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dndcreaturesinfo · 7 months
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Bone Golem by Critical Crafting
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dev-the-dm · 2 years
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Collection: Purple Dragons
“Born from amaranthine, great form uncoiled, ivory claws extended to the smoke-storming sky, pale eyes blinded by immense hands, yet no less daunting than if they would pierce each mind.” - Excerpt from “Song of the Dragon”, a mythological account of an encounter with the Great Blind Serpent, Rilzriaduss (author unknown)
Scourge of the Underdark. Where some are lucky enough to see - and survive - an encounter with a red, blue or green dragon, those who have encountered their purple cousins are fewer and far between. Purple dragons are difficult to learn about, both because they are extremely solitary creatures, preferring the company of none in their caves and underground burrows, and because any unfortunate soul that meets one rarely escapes with their life. Purple dragons burrow out their lairs, digging it out of stone and earth, and are most often found in the Underdark, where they prey on unsuspecting passersby, which are most often drow or svirfneblin. On rare occasions, purple dragons have dealt with humanoid races through mutual agreements - purple dragons are, in fact, smart enough to manipulate, and wise enough to understand when they have been outnumbered or when escape is unlikely. They are powerful though disloyal allies, although their pure strength is often enough to make up for their rapidly-shifting alliances.
Mental masters. Purple dragons are, just moments after hatching, notoriously difficult to control, whether through mind magic or through deception. Their nature allows them a strong defense against magical effects, and influencing their minds is nearly impossible. They are well-spoken beings, capable of such mental gymnastics that they can change other creatures’ minds without revealing their intentions. However, as cousins to the chromatic dragons, purple dragons are also greatly manipulative, evil, and cruel.
For better, full-page high quality imagery, take a look at the Purple Dragons Collection at the Homebrewery here!
Under the Read More, you’ll find the purple dragon’s lair actions and regional effects.
Lair actions. Purple dragons lair underground, preferring darkness or minor fluorescence over the brightness of day. Their adaptation to their subterranean surroundings has made their lairs dangerous to any that venture within. Purple dragons enjoy hiding in loose earth or amongst crystalline rock, to camouflage themselves, and are masters of stealth, especially within their own lairs.
On initiative count 20 (losing initiative ties), the purple dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Thick magical fog billows around the dragon in a 20-foot radius that spreads around corners. The area is heavily obscured and creatures within it are blind. A creature with darkvision can’t see through the darkness, and light (nonmagical or not) cannot illuminate it. After 1d4 rounds, the fog becomes slightly transparent and the area is lightly obscured. The next round, the fog vanishes.
One creature of the dragon’s choice within 120 feet of the dragon is set upon by illusory imagery of attackers. That creature must succeed on a DC 15 Wisdom saving throw or be frightened of these imaginary creatures for 1 minute. While frightened, the creature attempts to fight these creatures off, which appear to approach it from any area in dim light or darkness. At the end of each of its turns, the affected creature can repeat its saving throw, ending the effect on a success. A creature can’t be affected by this lair action twice within 24 hours.
The dragon’s shadow appears to start moving on its own. Until the start of the dragon’s next turn, it gains a +3 bonus to AC, and attack rolls against it have disadvantage.
Regional effects. The region containing a legendary purple dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects:
Caves and narrow passages underground begin winding in a labyrinthine, nonsensical way. Corridors connect in non-Euclidian manners, dead ends appear where a connection to another space was expected, and previously crossed spaces suddenly seem to be cut off by steep rock walls or unexpected cave-ins that were unnoticed before.
Nonmagical and magical illumination is immediately snuffed out within 1 mile of the lair, and can’t be lit again.
Twisted crystalline constructions or dimly phosphorescent mushrooms grow in great numbers within 5 miles of the lair. Areas with large concentrations of crystals or mushrooms are considered difficult terrain. A mushroom that is disrupted (such as stepped upon or destroyed) releases a cloud of poisonous gas. A creature that inhales the gas must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage and be poisoned for 1 hour.
If the purple dragon dies, the mushrooms wither and die after 1d10 days, but the crystals remain indefinitely. Immediately after its death, routes within the caves no longer change randomly, and lanterns can be lit once again.
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dndnpcinfo · 1 year
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Elenda, the Dusk Rose
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cabbagewithdice · 2 years
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The Storm God's will made manifest! Although not an quite as strong as the god himself, his Avatar is no easy mark, especially if you fight near any cliffs you can be kicked off of.
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aaaa fun d&d session :))))
#THE PIRATES ARE BACK BAYBEEEYYYYY!! and also the entire party are wanted criminals#but they made it to icewind dale#they found out a use for a magic item that I didn’t think of at all and thus it will be used against me#and they converted a cult of the dragon member to their side#this was a fun lil session#there were only 3 players; and for like half of ot there were only 2#so what I’ve decided is for my next campaign I’m not going to allow myself to try to dm for SIX-SEVEN again#I love little dnd parties <33 :]#anyway AAAAAA there’re only FIVE SESSIONS until the Big Boss Fight Finale and I’m. very excited about it#though slightly worried because the schedules recently have been. not lining up bc half the party is going to college soon dhgdhd#so I’m hoping for the boss fight to be in person but if I’m not so lucky I’ll take it anyway :]]#I can’t believe I’m about to finish my first complete dnd campaign#well#it was originally tyranny of dragons#but homebrew happened#and now we’re in icewind dale trying to stop devils from opening a rift to the material plane in order to free Tiamat from the inside#and also they’re level 7#but again there’s six of them; they’re about to fight an ancient white dragon at the moment and it’s possible that none of them will die#so the cr16 boss should be too bad fjhddj#I’m happy about where this campaign ended up going#woah long tags anyway uhh#dnd#dungeons and dragons#hoard of the dragon queen#dnd dm#dnd campaign
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soylent-crocodile · 26 days
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Vizzerdrix (Monster)
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(Vizzerdrix by Dave Dorman)
(Behold, a late Easter AND an April Fool's Day special, all wrapped up in one not-so-fluffy bunny! I wanted to capture the idea of a puzzlingly high-value creature with no special effects and not as much combat capability as its peers, so I went with a mad genius. There's also just a couple of tropes here that I tend to avoid- or lean on- if you can spot them. Enjoy!)
CR16 CE Large Aberration HD25
Vizzerdrix are savage beings created by a mad wizard, ravenous beasts who tear apart any who meet their path. It is generally accepted that the vizzerdrix were the last creation of said wizard before being torn apart by vizzerdrix. Unfortunately for the world, her creations bred true, and now vizzerdrix can be found leaving swathes of blood and death in their path. 
A vizzerdrix is a hybrid between a rabbit, a giant, and a piranha, creating a being with incredible intelligence, sharp claws, a craving for destruction and flesh, and big floppy rabbit ears. Vizzerdrix are among the most brilliant beings to exist, and use this to their advantage- they’re expert at evaluating threats, manipulating others, and devising cunning traps. Fortunately for a vizzerdrix’s enemies, they lack any particular abilities to put this brilliance to use, and without external help or tools, must fall back on ripping and tearing. This isn’t to say that a vizzerdrix has distaste for such combat- indeed, tearing other beings apart with their claws and incisors is the deepest pleasure a vizzerdrix can experience, and all their goals and conniving generally works to the end of getting a vizzerdrix a never-ending source of innocent victims to destroy. 
Vizzerdrix are obligate carnivores, only able to digest animal flesh. Despite this, they have a deep craving for root vegetables, which give them incredible indigestion and, occasionally, food poisoning and intense gastric distress. It is suspected that this was a failsafe created by their master and the reason to include rabbit parts, as vizzerdrix will do anything for proper digestive aids that allow them to comfortably eat their favorite food. 
This hulking, clawed beast has powerful human musculature, furless skin, and the head of an angry rabbit. Misc- CR16 CE Large Aberration HD25 Init:+8 Senses: Perception +27 Darkvision 60ft Stats- Str:28(+9) Dex:18(+4) Con:18(+4) Int:32(+11) Wis:9(-1) Cha:20(+5) BAB:+18/+13/+8/+3 Space:10ft Reach:10ft Defense- HP: AC:30(+4 Dexterity, +17 Deflection, -1 Size) Fort:+14 Ref:+12 Will:+17 CMD:39 Resist: Acid 20, Cold 20, Electricity 20, Fire 20 Immunity: Fear Special Defenses: DR5/Adamantine Offense- Bite +24(2d6+9), 2 Claw +25(1d8+9) CMB:+25 Speed:40ft Special Attacks: Rend (2 Claw, 2d8+14) Feats- Improved Initiative, Power Attack (-5/+10), Weapon Focus (Claw), Iron Will, Great Fortitude, Vital Strike, Combat Expertise, Improved Dirty Trick, Improved Disarm, Improved Trip, Greater Dirty Trick, Critical Focus Skills- Acrobatics +27, Climb +17, Escape Artist +32, Knowledge (Arcana, Dungeoneering, Engineering, Geography, Nature, Planes, Religion) +26, Knowledge (Local)* +29, Perception +27, Sense Motive +24, Spellcraft +39, Stealth +32, Survival +27, Swim +17, Use Magic Device +30 Spell-like Abilities- (Caster Level 20, Concentration +25) Dispel Magic /at-will Special Qualities- Ferocity Ecology- Environment- Forests, Swamps (Any) Languages- Common, Aklo, Abyssal, Draconic, Giant Organization- Solitary Treasure- None
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voidbornmenace · 7 months
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The Emperor (CR16)
Medium Aberration, Lawful Neutral
Armor Class 18 plate
Hit Points 140 (31d8)
Speed 30 ft.
STR12, DEX10, CON10, INT22, WIS18, CHA10
Saving Throws Str +2, Int +12, Wis +10, Cha +6
Skills Arcana +11, Deception +10, Insight +9, Intimidation +10, Perception +9, Persuasion +10, Stealth +5
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 19
Languages Common, Deep Speech, Undercommon, telepathy 120 ft.
Traits
Special Equipment The Emperor wears Cerebral Citadel Armour and Gloves, and Wields the Staff of the Emperor.
Levitate (1/Turn) The Emperor can spend 10 feet of its speed to fly up to 60 feet.
Innate Spellcasting The mind flayer's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Imperial Retaliation When the wielder succeeds a Saving Throw, the foe that caused the throw needs to make a DC 19 Intelligence Saving Throw or be Stunned until the start of its next turn.
Magic Resistance The mind flayer has advantage on saving throws against spells and other magical effects.
Illithid Euphoria When The Emperor Charms or Frightens a creature, it gains a 2 (1d4) bonus to attack rolls and saving throws for 1 minute.
Actions
Multiattack
The emperor makes two attacks with his staff.
Staff of The Emperor
Melee Weapon Attack:+13, Reach 5 ft., one target
Hit: 12 (1d8+8) bludgeoning damage plus 22 (4d10) psychic damage
Tentacles
Melee Weapon Attack:+11, Reach 5 ft., one target
Hit: 17 (2d10+6) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 19) and must succeed on a DC 19 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain
Melee Weapon Attack:+11, Reach 5 ft., one incapacitated humanoid grappled by the mind flayer
Hit: 56 (10d10+1) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6)
The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 24 (4d8+6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
The emperor is an 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The emperor can cast and black tentacles and chain lightning once (recharges on a short or long rest) and has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): enhance ability, invisibility, mirror image, ray of enfeeblement
3rd level (3 slots): clairvoyance, counterspell, dispel magic, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): dominate person, telekinesis*, wall of force
6th level (1 slot): mass suggestion
7th level (1 slot): reverse gravity
*Telekinesis can be cast at will, without consuming a spell slot.
Author's Notes The Emperor is a statblock I decided to take creative liberties with, because while I totally understand the need for him to have a simple statblock in BG3, if he's making an appearance at the table I'd like him to live up to his appearance in game by copying over many of the abilities from the Mind Flayer Arcanist, and expanding the spell list to reach 13th level in wizard. Speaking of Mind Flayer statblocks I find it absolutely hilarious that The Emperor has 10 Charisma, while the rest of his peers sport a 17. Just goes to show you don't need Charisma to blow minds ;3
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pathfinderunlocked · 8 months
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Calofisteri - CR16 Fey
These woods are so peaceful.  Why don’t you rest here... for all eternity!
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Artwork by Kirishima Satoshi on Pixiv.
Calofisteri is a not-particularly-noteworthy boss from the final dungeon of Final Fantasy 5, which has like a dozen minor bosses that each get about one line of dialogue.  She guards a forested area and was sealed there for 1000 years, but that’s about all the explanation you get.  Her appearance in Final Fantasy 14 is a little more interesting, where she’s the leader of a group of monstrous creatures searching a lost city for an artifact that can banish her kind to the void, trying to obtain it before the protagonists do.
Following in the footsteps of how modern fantasy works treat classic fantasy creatures like Minotaur and Medusa, I’ve decided that although Calofisteri was originally a specific character, the name also works as the name of a species of creatures.  You can have a whole cabal of calofisteris if you want.  The two in Final Fantasy games are female, but there are male ones as well, because why not?
A calofisteri is a fey being with a strong connection to life magic.  It can even cut off locks of its own hair, which grows back only a few moments later, and grant temporary life to the locks of hair.  A calofisteri carries (or, more commonly, leans on) a large, heavy glass orb that is strongly infused with its magic and life force, to the extent that the calofisteri dies if the orb is shattered - in fact, this is the only way to permanently defeat it.  This connection also prevents the calofisteri from moving away from its orb.  Forcibly separating a calofisteri from its orb is often the easiest way for PCs to defeat one.  It can carry the orb with both hands, but doing so counts as a heavy load for the calofisteri, so it generally instead rolls the orb around on the ground, which significantly limits its mobility in battle.
A calofisteri’s role is that of a forest guardian - although not the friendly kind that adventurers like to ask for help from.  Instead it’s the kind that murders all outsiders and feeds their corpses to the plants, converting their life force into the forest’s life force.
The mass sanctuary spell it uses is by 4 Winds Fantasy Gaming.
Calofisteri - CR 16
The creature with the appearance of a blue-skinned humanoid is wearing only golden jewelry, and leaning on a large green orb which appears to be made of glass.  The orb is about a foot and a half tall, and glows and hums with a soft warmth.  The creature’s long hair, on the other hand, flails wildly and aggressively in every direction.
XP 76,800 CE Medium fey Init +11 Senses low-light vision; Perception +31
DEFENSE
AC while not carrying orb 31, touch 23, flat-footed 23 (+5 deflection, +7 Dex, +1 dodge, +8 shield); loses shield bonus if further than 30 ft. from orb AC while carrying orb 25, touch 17, flat-footed 23 (+5 deflection, +1 Dex, +1 dodge, +8 shield) hp 190 (20d6+120) Fort +13, Ref +19, Will +20 Defensive Abilities orb’s protection, rejuvenation, stored life DR 10/cold iron Weaknesses calofisteri’s orb, vulnerable to negative energy
OFFENSE
Speed 30 ft. (20 ft. while carrying orb) Melee 4 hair tentacles +18 (2d6+8) Space 5 ft., Reach 10 ft. Special Attacks detach living locks, hair blades, wide haircut Spell-like Abilities (CL 18th; concentration +28)    Constant—life bubble, shield of faith    1/day—mass sanctuary (DC 25), plant growth, see invisibility    3/day—entangling trap (DC 26, see text), reach poison (ranged touch +17, DC 24)    At will—cure serious wounds (touch +17, DC 23), sickening entanglement (DC 22), tree stride (self plus calofisteri’s orb only)
STATISTICS
Str 10, Dex 25, Con 21, Int 17, Wis 27, Cha 30 Base Atk +10; CMB +10; CMD 33 Feats Combat Casting, Combat Reflexes, Dodge, Grappled Caster, Great Fortitude, Improved Initiative, Reach Spell-like Ability (poison), Toughness, Weapon Finesse, Weapon Focus (hair tentacle) Skills Acrobatics +17, Bluff +21, Escape Artist +25, Handle Animal +30, Knowledge (arcana, planes) +18, Knowledge (nature) +26, Perception +31, Spellcraft +23, Sense Motive +18, Survival +21, Use Magic Device +30 Languages Auran, Common, Sylvan, Terran Gear calofisteri’s orb
SPECIAL ABILITIES
Calofisteri’s Orb (Su) A calofisteri possesses a magical orb which is linked to its magic and life force.  If a calofisteri is ever not touching this orb, it takes 1 temporary negative level, plus an additional temporary negative level for every 5 feet of distance between it and its orb.  These temporary negative levels last only as long as the calofisteri remains that distance from its orb - moving closer to its orb reduces the number of negative levels, and touching the orb removes them.
A calofsteri can move its orb along the ground by rolling it as part of a move action, without affecting its own movement speed.  However, to move its orb up an incline or step, or through difficult terrain, a calofisteri must pick the orb up as a move action and carry it, which is a heavy load.  This reduces the calofisteri’s movement speed to 20 feet, reduces its Dex bonus to AC to +1 (usually a -6 penalty to AC), and gives it a -6 armor check penalty to physical skills.
A calofisteri’s orb weighs 80 lbs, and sheds normal light within a 5 ft. radius and dim light for an additional 5 ft.  It has 15 hardness, and is treated as a magic item with a caster level of 18 and a strong aura of necromancy.
Detach Living Locks (Su) Once per round as a free action, a calofisteri can cut off one of its hair tentacles to create a living lock.  It loses that natural attack, but the living lock continues moving and attacking the calofisteri’s foes on its own for up to 1 minute.
The living lock functions as a small animated object except that it has 0 hardness, has a fly speed of 50 feet with perfect maneuverability, and attacks using the calofisteri’s statistics, feats, and special abilities (notably Weapon Finesse and Hair Blades).  This typically means it continues to have a +18 bonus to hit and deal 2d6+8 damage.
A calofisteri’s hair rapidly grows back.  After 3 rounds, the calofisteri’s hair tentacle finishes growing back, and it regains that natural attack, but the living lock continues attacking its foes until its duration expires or it is destroyed.
Entangling Trap (Sp) Three times per day, as a standard action, as a spell-like ability, a calofisteri can create a number of entangling traps equal to its Wisdom bonus (typically 8) on the ground or in the air within medium range (typically 280 ft.), which persist for 1 round per caster level (typically 18 rounds).  Each entangling trap is an invisible, intangible magic effect which occupies a 5-foot square.  A creature that searches for traps can spot an entangling trap with a DC 28 Perception check.
If a creature moves into or adjacent to an entangling trap, it must make a Reflex save (typically DC 26) or be entangled for the remaining duration of the spell, as vines suddenly sprout from nothing and wrap around it.  If the entangling trap is placed on the ground or adjacent to another surface, a target entangled by this effect cannot move.
A creature can attempt to remove the entangled condition as a move action by attempting a Strength check or Escape Artist check with the same DC as the spell.
Treat this as a 6th-level conjuration spell.
Hair Blades (Su) A calofisteri’s hair tentacles are capable of dealing either slashing or bludgeoning damage, and gain bonus damage equal to its Wisdom bonus.  This is already included in its statistics above.
Orb’s Protection (Ex) While within 30 feet of its orb, a calofisteri gains a shield bonus to AC equal to its Wisdom bonus (usually +8).  This is already included in its statistics above.
Rejuvenation (Su) When a calofisteri is killed, its orb immediately begins to rebuild the calofisteri’s body nearby.  This process takes 1d10 days—if the body is destroyed before that time passes, the orb merely starts the process anew.  After this time passes, the calofisteri wakens fully healed, usually with a burning need for revenge against those who previously killed it.
Stored Life (Su) A calofisteri’s orb contains a large portion of its stored life force and magical power, which can be released to heal it.  Once per day, a calofisteri’s orb can activate on its own (even if the calofisteri is helpless or unconscious) to either negate one incoming spell or supernatural effect directed at the calofisteri or heal the calofisteri for 150 hit points.  Additionally, the calofisteri becomes invulnerable to all damage and detrimental effects for 1 round, but is helpless and incapacitated for that round, although its living locks can continue to attack.  The calofisteri must be within 30 feet of its orb for this ability to be usable.  After using this ability, the orb stops shedding light until the calofisteri rests and regains its spells.
Wide Haircut (Ex) As a standard action, a calofisteri can extend its hair into a massive blade and make a single melee attack against all creatures in a 20 ft. cone.  This attack gains a +4 bonus to hit, and the damage is multiplied by the number of hair tentacles that the calofisteri currently has.  A critical hit increases this multiplier by 1, instead of doubling the damage, as normal for combining damage multipliers.  Additionally, targets that take damage from this attack also take 1d6 bleed damage.
After using this ability, a calofisteri cannot use it again for 1d3 rounds.
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nohu998 · 9 months
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Nổ Hũ 998 | Game nổ hũ uy tín và đổi thưởng uy tín nhất
Nổ hũ đổi thưởng tại Nohu998 net là game online được đông đảo anh em bet thủ yêu thích bởi cách chơi đơn giản, linh hoạt và tỷ lệ đổi thưởng cao. #nohu #gamenohu #nohu998 #nohu998net #nohu998_net #game_mo_hu_uy_tin Thông tin liên hệ Địa chỉ: 200 Trường Chinh, Phường 13, Tân Bình, TP.HCM Mail: [email protected]: https://nohu998.net https://twitter.com/nohu998/status/1689262259179290624 https://www.linkedin.com/posts/nohu998_n%E1%BB%95-h%C5%A9-998-game-n%E1%BB%95-h%C5%A9-uy-t%C3%ADn-v%C3%A0-%C4%91%E1%BB%95i-th%C6%B0%E1%BB%9Fng-activity-7095030302527344640-CR16/
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nickalart · 1 year
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Ocha ended up beating her grandmother in a 1 on 1 fight, and then she got an apology.
Of all the things Ocha thought would happen, that wasn’t one of them.
What Ocha didn’t quite notice at the time was that Shalia knew what Ocha’s very wrong wild shape during the fight actually meant.
(Also Grandma is a CR16 creature with 6 attacks and a metric ton of HP, so I played the fight well.)
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modanisatvy · 1 year
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اقوي اكواد خصم مواقع التسوق الالكتروني اطلب اون لان و احصل على خصومات تصل الى 40% على مشترياتك من العديد من مواقع التسوق
✔️اكواد خصم موقع فوغا كلوسيت : ILA -QRNT
✔️اكواد خصم موقع اوناس : ai55 - TN298
✔️اكواد خصم موقع ماماز وباباز: M113- AM34-M109
✔️اكواد خصم موقع بوتري بارن: Y2AS
✔️اكواد خصم موقع اتش اند ام :AS2K - ASH5
✔️اكواد خصم موقع مذركير: AXOZK
✔️اكواد خصم موقع أمريكان إيجل :A47W
✔️اكواد خصم موقع باث اند بودي -A3JA
✔️اكواد خصم موقع وجوه :AMN60
✔️اكواد خصم موقع مودانيسا : D122 - TVY - WHI - NPG- CR16 - BR16 - D123
✔️اكواد خصم موقع كارفور:AB98
✔️اكواد خصم موقع نمشي: OK53 - 4u - OK54 - SH142QHQ9
✔️اكواد خصم موقع هومز مارت السعودية: HZ7699
✔️اكواد خصم موقع هومز مارت :CC509- CC552 - AMA2
✔️اكواد خصم موقع لاكوست :L44
✔️اكواد خصم موقع نون : AAB2 -AAB28- AAB72 - SAV86 - MUIZ - JQPT - HWPD - IRUK
✔️اكواد خصم موقع زافول : VZ17
✔️اكواد خصم موقع ريفا: YAY123
✔️اكواد خصم موقع سيفي : JK11 - FS30 - FS28
✔️اكواد خصم موقع ممزورلد: AA318-FZ849
✔️اكواد خصم موقع فورديل : FOR37
✔️اكواد خصم موقع 6 ستريت: ST72
✔️اكواد خصم موقع موجي :A0162
✔️اكواد خصم موقع ناو ناو: V17-V100
✔️اكواد خصم موقع First Cry فيرست كراي: AFN46
✔️اكواد خصم موقع Likecard لينك كارد : CARD59
✔️اكواد خصم موقع مس لازوردي : Z12
✔️اكواد خصم موقع GAP جاب:GA86 -GA87 - AM64
✔️اكواد خصم موقع بوتس : Y4849
✔️اكواد خصم موقع Level Shoes ليفل شوز: LA10
✔️اكواد خصم موقع ازاديا :AZ17
✔️اكواد خصم موقع forher فور هير : B86 - am15
✔️اكواد خصم موقع ويست إلم : A1566
✔️اكواد خصم موقع brantu برانتو : Z20
✔️اكواد خصم موقع لايت ان ذا بوكس : AMN22
✔️اكواد خصم موقع دراجون مارت : DM21
✔️اكواد خصم L'Occitane لوكستيان : LO89
✔️اكواد خصم موقع كيميت: KM92- KM94
✔️اكواد خصم موقع مكياجي : PP60
✔️ اكواد خصم موقع oud milano عود ميلانو : M51
✔️ اكواد خصم موقع DailyMealz ديلي ميلز : D45
✔️اكواد خصم موقع ذا بودي شوب : A70Q -A73Y - AA38
✔️اكواد خصم موقع سيتروس : A40 - CIT28
✔️اكواد خصم موقع انوتا فاشون : N58
✔️اكواد خصم موقع نيو بالانس : AANB231
✔️اكواد خصم موقع فيرنز اند بيتل : F22
✔️اكواد خصم موقع ريتوالز : A47
✔️اكواد خصم موقع مترو برازيل : T98-AF59MA
✔️اكواد خصم موقع بوتري بارن كيدز : ASUC
✔️اكواد خصم موقع هدايا جوي: FF64
✔️اكواد خصم موقع الشمس والرمال: A17 - AMN70
✔️اكواد خصم موقع دانوب هوم: D31
✔️اكواد خصم موقع وفرها: HA20 - HA2
✔️اكواد خصم موقع كوس: AFRK
✔️اكواد خصم موقع جاست لونج: JL5216
✔️اكواد خصم موقع يوباي: UBUDEE4M - UBAMN41
✔️اكواد خصم موقع بيبي سوق: BS481
✔️اكواد خصم موقع عودي: A33
✔️اكواد خصم موقع فيلا: F159
✔️اكواد خصم موقع هلا اكسبريس: A26
✔️اكواد خصم موقع ساره مارت: amn8 - CC42 - CC5
✔️اكواد خصم موقع ار اند بي: RN88
✔️اكواد خصم موقع ردتاغ :NC21
✔️اكواد خصم موقع كارينا وير : VD42
✔️اكواد خصم موقع قوة: 4u
✔️اكواد خصم موقع تريب اكس او اكس: T91
✔️اكواد خصم موقع لنس كارت: LN86
✔️اكواد خصم موقع الدو: C1
✔️اكواد خصم موقع براندز فور لس: BR23
✔️اكواد خصم موقع ميتشا: M17
✔️اكواد خصم موقع اوبيو شوب: AD55
✔️اكواد خصم موقع جيس: A72
✔️اكواد خصم موقع بشرة كير: A44
✔️اكواد خصم موقع فوت كورت: AA28
✔️اكواد خصم موقع حرائر: BS47
✔️اكواد خصم موقع السيف جاليري: R316
✔️اكواد خصم موقع فارفيتش: RAWAN2
✔️اكواد خصم موقع رنين: RN59
✔️اكواد خصم موقع بي تك: BT994
✔️اكواد خصم موقع فودافون: x8mj9r
✔️اكواد خصم موقع عطاره: 3R5
✔️اكواد خصم موقع ماركات: AMN06
✔️اكواد خصم موقع نيولي: AM13
✔️اكواد خصم موقع رزام: AM16
✔️اكواد خصم دفى وعافية: AMN10
✔️اكواد خصم موقع غمام : AMN05
✔️اكواد خصم موقع عبق الغيم: AMN17
✔️اكواد خصم موقع كرنت بودي: AMN30
✔️اكواد خصم موقع سيارة للسيارات المستعملة: AMU17
✔️اكواد خصم موقع سيارة للسيارات الجديدة: AMN3
✔️اكواد خصم موقع ريفي: am63 - AA129
✔️اكواد خصم موقع بلومينغديلز: AM52
✔️اكواد خصم موقع ديزرت كارد: AMN40
✔️اكواد خصم موقع اندر ارمر: AMN4 - DK61
✔️اكواد خصم موقع بيوتي : AMN014
✔️اكواد خصم موقع دروب كيك : AMN20
✔️اكواد خصم موقع سبيرو: amn12
✔️اكواد خصم موقع اورينا : AMN8
✔️اكواد خصم موقع بلسم : AMN12
✔️اكواد خصم موقع بوما: OMN
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dndcreaturesinfo · 8 months
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Slime King by CM46
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bathandbodycoupon · 2 years
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اقوي تخفيضات وعروض من مودانيسا Modanisa 2022
كوبون خصم مودانيسا Modanisa
كوبون خصم مودانيسا المغرب وتونس والجزائر : BR16 
كوبون خصم موقع مودانيسا  :D122  TVY  CR16   WHI    NPG    D123   
يوفر كوبون خصم مودانيسا خصومات كبيرة قد تصل إلى 40%  لا تنسي استخدام كوبون الخصم حتي تحصل علي نسبة خصم كبيرة
تخفيضات وخصومات 2022 تصل نسبة الخصم الى أكثر من 50%
تخفيضات وخصومات 2022 تصل نسبة الخصم الى أكثر من 50%                                                            خصومات اضافية تصل ل 50 % وايضا خصم إضافى بإستخدام كوبونات الخصم 
 #موقع_مودانيسا
#مودانيسا
#مودانيسا_الاردن
#مودانيسا_تركيا
#مودانيسا_السعودية
#مودانيسا_كود
#مودانيساالأردن
#مودانيسا_كوبون
#مودانيسا_الامارات
#مودانيسا_الخليج
#مودانيسا_ modanisa
#مودانيسا_للمحجبات
#مودانيسا_خصم
#مودانيسا_الكويت
#مودانيسا_البحرين
#مودانيسا_عمان
#مودانيسا_2021
#مودانيسا_قطر
#مودانيسا_فساتين
#مودانيسيا
#كودمودانيسا
#كوبونخصممودانيسا
#كودخصممودانيسا
#كودخصممودانيسا_وافي
#كود_مودانيسا
#كود_مودانسيا
#كود_مودانيسا
#كود_مودانيسا_الاردن
#كوبون_مودانيسا
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couponaliexpress · 2 years
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اقوي تخفيضات وعروض من مودانيسا Modanisa 2022
كوبون خصم مودانيسا Modanisa
كوبون خصم مودانيسا المغرب وتونس والجزائر : BR16 
كوبون خصم موقع مودانيسا  :D122  TVY  CR16   WHI    NPG    D123   
يوفر كوبون خصم مودانيسا خصومات كبيرة قد تصل إلى 40%  لا تنسي استخدام كوبون الخصم حتي تحصل علي نسبة خصم كبيرة
تخفيضات وخصومات 2022 تصل نسبة الخصم الى أكثر من 50%
تخفيضات وخصومات 2022 تصل نسبة الخصم الى أكثر من 50%                                                            خصومات اضافية تصل ل 50 % وايضا خصم إضافى بإستخدام كوبونات الخصم 
 #موقع_مودانيسا
#مودانيسا
#مودانيسا_الاردن
#مودانيسا_تركيا
#مودانيسا_السعودية
#مودانيسا_كود
#مودانيساالأردن
#مودانيسا_كوبون
#مودانيسا_الامارات
#مودانيسا_الخليج
#مودانيسا_ modanisa
#مودانيسا_للمحجبات
#مودانيسا_خصم
#مودانيسا_الكويت
#مودانيسا_البحرين
#مودانيسا_عمان
#مودانيسا_2021
#مودانيسا_قطر
#مودانيسا_فساتين
#مودانيسيا
#كودمودانيسا
#كوبونخصممودانيسا
#كودخصممودانيسا
#كودخصممودانيسا_وافي
#كود_مودانيسا
#كود_مودانسيا
#كود_مودانيسا
#كود_مودانيسا_الاردن
#كوبون_مودانيسا
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mothercarecoupon · 2 years
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اقوي تخفيضات وعروض من مودانيسا Modanisa 2022
كوبون خصم مودانيسا Modanisa
كوبون خصم مودانيسا المغرب وتونس والجزائر : BR16 
كوبون خصم موقع مودانيسا  :D122  TVY  CR16   WHI    NPG    D123   
يوفر كوبون خصم مودانيسا خصومات كبيرة قد تصل إلى 40%  لا تنسي استخدام كوبون الخصم حتي تحصل علي نسبة خصم كبيرة
تخفيضات وخصومات 2022 تصل نسبة الخصم الى أكثر من 50%
تخفيضات وخصومات 2022 تصل نسبة الخصم الى أكثر من 50%                                                            خصومات اضافية تصل ل 50 % وايضا خصم إضافى بإستخدام كوبونات الخصم 
 #موقع_مودانيسا
#مودانيسا
#مودانيسا_الاردن
#مودانيسا_تركيا
#مودانيسا_السعودية
#مودانيسا_كود
#مودانيساالأردن
#مودانيسا_كوبون
#مودانيسا_الامارات
#مودانيسا_الخليج
#مودانيسا_ modanisa
#مودانيسا_للمحجبات
#مودانيسا_خصم
#مودانيسا_الكويت
#مودانيسا_البحرين
#مودانيسا_عمان
#مودانيسا_2021
#مودانيسا_قطر
#مودانيسا_فساتين
#مودانيسيا
#كودمودانيسا
#كوبونخصممودانيسا
#كودخصممودانيسا
#كودخصممودانيسا_وافي
#كود_مودانيسا
#كود_مودانسيا
#كود_مودانيسا
#كود_مودانيسا_الاردن
#كوبون_مودانيسا
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dev-the-dm · 3 years
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Creature: Zyranis
"...and there I wonder if the great warriors on Mount Celestia, revering their everlasting masters upon that great bulwark, truly do believe that creatures of innate goodness are not capable of great evils. I have seen the darkness among the light and there is no turning back from the truth of the universe - that even those who believe in the greatest of goods are desperately evil, and will put their beliefs above the lives they swore to protect. They call me a monster, now, for what I have seen, said, and done, but they cannot see the monstrousness inherent in their own grotesque, diabolical faith." - Excerpt from "Seven Treatises on Good and Evil", written by the zyranis Tau.
Fallen angels and ascended devils. The story of Zariel, the angel who fell, is known widely amongst the universe and told as a warning story to celestials that might follow her path. But few know of the fate of the zyrani - at creation, either devilish or celestial, but given a new turning point to ponder: free will. Scholars throughout the ages have wondered whether creatures of absolute law such as celestials and creatures of absolute evil such as devils have free will to govern themselves - at least the followers of true gods and true devils seem to simply follow orders. Zyrani either attain or are created with true free will, and all choose the middle path, essentially estranging them from both sides of the war. Their free will allows them to realize the horrible truth that neither devil nor angel wishes to accept: that there is no true good and no true evil, and that the grey in between stretches to encompass everything.
Dethroned generals. Zyrani of either devilish or celestial side that choose the middle path are generally destroyed by other members of their circle in an attempt to stop the perceived "wrongdoing" of the zyranis. Those that survive this ordeal or who manage to escape have punishment placed upon them threefold: celestial zyrani have their wings torn from them and their healing powers removed. Devilish zyrani have their regeneration stripped, and their devilish eyesight reduced. Both parties lose a majority of their abilities and are reduced to lesser creatures of their type, but a zyranis who chooses this path becomes a new being and gains strength from their choice. They themselves become the in-between: a strange, otherworldly amalgamation of devil and celestial that is simultaneously both beautiful and horrific.
A new life. Zyrani that are removed from Mount Celestia or the Nine Hells settle in between: they find their place on the Material Plane, usually passing as high-ranking generals of armies or royal advisors, using their ability to change their physical shape in order to pass as a humanoid creature. Those who can count a zyrani amongst their allies has a powerful force behind them, as a zyrani isn't tied to any particular way of life or code of behavior, and will fight for whatever cause seems best at that moment. The zyrani's neutrality allows for them to see from a new point of view, and they rarely choose sides in humanoid conflicts such as wars, unless the conflict may be a personal attack on the zyranis' place in the world.
Friends and companions. Because of their neutral stance and their willingness to live amongst humanoids without detection, zyrani can become allies with nearly all neutral-aligned parties. They may pass as a druid protecting a grove that represents the circle of life, or they may live as a scholar amongst men, studying the works of history. Some zyrani choose to live as powerful, legendary beasts, in seclusion, and others may instead seek fame as a master thief, talented artist or intelligent sage. Zyrani avoid companionship with celestials and devils out of fear of detection or out of disinterest, and they shun causes that are outright evil or outright good, such as cults or religious sects.
Hybrid nature. The zyranis has two creature types: celestial and fiend (devil). It can be influenced by an effect if it works on either of its creature types.
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