#transformers: blindsighted
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sparrowsortadrawzzz · 8 days ago
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anyone interested in an angty sketch of Blindsighted!Bee loreee..?? 👀
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take some guesses at who he's yelling at >:)
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sparrowsortadrawzzz · 10 days ago
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:OO I LOVE HIM- HE LOOKS SO COOL and lowkey huggable, I feel like he'd give good hugs for some reason- AND HIS COLOR PALLETE?? P E A K -
here's Dizzywing!! I havent colored them yet, and I need to sorta revise some of the kibble cuz im not too satisfied with it, but i have xer color pallete and will update when they've reached FULL EVOLUTION X3
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i drew the bird silliezz :33
OMG THEYRE SO SILLY!!! I LOVE IT SO SO SO MUCH IM EATING THIS
I’m going insane. THANK YOU THANK YOU THANK YOU
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soylent-crocodile · 2 months ago
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Espite (Monster)
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(Espite by anonymous)
(My own quirks demand I write up a "generic" blade beast, so what better way to start publishing these? Of note, the headlessness was a near-unifying design element from the start; at the time I didn't know why it felt right, but with maturity and hindsight I think it adds a depersonalization that really resonates with the theme of a person that's also a weapon.)
Espites are the simplest form of blade beasts, with a beast form that resembles a small metal cat with no head and a long tail ending in a blade. They are almost unconditionally devoted to their wielder and master, but can prove rather chatty, often voicing their opinion (generally fondness for combat or their master) unprompted. This devotion can cause issues, however; an espite will sometimes act in what it thinks are its wielder's best interests, and while they can be helpful, they also have a tendency to resort to clumsy threats of violence and to assume the worst of everyone but their wielder. As an espite ages and becomes more powerful, however, they grow wiser and more helpful and capable of restraining themselves, although they still tend to keep others at an arm's length.
Young, weak espites are often found by children. Most often, they show up in spaces and cultures where children are trained in combat, such as militant cities or nomadic tribes in dangerous lands, though it is not unheard of for the children of farmers and scholars to show up one day with an espite in tow. Typically, this is the start of a lifelong bond; the espite and its wielder will grow and train together, and often exceed their peers in combat. It is unclear if it is the presence of an espite that leads youths to military might, or if espites have some intuition that allows them to seek out youths with potential.
A spellcaster of level 7 or higher and any alignment with the Improved Familiar feat can take an Espite as a familiar. If they do, they are proficient with its weapon form, but not with other longswords, greatswords, or shortswords. Espite familiars can not be modified or advanced.
This graceful, catlike creature lacks a head and has a long sharp blade on its tail, but it purrs and paws just the same.
Misc- CR2 TN Small Magical Beast (Blade Beast, Shapechanger) HD3 Init:+2 Senses: Blindsight 60ft, Perception:+3  Stats- Str:14(+2) Dex:14(+2) Con:14(+2) Int:8(-1) Wis:8(-1) Cha:12(+1) BAB:+3 Space:2.5ft Reach:5ft Defense- HP:22(3d10+6) AC:15(+1 Size, +2 Dexterity, +1 Deflection, +1 Natural Armor) Fort:+5 Ref:+5 Will:+0 CMD:16 Special Defenses: Naturally Headless Offense- +1 Slash +5(1d8+3/19-20) CMB:+4 Speed:25ft Feats- Skill Focus (Escape Artist) Skills- Escape Artist +6, Perception +3, Stealth +6 Ecology- Environment- Urban (Any) Languages- Common Organization- Solitary Treasure- None Special Qualities- No breath Special Abilities- Blade Form (Su)- As a standard action, a blade beast can shift between beast form and the form of an enchanted weapon. An espite’s Weapon Form is that of an intelligent +1 Longsword with empathy, speech, and 30ft sight. Morphable (Su)- Unlike most blade beasts, an Espite can be given special abilities. If it does, those abilities apply to its Slash attack. In addition, an Espite can also choose to become a Greatsword or Shortsword when it transforms into its Blade form.
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selfixsworld · 11 months ago
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I´m bored...
so i´ll give some ideas for quirks for BNHA DRs or OC:
Script Template: @/mx.levias on TikTok — linktree (NOT MY SCRIPT)
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FALLEN ANGEL:
Powers MASTERLIST
Quirk Inspired By: Fallen Angels (Christian Mythology)
¦ ⌈Quirk Type⌉ ⩵ Emitter - Transformation
APPLICATIONS:
Lunar Manipulation
Darkness Weaponry
Darkness Manipulation
Shadow Teleportation
Umbrakinetic Combat
Darkness Solidification
Umbrakinetic Creature Creation
Beauty Embodiment
Umbrakinetic Wing Manifestation
Shadow Generation
Blindsight
Enhanced Combat Mastery
Battlefield/Combat Adaptation
One Man Army
Enhanced Unarmed Combat Mastery
Enhanced Wisdom
Leadership Mastery
Tactical Analysis/Genius
Enhanced Instincts
Fighting Instinct
Enhanced Body
Riders Aptitude
Empathic Conversion
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Special Moves:
| ⌜Eclipse Blade⌟ ⋯ Forma un arma que combina la energía de la luna y la oscuridad, creando una hoja que puede cortar tanto defensas físicas como místicas.
| ⌜Nightmare Construct⌟ ⋯ Crea construcciones sólidas o criaturas de pura oscuridad para luchar junto al usuario o actuar como escudos.
| ⌜Moonlit Strength⌟ ⋯ Potencia la fuerza y durabilidad física utilizando energía lunar, haciendo al usuario más resistente al daño y capaz de realizar ataques poderosos.
| ⌜Lunar Eclipse⌟ ⋯ Envuelve el campo de batalla en una neblina oscura iluminada por la luna, reduciendo la visibilidad para los enemigos mientras mejora las habilidades del usuario.
| ⌜Shadow Cloak⌟ ⋯ Envuelve al usuario en un manto de oscuridad, haciéndolo casi invisible y permitiendo movimientos silenciosos y ataques sorpresa.
| ⌜Lunar Barrage⌟ ⋯ Dispara múltiples proyectiles hechos de energía lunar y oscura condensada, golpeando a los enemigos desde la distancia con precisión.
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Backlash:
Physical Side Effects: Manifesting wings and other physical constructs of darkness can overtax the user's body, causing muscle pain, joint stiffness, or even injury if overused without proper rest.
Energy Consumption: Creating and manipulating weapons and structures from energy can consume a large amount of the user's own energy, leaving them exhausted or weakened if overused.
Lunar Dependence: Abilities linked to lunar energy may be weaker or unavailable during the day or when the moon is not visible. The user's overall power may fluctuate with the lunar phases, being strongest during a full moon and weakest during a new moon.
Increased Metabolism: Using the Quirk can significantly increase the user's metabolism, requiring them to consume more food and rest more frequently to maintain their strength and health.
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roserysttrpggarden · 8 months ago
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The Accursed Playtest 1
Hi there~! I hope these...Interesting times have treated you well, if you want some reprive from the horrors of life, I come bearing you all a gift. My second custom class for Dungeons and Dragons 5th-edition. The Accursed! An individual who became cursed, and has since learned to control it, turning it into a source of power. If you've ever wanted to play frankenstein's monster, a werewolf, or something like the lich king then this is the class for you.
Playing an Accursed
As previously mentioned, the accursed is a half caster similar to your rangers and paladins, focusing on debuffing and other control effects, unlike all other casters, the accursed uses constitution as its spellcasting ability, for your power now derives itself from your now cursed vitality.
Hex Points: Rather than using spell slots, the accursed gains a tiny pool of points, known as hex points to cast their spells, as well as use other accursed abilities. Similar to ki points or the warlocks spell slots, your hex points are recovered upon completing a short or long rest, allowing you to quickly regain your powers on the fly.
Overchannel: Overchannel is a type of stance the accursed can enter as a bonus action, unleashing their afflictions full power, this could take form as a bestial transformation, or a storm of raw arcane energy. While you overchannel your curse you can spent hit dice, rather than hex points when using your accursed abilities, as well as gaining additional benefits determined by your subclass. However, this power comes at a price, for the entire time your cursed is overchanneled, you suffer from a penality.
Accursed Adaptations: As the accursed gains levels, it gains adaptations, ways its curses evolves to be even more debilitating, these are essentially the accurseds eldritch invocation. However, I tried to design these much more as additional abilities the accursed can use, rather than just passive effects they get, though there are absolutely adaptations that are more passive. Some of my favorite adaptations include Evil eye, which lets you see hostile creatures under the effects of your spells as if you had blindsight. Scourge strike, which lets you spend hex points to deal additional necrotic damage on a weapon attack or unarmed strike (Essentially the accursed version of divine smite). And Manifested affliction allows you to summon a ghostly representation of your curse to aid you in battle.
Subclasses
The accursed document features 8 subclasses for your accursed subclass to choose from, while I won't go into great detail for each, I will list what each one does.
The Curse of The Beast is a lycanthrope subclass that turns an accursed into a ravenous beast, unleashing flurries of strikes against their foes.
The Curse of The Immolated is a blaster subclass focused on dealing as much fire damage as possible, burning enemies to a crisp
The Curse of The Immortal turns the accursed into a healer, bestowing them plenty of temporary hit points.
The Curse of Rebirth is a necrotic tank that empowers itself with temp HP, gaining benefits while it has said temp HP.
The Curse of The Sickened is a potent debuff that slowly chips away at its opponents health with powerful poisons and diseases
The Curse of The Parasite is a flexible striker that uses its variety of mutations to adapt to any combat scenario.
The Curse of Misfortune is your archetypal accursed that debuffs foes and bends fate to its will.
And lastly, The Curse of The Warrior is your archetypal gish that turns the accursed into a potent weapon wielder (Especially if you pick up the more martial oriented adaptions)
Design Goals
The overall goal of the accursed was to create a unique caster that played with the idea of "power at a price" while you wield explosive debuff and control potential (As well as other roles depending on your subclass) you also suffer from severe debuffs and lack much in the way of resistances through the accursed itself. This created an interesting "power budget" when designing the class as I felt like I could get away with bolder abilities due to those debuffs being there. It was also interesting to design for since, to quote someone who's intelligence score is higher than my own (That I don't remember the name of as of writing) 5th-edition is not a system of downsides, the only feature I can think of that debuffs you off is frenzy on the berserker barbarian, and even then that got patched out with the new PHB, so it feels rather interesting to design a class that's build around downsides (Even if you do have a way to get around it temporarily) I also wanted to create an experimental caster for the simple fact that casters arn't my favorite to design for. They're fun to play absolutely! But designing for them feels a little tedious since spellcasting inevitably takes up so much of the classes power budget, not to mention that there's a good chance you'll have to write new spells to fit a specific class theme, and that I don't want to just make a slightly altered paladin or wizard. Here's hoping I succeeded at the later.
That's all you need to know about the accursed before testing the class out for yourself, the document also comes with several new spells, most of which were written for the accursed itself, as well as a 2024 rules conversion guide for those wanting to play the class with the updated PHB. I hope you enjoy the accursed, leave feedback and possibly play the class in your own games.
Have fun and make sure to play some D&D
Link to the PDF here
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thecreaturecodex · 1 year ago
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Protean, Renegwe
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"Fang of Nulzann" © Hex Entertainment, by Martin de Diego. Accessed at his deviantArt here
[My final original species of protean, this time embodying plate tectonics as a manifestation of change. I knew I wanted to do a continental drift-themed protean, and this was one of the first art pieces I found when embarking on this project. As a reminder, all of my protean species have a name that's an anagram. I'll be posting the solutions to those at the end of the week.]
Protean, Renegwe CR 19 CN Outsider (extraplanar) This massive creature appears like a snake with a humanoid torso, its body composed of black volcanic rock. A snort hood grows between its head and neck, and a pair of horns like bent stalagmites grows from its head. It shimmers with heat.
A renegwe is a protean devoted to some of the most dramatic changes in the cosmos—plate tectonics. Renegwes are the shepherds of whole continents, observing them move over the course of thousands or millions of years, and steering them if their whims dictate they speed up or slow down. Rather than the immediate thrills of transforming a person into an animal, or the destruction of killing enemies and overthrowing governments, renegwes prefer the gradual pleasures of growing mountains, eroding canyons and rock formation. That is not to say that they cannot be dramatic—a renegwe who grows bored with a landmass’ progress might start earthquakes with magic, or heat up a lava reservoir to re-activate a dormant volcano. 
Few renegwes care much about the short lives of humanoids directly, but may become territorial of particular mineral deposits and protect them from mining or other exploitation. They might also come into conflict with magical creatures that seek to stop or mitigate the destruction their earthquakes and volcanoes engender. A renegwe prefers to fight atop or within a solid surface—although they can fly, they feel much more comfortable when touching earth or stone. Renegwes spew lava from their mouths and can fire exploding boulders from their hands. They have relatively few spell-like abilities compared to other proteans, and prefer simple melee tactics to pitched battles at a distance. 
Renegwes are more common outside the Maelstrom than in it. They dwell mostly deep underground on planets of the Material Planes, or in places where the Planes of Earth and Fire overlap. From these magma-rich bastions, they may plot against the shaitans and efreeti—both of these genies types are lawful, and seek to impose order where the renegwes prefer chaos. Renegwes are natural allies of magma dragons, but these allegiances may be fractious and marked by power struggles. Few renegwes have much interest in the politics of the protean choirs, but may work for a given protean lord on a temporary basis when their interests overlap. The protean lord most sympathetic to the renegwes is Etna, herself a being of volcanic power.
Renegwe        CR 19 XP 204,800 CN Gargantuan outsider (chaotic, earth, extraplanar, fire, protean) Init +6; Senses blindsight 60 ft., darkvision 60 ft., Perception +31, tremorsense 120 ft. Aura cloak of chaos (DC 26)
Defense AC 34, touch 12, flat-footed 32 (-4 size, +2 Dex, +4 deflection, +22 natural) hp 330 (20d10+220) Fort +23, Ref +20, Will +26 DR 15/adamantine and lawful; Immune acid, fire; Resist electricity 10, sonic 10; SR 30 Defensive Abilities amorphous anatomy, fiery body, freedom of movement, rock catching
Offense Speed 40 ft., burrow 80 ft. (earth glide), fly 80 ft. (good) Melee bite +31 (2d8+15 plus 2d6 fire), gore +31 (2d8+15 plus 2d6 fire), 2 claws +31 (2d6+15/19-20 plus 2d6 fire), tail slap +29 (2d8+7 plus 2d6 fire plus grab) Ranged 2 lava bombs +18 touch (4d6 bludgeoning plus 2d6 fire) Space 20 ft.; Reach 20 ft. Special Attacks breath weapon (80 ft. cone, 20d6 fire, Ref DC 31), earth mastery, trample (2d8+22 plus 2d6 fire, DC 35)
Spell-like Abilities CL 19th, concentration +27 Constant—cloak of chaos (self only, DC 26) At will—chaos hammer (DC 22), scorching ray, stone shape 3/day—earthquake, empowered flame strike (DC 23), greater dispel magic, quickened wall of stone, word of chaos (DC 25) 1/day—clashing rocks (DC 27), repel metal or stone, wall of lava (DC 26)
Statistics Str 41, Dex 15, Con 32, Int 14, Wis27, Cha 26 Base Atk +20; CMB +39 (+41 bull rush, +43 grapple); CMD 55 (57 vs. bull rush, cannot be tripped) Feats Awesome Blow, Combat Reflexes, Empowered SLA (flame strike), Flyby Attack, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Quicken SLA (wall of stone) Skills Bluff +29, Disguise +26, Fly +25, Intimidate +29, Knowledge (geography, planes) +23, Perception +31, Sense Motive +29, Survival +29 Languages Abyssal, Draconic, Ignan, Protean, Terran, telepathy 100 ft. SQ change shape (dragon or elemental, elemental shape IV or form of the dragon III), no breath 
Ecology Environment underground (Maelstrom) Organization solitary, pair or geoform (3-6) Treasure standard
Special Abilities Breath Weapon (Su) Any creature that takes damage from a renegwe’s breath weapon is coated in lava, taking 10d6 points of fire damage for the next 1d3 rounds (no save). Change Shape (Su) A renegwe can change shape at will, but does not gain the healing from changing shape as is typical for proteans. It can only assume the form of dragons or elementals with the earth or fire subtypes. Earth Mastery (Ex) When both a renegwe and its opponent are touching the ground, the renegwe gains a +1 bonus on attack and damage rolls. Fiery Body (Ex) A renegwe’s body is blazing hot. It deals 2d6 points of fire damage with all of its natural attacks, and any creature striking it with a melee touch attack, natural weapon or unarmed strike takes 2d6 points of fire damage. Lava Bombs (Su) As a standard action, a renegwe can fire two lava bombs, one from each hand. Each lava bomb is treated as a ranged touch attack with a range of 200 feet and no range incremenent. A creature struck takes 4d6 points of bludgeoning damage and 2d6 fire, and then the lava bomb explodes, dealing 10d6 points of fire damage in a 40 foot radius (Reflex DC 29 half). If a creature is in the radius of both lava bombs, it makes a single save at a -4 penalty, and treats the fire damage as coming from a single source. A renegwe can use its lava bombs once every 1d4 rounds. The save DC is Charisma based.
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cloaksandcapes · 11 months ago
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We've added another Plushie of Power to our collection! When we get an illustration for this, you can bet it'll be SO cute! :)
Forlorn Brain Eater Plushie of Power
Wondrous Item, rare, cursed (requires attunement)
“A stuffed plush of the terrifying creature known as the Brain Eater. Unlike other plushies of power, this one is old and worn out. You can tell it has had to be restitched in a few spots and is missing some of its stuffing. It gives the plushie a forlorn, pitiful look. Like whoever had it before, didn’t love it.”
This plushie of power is a wool-stuffed recreation of a brain eater, big enough to cuddle and hold in your arms. If you use an action to speak the command word and throw the plushie to a point on the ground within 60 feet of you, the plushie becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the plushie doesn't become a creature.
The creature is friendly to you and your allies. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
Brain Eater. This plushie is of an intellect devourer. It can become an intellect devourer for up to 12 hours. At the end of the duration, the brain eater reverts to its plushie form. It reverts to a plushie early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. Once this magic item has been used, it can't be used again until you finish a long rest.
Intellect Everlasting. Your Intelligence score increases by 2, to a maximum of 20, and you gain blindsight out to a range of 20 feet. You can also speak telepathically to any creature you can see within 30 feet of you, so long as they can speak at least one language.  Cursed Plushie of Pity. Whenever you take a long rest there is a 10% chance this magic plushie will transform itself into an intellect devourer and attack the closest creature that is not attuned to it, attempting to devour its intellect. It will not stop unless it is reduced to 0 hit points at which time it transforms back into a plushie.
Join us in Discord or on Twitch every Mon\Wed\Fri to create new D&D Homebrews like magic items, monsters, or subclasses. If you want to support Cloaks & Capes check out our Patreon for 643+ magic items, 10 monsters, 200+ tokens, maps, and more for just $3\month.
We add over 30 new items a month and 1+ monster a week.
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pathfinderunlocked · 4 months ago
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Helletic Lifeform - CR20 Aberration
Now let's see how the mako juice is reacting!
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Artwork by The Archworks on Tumblr.
This monster is based on Helletic Hojo, a late-game boss in Final Fantasy VII. The term "helletic" is either a mistranslation or pun of the word "heretic," depending on how generous you want to be to the translator who wrote the sentence "This guy are sick." When you fought Hojo in Final Fantasy 7, he started out as a human scientist, transformed into Helletic Hojo (the form in the image above) after taking a certain amount of damage, and transformed again into Lifeform Hojo (which looked like this) when close to dying. That's a lot of forms for a Pathfinder boss, so this creature is mainly inspired by the second form.
Similar to a hydra, I wanted this creature's limbs to be targetable separately from its main body, but I wanted that to be more than just a defensive property of the monster. I also wanted its limbs to flail about semi-mindlessly on their own, as if uncontrolled by the monster's body and mind. The end result not only makes this creature feel like a weird piecemeal chimera, but also helps mitigate the effects of many types of save-or-suck spells that the players might use (without fully negating them).
Helletic Lifeform - CR 20
The scientist's muscles start bulging, and then he screams in pain, as his body starts mutating rapidly.  He begins convulsing, and one of his arms splays open into a mass of writhing tentacles, while the other transforms into a giant claw.  You can hear his bones cracking as his skull elongates and splits apart, and his legs seem to melt into a fleshy mass.  His midsection tears open, and huge teeth line the edges of a gaping hole in where his stomach used to be, in the middle of which is a pod of some kind.  Through all of this, he seems to have grown a shell on his lower back reminiscent of a hermit crab.
XP 307,200 CE Huge aberration Init +2 Senses blindsight 100 ft.; Perception +43 Aura madness (60 ft., DC 33)
DEFENSE
AC 34, touch 6, flat-footed 34 (-2 Dex, +28 natural, –2 size) hp 528 (32d8+384) Fort +23, Ref +10, Will +22 DR 15/magic SR 31
OFFENSE
Speed 40 ft. Melee tentacles +32 (3d6+10 plus grab, see desynchronized attacks), claw +32 (4d6+10/19-20 plus 3d6 bleed, see desynchronized attacks) Space 15 ft.; Reach 15 ft. Special Attacks enemy hammering claw, poison acid breath (50-ft. cone, 18d10 acid, Reflex DC 34 half, 1d4 round cooldown)
Spell-Like Abilities (CL 20th; concentration +29)     Constant—caustic blood (DC 23)     At will—clairaudience/clairvoyance, dimension door, intellect fortress ii, mass inflict pain (DC 24), mass suggestion (DC 24), poison (touch +34, DC 21), telekinetic storm (DC 27)     3/day—quickened siphon magic (touch +34)
STATISTICS
Str 30, Dex 7, Con 32, Int 30, Wis 19, Cha 25 Base Atk +24; CMB +36 (+40 grapple); CMD 44 (38 vs. sunder; can’t be tripped) Feats Alertness, Cleave, Combat Casting, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Power Attack, Spell Focus (enchantment, evocation, necromancy), Toughness, Uncanny Concentration, Quicken Spell-Like Ability (siphon magic) Skills Bluff +27, Climb +35, Craft (alchemy, traps) +42, Heal +36, Intimidate +18, Knowledge (arcana) +45, Knowledge (engineering, dungeoneering, planes) +42, Knowledge (geography, history, local, nature, nobility, religion) +18, Perception +43, Sense Motive +30, Spellcraft +45, Use Magic Device +39 Languages Aboleth, Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Elder Thing, Gnomish, Infernal, Undercommon SQ desynchronized attacks, ultra-staggered movements
SPECIAL ABILITIES
Aura of Madness (Su) Any creature within 60 feet of a conscious helletic lifeform, other than itself, must succeed at a DC 33 Will saving throw each round or become confused for as long as it remains in the aura. A creature confused by this aura receives a new save each round on the helletic lifeform's turn to overcome this effect. A creature that successfully saves is immune to this aura on the helletic lifeform's next turn. A helletic lifeform can suppress or activate this aura as a free action. A creature that remains confused by this aura for 5 rounds becomes permanently insane, as per the insanity spell. This is a mind-affecting compulsion insanity effect. The save DC is Charisma-based.
Desynchronized Attacks (Ex) A helletic lifeform's tentacle limb and claw limb roll their own initiative with the same initiative bonus as the helletic lifeform. They act on their own initiative, and can act even if the helletic lifeform cannot act. They can only take a standard action on their turns, and cannot move. They cannot make their own attacks of opportunity; the helletic lifeform's main body makes attacks of opportunity with its claw and tentacles attacks. The claw limb performs claw attacks or uses the Enemy Hammering Claw ability, and the tentacle limb performs tentacle attacks. They are not creatures and can take no other actions. Both limbs use the helletic lifeform's statistics, and can use the Cleave and Great Cleave feats when making melee attacks.
A helletic lifeform's tentacle limb and claw limb can be targeted independently with sunder combat maneuvers. Any attack that is not an attempt to sunder a limb affects only the main body, including area attacks. To sunder a limb, an opponent must make a sunder attempt targeting a limb. A limb is considered a separate weapon with hit points equal to twice the helletic lifeform's hit dice (typically 64 hp per limb). To successfully sunder a limb, an opponent must inflict enough damage to reduce the limb's hit points to 0 or less. Sundering a limb deals damage to the helletic lifeform's body equal to the limb's total hp (typically 64). A helletic lifeform can't attack with a sundered limb, but takes no other penalties.
A helletic lifeform takes a -6 penalty to its CMD vs. attempts to sunder its tentacle limb and claw limb. This penalty is already included in its statistics above.
When a helletic lifeform sleeps to recover hit points, it can choose for any number of the hit points it regains from resting to be distributed to its limbs instead of its main body. If this brings a limb above 0 hp, it is no longer sundered.
Enemy Hammering Claw (Sp) A helletic lifeform can, as a standard action, telekinetically toss a creature within long range as described in the enemy hammer spell (typically with +27 to hit). It does not need to first spend a standard action to cast the spell. The creature being flung receives a Fortitude save (typically DC 23) to negate the effect.
Poison Acid Breath (Ex) 50-ft. cone, 12d10 acid damage plus poison, DC 34 Reflex halves.  After using this breath, a helletic lifeform cannot use it again for the next 1d4 rounds. The poison effect is an inhaled poison.
Poison (Ex) save Fort (DC 34); frequency 1/round for 6 rounds; effect staggered and 1 con damage; cure 1 save
Ultra-Staggered Movements A helletic lifeform is permanently staggered. Additionally, it cannot take a standard action two rounds in a row; if it took a standard action on the previous round, it can only take a move action on the current round.
Its claw limb and tentacles limb are not treated as staggered, and are not restricted in this way (see Desynchronized Attacks).
Uncanny Concentration A helletic lifeform does not need to make concentration checks when affected by vigorous or violent motion or by violent weather.
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cagemasterfantasy · 5 months ago
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DND Monsters: Werebat
From: Waterdeep: Dungeon of the Mad Mage
Small Humanoid (Goblinoid, Shapechanger), Neutral Evil
AC 13
HP 24 (7d6)
Speed 30 ft. (climb 30 ft. fly 60 ft. in bat or hybrid form)
Str 8 -1 Dex 17 +3 Con 10 +0 Int 10 +0 Wis 12 +1 Cha 8 -1
Skills Perception +3, Stealth +5
Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Senses Darkvision 60 ft.
Languages Goblin (can't speak in bat form)
CR 2
Traits
Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it's not deafened.
Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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celestiall0tus · 1 year ago
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So, I'm curious to see how the blessed powers work in Scions. Right now, the vibe I'm getting is that it's a mix of the Amaranthine/Siren’s Song (in the sense that they can use their powers as much as they want but once they go threw they're reserves they start to use up their vitality and can pass out from the strain) and the Court of Miracles (in the sense that the powers are blessings and they can have multiple powers, passive powers, and can summon weapons) power systems
You know, this is perfect time and chance to do this as I wasn't sure about adding the Scions characters to the normal holder list given their circumstances. And, as a quick note, I will just be discussing the blessing traits, not the DnD and homebrew shit. So, let's get into it:
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Juleka Couffaine as the Scion of Life and Creation, the snake and ladybug. With these blessings, she gains:
Herbalism - Passive/Innate
Cure Minor Wounds - Cast at will
Creation (Object) - 3 times per long rest
Summon Weapon (Asclepius staff) - Cast as will
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Luka Couffaine as the Scion of Death and Destruction, the snake and the black cat. With these blessings, he gains:
Restful Sleep - Passive/Innate
Inflict Wounds - 5 times per long rest
Snake Bite (Venomous bite) - Once per long rest
Cataclysm - 3 times per long rest
Summon Weapon (Caduceus and Bo Staff) - At will
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Adrien Agreste as the Scion of Transformation, Beauty, and Freedom, the butterfly, peacock, and white cat. With these blessings, he gains:
Divine Beauty - Passive/Innate
Transformation - Once per long rest
Teleportation - Short Distances (at will) Long distances (once per long rest)
Mesmerization - Once per long rest
Summon Weapon (Fan, Sword, and Cane) - At will
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Alya Cesaire as the Scion of Intuition, the wolf. With this blessing, she gains:
Tracking - Passive/Innate
Sixth Sense - Passive/Innate
Summon Weapon (Armored Claws) - At will
Astral Vision - Once per long rest
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Marinette Dupain-Cheng as the Scion of Nature, the dragon. With this blessing, she gains:
Fire Immunity - Passive/Innate
Dragon Scales - Passive/Innate
Blindsight - Passive/Innate
Eternal Fire - Passive/Innate
Frightening Presence - Passive/Innate
Fire Breath - 3 times per long rest
Draconic Roar - Once per long rest
Draconic Ally - Once per 7 days
Summon Weapon (Sword) - At will
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Mylene Haprele as the Scion of Nature, the dragon. With this blessing, she gains:
Growth - At will
Harvest Feast - Twice per long rest
Tree/Nature Travel - At will
Talk with Animals - Passive/Innate
Summon Weapon (Sword) - At will
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Ondine as the Scion of Memory, Oblivion, and Time, the dolphin, seal, and shark. With these blessings, she gains:
Rewind - Once per long rest
Fast Forward (Haste) - 3 times per long rest
Enhanced Swin Speed - Passive/Innate
Immortality - Passive/Innate
Advantage on Memory Checks - Passive/Innate
Freeze Time - Once per long rest
Amnesia - Once per 7 days
Summon Weapon (Trident, Bident, Glaive) - At will
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Rose Lavillant as the Scion of Love, the dog. With this blessing, she gains:
Empathy - Passive/Innate
Seduce - 3 times per long rest
Charming Presence - Passive/Innate
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Felix Fathom as the Scion of Valor, Determination, and Animosity, the tiger, ox, and rooster. With these blessings, he gains:
Fear Immunity - Passive/Innate
Indomitable Will - Passive/Innate
Rage - 3 times per long rest
Frenzy (going to rename to Flurry) - 3 times per long rest
Relentless Charge (Stampede) - 3 times per long rest
Energy Strikes - Add on damage to attacks
Summon Weapon (Lance, Warhammer, and chained scythes) - At will
I'll be adding Marc later to this list, but essentially, the system can be seen more as Court of Miracles as they are blessings, however the usage of their powers runs on DnD 5e rules.
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justicegundam82 · 1 year ago
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Starfinder to PF1 Conversion: Despondaemon
Another conversion from me, and this time, I'll be looking to Starfinder in order to convert a creature from there. I was quite impressed by the Despondaemon (from the Starfinder AP #45, "The Culling Shadow"), and I thought it could have been an interesting challenge to convert. Besides, it kinda represents a very vexing real-world evil...
Please tell me what you think. I think I might have botched the feats...
DAEMON, DESPONDAEMON
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Image © Paizo Publishing, taken from "Starfinder #55: The Culling Shadow", page 55
What just a second ago looked like a huge mound of sand surges to life, as two gem-like eyes blink open and a cavernous mouth opens in a terrifying yawn.
DESPONDAEMON CR 8
XP 4’800
NE Huge Outsider (daemon, evil, extraplanar)
Init -1; Senses blindsight 60 ft., darkvision 60 ft., emotional empathy; Perception +15
DEFENSE
AC 20, touch 7, flat-footed 20 (-1 Dex, +13 natural, -2 size)
hp 104 (11d10+44)
Fort +11, Ref +2, Will +9
Damage Reduction 10/good;
Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; Spell Resistance 19
Defensive Abilities amorphous, harden exterior
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee slam +16 melee (3d6+10 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks psychic warfare, swallow whole (3d6+10 bludgeoning, AC 17, 10 hp)
Spell-like Abilities (CL 11th, concentration +14)
At will – greater teleport (self plus 50 lbs. of objects only)
3/day – crushing despair (DC 14), death knell (DC 15), vampiric touch
1/day – confusion (DC 16), summon (level 3, 1 despondaemon or 1d3 lacridaemon, 35%)
STATISTICS
Str 24, Dex 9, Con 18, Int 5, Wis 15, Cha 14
Base Atk +11; CMB +20 (+22 overrun); CMD 29 (31 vs. overrun, cannot be tripped)
Feats Cleave, Great Cleave, Improved Overrun, Lunge, Power Attack, Skill Focus (Stealth)
Skills Intimidate +11, Perception +15, Sense Motive +13, Stealth +6 (+14 in deserts), Survival +10; Racial Modifiers +4 Sense Motive, +8 Stealth in deserts;
Languages Abyssal, Common, Infernal, telepathy 100 ft.
Special Qualities compression, emotional empathy
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Emotional Empathy (Su) A despondaemon can intuitively read the emotions of those it senses with its blindsight, knowing what emotion the target is experiencing at any given moment. As a result, a despondaemon has a +4 racial bonus on any Sense Motive check.
Harden Exterior (Ex) As a swift action, a despondaemon can harden its exterior, granting it a +2 circumstance bonus on its AC but halving its speed. The despondaemon can end this effect as a swift action.
Psychic Warfare (Su) A creature swallowed by a despondaemon is telepathically assaulted by the daemon, constantly hearing voices that urge her to surrender so that it can feed on her. A creature inside the despondaemon’s gizzard must make a Will save (DC 17) at the start of each turn or become shaken for that round. The save DC is Charisma-based.
A despondaemon is a particularly loathsome kind of daemon that, rather than representing a specific kind of death, is created from the souls of obstructive bureaucrats and incompetent pencil-pushers who prioritized bureaucracy and useless, time-consuming formalities over the well-being of people. In life, they drove well-meaning people to ruination and caused avoidable deaths and suffering with their insistence in following obtuse protocol; now, in their afterlife, they have been transformed in unreasoning beasts, since they refused to use reason and common sense to reach an easier and more compassionate solution to otherwise simple matters. And much like they suffocated people with endless paperwork and pointless consistency, they now literally suffocate their prey in their semisolid bodies.
A despondaemon is a direct combatant. It slowly approaches prey or simply waits for its victims to get close, before surging out of the sand and try to gulp down its prey. Victims swallowed by a despondaemon constantly hear the monster’s telepathic voice, urging them to surrender and let themselves die so that it can feed on them and that “the proper order is kept”. In the dismal wastes and deserts of Abaddon, these creatures mostly feed on petitioners, but they much prefer living and sentient prey. They consider people suffering from depression to be particularly delicious morsels and target them whenever possible, using their strange empathetic senses to single them out.
Despondaemons are made of living sand, and as such don’t have a fixed form, but they usually resemble mounds of sand about 10 feet in diameter and weighing several tons.
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sparrowsortadrawzzz · 8 days ago
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heeeyyy you guyssss, wanna hear some LORE from the BLINDSIGHTED CONTINUITY??? :D
tonight we're focusing on...BUMBLEBEE! 💛 this explains his origin, and how he got his name!!
long post, so lore is under the cut!! ^^
ALRIGHTY!! B-127...
starting with his origin! Bee is one of the oldest of the crew. Not older than Ironhide or Starscream, but I'd say 5 ano-cycles older than Orion Pax and D-16 (1 ano-cycle = 400 days). in this, he was one of the first cogless miners, and when he saw the cogged higher-ups not doing as much labor as the miners, he thought that was wrong and spoke up about it to those he was working with! well, he unfortunately spoke too loudly, and too openly, and was given a "promotion!! :D" as a settlement for his dissatisfaction, complete with a handshake and reassurance from Sentinel himself. well, he was then taken to sublevel 50, his "job reassignment", by Sentinel and Darkwing, then kicked out to rot. well, with Bee's determination, he decided to NEVER let them make him the trash they thought he was, and got to work sorting for...too many ano-cycles. this is all so much worse when you see that he very clearly could have escaped from his sublevel, but...no one really liked him, so he had no reason to escape.
from here, the events of TFone occurs, and then after, it's a bit different...but that's for a different time! >:]]
the reason he got Bumblebee as a sort of chosen name is because, in this, his battle mask has a voice distortion function that makes all his speech sound like buzzing! that way, Decepticons can't hear what he's saying while he yaps! however, the com inside his mask can still transmit his speech clearly to whomever he tunes into.
Ironhide had been to Earth in the age of exploration righttt before the High Guard/Sentinel era (which, that was pre-humanity, but not pre-bees according to Google LMAO-) and before he got his cog removed cuz, yknow, he's old as shit, so after hearing B's buzzing before he tuned into his com, he compared it to that of a bumblebee, and it stuck! Bee then kept it as a sort of way to reclaim himself as a functioning member of Iacon society! ^^
TA-DAAA THERE'S SO MUCH I LEFT OUTTTT :D but that comes later with the JUICY part of the continuity....
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Would Siri Keegan from Blindsight become an avatar of The Stranger?
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Mod: Sunny✨
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selfixsworld · 11 months ago
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I´m bored...
so i´ll give some ideas for quirks for BNHA DRs or OC:
Script Template: @/mx.levias on TikTok — linktree (NOT MY SCRIPT)
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VAMPERY:
Powers MASTERLIST
Quirk Inspired By: Bats (Mammalian Animals) and Vampires (folklore of East Europe)
¦ ⌈Quirk Type⌉ ⩵ Transformation
APPLICATIONS:
Enhanced Condition
Limb Regrowth
Enhanced Bite
Enhanced Vision
Night Vision
Fear Inducement
Wing Disguise
Claw Retracion
Echolocation
Blindsight
Enhanced Hearing
Radar
Pain Suppression
Healing Blood
Invisibility Awareness
Night Empowerment
Wing Blades
Wing Barriers
Pointed Ears
Vertical Pupils
Night Empowerment
Fang Retraction
Blood Flow Vision
Blood Empowerment
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Special Moves:
¦ ⌈Echo Pulse⌉ == Using echolocation, the user emits a sonic pulse that reveals the location of all nearby enemies and disorients those within the area of ​​effect.
¦ ⌈Fear Mirage⌉ == The user induces a state of extreme fear in their enemies, causing them to view the user as their worst nightmare. This can temporarily paralyze opponents and cause confusion.
¦ ⌈Winged Assault⌉ == The user performs a rapid aerial attack, using their wings as blades to slice through multiple enemies in a single motion. This technique is extremely effective in high-speed combat.
¦ ⌈Dark Vision⌉ ==The user combines his night vision, enhanced vision, and bloodstream vision to detect and track enemies even in complete darkness and through thin walls. This ability is extremely useful for espionage and planning strategic attacks.
¦ ⌈Blood Bond⌉ == By sharing their healing blood with an ally, the user not only heals their wounds, but also creates a temporary mental link, allowing them to communicate telepathically and better coordinate their movements in battle.
¦ ⌈Silent Stalker⌉ == The user suppresses all sounds and scents he makes, becoming a silent hunter who can approach his enemies without being detected. This move is ideal for ambushes and surprise attacks.
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Backlash:
Uncontrollable Bloodlust: The user may experience uncontrollable bloodlust after using their abilities, which may lead them to attack allies or innocents unintentionally.
Exposure to Fire Weakness: While not a direct weakness of the Quirk, vulnerability to sunlight can extend to an extreme weakness to fire, which can cause serious or even fatal damage to the user.
Regeneration Side Effects: Rapid regeneration can cause extreme pain or an intense burning sensation, affecting the user's concentration and performance in combat.
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hogwarts-legacy-hype · 11 months ago
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I want to hype @the-invisibility-bloke up all the way to the mooon 🌙 and back because their gorgeously written fanfics were the first ones I read in this fandom, and some of the best I've ever read in general. Their Sebinis fic blindsight holds a very special place in my heart.
Shout out to @the-invisibility-bloke for their fic Blindsight which you can read on ao3 👇
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beastwars-transformers · 11 months ago
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Do ppl make transformers ocs out of their cars ever im curious
I know I did I named her blindsight
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