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#nabassu
maria-ruta · 11 months
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I JUST REALIZED THAT I NEVER POSTED THIS ART HERE
ARGH!!! The one im so proud of too! drew it in 2021
It’s that one scene from our old dnd game, our bard Mao leading fae Wild Hunt into the battle with deamons and undead, while flying on Nafanya (nabassu demon, who was born from Ronya’s dead body)
Oh yeah and it happened right after Ronya was killed btw source1 source2
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dnd-smash-pass-vs · 1 month
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The Nabassu! 7 ft (2.1 m) stealthy soul-eating demons. They're constantly shrouded in shadow and telepathic! Also raises the creatures it kills as ghouls. Probably a hate-fuck, as they hate creatures from our world. They blame us for the other demons not liking them, because they have to spend time on the material plane spreading the terror of the abyss. Instead of the fact that they eat demon souls, so no shit they don't want you near them.
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glittergear · 11 months
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So, I was just in the Firewine Ruins, when the enemy wizard stupidly cast a spell, which, OF COURSE, got a Wild Surge, bc it wouldn’t be the Firewine Ruins without a bunch of wild magic.
So anyhow, the surge opened a Gate. The Nabassu went on a rampage, which was fine because I have a handy-dandy constant effect Protection from Evil, since I’m a Favored Soul sorcerer (gods love me, demons ignore me).
So the Nabassu goes to slaughter everything else.
But then IT casted a spell, got a wild surge, and summoned another Nabassu.
Anyway, they fought until one got unsummoned and the other one just hung out until it got unsummoned, too.
(the two non-vanilla characters are Zakrion and Recorder)
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lycantripuwu · 5 months
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Big session omg, we had to fight Izek and barely won! Mirre accepted another gift and can now summon two spicy puppys, hell hounds. He named them Grimm and Garm.
-After fighting the Nabassu, we headed to the church to drop of the body of Felix. After explaining what happened at the orphanage to Father Lucian, he sent us on the task to find St.Andrals bones which are needed to keep the church consecrated. we agreed and started on the hunt with things left at the scene. torn bits of a sweatshirt, a fishing hook, parts of a bag, a strand of hair, shovel marks inside the crypt. We needed to find these before the feast of st.andral on sunday because we assumed something bad was going to happen then.
-We went to long rest and Rhil and Jace got a bit frisky. While we slept, Jace was visited by Morgantha, the night hag and got to experience a night hag haunting. it sucked.
-the next morning after Rhil worked with Urwin in the kitchen to learn how to cook better and made breakfast. Mirre got a letter from someone named Ernast from Lady Fiona Wachter. I guess she was impressed that Mirre was able to talk down Vargas and wanted to have dinner with him and the group after sundown.
-After some shopping in town square and all of us being disgusted with the stocks. We went to the lake to ask Bluto, the fisherman about the hook and found him being attacked by drowned undead. we booked it onto the lake by boat and started the fight. Rhil, who has a bad fear of deep, open water, was the one to get pulled in and drug underwater.
-after we saved Rhil and finished the fight, a ghost navy ship pulled up and helped us. They asked for assistance with a monster thats been terrorizing the lake, saying that they couldnt rest until it was killed and we accepted. We fought a monster called the Gitrog plus its baby in its cave and came out victorious! We saved Bluto and brought him back to his shack on the lake. He thanked us as Rhil healed up his leg and we offered to come fishing with the man on a less busy day. cant wait for the fishing session with Bluto!
Mirre also found a flintlock pistol and a musket on the ship with a gunsmith kit and bullets. He actually did the finishing shot on the Gitrog momma with his pistol.
-After running to town center to sell our loot, we ran into Izek who immediately tried to pick a fight with Mirre and tied to interrogate him on why they went to the lake. Mirre explained the Gitrog fight and what happened, only to get thrown into the dirt and was searched by the guards.
This was terrifying to have happen since Mirre had his pistol on him and we arent supposed to have weapons inside vallaki, Rhil caused a small distraction and got grabbed by her throat and lifted off her feet by Izek, Jace nearly threw hands with him right then and there. Mirre nat 20'd his sleight of hand and hid his pistol. Izek spotting that Ireena was upset and terrified for us, dropped Rhil and quickly left.
Izek claimed to have stopped by Blutos and beat him near death to try and get information out of him before he left.
-We come back after some recovery and get changed into our fancier clothes and head to wachters where we have a very nice dinner and talk about the state of Vallaki. We offered to help dethrone Vargas and kill Izek who has been terrorizing and killing people in town.
We also caught Izek stalking Ireena, discovered his doll thing with Blinsky after some detect thoughts and he was harrassing the alchemist to make him a Philter of love. All bad signs for Ireena.
-We come back to the blue water inn after dinner to find the inn trashed after Izek ransacked the place while looking for Ireena and stole our armor. (Jace and Rhil's platemail and Mirre's breastplate) After helping clean up the inn we started working on our plans to kill Izek with a little bit of help from the Markitovs.
The plan was to lure him out to Bluto's shack to avoid damage and injuries in town. slip some poisoned wine into Izek's lunch and spread rumors that we were hiding away at bluto's and planned on leaving with Ireena that night.
-Mirre unsure if he would survive this fight with Izek, Left a lock box full of his monster hunter notes with Rictavio, Mirre had suspicions that Rictavio was Rudolph Van Richten after he made some subtle comments on his cane that Mirre was in possesion of and Rictavio recognized Dirrak's name. Rictavio was also rightfully pissed because Izek ransacked his room too.
-Hiding Ireena away at the Blue water in and after sneaking around and getting some fire resistant potions and spare armor and weapons from town center. Mirre went to sneak in the poisoned wines, accidentally scaring the shit out of Varga's chef and causing him to quit, Mirre met back up with Rhil and Jace at Blutos shack.
Urwin got the wolf hunters to escort Bluto to safety.
-When we arrived we found all of our confiscated armor and weapons with Blue and a bunch of other ravens sitting on the roof, Ready to help us out in the fight.
We also found a greater restoration scroll with the blood hunter symbol torn from one of the notes in Mirre's lock box that he gave to Rictavio. The restoration fixed Jace's reduced max health from the night hags nightmare hauntings.
-Izek and 6 guards showed up soon after we got our fire resistances and we started a fight with Mirre getting crit surprise longbow shot on him. Rhil, Jace, Blue and the ravens picked off the guards while Izek charged Mirre. Mirre got distance between them after luckily avoiding hits with his Curse of the eyeless and conjured a water elemental between them with a gem we found in the gitrog cave.
-we surprisingly downed Izek pretty quick, only for him to get back up super charged with a gift from Seriach, the hellhound whisperer and summoned two hell hounds to attack us. He flat out evaporated Mirre's water elemental infront of us.
-Blue and the ravens scattered in a panic and fled.
-Izek downed Jace with a crit pretty quick and was struggling to hit Rhil(Thank the platinum song for 23 ac) While Mirre flew up to the cliff to get some shots with his long bow.
A sabertooth tiger lept off the cliff where Mirre was and tore through one of the hell hounds while there were crossbow shots coming from the woods(I was fangirling so hard knowing it was Van Richen)
-Rhil eventually got taken out and it was just Mirre and Izek throwing shots at each other while the tiger was fighting the hell hounds. After two nat20's on death saves and repeatedly getting back up, Mirre tapped further into his gift and went into his form of dread, slowly whittling down Izek's health.
-Rhil tapped into her gift as well being brought back up and using her claws of darkness to finish Izek for good and ripped out his heart.
-after we rested a bit and the tiger took off into the woods. We found a amber shard similar to the once Rhil has and Mirre snatched it. Nat 1ing his wisdom save he got sucked into a commune with Seriach and accepted his gift of the hellhounds, Now having two gifts from two separate vestiges.
-we dropped off Izek's head at Wachterhaus and went back to blue water to check on Ireena and get some well deserved rest.
Mirres blood glows a bright radioactive green from his first unnamed vestige and his entire left arm is a dark blood red like Izek's from Seriach.
It was such an intense crazy fight and i'm surprised none of us died, I am getting a bit worried for Rhil and Mirre with how often they've been tapping into these gifts and getting slight mutations from them.
Now we can focus on getting the bones back to the church and put Fiona Wachter in charge.
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blackjackkent · 10 months
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There are a couple of cryptically named buildings in this first map of Suldanessellar, but one is helpfully labeled "Demin's House" which seems like a good place to start since she's one of the people we're looking for.
Passage along the streets is blocked by various hazards - notably these golems, some of which are made of adamantite (a material which seems to be connected to drow weaponry).
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Other highlights include trolls, skeletons, and a lot of dead elves, and this disquieting bit of dialogue:
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Always a good sign.
Finally we reach our first destination - and are greeted by this incredibly upsetting-looking thing:
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>:|
Out of my way.
Raamilat, it turns out, was the wizard standing next to this upsetting thing (whose name was apparently Nabassu). We killed the demon and then attacked Raamilat, who then turned into THIS fucking thing when he got down to low health:
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KILL IT WITH FIRE RASAAD.
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jimothy-g-brooks · 1 year
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Barbarian Path Homebrews (5e) [Notes]
Path Of The Wyrd Berserker
(Reworking previous Path Of The Bloodrager)
3rd level features:
Wyrd Origin. Mostly a ribbon. Pick an Origin from a list. Advantage on all Charisma and Wisdom skill checks involving associated creatures due to innate connection. While raging, gain an extra benefit, often defensive, usually a damage resistance. 
Aberrant: Aberrations. Resistance to psychic damage while raging.
Draconic: Dragons, Wyverns, Kobolds. Choose a dragon, gain appropriate elemental resistance while raging.
Celestial: Celestial. Resistance to radiant damage while raging.
Fiendish: Demons, Devils. Resistance to fire (diabolical) or to lightning (demonic) while raging.
Shadow: Undead, creatures of the Underfell. Resistance to necrotic while raging.
Storm: Storm Giants, Cloud Giants, Air Elementals, Lightning Elementals, anything Avian. Resistance to lightning or cold damage while raging. 
Wild: None. Suffer from Wild Magic even when not raging.
Fire: Fire Elementals, Fire Giants, Red & Gold Dragons. Fire resistance while raging.
Giant: Giants. Gain fire, lightning or cold damage resistance while raging.
Moon: Animals, Lycanthropes. Gain poison resistance while raging.
Rage Casting. The main feature. Basically, spellcasting ala Eldritch Knight, except it uses Charisma, Sorcerer spell list, Transmutation, Conjuration and Evocation. Also, specific mention of being able to cast while raging, casting non-cantrips continuing your rage and applying Reckless Attack to spell attacks.
(Unlike with Bloodrager, this loses the benefits of being able to cast with both of your hands full and you need material components now.)
6th level features:
Eldritch Protection. Same as Blood Sanctuary in previous Bloodrager, you have damage resistance to your own spells. At 10th level, this is upgraded to damage resistance from your ally’s spells as well.
Wyrd Rage. Once per long rest, get a specific magical effect depending on your Wyrd Origin that lasts through your Rage. Like dragon breath for draconic origin or creating a fiendish creature from your essence for fiendish origins. At 10th level, you may apply Reckless Casting to some of these effects.
Aberrant: At the end of your turn, every enemy creature within 30ft of you must make a Wis save. They take 1d6 psychic damage or half that on a successful save. Further, on a fail, they lose their reaction for that turn. At 14th level, the damage increases to 3d4 or the range increases to 60ft.
Draconic: Get Dragon’s Breath of the appropriate type but as a bonus action. (If your dragon type breathes in a line, so do you out to 30ft.) At 14th level, it does 5d6 damage.
Celestial: Summon a pegasus. At 14th level, summon a winged unicorn (flying speed 90ft).
Fiendish: (diabolical) Summon four imps. At 14th level, summon four bearded devils or 3 winged bearded devils (flying speed 60ft). (demonic) Summon a winged draegloth (flying speed 60ft). At 14th level, summon a nabassu or a Hasted yochlol. In both cases, the creatures attack everything within 120ft of you except you, fiends of the appropriate type and a number of chosen creatures equal to your Cha mod. They will prioritize fiends of the other type, celestials and then anything else, in that order.
Shadow: At the end of your turn, every enemy creature within 15ft of you must make a Con save. They take 1d6 necrotic damage or half that on a successful save. If more than half fail, you heal 1d6. At 14th level, the damage and healing increases to 3d4 or the range increases to 30ft.
Storm: Summon a dust devil. At 14th level, summon a tornado.
Wild: At the end of every turn, roll on the Wild Magic table. You may reroll once. At 14th level, you may roll three times and take as many results as you want, min 1.
Fire: Your attacks deal extra Fire damage equal to your Cha mod. At the end of your turn, all adjacent creatures, ally or enemy, must make a Dex save. They take 1d6 Fire damage or half that on a successful save. Further, on a failed save, they catch fire for 1d4 damage per turn until they take an action to put it out. At 14th level, all adjacent enemy creatures take 3d4 instead or 1d6 within 10ft.
Giant: Cast Enlarge on yourself and Cha mod number of creatures. At 14th level, use your Prof mod instead or double Enlarge.
Moon: Gain Fast Healing equal to your Charisma bonus. Fast Healing is lost for a turn when you’re hit with Radiant damage. At 14th level, whenever you would go down, roll a Con save against DC 10 + Damage and stay up at 1 instead. Can't do that if you were hit with Radiant damage since the end your last turn.
10th level feature:
Reckless Casting. Same as with Bloodrager, you may cast a spell "recklessly". Creatures now have disadvantage on saves against that spell. In exchange, you have Disadvantage on all saves starting at the end of your turn and until the end of your next turn.
14th level feature:
Eldritch Form. Have a freaky transformation whenever you Rage, granting one or more benefits from a list, like a Fly speed. Roll Concentration to maintain this transformation after your Rage ends.
Path Of The Solar Warrior
3rd level feature:
Solar Rage. While in a Rage, you may sacrifice your Movement Action for a turn to go into a Solar Rage. You cannot end the Solar Rage without ending the Rage. The Solar Rage ends when the Rage ends. At the end of every turn, make a Concentration check to maintain your Rage. The DC is equal to 25 minus the highest of your Charisma or Wisdom score (Alternatively: 30 minus your Strength score) or the highest combined damage taken from a single source since the end of your last turn, whichever is higher. 
While in a Solar Rage, you gain the following benefits:
You may fire "Solar Blasts" as a bonus action. These work like Eldritch Blast, but they progress at 6th, 10th and 14th level, and do fire damage instead. Attack ability is your Str. Not treated as a spell.
Lightning resistance.
You glow like a Light spell
Doubled speed, tripled jump
Blindsight 60ft, full 3d vision with shapes but no colors or details
Unarmed strike damage as a monk two levels lower?
An extra attack?
6th level feature: 
Super Solar. As an action, you may increase your Solar Rage into a higher level, Super Solar Rage. While in a Super Solar Rage, you have Disadvantage on your Concentration checks to maintain it. You gain the following benefits:
Once per short rest, you may toss a Fireball as an action. You may spend an action charging the Ball, so it does double damage when thrown. If you're caught inside your own blast, all creatures have Disadvantage on the Save. The Save is calculated via your Con. Damage increases by 2d6 at 10th and 14th level. Not treated as a spell.
By sacrificing your movement as a bonus action, you may perform a Solar Step. As long as you are not over encumbered, Teleport 100 feet times your Con mod to any unobstructed destination within range that you can see or know well. You may carry one willing and similarly encumbered creature of Medium size or smaller. Whenever you use this ability, roll a d12. On a roll of 1, you lose this ability. Every turn after, you may roll a d12 and on a roll of 12, you regain this ability.
Fire resistance.
Flight equal to your normal movement.
Blindsight is tripled.
Electric aura that does damage equal to unarmed strike to adjacent creatures, Con save halves. (?)
10th level features:
Solar Mastery.  You gain the following benefits while using Solar Rage.
You may substitute Fire damage for Radiant damage. 
Your Blindsight is modified with the benefits of True Sight, though only for things you can see with your eyes.
You may grant yourself the benefits of Haste, alongside the accompanying crash when your Rage ends.
You may perform a Solar Step with only a normal Solar Rage.
Solar Sight. By spending one of the uses of your Rage, you may pinpoint the location of any living creature that you know within a hundred miles. At 14th level, this extends out to the whole plane of existence.
14th level features:
Super Solar Step. By spending 3 usages of your Rage (up to three times per long rest), you may Teleport, as the spell (but not treated as a spell). You may not benefit from a Teleportation Circle but having pinpointed the exact location of a creature there via Solar Sight elevates your effective familiarity with the destination by one step. As an additional bonus, you may perform a regular Solar Step even outside a Rage. 
Solar Flare. Once per long rest, while in a Super Solar Rage, as a full round action you may charge a Solar Flare by spending one use of your Rage. Anytime after, before the rage ends, you may spend an action firing the Solar Flare. A blinding flash erupts from both your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 80 fire damage on a failed save, or half as much damage on a successful one. A creature killed by this ability is turned to ashes.
Path Of The Monster
3rd level features:
Sympathy For The Beast. You gain Advantage on all Charisma and Wisdom based skill checks made in regards to Beasts and Monstrosities. 
Monstrous Rage. By spending a usage of your Rage while in a Rage, you may make your Rage a Monstrous one. You may do this as part of going into a Rage or as a later bonus action. While in a Monstrous Rage, you may take any three mutations from a list. At 6th, 10th and 14th level, this list expands into further more useful and potent mutations. Your Monstrous Rage ends whenever your Rage does.
6th level feature:
Monstrous Vigor. While in a Monstrous Rage, you gain Fast Healing equal to your Con bonus until the end of your Rage. When you first gain this ability, choose a type of elemental damage, such as fire, lightning, cold, acid, poison, thunder, radiant or necrotic. Whenever you take damage of that type, you lose your Fast Healing until after the end of your next turn. Whenever you would be knocked unconscious, roll a Constitution saving throw against a DC of 10 + damage. On a success, you do not drop unconscious and instead stay up at 1 hp. This ability fails if your Fast Healing has been shut down. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
10th level feature:
Antediluvian Terror. By spending a further use of your Rage, you may transform into something the gods once tried to bury and was best left forgotten. You may do this as part of going into Rage or as a bonus action on a later turn while in a Monstrous Rage. You gain the following benefits:
You gain all the benefits of an Enlarge spell.
You may add your Strength modifier to your Unarmored Defense.
You may take an additional three mutations.
Whenever you use this ability, all creatures that can see you within 300 feet must make a Wisdom saving throw or become Frightened, making a new save at the end of each of their rounds. While you may exempt your allies from this, non-combatants cannot be and should they fail will become terrified and flee from you as fast as possible.
You gain immunity from your chosen damage type vulnerability. Your Fast Healing is still lost if struck by it, but you no longer take damage.
List of Monstrous Mutations:
Pending 
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mz4250 · 1 year
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Today I worked on a 3D Printable Nabassu demon!
Free stls here: https://www.patreon.com/posts/76161567?pr=true
I made sure it was rigged up in case anyone else wants to make more poses. A flying and grounded version is a good start though.
More to come tomorrow!
New 3D Printable Demon made!
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3d10fire-damage · 7 months
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Colors That Run Highlights 62
a nice little game of dominoes :)
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Fea and Sven charged up to the group of Calamity guards (four nabassu and the one marilith) and prepared to attack if they needed to-- Sven specifically readying a breath weapon attack to catch all four bad guys in one go-- and then Calypso got very tense. She got this dark look in her eye as a chaotic impulse overtook her, and beelined for Avi. Not wasting a second, she landed one good punch between his shoulder blades, stunned him, and snarled, "you hurt her, I hurt you." Then she grabbed him by the shirt and threw Avi right into the River Xarx.
Combat then began properly. The marilith repeatedly tried to snap sense into her nabassu comrades, slowly succeeding as the party wore them down. Not to say the party wasn't taking a shitload of damage from them all the while-- though there were a couple of times where the necrotic damage from the nabassu attacks actually healed Fea. Meanwhile the flow of the river began to carry Avi downstream even as something very important was pulled away from him from the touch of the corrupted waters.
Fea maneuvered her way to the shore, heading for Avi. But Calypso was still not in her right mind and actually attacked Fea on her way past. Behold, a twisted version of true love's crit:
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Fortunately, Calypso doesn't have the Sentinel feat (yet?) so Fea still got to Avi and managed to reach into the water and pull him out. But of course, in doing so the river touched her and she, too, had something integral ripped away from her. The shadows that make up her dog Augustus erupted from her mask and dissipated into nothing.
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Calypso was then able to use Stillness of Mind to come back to herself fully, and immediately began to feel Horrible for what she had done. Swearing anxiously under her breath, she cast Healing Word on Avi, who ambled away from the shore and had a lie down outside of the combat taking place. Kattie and Valor held down the fort as best they could with their usual Destructive Wave and longbow badassery, though they were a bit stunned by the turn of events.
In her following turns, Calypso tried to work through some of the fresh emotional hell hitting her by hitting the nabassu. Meanwhile, Fea was... strangely happy. Joyful, even. She stepped up close to Calypso and began hacking away cheerfully at the nearest nabassu, deriving such joy from making him bleed that she was... giggling and laughing. Unhinged, untethered. Calypso was unnerved.
One of the nabassu hit Kattie for a lot of damage all at once, which had the effect of switching out the person in the driver's seat, so all of a sudden Kattie had no idea what was happening. She did her best to catch up and still assist in the combat, having to puzzle out who to trust and who was dangerous.
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Fea was taking a lot of damage as well, and if not for her healing herself with her rapier and Calypso guiltily healing her with Inflict Wounds, she would have gone down and this combat would've been even worse. Fea had literally dropped to one hit point. But she was still just giggling, even as she swayed on her feet. Thankfully, the group and the marilith managed to get three of the nabassu back to their senses and the fourth one KO'd, so there was a moment to breathe.
But not really. Fea dropped her sword and started walking toward the river. Kattie tried to stop her with Levitate, but Fea made the save and kept going. Calypso ran up and tried to grapple Fea into motionlessness, but Fea overpowered her and grappled her instead. And then pulled Calypso into the River Xarx with her.
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Calypso's holy symbol of Leawei, the dianthus she keeps around her horn,withered until none of it remained. So now both of the group's clerics had no access to their cleric magic. Kattie got the hell away from the river and asked Valor to explain what was going on. Valor was rather exasperated, and after summarizing the events of the day, said she was pretty close to simply leaving Calamity altogether. Avi joined them and appeared to not have any recollection of ever having clerical magic, and insisted he was simply an astronomer. Valor just became more baffled.
Calypso, getting to be overwhelmed, griped at Valor for being little help re: Fea and the river. She then worried at Fea for hitting her, though Fea didn't seem to understand the issue. Then there was an exchange with Calypso and the Calamity guard that was rather... hostile (Calypso was kinda yelling at everyone), and at first the marilith was going to leave the group but then decided to help them to shelter for the night-- the shelter in question being a cave.
Once settled in the cave with a campfire, the marilith introduced herself as Zora and gave the group some information about Calamity's recent issues. She recounted that the Abyssal Champion Rae had disappeared quite unexpectedly, at a point when she had been expecting a visitor, so claimed her partner Mara. No sign of Rae had been found despite everyone's efforts. Mara and Queen Hexia had been doing their best to keep things peaceful, but then Zora was informed that some demons were missing. Zora then tried to meet up with the Celestial and Infernal Champions when they were in Calamity, but the chaos took over her comrades and she was thus unable to even come close to finding them.
That night, watches were taken and conversations were had. Avi hovered at the mouth of the cave because he doesn't like small cramped areas. Calypso tried apologizing to him for what she did to him, but he didn't seem to grasp the weight of it on account of his faulty memory. This did not help Calypso feel any better.
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Fea also asked how the river felt to Calypso, who said it was terrible. But they at least had the plan for Kattie to teleport the group to Ibera so they could have Zoroe use Greater Restoration on those effect by the river. That would return them to normal. Also, to make sure Fea didn't try going for another dip, Calypso tied them together with rope. Child leash. Avi gave this sweet spiel about being in good company since both he and Calypso were fuck ups. Calypso did not feel better.
The next day, the party magically skedaddled back to Kiran and sought out the temple where Zoroe stayed. But Zoroe wasn't there. Another acolyte said she was supposed to be at this new place called Dusk City, south of the Whismal Woods. Kattie teleported the group to the place's vicinity, but it was still a few days' trip to get there. But when they arrived, the group saw that the town was still being developed-- the houses and fences were mid-construction, the population not yet bustling.
Kattie, caught out by a squinting Calypso, explained that this city was supposed to be a surprise for the party. She had initiated the project during the last bit of downtime the group had, financing it and planning it with Eve. It would be a place the party could come to or even live in-- AND it would act as a higher quality place for the rat and mouse citizens of Barnesville to live. Kattie is a real one.
Avi, disconnected from his planet-eating boyfriend, spotted some cute construction dudes and went off to flirt. That is, until Valor pulled him back to the group much in the fashion of Misty and Brock. When the party found their way to Zoroe (and Eve!) Calypso finally perked up and allowed Zoroe to baby her a little. Hey, free bread, can't complain about that.
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Zoroe brought the group inside to get started with Greater Restoration. Avi went first, and once he was restored and the galaxy was returned to his eyes, he promptly went outside to do some communing and whatnot. He even built a little temple in the snow for it. Next up was Calypso, and her Greater Restoration involved a little lock of hair-tucking because she is baby. Her dianthus was restored and Calypso said a prayer, breathing a bit easier.
Last was Fea. Her restoration ended up rather... unpleasant. Augustus returned to her, but the process of re-attaching soul to body (or whatever exactly was happening) was a writhing experience. Augustus and Calypso both comforted her in the wake of it. With everyone restored, Zoroe offered for the party to stay in town until the next day, when Kattie would be able to teleport them back to Calamity.
next time... the abyss again 😔😤
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weeping-gospels · 10 months
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A Nabassu (with the subtraction of wings) is the closest build and power reference I can use for Bethanne’s eldritch beast form.
The Nabassu are gaunt, gargoyleish creatures that stand 7 ft and their emaciated bodies are scaly, leathery, and covered in tight, sinewy muscles. Their elongated heads have noseless faces with a large tusked mouth, a pair of forehead horns, and beady, nocturnal eyes. They commonly take on a bat like appearance. A Nabassu’s very presence darkens the environment around it, which combined with their sneaking skills and camouflage abilities, make them incredibly hard to keep track of. The most terrifying yet was when a Nabassu decides to feed on a victim, consuming their flesh and spirit in a nightmarish process that caused the rest of the body to melt away. This soul-devouring process could be done within an hour of someone's death, and the soul was only recoverable via true resurrection, miracle, or wish spells.
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desertdruidcrafts · 5 years
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Demons, trollkin, and a biker cowboy rakshasa for my campaign. I reallyy do include every dumb idea I ever have, and Ishida is no different lol
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maria-ruta · 2 months
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22. and 49. for all three! :D
I just DID NOT have time to sit and properly answer this, bc its such a big question for many characters! but today my classes are dismissed due to the storm so HERE WE GO
Ronya, Blueberry and Veronica!
22. What simple activity that most people do / can do scares your character?
Ronya - I'd say it was magic. Not like most people can do it but lot of people in fantasy setting can though. But throughout the game she had to put up with a lot of magical stuff and got involved too so she got used to... But something more mundane? I'd say getting to dentist or getting teeth removed or see others getting teeth removed or seeing removed teeth - puts her in big unease. That's because after Nabassu demon killed eveyone in her village, it was bringing her ripped out goblin teeth as a gift for some time, when she was sleeping. I think she still has trigger for that kind of thing
Blueberry - some kind of serious fancy dinners/tea parties where you have to be all polite, good manners etc make his stomach curl and sweat nervously. He remembers all kind of fancy danning he had to attend when he still was part of lumeris society and how many times he failed them missarably or just sat there silently, prettending he's not there. He is also bad at negotiating (even though now he has to do it sometimes)
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Veronica - I have troubles thinking of something specific - it is a complex and interesting question... but its hard for me to think of anything
okay lets say - sunbathing ahahaha lol. but thats what HUMANS can easily do
I'm trying to think of something that would be simple activity for most vampires but not for Veronica and hm... She has tabo on drinking blood from kids and teens, but not because she's scared of them of course. But because she is scared to hurt them. She strictly feeds only on adults. Acidentally drinking kid's blood can put her in frenzy state
49. Would they eat something they find gross to be polite?
Ronya - No. hahaha
she would be like "urgh. I'm not eating that"
BUT if she specifically want to try to be polite
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and she will not elaborate. X) (feat. bard Mao, character of my friend Kate, who knew the etiquette very well and was good at negotiations and such)
Blueberry - yeah he would, but he would look soooo missarable while doing so hahaha
like a pathetic kicked puppy
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and if its some kind of fancy dinner too - oh well rip (look up the question and answer above lol)
Veronica - OHOHOHOO now thats an interesting topic to discuss! Overall - yes, Veronica is the type that would do that (also she's a people pleaser)
BUT! she is a vampire, and she doesn't have merit for eating food, like some of her vamp friends, like Charlie or Johny. So if she eats human food she will puke almost instantly (or would have to spend her blood energy to bear it). So she would avoid eating human food at any cost (she has so many made up excuses, from lying she has allergy or diet or recently visiting a dentist etc). BUT she doesn't find human food desgusting.. she still likes how it looks and smells - she just knows that its poisonos for her bc shes a vamp.
Though the question is specificall about eating something, that character finds disgusting - what could it be? In Veronica's case we are talking about blood. It's not a secret that packaged blood taste worse than FRESHHH one, but Veronica is used to drinking it from time to time, so she doesn't find it gross
What would she find gross and digusting though? The animal blood of course! She had to drink it few times I think, during her anarch phase, when she was traveling around usa - not only it tastes horrible, but she always felt bad for the animals too (to get at least one point of blood energy, vampire has to drink the whole animal's blood, obviously killing it)
So let's say Rene gave Veronica a mission to visit some other city and negotiate with some nosferatu from this city (Rene is the nosferatu with yellow crocodile eyes and crocodile scales, also he is the head of Veronica's coterie and in future he will become the prince of New Orleans, and Veronica's elysium is patronized by him too btw. He bought the building for it, and Veronica was renovating and furnituring it herself. I drew Rene here, here and here. He is also a character of my friend Kate haha)
And so Veronica comes to visit those nosferatus, and they offer her the best and most fresh rat blood they have (it's hard for nosferatu to hunt humans since they don't look too humane, and drinking animal blood is regular to most of them, since they also don't have as much problems with drinking it as other types of vampires).
This offer is also kind of a test to see how serious are Veronica's intention and aslo is a little bit of trolling bc it's fun to see if cute pretty toreador girl would do in such situation
But of course Veronica would accept the offer and drink it and even big chance that she would be able to hold a straight face during it (she isn't too worryied about it being poisonned or with something else bad added there because only an idiot would want to anger Rene tbh)
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Veronica: mmm! such an interesting flavor too!
Nosferatu: of course! ^_^ we got those specimens just recently, from kindred who breeds them with a big blood lump growing on them! :D
Veronica: oh! how smart! very convinient "screaming inside her head"
Thank you for such great questions! here is a link to the whole questions list, in case anyone wanna ask more
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idenmoerkeskov · 5 years
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I once got killed by this fucker in our campaign luckily I was revived in the end after much struggle, ha ha.
Anyone else who enjoys painting miniatures as well?
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gotiskfe · 5 years
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I once got killed by this fucker in our campaign luckily I was revived in the end after much struggle, ha ha.
Instagram
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oh-atlas · 3 years
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figured out what i’m doing on monday and that is seeing if two level 13 characters (probably a ranger and paladin) can mess up a nabassu and maybe a few ghouls
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prodigyduck · 7 years
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Demon, Nabasu Mutagenic by ProdigyDuck
This was drawn for The Genius Guide to the Talented Bestiary by Rogue Genius Games. Available for sale here: http://drivethrurpg.com/product/210492/The-Genius-Guide-to-the-Talented-Bestiary ---------- Support my Patreon: https://www.patreon.com/jacobblackmon
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justavulcan · 3 years
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Make Your Tieflings Fiendish (3)
The final part of the project, for now.  Mordenkainen’s Tome of Foes gave us a huge assortment of fiends to work with, so what if your grandparent was one of them?  I’m leaving off the demon lords and unique or archdevils on the basis of their being unique individuals, but that still leaves an absolute bestiary’s worth.  So, what if your fiendish grandparent was a…
 Akilith Demon? You’re either weedy and thin or absolutely massive, bulky like you grew to fill the space around you. Your skin looks greenish and mossy somehow, and always seems to glisten with a thin sheen of sweat that leaves a sharp chemical smell in the air.  If you’re lucky you’re proportioned like the mortal side; if not, your limbs might be different lengths as though they grew until they couldn’t fit.  Your eyes are likely stark red, and you may have a useless extra one or two spotted about.
 Armanite Demon? You might be easily mistaken for a centaur; if you are, your lower body is tawny and hardy, and your hooves seep with something dark and ichorous; you may or may not leave a trail wherever you trot.  If you haven’t your grandparent’s hindquarters, your legs are certainly still equine, powerful and muscled through the thigh and ending in a dark hoof.  Your horns curve out from your temples and back to meet near the crown of your head.
 Bulezau Demon? Your face is likely goatlike, with some mix of long pointed ears, horizontal pupils, a thick ruff about your neck, and a billy’s beard and horns.  You’re wiry no matter your strength, and your cloven hooved feet find natural purchase on sheer surfaces.  If you got the worst of your grandparent, you’re given to taking ill, and often show the marks of some illness or other- boils, scars, pox marks, and other such features mar your greyish, pallid skin.
 Dybbuk Demon? You’ve the look of a rotting corpse about you, or worse show your grandparent’s true face.  If you’ve the corpse, you look dead walking, bloated or shriveled to nothing like a body well on its way to decomposition, with the coloration to match.  If you were less lucky, you look like your grandparent in their own form- a ghastly pallor tints your skin, which might even be translucent to show the working parts beneath.  Your hair is long and grows thin and tangled, forming natural dreadlocks or tendrils. You’re far too flexible in either case, with hypermobile joints all over your body.
 Maurezhi Demon?  Your skin hangs slightly loose on your frame, as if it were too large for you.  While this is strange to look upon at rest, you can pull and contort it into shape, giving you a fair range of flexibility with your features.  Your teeth are hard to hide, though; stout, bone-cracking things, and too many for your mortal parent’s side to account.
 Molydeus Demon? You tower over your mortal parents’ kind, with skin the red of fresh blood or new red earth, and you’re solidly built, thick through the trunk, thighs, and shoulders.  Below the neck, you’ve little hair; above it, your face is nearly hidden behind a thick gray wolf’s coat of fur, and you might even have the snout and nose to go with it.  The beginnings of a second head sprouts from one collarbone- either the barest peek of a snake’s snout, or the whole first foot of a serpent body, long enough to wear tied as a necklace and withered to uselessness.
 Nabassu Demon? Your inky-black skin is scaly and lustrous like an oil slick.  Glowing yellow eyes and short horned nubs leave little doubt of your heritage, and your shoulders are thick with the muscle to support the vestigial wings or remains thereof.  You have a hunger in you for something hard to name, and demons and some other tieflings feel a momentary chill looking upon your face.
 Rutterkin Demon? You were a mistake, and you look it. While your body isn’t as twisted, random, and nonsensical as your ancestor’s, it’s still just wrong to look at- arms with extra joints, mismatched limbs, odd lumps and twists in your skin and bone, and misplaced fingers, teeth, nails, and non-functioning eyes tell the tale of your abyssal heritage loudly.  You grow little hair, and your skin varies wildly in color across your body, as if your sculptor couldn’t decide what would be the most fitting tone.
 Sibriex Demon? Your head is the best-developed part of you, and that’s not a good thing.  Your mouth is uneven, your nose crooked, and your eyes heterochromatic if they’re not even more distinctly differentiated by mismatched size, shape, or pupil type.  Bloated and misshapen, you bear the marks on your flesh of chains that you’ve never worn. Boils, spurs, discolorations, and random patches of thick, coarse hair litter your whole body randomly, and below the neck your body feels like an afterthought, added on after the artist’s work was done on your head.  Fused fingers and toes, uneven limb lengths, loose flaps of skin, misplaced bits of nail or scale, and a generally varying skin color mean that even if you have siblings of the same ancestor, you look little alike.
 Wastrilith Demon? Your most striking feature are the spined fins sprouting from your head like a lionfish in place of hair.  They’re scattered across your body, down your spine especially and perhaps at your elbows and knees.  Your skin is hairless, scaly and a sick lavender-maroon shade, and your hands have thick yellow nails that run to claws if you’re not careful to keep them trimmed.  You might have webbed hands or fused fingers.  You’re built long and lithe, with bulky back muscles and shoulders that make you a natural swimmer.
 Abishai Devil? You could be mistaken for chromatic dragonborn, but your arms are too long, almost to your knees, and you’re far too lean to be a full-blood dragonborn.  You have bulky back muscles as though you were meant to have wings, but if you do, they’re useless for flight, and mostly get in the way.  Your tail, if you have one, is long and active.  Rather than proper hair, you might have a head full of tendrils forming a messy mop about your shoulders.
 Amnizu Devil? Your rubbery pea-soup green skin is the greatest mark of your ancestry.  Your mouth is perhaps a bit wide for your mortal parent’s side, and you can’t grow any hair at all, but otherwise you could easily be mistaken for any other mortal. It’s your bearing that sets you apart- you radiate authority like someone in a position of power, and your demeanor seems effortlessly, seemingly supernaturally charming.
 Merregon Devil? You’re built like a soldier, tall and sturdy with a straight spine and dark gray skin.  Your face is oddly ill-defined, as though someone didn’t care to give you real facial features, but it sits well because you have an instinctive urge to cover your face.  Your voice is soft and may be ill-used- your grandparent’s blood leaves you with a distinctly nonverbal tendency for communication.
 Narzugon Devil? You were born to the saddle, and your body tells the story ably.  You’re small and light like a jockey, and you likely have bow legs and have since you were born.  Your skin is an ashen color and your eyes the red of flame, and if you’ve a tail or horns, they’re stubby and ill-defined.  When you ride, you draw the eye, a subtle hint of your grandparent’s command.
 Nupperibo Devil?  Your grandparent did you few favors by managing to reproduce.  Your head is tiny in proportion to your body, and you have the kind of broad, clumsy bone structure that makes it difficult to move.  Flies and other buzzing insects find you appealing, and so you are constantly bothered by them.  You’re nearsighted, hard of hearing, or both, but your senses of smell and taste are sharp as a blade, which helps you fill your endless hunger.
 Orthon Devil?  You are built like a barrel, with a thick torso and matching arms and legs- indeed, you are almost as wide as you are tall, with thick, elephantine legs and arms like tree trunks.  Your skin is ashen or sallow but basically a normal human skin tone, and you grow little hair.  Your most dominating facial feature is your tusks- your lower canines are long enough to protrude from your jaw when your mouth is closed, and you have an underbite.
 Howler?  Your face is fairly skeletal; naturally lighter skin covers your face, making your eyes and mouth stand out.  Your eyes are like as not black through the sclera and red in the iris.  Your throat is a dark, sullen red and you may even have a throat pouch you can use to make your voice really boom or carry.  The rest of you is top-heavy, with stout shoulders, a narrow waist, powerful thighs, and a short, naked tail it’s best to wear wrapped around your waist. You’ve no hair, but may have a line of thin spines from the crown of your head down your back.
 Canoloth Yugoloth? Your features are fairly bestial, from back-bent knees like a dog’s to a distinct snout and thick jaw full of stout, sharp teeth.  Your most distinct feature is your tongue, which is at least a foot long and is covered in small thorny protrusions; your sense of taste is supernaturally acute. Your skin is stark crimson, a muddy yellow, or somewhere in between.  Built like a bulldog, with a thick neck, stout shoulders, and barrel-like body, you’re not large so much as you are wide, almost as wide as tall.
 Dhergoloth Yugoloth? You have more arms than you ought to. Not working ones, mind, your fiendish blood doesn’t run strong enough for that, so arms three through five are an encumbrance rather than a blessing, and must be worn under clothes or lopped off to keep them out of the way.  Your shoulders and torso are oddly shaped to account for the extras, sort of a lumpy, squashed pentagram.  Your skin’s an olive-green color and faintly iridescent if not chitinous.  While you’ve no horns and little hair, hiding your pure red compound eyes is a challenge. Thankfully you probably didn’t end up with mandibles.
 Hydroloth Yugoloth? Your skin is pebbled and rough like a toad’s, and that same look marks your face, which is wide and set on a neck that seems too short and wide.  The effect overall is that you have no neck, and your wide mouth and broadly-set eyes add to the toad-like look.  Your fingers and toes are webbed and long, and your thighs are thick as tree trunks to spur long jumps.  Your memory is excellent, bordering on photographic, and you sometimes wake from dreams of lying on the bottom of a dark river, feeling comforted.
 Merrenoloth Yugoloth? You’re a gaunt one, and pale too.  Your face is sunken, with hollow cheeks, deep-set eyes, and drawn lips, giving you a profoundly skeletal look.  If you grow hair, it’s only around the sides, never on the top of your head, although a long but thin moustache or beard grows naturally.  You never get seasick, and the feel of planks under your feet, swaying gently with current or tide, feels more natural than the motionlessness of solid ground.
 Oinoloth Yugoloth? Your skin, already an unhealthy bruise color, is often pocked with boils or buboes, which while harmless to you are unsettling to others.  You otherwise always seem ill somehow, with a persistent cough, constant sweat, or low fever.  You have horns that curl out and forward slightly from your temples, and your nails are long and a natural crimson color- they also grow like weeds, forcing you to chew or clip them constantly.
 Yagnoloth Yugoloth? You’re distinctly lopsided to look at- the fact of the matter is that one arm is much larger and stronger than the other.  Curiously, it’s not the one you use for writing- that hand is small and delicate, slender for fine work like writing contracts.  Whatever the case, your shoulder and pectoral on the larger side are similarly bulkier, which may lend your torso a bit of an unnatural twist.
 See the original post here and the second post here.
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