblr: its desperate need to seethe and argue over every obvious joke with more than 10 notes.
anyways here is the canonical pet clown. according to me
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