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dndcreaturesinfo · 1 year
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Ratfolk Chief Warlock Engineer (continued) by Star Sail Games
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mrvaxxl · 6 months
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CR-P2, BR-P2, 5024LC, 223A, CR17-33 Battery Equivalents and Replacements
CR-P2, BR-P2, 5024LC, 223A, and CR17-33 batteries are very popular non-rechargeable lithium batteries, commonly used in photo and film cameras, medical systems, security systems, standby devices, and other applications where the reliable and strong source of energy is required, even after a long time of being stored away.
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CR-P2, BR-P2, 5024LC, 223A, and CR17-33 are made by practically all the most reputable battery brands and can be easily found at most hardware and online shops. But, since manufacturers use several, often non-standardized labels, to describe these batteries, some confusion may arise ...
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soylent-crocodile · 1 year
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Swarm, Time Flies (Monster)
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(art by DenisZhbankov on deviantart)
(This is a fun one- it started with the pun, but quickly I realized the potential for cosmic horror. Originally they were concieved as being inhumanoid, being intended as fat, spiky, botfly shaped creatures, but that was a bit hard to find art for. Feel free to use the original description if you like!)
CR17 LN Tiny Outsider Although they are called “time flies”, these creatures are far more humanoid than the small, harmless insects they’re named after. Enigmatic creatures native to the Plane of Time, they are almost always the first creatures to emerge when a rift to the plane is opened (most often through repeated uses of Time Stop). Many an unprepared wizard has been devoured by these deadly beasts after playing with forces beyond mortal ken.
Time flies' minds are completely alien, and evidently without mercy or compassion. Their primary focus is consumption of magical energy and temporal rifts, although time flies worked into a frenzy by particularly large rifts are generally a danger to any creature that draws near it.
Due to the enigmatic nature of the Plane of Time, the natural ecology of time flies (what they normally eat, how they behave in their natural habitat, and how they interact with other denizens of their plane) is a mystery. Some occultists suspect, however, that time flies are relatively weak within the Plane of Time- a terrifying prospect, as they are incredibly dangerous creatures.
Each creature that makes up this swarm is the size of a cat, with a blending of humanoid and insectile features. The beating of their wings produces a terrible thrumming noise. 
Misc- CR17 LN Tiny Outsider (Lawful, Swarm) HD22 Init:+15 Senses: Perception:+10, All-Around Vision, Blindsight 60ft Stats- Str:14(+2) Dex:40(+15) Con:24(+7) Int:- Wis:31(+10) Cha:16(+3) BAB:+22/+17/+12/+7 Space:20ft Reach:0ft Defense- HP:275(22d10+154) AC:28 (+15 Dexterity, +3 Size) Fort:+16 Ref+27 Will:+22 CMD:47 Immunity: Death effects Special Defenses: Immune to Magic, Swarm Traits Offense- Swarm (22d8 plus distraction and Curse of Time) CMB+22: Speed:40ft, 60ft Fly (Good) Special Attacks: Curse of Time Spell-like Abilities-  Slow (DC16), Dimensional Anchor /at-will Time Stop, Plane Shift (Self only, to Plane of Time only) 1/day Special Qualities- Outside Time, Swarm Traits, Thrumming Ecology- Environment- Extraplanar (Plane of Time) Languages- None Organization- Mistake (2-4 Swarms) Treasure- None Special Abilities- Curse of Time (Su)- A creature dealt damage by a time fly’s swarm attack must make a will save with DC25 or immediately be cursed. They are permanently staggered, and age at a rate of one age category per day. This is a curse effect that can be removed with remove curse. Immune to Magic (Su)- Time flies are immune to spells that allow spell resistance, except for the following;
Slow deals 1d8 damage per caster level (maximum 20d8), will save for half.
Chronostutter and Amalia’s Temporal Displacement heals 10d6 damage.
Spells with the electricity descriptor affect them as normal.
Outside Time (Ex)- Time flies can always act during a Time Stop or similar effects. Thrumming- (Ex) Time flies produce a horrible buzzing noise. Living creatures that can hear within 120ft of a time fly swarm are sickened. Spells with verbal components within that aura require a DC25 concentration check to be cast.
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pathfinderunlocked · 4 months
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Urobutcher - CR17 Humanoid
A commissioned high level boss, an armored necromancer with significant melee capabilities.
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Artwork provided by client.
This creature is technically CR 16 / MR 3, which is very similar (arguably identical) to CR 17.5. It's mostly just an excuse to give the monster less XP. If you're using the mythic system, treat the Urobutcher as CR 16 / MR 3 and give him the lower amount of XP. If you're not using mythic ranks, treat him as CR 17 and use the higher XP value.
He has three unique mythic abilities - Hook and Pull, Fetid Cloak, and Energy Drain. On top of being mythic, he has PC-level wealth and a high stat build, which are factored into his challenge rating, increasing it by 1. On most creatures that would be enough to increase the CR by 2, but his multiclassing and his melee sorcerer build cancel out some of the benefits.
The Urobutcher is a half-giant with rune giant lineage, tainted by the rot of undeath but not quite undead himself... yet. He's armed with a massive cleaver, a meathook attached to a long chain, and armor which increases his size to match that of his giant ancestors.
Generally, he should be walking around with blood boil cast into one of his weapons and some other debuff touch spell cast into the other one. Although he has Power Attack, he should only use it when fighting a target with very low AC; inflicting debuff spells through his weapon attacks is a big part of his strategy. If he gets a chance to retreat and recast them mid-battle, he'll do so, letting his undead allies and minions get attacked in his place for a round or two.
This is a commissioned creature which, if I'm being honest, is significantly more complicated than I'm likely to ever make again. It uses multiple different sources of third-party content. One of these, the flesh to ice spell, comes from 3.5e and was written by James Jacobs; the spell was bumped up from 5th to 6th level when adapted for Pathfinder by Obsidian Twilight, so that's the level I put it at in this monster's spell list.
Urobutcher - CR 17 (or CR 16 / MR 3)
This giant butcher is clad in hulking, powerful armor, and is wielding a massive cleaver in one hand and a meathook attached to a long chain in the other hand. He wears a rope belt with severed humanoid arms dangling from it.
XP 102,400 (XP 76,800 if using mythic rules) Unique necrocasting boss, simplified, half-giant, spellblade 1, necromancy tradition sorcerer 9, eldritch knight 5 NE Large humanoid (human, giant, mythic) Init +8 Senses darkvision 60 ft., low-light vision; Perception +10 Aura fear and screams aura (60 ft., DC 22), stench (60 ft., DC 21)
DEFENSE
AC 32, touch 20, flat-footed 28 (+6 armor, +2 deflection, +2 Dex, +2 magic vestment, +4 natural, +5 profane, +2 simplified template, -1 size) hp 277 (9d8+1d10+5d12+75+30+90) plus 24 temp hp Fort +24, Ref +16, Will +19; +2 vs. disease; +4 vs. enchantment; +2 vs. mind-affecting Defensive Abilities necrocasting boss, negative energy affinity, resist death's touch DR 10/epic Resist cold 5, fire 5 Immune energy drain SR 28
OFFENSE
Speed 30 ft. Melee +3 urobutcher's meathook +23/+18 (1d8+13/x3) (see text) Melee +4 urobutcher's cleaver +24/+19 (2d8+14/19-20 plus energy drain) (see text) Melee unarmed strike +18 (1d6+10) Two-Weapon Fighting Melee urobutcher's cleaver +20/+15 (2d8+14/19-20) and urobutcher's meathook +19 (1d8+8/x3) Space 10 ft., Reach 15 to 30 ft. with meathook (see urobutcher's meathook); 10 ft. with cleaver; 10 ft. with unarmed strike Special Attacks channel death, energy drain (1 level, DC 22), hook and pull, mythic power (3/day, surge +1d6), necroweakening
Racial Spell-like Abilities (CL 15th; concentration +20)     1/day—charm person (DC 16)
Cord of Grasping Flesh Spellcasting (CL 8th; concentration +13)     Spells (5/day)—catatonia (DC 19), curse of befowled fortune (DC 19), inflict serious wounds (DC 19), monstrous extremities (DC 19), touch of bloodletting (DC 19)
Sorcerer Spells Known (CL 13th; concentration +18)     6th (4/day)—flesh to ice (DC 21), unwilling shield (DC 23)     5th (7/day)—blood boil (DC 22)     4th (7/day)—greater false life (already cast on self and companion)     3rd (7/day)—haste, mythic vampiric touch Note: If using the FFD20 MP rules, the urobutcher has 72 MP.
STATISTICS
Str 30, Dex 15, Con 20, Int 11, Wis 18, Cha 20 Base Atk +7; CMB +20; CMD 39 Feats Additional Traits (Reactionary, Squire of Abraham), Arcane Armor Training, Arcane Armor Training (Mythic), Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Improved Initiative, Power Attack (-2/+4), Somatic Weapon, Spell Focus (necromancy), Two Weapon Fighting, Weapon Focus (meathook, cleaver), Weapon Focus (Mythic) Skills Climb +16, Intimidate +20, Knowledge (arcana) +13, Linguistics +4, Perception +10, Sense Motive +10, Spellcraft +11, Swim +8; +2 on other skill checks from heroism; Racial Modifiers -4 Bluff, Diplomacy, Disguise, Perform vs. giants Languages Common, Giant, Necril SQ arcane armor training, powerful build, two-weapon casting, undying companion Gear urobutcher's meathook (78,300 gp, see text), urobutcher's cleaver (32,300 gp, see text), combat exoskeleton (96,500 gp, see text), headband of mental prowess +4 (Cha, Wis), bodak's eye, Cord of Grasping Flesh, Fetid Cloak (0 gp, see text), wand of magic vestment (level 12, 12 charges, already used on self and companion), wand of heroism (level 12, 12 charges, already used on self and companion), wand of greater magic weapon (level 12, 12 charges, already used on urobutcher's meathook and companion's scimitar), ruby dust worth 1000 gp, onyx gems worth 2000 gp
EQUIPMENT ABILITIES
Bodak's Eye The urobutcher has a bodak's eye grafted into his body; this magic item cannot be removed from him. The bodak's eye allows the urobutcher to make a death gaze attack once per day as a standard action, targeting a creature within 30 ft. with the gaze. The target takes 1d4 negative levels; this is a death effect. A DC 15 Fortitude save negates the effect. Unlike an actual bodak's death gaze, a target that dies from this attack does not transform into a bodak 24 hours later.
Combat Exoskeleton The urobutcher wears a mithral combat exoskeleton, technological armor which functions as medium armor (but is reduced to light armor due to being made of mithral). It grants 6 AC, has a maximum Dex bonus of 3, and has an ACP of -5. It has a 50% arcane spell failure chance, although the Urobutcher ignores this penalty. It provides a +4 enhancement bonus to Fortitude saves, Strength checks, and Strength-based skill checks, and a +2 enhancement bonus to Reflex saves. It grants the wearer resist cold 5 and fire 5. The wearer is treated as being Large sized. His unarmed strikes are treated as armed weapon attacks and deal 1d6 lethal damage. These bonuses are already included in the statistics above.
A combat exoskeleton requires a power cell to operate and grants no bonuses without one. If disrupted, the wearer is pinned. Once per day, as a swift action, if this armor is disrupted, the urobutcher can bring it back online.
Cord of Grasping Flesh Five times per day, as a standard action, the urobutcher can chose one of the following spells to cast from his belt: catatonia, curse of befowled fortune, inflict serious wounds, monstrous extremities, or touch of bloodletting. The DC is 16 plus the spell level. These spells can be cast into the urobutcher's meathook (see Spell Well, below).
If the urobutcher fails the attack roll or concentration check when casting one of these spells, or the target succeeds on its saving throw, the wearer can spend another daily use of these spells as an immediate action to force a reroll, taking the new result of the die in place of the old one.
Fetid Cloak The urobutcher wears a cloak of stitched-together human skins which, when worn by him, grants him the Stench universal monster ability, except that the radius is increased to 60 ft. When worn by another creature, the fetid cloak provides no benefit.
Urobutcher's Cleaver The urobutcher's cleaver is a unique Medium-sized 2-handed martial weapon with a +4 enhancement bonus which deals 2d4 damage. The urobutcher can use this weapon one-handed due to his half-giant heritage.
The urobutcher's cleaver is immune to rusting, tarnish and similar effects.
Whenever the urobutcher confirms a critical hit or damages the same creature twice in the same turn with this weapon, the target takes 1d4 bleed damage.
The urobucher's cleaver has the following magic weapon quality:
Necrofeed The urobutcher's cleaver has the necrofeed magic weapon quality. The weapon can channel the wielder's necromantic touch spells and can hold one touch spell without discharging it, allowing the urobutcher to cast other spells for a duration of one hour per caster level. It can also channel energy drain and ability drain dealt normally by the wielder's natural attacks. Effects channeled through the meathook resolve after damage has been dealt by the weapon. Energy Drain In the hands of the urobutcher, the urobutcher's cleaver inflicts 1 temporary negative level on a target on a successful hit. This ability only triggers once per round, regardless of the number of attacks the urobutcher makes. The DC to prevent this negative level from becoming permanent is 22.
Urobutcher's Meathook The urobutcher's meathook is a unique Medium-sized two-handed martial weapon with a +1 enhancement bonus (typically improved to +3 by greater magic weapon). The urobutcher has a maximum 30-ft. reach with this weapon, but the weapon does not threaten this area and cannot be used for attacks of opportunity, similar to a whip attached to the end of a Large-sized polearm. The urobutcher cannot make attacks against enemies within 10 ft. of itself with its meathook, similar to a Large-sized reach weapon. Although a two-handed weapon, the urobucher's meathook gains no bonus damage from being wielded two-handed. The urobutcher can use this weapon one-handed due to his half-giant heritage.
This weapon can be used to cause a target to be entangled. To do so, the urobutcher must make a ranged touch attack (typically +14) with the meathook. If he succeeds, the target is entangled, but the urobutcher loses hold of the weapon and can't wield it for as long as it remains entangled to the target. The entangled creature can escape by making a DC 20 Escape Artist check or by breaking the weapon (the weapon has 10 HP, 10 hardness, and requires a DC 26 Strength check to break, similar to a Large-sized chain).
The urobucher's meathook has the following magic weapon qualities:
Major Undead Creation The urobutcher's meathook has the major undead creation magic weapon quality. Any suitable creature killed by a major undead creating weapon rises 1 round later as a wight under the wielder's control. In addition, wielding this weapon adds an additional 10 HD to the total amount of undead that the wielder can control at any time. A wielder without the ability to command undead can control up to 15 HD worth of wights created through the use of this weapon. Spell Well The urobutcher's meathook has the major undead creation magic weapon quality. The weapon can channel the wielder's touch spells and can hold one touch spell without discharging it, allowing the urobutcher to cast other spells for a duration of one hour per caster level. Effects channeled through the meathook resolve after damage has been dealt by the weapon.
SPECIAL ABILITIES
Channel Death (Su) 8 times per day, the urobutcher may channel negative energy as a standard action to either heal undead or damage living creatures within 30 ft. for 1d6+4 hit points. Living creatures can make a DC 19 Will save to halve the damage. This counts as channeled energy. The save DC is Charisma-based.
Fear and Screams Aura (Su) Creatures within 60 ft. of the urobutcher must succeed on a DC 22 Will saving throw or be panicked for 1 round. Creatures panicked in this way scream in terror and cannot use their voice to do anything else while the fear effect lasts. The save DC is Charisma-based. Once a creature has succeeded or failed on this saving throw, it is immune to this aura for 24 hours.
Hook and Pull (Ex) Once every 1d4 rounds, when the urobutcher hits a target his own size or smaller with the urobutcher's meathook, as long as he has at least 1 use of mythic power remaining, he can make a drag combat maneuver against that target as a free action after the attack resolves. The urobutcher's meathook is used to make this combat maneuver, which gains the weapon's reach, enhancement bonus, and related feats such as Weapon Focus. This combat maneuver does not provoke attacks of opportunity, and he gains a +4 bonus on it (typically for a total of +29).
Necrocasting Boss (Ex) Similar to a half-undead creature, the urobutcher gains a +2 racial bonus on saving throws against disease and mind-affecting effects, and is immune to energy drain.
Additionally, the urobutcher gains a +90 bonus to its hit points and a +5 profane bonus to its AC and saving throws. These bonuses are already included in its statistics above.
Necrosplosive Grafting (Su) Once per day, as a standard action, the urobutcher can cause living and undead creatures within a 60-ft. radius burst to explode into gore, dealing 15d6 damage to each target. A DC 22 Fortitude save halves the damage. The urobutcher regains hit points equal to 20% of the damage it deals in this way, as the gore and blood from its targets is sucked onto the urobutcher's body and merges with it. The save DC is Charisma-based.
Necroweakening (Su) Against targets suffering from any kind of fear effect or physical ability score damage or penalty, the urobutcher gains a +4 bonus on attack and damage rolls, and a +4 bonus to the DCs of its spells (including spells cast from the Cord of Grasping Flesh).
Negative Energy Affinity (Ex) Though a living creature, the urobutcher reacts to positive and negative energy as if he were undead—positive energy harms him, while negative energy heals him.
Powerful Build (Ex) The physical stature of half-giants lets them function as if they were one size category larger. Whenever it would be advantageous to do so, a half-giant treats his size category as if it were Large instead of Medium, such as during bull rush, trip or opposed grapple checks. Half-giants are also treated as one size category larger for when determining how a creature’s special attacks would affect him, such as the improved grab or swallow whole abilities. Half-giants may also use weapons one size larger than their size category without penalty. However, his space and reach remain the same for a medium-sized character (or whatever his current size category is). Half-giants also calculate their encumbrance as if they were large creatures instead of medium. This ability stacks with spells or special abilities that can alter the half-giant’s size category.
Resist Death’s Touch (Su) The urobutcher gains a +4 bonus to any saving throw versus death effects, negative energy drain or damage, fear, or other spells or spell-like abilities from the school of necromancy. This is already included in its statistics above.
Two-Weapon Casting (Su) The urobutcher can perform the somatic components of spells while wielding a weapon in both hands. If either hand is holding something other than a weapon, he cannot perform somatic components without a free hand, as normal.
Undying Companion (Su) The urobutcher has a single medium sized animated humanoid skeleton that follows his commands. The undying companion is mindless and undead but otherwise functions similar to an animal companion. Its statistics are below.
Undying Companion
NE Medium undead Init +7 Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 24, touch 12, flat-footed 22 (+4 armor, +2 Dex, +2 magic vestment, +6 natural) hp 277 (6d8) plus 24 temp hp Fort +7, Ref +10, Will +4; +4 vs. enchantment Defensive Abilities devotion, evasion DR 5/bludgeoning Immune cold, undead immunities
OFFENSE
Speed 30 ft. Melee +3 scimitar +13 (1d6+9/18-20)
STATISTICS
Str 18, Dex 16, Con —, Int —, Wis 10, Cha 10 Base Atk +4; CMB +9; CMD 22 Skills no skills; +2 on all skill checks from heroism Languages Necril (understands only; cannot speak) Feats Improved Initiative SQ link, share spells Gear mithral chain shirt, mwk scimitar (improved to +3 with greater magic weapon)
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liverpool-enjoyer · 4 months
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is there a UEFA university? do cristiano and others attend? or are they attending other high schools? you know i gotta ask questions about cr7 🔥🤫
who's your favorite character to write (apart from robert + thomas)?
-cr17 on ao3
tbh ive lowkey thought abt continuing uefa high into college but i decided it probly wouldnt work, cause the students would probly branch out n do their own things for college, n some might not go at all. plus it would be four years until the same batch a students is in college cause theyre in different grades
as for where ronaldo is,,, read chapter thirteen ;))
not you calling me out on my blatant favoritism (youre right tho) 😭😭 anywhomst besides my favorite problematic couple my favorite character to write is gavi!!! cause hes jus my favorite player. which is weird cause you think he would be included more. also shoutout to the entire liverpool class, cause theyre my favorite class. oh n i also love writing luka n sergios antics
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the-whatcherof-89 · 2 years
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Background: Hanna is some sort of fairy that arrived in the land and got chaperoned by Captain Puffy and Purpled. A kind, cheerful lover of decor and cleaning up messes she immediately “built" a good relationship with Foolish, for their common passions. However, this personality of her was tainted when the red vines of the EGG covered her house and created a new evil persona in her despite the efforts of Awsamdude to remove them. This new persona was more easy to control under the influence of the EGG and it showed off especially during the events of the Red Banquet when she betrayed (almost) everyone and allowed Foolish to be sacrificed to the altar. After Quackity showed up with the mercenaries Technoblade & Purpled the Eggpyre was forced to flee especially when Puffy landed a killing blow on Antfrost. Only when Awsamdude sealed the EGG in an obsidian box his influence was reduced and a distraught Hanna was devastated for what she did. However, she successfully entered a “public service” at Sam bank to redeem herself under a VERY strict leash. After a while, she (re)gained wings but lost them because of BoomerNa and she got at war with him. Hanna lost friends, her wings and so much more and she wished with all her heart to recover all of that. “If it wasn’t for that EGG… all of this would have never happened.” She muttered on her bed as she felt the world falling on her. “Does this fair lady wishes for a new chance? It can be done.” A voice was heard. “Who?! Who is this? How did you enter my house?” Hanna jumped on her bed and a bit nervously grabber her sword. “I am not in your house. But my proposal is simple: find me, and i will grant your wish. ONE wish. Limited only by your imagination. The others have accepted.” Hanna stuttered: “Who?” The others? Does that mean also the rest of the people of the land have accepted? Boomer too? Seeing an opportunity to AT LEAST recover her wings, she clenched her teeth and whispered: ”I accept.” The world shifted but her being started to split apart. Screaming she tumbled down and landed in a forest. As soon as she recovered she stood up in the form of a small fairy with WINGS! “Oh dear, it appears not all went straight, look my dear.” Hanna saw a figure clad in a dark armor stand up, dark wings made of vines… It was… HER? but the look in her eyes… vicious, malevolent, merciless. Hanna observed as “She” looked upon her and closed her helmet to then take flight on a dark obsidian horse quickly disappearing from her sight. “What was that?” She screamed. The voice spoke surprised: “Oh my! Apparently a part of yourself is still linked to that red thing! Well, i am sure you will catch up. Have fun finding me!” Hanna tried to call the voice in vain. Hanna knew, she had to hurry… least that “thing” did something very wrong.
HannaXXRose AKA Hannie Rose the “wingless” fairy.
Galthian Shifter(Leaftshifter)17 CR17 XP102400
Neutral Good Small Fey
HP157(17d10+85)
AC 33(+3Dex, +7Natural, +1Size, +7Armor, +5Deflection)
BaB+17 CMB+25 CMD+39 
FORT+16 REFL+15 WILL+9
Racial traits: Fey, Small size, Land speed 30ft, Fly speed 40ft(poor), Low light vision, Spell like abilities CL16: 1/day entangle, feather step.
Traits: Child of nature, Tainted spirit.
Class abilities: Leafshifter aspect(Assassin vine, Brambles, Oak), Shifter Slams, Wild armor(+6), Track, Trackless steps, Wild shape(7/day), Shifter claws increase(1d8 X3 critical ignores DR Cold Iron and Silver), Woodland stride, Shifter’s fury, Plant shape II, Speak with plants(4/day).
STR26 DEX16 CON18 INT13 WIS14 CHA12
Feats: Improved natural attack(slam), Precise shot, Deadly aim, Point blank shot, Planar wild shape, Multiattack, Improved multiattack, Greater multiattack, Power attack.
Skills: Acrobatics+15, Climb+20, Escape artist+13, Fly+13, Handle animal+10, Knowledge (Nature)+10, Perception+22, Ride+10, Stealth+16, Survival+10, Swim+13.
Languages: Common, Druidic, Sylvan, Alko.
Equipment: Headband of inspired Wisdom+4, Bracers of falcon’s aim, Belt of giant strength+6, Robes of resistance+2, Verdant boots, Cloak of the manta ray, Warden of the woods(hide armor version), Ring of ferocious actions, Ring of protection+5, Amulet of mighty fists+4, Verdant striker (as per Beast-strike club but for plants), Composite longbow+1(Str+7), 50mwk Arrows, Manual of gainful exercise+2(used), Handy haversack, Potions: Cure critical wounds(4), Resist fire energy(2), Shifter’s kit, 375gp.
HannaXXRose AKA Hannie Rose the crimson fairy.
Ghoran Fighter7 Sanguine angel10 CR17 XP102400
Lawful Evil Medium Plant
HP216(17d10+102)
AC31(+0Dex+3Shield+2Deviation+12Armor+3Natural+1Insight)
BaB+17 CMB+24 CMD+34
FORT+19 REFL+9 WILL+18
Racial traits: Plant type, Delicious, Natural magic, Seed, Light dependent, Past life knowledge.
Traits: Child of nature, Tainted spirit.
Class abilities: Bonus feats(Combat expertise, Weapon focus-longsword, Penetrating strike, Greater penetrating strike), Bravery+2, Armor training(heavy armor)2, Weapon training1(longsword), Indiscriminate, Hardened heart, Maiden’s shield, Tyrant’s discipline(Erinyes fury, Furious huntress, Kinslayer, Queen’s sword, Unyielding), Armored angel, Eye of alertness, Mystique, Hollowness, Angel of death.
STR24 DEX10 CON20 INT14 WIS10 CHA18
Feats: Power attack, Fly-by-attack, Improved shield bash, Iron will, Steadfast determination, Blind fight, Improved dirty trick, Endurance, Diehard.
Skills: Bluff+17, Climb+17, Diplomacy+7, Fly+13, Handle animal+8, Intimidate+14, Knowledge(Dungeon)+6, (Local)+6, (Nobility)+6, Perception+13, Ride+10, Sense motive+4, Swim+20, Survival+6.
Languages: Common, Sylvan, Infernal.
Equipment: Sword of life stealing+3 Invigorating, Oathbow, 50 Arrows+1, Demon armor, Belligerent shield, Ring of protection+2, Amulet of natural armor+1, Ioun stone Dusty rose prism, Ioun stone Pale lavender ellipsoid, Belt of physical might+4(Str, Con), Crown of charisma+4(shaped like a laurel of red roses), Vest of resistance+4, Figurine of wondrous power-Obsidian steed, Boots of the cat, Tome of clear thought+1Int(used), Manual of gainful exercises+2 Str(used), Potions: Cure critical wounds(4), Blur(3), Haste(3), Fighter’s kit, Gold ring worth 91Gp.
Link for the images: https://www.pinterest.it/pin/821484788284178103/
https://images.app.goo.gl/NhtVwx8WSG9MfyhY7
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dev-the-dm · 3 years
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NPC: Baron d'Avariss, Aristocrat of the Unseelie Court
"Few of the Unseelie Fey are as well-known as Baron d'Avariss, nobleman of that cursed Court, patron of collectors and the affluent. His warlocks know him as an intelligent, although self-indulged and egocentric being. But below the guise of bestowing magical abilities on those who worship him and helping the rich expand their hoards, the Baron has a secondary purpose. His place in the Court is that of High Treasurer, and he expands his influence upon the Material Plane, too - placing the sin of endless greed and desire upon the hearts of mortal men, twisting their desire into materialistic wishes until they rot to the core, forever tainted by the Baron's cursed touch."
Father of greed. The Baron started as a simple fey - a changeling boy left to steal on the streets. He owned nothing for many years, but upon the acquisition of his first gold piece, picked from the pocket of an unnamed god posing as a man, something changed. A certain desire was lit within his heart, and even as he grew and expanded his glimmering hoard, it could not be enough. When another urchin stole from him on the street in an act of pure luck and courage, the changeling condemned the child, and promised his Fey ancestors that he would give anything immaterial for the return of his possession. The Seelie Court refused, but the darkness that had already grown within him did not go unnoticed by the Unseelie Fey, who accepted his bargain, and raised him to the status of archfey, and he became the Baron.
Impostor amongst men. The Baron, now in charge of inciting eternal greed in the non-fey, does not seek out his targets, but simply waits for the right person to pass by him. He travels to the Material Plane, where he poses as a rich noble, parading his wealth until covetous eyes find him. Convincing his targets that wealth is the answer to all their problems is easy, and he bargains with them until they agree their never-ending servitude in exchange for riches beyond measure in this lifetime. The gold provided by the Baron is cursed, and infects the owner with gold-sickness, each coin disappearing eventually, until nothing but empty promises, lies, and cobwebbed vaults remain.
Archfey patron. As a warlock's patron, the Baron ever bargains with his warlocks. Their powers always come with a prize, and the Baron no longer covets only gold and riches. Each of his followers has something to offer them, and he lures them with promises of power and magic to attain what he desires.
Special equipment. The Baron wears a robe of stars and carries a wand of enemy detection. He also always carries a bag of holding filled completely with illusory gold, gems, and other treasures that look, feel, and smell real to anyone other than the Baron. His magic items aren't included in his stat block.
Friends and companions. The Baron is loyal only to the Unseelie Court and the Queen of Air and Darkness, although each of the Court's members schemes against each other Court representative. The Baron allies himself with his warlocks, as their patron, but is fiercely paranoid and does not trust any of his allies.
Requested by anonymous!
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cg3483 · 3 years
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Laudna deserved better
And still deserves better as her murder is now living in her head
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mpanighetti · 3 years
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Halloween Zero-to-Thirty Challenge Rating Challenge
October 18th Prompt: Boss Monster
The Boss From Hell (Challenge 17)
Lore
The larger a corporation becomes, the more distant its employees become from the operations of the business. Individuals working further down the chain carry out their tasks completely unaware of what happens in the upper floors of their towering skyscrapers. But even with this degree of separation, the workers are still subject to the dealings of their overlords, for a contract signed in blood is binding at any distance.
A boss from Hell engages in infernal contracts at mind-boggling scales, using the complexity of a large business to conceal its efforts amidst mountains of paperwork and red tape. This allows the fiend to support the Blood War in a somewhat less direct but still impactful way, not only by lining up thousands of future souls as footmen and lackeys, but having them carry out wicked deeds in life through shady business dealings. Every time an insurance agent denies coverage, whenever a construction permit lacks safety considerations, each delayed response to an urgent email subtly furthers the corruption of the souls under the boss' employ.
Rather than engaging in direct combat, a boss from Hell is more likely to throw its employees under the bus, forcing them to take the hits while it continues to make deals out of the line of fire.
Attributes
Large fiend, lawful evil
Armor Class: 19 (natural armor)
Hit Points: 207 (18d10 + 108)
Speed: 30 ft.
STR: 22 (+6)
DEX: 13 (+1)
CON: 22 (+6)
INT: 22 (+6)
WIS: 17 (+3)
CHA: 18 (+4)
Saving Throws: CON +12, CHA +10
Skills: Deception +10, Intimidation +10, Perception +9
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 19
Languages: Infernal, Common, telepathy 120 ft.
Challenge: 17 (18,000 XP)
Proficiency Bonus: +6
Special Traits
Devil’s Sight. Magical darkness doesn’t impede the boss from Hell’s darkvision.
Innate Spellcasting. The boss from Hell’s spellcasting ability is Intelligence (spell save DC 20). The boss can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, detect thoughts, dispel magic
3/day each: shield, suggestion
1/day each: dominate person, geas, insect plague, invisibility (self only), wall of fire
Magic Resistance. The boss from Hell has advantage on saving throws against spells and other magical effects.
Magic Weapons. The boss from Hell’s weapon attacks are magical.
Actions
Multiattack. The boss from Hell makes three attacks: two with its hooves and one with its whip.
Hoof. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Whip. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 19 Strength saving throw or be pulled up to 15 feet toward the boss from Hell.
Teleport. The boss from Hell magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Reactions
Scapegoat. If the boss from Hell is hit by a melee or ranged weapon attack, it can summon a bearded devil (1/day), a spined devil (3/day), or an imp (5/day) to intercept the attack as a scapegoat, and the boss is moved to the nearest unoccupied space (this movement does not provoke opportunity attacks). The scapegoat is hit instead of the boss from Hell and suffers any effects of the attack as if it were the target. If the attack reduces the scapegoat to 0 hit points, the boss from Hell takes any excess damage. The scapegoat rolls its own initative, and if more than one creature is summoned as a scapegoat, they all share initiative.
[id: monster stat block for the boss from Hell, depicting a devilish figure with pointed horns and sharp teeth, wearing a long-sleeved shirt with tie, sitting at a desk with a Newton's cradle and a glass o whiskey, lit from behind with fire]
[Original prompt]
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dailyroosmarijn · 5 years
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Cushnie et Ochs Resort 2018
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pathfinder-bestiary · 5 years
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Lilitu (CR 17)
While this seductive woman has goat horns, goat hooves, and a serpentine tail, her eyeless face is her most disturbing feature.
XP 102,400 CE Medium outsider (chaotic, demon, evil, extraplanar, shapechanger) Init +9; Senses darkvision 60 ft., true seeing; Perception +34 Aura unholy aura (DC 26)
DEFENSE
AC 34, touch 24, flat-footed 28 (+4 deflection, +5 Dex, +1 dodge, +10 natural, +4 profane) hp 263 (17d10+170) Fort +19, Ref +23, Will +20 Defensive Abilities evasion, profane grace; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 28
OFFENSE
Speed 60 ft., fly 60 ft. (good) Melee 4 claws +25 (2d8+8/19–20), tail slap +20 touch (1d6+4 plus branding) Special Attacks create husk, husk link, profane pact, swift claws Spell-Like Abilities (CL 17th; concentration +25)
Constant—fly, tongues, true seeing, unholy aura (DC 26) At will—charm monster (DC 22), detect thoughts (DC 20), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 21), telekinesis (DC 23) 3/day—quickened charm monster (DC 22), persistent image (DC 23), seeming (DC 23) 1/day—demand (DC 26), dominate monster (DC 27), project image (DC 25), summon (level 5, 1 lilitu 20%, 1d2 glabrezus 40%, or 1d6 vrocks 50%) 1/week—binding (DC 26), wish (granted to a mortal humanoid only)
STATISTICS
Str 27, Dex 20, Con 30, Int 21, Wis 23, Cha 26 Base Atk +17; CMB +25; CMD 49 Feats Critical Focus, Deceitful, Dodge, Improved Critical (claw), Mobility, Power Attack, Quicken Spell-Like Ability (charm monster), Spring Attack, Staggering Critical Skills Acrobatics +25, Bluff +40, Diplomacy +28, Disguise +29, Fly +37, Intimidate +25, Knowledge (local, nobility) +25, Knowledge (religion) +22, Perception +34, Sense Motive +26; Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Draconic; telepathy 100 ft.; tongues SQ change shape (Small or Medium humanoid; alter self), profane wishcraft
SPECIAL ABILITIES
Branding (Su) Each time a lilitu damages a living creature with her tail slap, the wound leaves an angry and permanent red brand. The creature struck becomes staggered for 1 round from the pain. A successful DC 26 Will save negates the staggered condition and reduces the duration of the brand from permanent to 1 hour. The save DC is Charisma-based.
Removing brands is difficult—each casting of restoration, dispel chaos, or dispel evil removes one brand. Heal removes 1d4+4 brands. Greater restoration removes a number of brands equal to the spell’s caster level. Miracle and wish can each remove all brands at once. The number of brands a creature gains in this manner has a cumulative series of effects, as listed below.
1–3 Brands: The lilitu can affect the branded creature with its create husk, husk link, and profane pact abilities.
4–6 Brands: The branded creature takes a –2 penalty on all Will saves made against a lilitu’s spells, spell-like abilities, and supernatural abilities. The branded creature’s aura now radiates chaos and evil.
7–9 Brands: The branded creature’s Wisdom score is reduced by 4. A chaotic evil creature is immune to this effect.
10 or More Brands: The penalties to the creature’s Will saves and Wisdom score that are listed above double. In addition, the branded creature automatically fails all Will saves made against a lilitu’s spells, spell-like abilities, and supernatural abilities. A chaotic evil creature is immune to this effect.
Create Husk (Su) Once per day as a swift action, when a lilitu deals enough damage with a weapon, spell, or spell-like ability to kill a branded Small or Medium humanoid within 30 feet, she can instead opt to transform that slain humanoid into a husk. The targeted creature can attempt a DC 26 Fortitude save to negate this effect, allowing it to die normally. A humanoid transformed into a husk withers away into an immobile and desiccated corpse, but does not actually die—in this state, the creature remains aware of its surroundings but can take no actions at all. A husk is essentially treated as an object with hardness 15 and 60 hit points; it weighs 10% of the original creature’s weight. If a husk is destroyed, the effect ends and the body dies. This is a curse effect—removing this curse restores the victim to life at a number of negative hit points equal to the creature’s Constitution – 1; a husk restored to life in this way has 1 round to stabilize or be healed before it dies. A lilitu can maintain a number of husks simultaneously equal to her Charisma bonus (8 husks for the typical lilitu); if she creates more husks than she can maintain, a previously created husk (chosen by the lilitu) is released and immediately dies. Lilitus hide their husk collections in very safe places. The save DC is Charisma-based.
Husk Link (Su) By spending a minute in blasphemous contact with a husk she created, a lilitu can establish a supernatural link to that husk. As long as she and that husk remain on the same plane, divination spells reveal the linked husk’s alignment to be the same as the lilitu’s alignment (chaotic evil). The link allows a lilitu to use her change shape ability to assume a husk’s original form, gaining a +20 bonus on Disguise checks to impersonate that person. If a lilitu with an active husk link takes enough damage to be slain, the husk takes the killing blow’s damage instead and is destroyed, instantly severing the active husk link; if the lilitu is disguised in the husk’s original form, she instantly reverts to her true form.
Profane Grace (Su) A lilitu gains a +4 profane bonus to AC and on Initiative checks and Reflex saves.
Profane Pact (Su) Once per day as a full-round action, a lilitu can forge a profane pact with a willing humanoid creature bearing at least one lilitu brand by touching the creature for 1 full round. A single creature can have no more than one profane pact with a lilitu at any time. This functions identically to a succubus’s profane gift ability, save that it grants a +4 profane bonus to an ability score of the humanoid’s choice and it does not grant a telepathic link to the target.
Profane Wishcraft (Su) A creature that accepts a wish from a lilitu immediately becomes chaotic evil unless it succeeds at a DC 26 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 24 hours, followed by the effects of crushing despair for 1d6 days (these spell effects function at CL 17th). The save DC is Charisma-based.
Swift Claws (Ex) When a lilitu makes a full attack, she can attack twice with each of her claws, for a total of four attacks in that round.
ECOLOGY
Environment any (Abyss) Organization solitary, pair, gathering (3–5), or cult (1 lilitu and 6–12 succubi) Treasure double
Lilitus are subversive and hidden horrors, demons who work subtly in their constant quest to destroy and devastate. Whereas most demons prefer to rend and destroy, the lilitu is more akin to the succubus—she prefers to do her work in humanoid form to infect society with sin from within. Lilitus enjoy few things more than leading mortals into all manner of sinful acts, in the hope that when the mortal perishes, its soul will fuel the Abyss. Despite some superficial similarities to succubi, lilitus are not solely concerned with the sin of lust.
The exact nature of sin that a lilitu tempts a mortal into committing varies, for these demons are adept at reading mortal desires and secrets, quickly discerning which sins a specific target can be convinced to perform.
Lilitus have numerous tools at their disposal for the encouragement of sin, but they much prefer their humanoid victims to commit sins of their own free will.
As such, lilitus generally use their abilities to deceive and beguile mortals rather than forcing them to execute heinous acts. A son convinced to kill for his mother (the disguised lilitu) to rectify a grave injustice elicits far more delight than compelling a mind-controlled humanoid to do such a deed.
In her true form, a lilitu appears as an eyeless, horned, snake-tailed—but otherwise beautiful—human woman.
Despite her lack of eyes, a lilitu can see with ease. A lilitu forms from the soul of a mortal who lured others of its kind to commit sins.
Lilitus are more likely than other demons to devote their work to a specific demon lord, yet they do not generally view such devotion as true servitude. It’s simply convenient to have a specific demigod in mind when seeking to corrupt a mortal’s faith and to convince such fallen souls to shift their own allegiance from a prior deity to the lilitu’s chosen demon lord. When a lilitu chooses to ally herself with a demon lord, she takes on certain physical characteristics that reflect that demon lord’s personality or appearance. For example, a lilitu that serves Dagon, the demon lord of deformity, sea monsters, and the sea might bear scaly skin like that of a fish, webbed fingers and toes, and finlike ridges on her head instead of the more typical goat’s horns.
A lilitu that serves Pazuzu, on the other hand, might have vestigial feathery wings on her back and bird’s talons instead of hooves for feet. These appearance changes are cosmetic only and never impact the lilitu’s options for natural attacks. of course, the demon’s ability to change shape or assume the form of a captured husk allows the demon to disguise her true form at will. Lilitus who serve specific demon lords in this manner often have class levels. A lilitu typically focuses on class roles such as bards, rogues, swashbucklers, or any other agility- and deception-based classes.
Lilitus typically stand 6 to 6-1/2 feet tall and weigh 130 to 150 pounds.
Copyright Notice: Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
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jamesscottsi · 6 years
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I’m a little late getting to some content ... in mid-January I left Orlando for St. Augustine #Florida. Highlights: #ocalanationalforest #stjohnsriver #cr17 #staugustinebeach. #travel #bmwmotorrad #sena #klime #motorcycle #biker #tour #wanderlust #makelifearide #adventurebike #gopro #hero7 #quik #ocala #scenicroute (at Saint Augustine, Florida) https://www.instagram.com/p/BuD-xclHUk5/?utm_source=ig_tumblr_share&igshid=10xnf84nuruvb
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fashionistaru · 4 years
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#nightmood #beautyeditorial with @carineroitfeld @peterphilipsmakeup and @diormakeup, for @crfashionbook Shot by @brigitteniedermair hair by @yoannfernandez. #CR17 #scarybeauty #beautycloseup #fashionportrait #makeupcloseup #artofphotography #artoffashion #fashionasinspiration #beautyofwoman https://www.instagram.com/p/CLXdSI2DvLi/?igshid=1g22pn3glruc1
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pathfinderunlocked · 4 months
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Thread Severer - CR17 Construct
It's been so long since I tasted battle...
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Artwork by NishatIDK on Zedge.
Thread Severer is an intelligent magic weapon that yearns for honorable combat. An ancient samurai's spirit was sealed inside this blade as a dying curse when an oni took the samurai's sword and killed him with it.
This works as a standalone boss, but if your PCs are really high level you could use it as a minion alongside a blade-wielding boss.
The weapon itself, after being defeated, is a +2 flying shock katana that has the Purified Steel ability listed below, and for which the blade itself (but not the wielder) is protected by a constant lightning shield spell. It has a caster level of 16 and a strong evocation and transmutation aura, due to the flying and shock properties. It can't be crafted and refuses to be sold, but for the game-balancing purposes of calculating a PC's wealth, you can treat it as if it were worth 134050 gp (the same as a +8 mithral katana).
As an intelligent item, it has stats of Int 14, Wis 14, Cha 10, has an Ego of 18, and its purpose is to battle honorably. It has darkvision and lifesense to a distance of 120 ft, and can understand and speak with the languages listed in its stat block. It's of lawful neutral alignment, and can inflict 1 negative level on wielders of other alignments, but it suppresses this ability against those who defeated it. It will force its wielder to make a DC 18 Will save any time they attempt to talk a foe down from combat, and if the wielder fails, Thread Severer becomes dominant for 1 day or until a critical situation occurs, typically compelling its wielder to challenge any apparent foe to honorable battle.
Fun fact, you can use a sunder maneuver during a bladed dash spell. Sunder maneuvers against magic weapons are generally a pretty bad idea compared to disarming or just killing the creature holding them, but considering that this monster is an intelligent magic weapon who is presumably interested in proving its superiority, I think a sunder maneuver is perfectly fitting. And it's a nice way to inflict a longer-term effect on the players that they might not be able to immediately fix just by sleeping for a day.
XP 102,400 LN small construct Init +7 Senses darkvision 120 ft., lifesense 120 ft., low-light vision.; Perception +20
DEFENSE
AC 27, touch 23, flat-footed 19 (+4 deflection, +7 Dex, +1 dodge, +4 natural, +1 size) hp 147 (18d10+48); force field (80 hp, fast healing 16) Fort +12, Ref +17, Will +14 Defensive Abilities enhanced deflection, hardness 14 (only when force field depleted) Immune construct traits Resist electricity 50%
OFFENSE
Speed fly 50 ft. (perfect), swim 50 ft. Melee (defensive stance) +2 katana +30/+25/+20 (1d8+12/18–20 plus 1d6 electricity) Melee (offensive stance) +2 katana +30/+25/+20 (1d8+17/18–20 plus 1d6 electricity)
Spell-Like Abilities (CL 15; concentration +15)     Constant—lightning shield     At will—greater bladed dash     1/day—greater bestow curse (target cannot recover hit points) (DC 18)
STATISTICS
Str 30, Dex 25, Con —, Int 14, Wis 14, Cha 10 Base Atk +18; CMB +27 (+33 sunder); CMD 43 (45 vs. sunder, cannot be tripped) Feats Arcane Strike (+4), Combat Expertise (see Wielderless Stance text), Combat Reflexes, Dodge, Great Fortitude, Greater Sunder, Improved Sunder, Iron Will, Mobility, Power Attack (see Wielderless Stance text), Sidestep (see Wielderless Stance text), Toughness Skills Acrobatics +25, Fly +38, Knowledge (history) +20, Perception +20, Swim +18 SQ katana attacks, wielderless stance Languages Common, Draconic, Giant
SPECIAL ABILITIES
Challenge (Ex) Once per day, Thread Severer can challenge a foe to combat, as a samurai. It gains a +9 bonus to damage rolls against that foe, but takes a -2 penalty to AC against creatures other than the target of its challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Enhanced Deflection (Su) It gains a deflection bonus to AC and a resistance bonus to all saving throws equal to twice its weapon enhancement bonus (+4).  These bonuses are already included in its statistics.
Force Field (Su) Thread Severer is protected as though by a technological force field, granting it 80 temporary hit points.  These temporary hit points regenerate via fast healing by 16 each round to a maximum of 80.  When the force field's hit points are depleted, it ceases fast healing, but the force field is not destroyed and continues to regenerate temporary hit points via fast healing each round until Thread Severer is defeated.  While the force field has at least 1 hit point, Thread Severer is immune to critical hits.  The force field is automatically reduced to 0 hp by disintegration effects.  This is a force effect.
Thread Severer's hardness does not apply until its force field is depleted. If an attack fully depletes the force field's hit points, excess damage is dealt to Thread Severer, but is reduced by its hardness.
Katana Strikes (Su) Thread Severer is considered to be a +2 shock katana sized for a Medium creature, which affects its attack bonus, damage, hit points, and hardness.  It effectively wields itself in combat, making katana attacks instead of natural weapon attacks.
Purified Steel (Ex) Thread Severer's attacks counts as silver.
Wielderless Stance (Ex) Thread Severer can shift between an offense stance and a defensive stance. While in its offensive stance, its attacks are treated as two-handed katana attacks, and it gains Power Attack as a bonus feat. While in its one-handed stance, its attacks are treated as one-handed katana attacks, and it gains Combat Expertise and Sidestep as bonus feats. Shifting stances is a free action that Thread Severer can choose to do at the beginning of its turn.
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modaistic · 4 years
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#Repost @crfashionbook • • • • • • “I remember the first time that I realized the show was a big thing was when I went out to my balcony to hang laundry or something, and I saw all these people in different buildings watching televisions with my face on them.” @shirahaas discusses navigating her newly found success and the significance of her role in the hit series 𝘜𝘯𝘰𝘳𝘵𝘩𝘰𝘥𝘰𝘹 for the new issue of CR. Click the link in our bio to read our full interview with Shira 🔗 #ShiraHaas #CR17 #fshion #fashionstyle #fashiondesigner https://www.instagram.com/p/CGmo9XlptOm/?igshid=c8mfew6d1kli
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the-whatcherof-89 · 2 years
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Background: Vikkstar and Lazarbeam are perhaps the MOST simple, humble, fortunate and MOST unfortunate of the inhabitants of the land. They met, became BFFS, had a life together and after leaving the civilized area to distance themselves from the government, Dream and Punz used them as guinea pigs to experiment with the Revival Book. After having been killed many times over, Dream give them their final rest, or so he thought. Their souls traveled into the Limbo in shambles and hey had no rest even after that. Filled with bitterness and despair, they were about to become something terrifying. However, something or someone felt their ply and succeeded at taking a hold on their souls. It took time, but Both of them woke up in different bodies. “Wake up my amazing creations.” Said a voice from the dark. Vikk and Lazar were both scared for they could not move or speak but were there, alive, somehow. “Do not worry, i just saw your predicament and decided to help you in exchange for a favor, that is. Bring me the man that killed you so many times to me.” Both of them soon shifted their anger toward the image of Dream, their new bodies screaming for vengeance. “Yes, that’s the spirit! All I ask is simple: Bring it to me alive. You can keep the new bodies i gave you. Do we have a deal?” Both of them saw a HUGE opportunity they could not refuse: pound Dream before bringing to him, kill Punz along the way AND have a new life. That was the beast thing they could hope for. They were made stood up as their new bodies got activated, magic, metal and gingerbread churned in their bodies and saw themselves inside something unbelievable, a large robot(?) body. “I also took a little precaution: since there might be a risk of having you killed again, i made an anchor for you here. No matter how many times you get destroyed, your soul will com back here where i can upgrade you to turn the life of your victim into a nightmare. You will have no need for sleep, rest, food or water to give them no rest. You are welcome. Now go, and give him a reason not to sleep at night!” They soon reached a corridor where they crossed a familiar face, the green warden Awsamdude. “Wait, Vikk? Lazar? Is that you?” Sam was genuinely surprised to find them in the same structure he spawned in. “I guess we have a lot to catch up. And a Green Man to hunt. But first, let’s set you with a voice module, yes?” They both clenched their fists with trepidation.
Vikkstar123 AKA “Vickey” Vikk Big V CR17
Unique Variant Magnetite golem (Lifespark Construct, Advanced, Cleric Creature)
N Large construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +26
DEFENSE
AC 31, touch 8, flat-footed 24 (+0 Dex, +22 natural, –1 size) hp 132 (19d10+30) Fort +8, Ref +8, Will +15 DR 10/adamantine and bludgeoning; Immune construct traits, magic
OFFENSE
Speed 20 ft. Melee 2 slams +45 (2d10+15 plus cursed wound), Integrated Defensive Polarity hammer+49/+49 2d6+19/2d6+19.
Ranged +20 Integrated Iron bands of binding. Space 10 ft.; Reach 10 ft. Special Attacks Inescapable Grip, Magnetic Disarm
STATISTICS
Str 40, Dex 10, Con —, Int 12, Wis 20, Cha 16 Base Atk +19; CMB +36; CMD 52
Feats: Great fortitude, Iron will, Lighting reflexes, Improved initiative, Power attack, Track, Multiattack, Snatch, Quicken spell-like ability(2).
Skills: Craft(Armors and weapons) +20, Knowledge (Religion)+13, (Planes)+13, Linguistics+3, Perception+26, Sense motive+20, Spellcraft+12.
Languages: Common, Orc, Aquan, Hallit, Draconic.
SPECIAL ABILITIES
Immunity to magic (Ex)
A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell that deals fire damage instead disables the magnetite golem’s inescapable grip, magnetic disarm, and magnetic field for 1d4 rounds, with no saving throw.
Any magical attack that deals electricity damage heals 1 point of damage for every 3 point of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal HP, it gains excess temporary HP. A magnetite golem receives no saving throw against electricity effects.
Inescapable Grip (Ex) Whenever a magnetite golem hits a metallic creature or a creature wearing metal armor with its slam attack, it attempts to grapple the creature as a free action that doesn’t provoke an attack of opportunity. If a magnetite golem successfully grapples such a creature, it partially adheres to the golem’s body, and the golem needs only one arm to maintain the grapple. In these instances, a magnetite golem may still make a single slam attack on its turn with its remaining arm.
Magnetic Disarm (Su) Whenever a magnetite golem hits a creature wielding a metal weapon with its slam attack, it attempts to disarm the weapon as a free action that doesn’t provoke attacks of opportunity. If the golem successfully disarms a metal weapon, the weapon sticks to the golem’s magnetic body rather than dropping to the ground. The golem is considered to have possession of the weapon, and the weapon must be retrieved using a disarm combat maneuver.
Magnetic Field (Su) A magnetite golem is surrounded by a magnetic field, which pulls all metallic creatures and objects toward it. At the start of a magnetite golem’s turn, as a free action that doesn’t provoke attacks of opportunity, the golem attempts a combat maneuver check against every creature within 30 feet that is connected to a piece of metal. Affected creatures include (but are not limited to) metallic creatures, creatures wearing metal armor, and creatures wielding metal weapons. If the golem succeeds at its combat maneuver against a creature, the affected creature is pulled 10 feet closer to the golem, and can’t move away from the golem during its next round. The magnetic field is stronger than gravity, and can pull creatures off the ground. This movement doesn’t provoke attacks of opportunity. Unattended Large or smaller metal objects automatically travel toward magnetite golem at a rate of 10 feet per round. This magnetism is supernatural in nature and affects all metal objects.
Lifespark construct traits
Self repair 37 rounds/day 5HP/round.
SPELL-LIKE ABILITIES CL19th (Concentration +24)
Channel energy (Lv17th Cleric 6/day)
Cleric spells Dc15 Cl19th 2/4/3/3/3/3/2/1
CL19th 2/day overland flight 10/day Grease (Both quickened)
Combat gear: Integrated Large Defensive Polarity hammer +4/+4, 2 Integrated Iron bands of binding.
Lazarbeam AKA “Lannah” the Melon Gingerboy CR17
Unique Variant Clay golem (Lifespark Construct, Advanced, Cleric Creature)
N Large construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +25
DEFENSE
AC 31, touch 8, flat-footed 24 (+0 Dex, +22 natural, –1 size) hp 101 (21d10+40) Fort +10, Ref +9, Will +11 DR 10/adamantine and bludgeoning; Immune construct traits, magic
OFFENSE
Speed 20 ft. Melee 2 slams +19 (2d10+7 plus cursed wound), +20 Integrated Iron bands of binding.
Ranged+23 Integrated Limning cannon 6d8+4
Space 10 ft.; Reach 10 ft. Special Attacks berserk, haste
STATISTICS
Str 32, Dex 10, Con —, Int 14, Wis 16, Cha 14 Base Atk +19; CMB +30; CMD 37
Feats: Great fortitude, Iron will, Lighting reflexes, Improved initiative, Power attack, Track, Multiattack, Snatch, Quicken spell-like ability(2).
Skills: Craft(Sculpture) +24, Knowledge (Religion)+14, (Planes)+14, Linguistics+3, Perception+25, Sense motive+25, Spellcraft+22.
Languages: Common, Orc, Aquan, Hallit, Draconic.
SPECIAL ABILITIES
Berserk (Ex)
When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Cursed Wound (Ex)
The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 29 caster level check, or the healing has no effect on the injured creature.
Haste (Su)
After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Magic (Ex)
A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.
Lifespark construct traits (Ex)
Gingerbread body (Ex)
Self repair (Ex) 37 rounds/day 5HP/round.
SPELL-LIKE ABILITIES CL19th (Concentration +24)
Channel energy (Lv17th Cleric 6/day)
Cleric spells Dc15 Cl19th 2/4/3/3/3/3/2/1
CL19th 2/day overland flight 10/day Grease (Both quickened)
Combat gear: Integrated Limning Cannon+4, 50+4 Sticky Cannon balls, Integrated Bag of holding, 2 Integrated Iron bands of binding, 50 bags of flour.
Link for the image: https://youtu.be/spvaHR0H5LA
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