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lorenzonuti · 2 months
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Into the street.
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sleepingwoolf · 6 months
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Slay the dragon
Commission for Tyrmendrang hope you like it :> COMMISSIONS ARE OPEN (if you don't have KOFI feel free to send me a note here) Follow me here: PILLOWFORT INSTAGRAM FURAFFINITY TOYHOUSE ARTSTATION KOFI ARTFIGHT DEVIANTART TWITTER INKBUNNY INKBLOT ART ITAKU TUMBLR BLUESKY LINKTREE  
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menaslg · 2 years
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Keeper of the Old Lords
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nyazhis-jsablr · 7 months
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theyre my otp fight me
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Villain: The Birdwatchers
In a moment before a major turning point of the campaign, the party encounter a group of sinister figures standing on a hill observing a great murmuration of birds, massed in their thousands and winding through the sky like some colossal thing with life unto itself. One figure, shrouded, watches the swarm with a concentration that borders on mania, while the other two, armoured,  begrudgingly turn to the party and regard them with a distant wariness. The party have intruded on something sacred, and while they’re warned not to interrupt the oracle at her work, they’re extended a stark invitation to stay and find out what the future holds.
Adventure Hooks:
These foreboding strangers are agents of an order that follows the Flock of Famine, a monstrously powerful celestial of disaster and dissolution that appears in time of great turmoil to make hopeless situations worse. The priests of this order practice a form of divination called Ornithomancy, which gleans insight into the future from the movement of birds. While this art is practised in many cultures, the nameless order study the Flock in order to divine the woes of the land and how they could be turned to the order’s benefit, as well as what the monstrosity wishes for them to do in order to help it achieve a full manifestation. They’re more than happy to share the information with the party if it’ll help push them towards rash or destructive ends.
The Order’s agents appear during a crisis, whether it be a brewing civil war, a spreading blight, or in the wake of an ongoing disaster, acting as advisors to whatever pretty tyrant promises to make the situation worse. Which means when the party confront this foe, they must also face off against a prophetically inspired anti-paladin bodyguard throwing around wasting curses left and right. Imagine their surprise then when after knocking the villain from their throne, a very similar knight shows up and pledges service to them, offering them insights on how to best exploit future events.
Looking to redevelop land long left fallow, a farmer is perplexed when her plow keeps bringing up fingersized shards of silvery metal, and has come into town to ask around if anyone ( say a group of well respected heroes) might know anything about it. These shards were infact the fragments of a holy weapon sent by the god of harvest and agriculture (Pelor, Yondalla, karametra ) Foreseeing the threat posed by an emerging Flock of Famine. To actually get the weapon, the party will have to aid the farmer in tilling her land, putting in the sort of work that they might’ve thought they were above being high-flying adventurers and all.
Edit: Also thanks so much to the ever amazing Jessjackdaw for their monster stats/ideas.
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pixelvari · 3 months
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Made a creature. A beast. A flamingo hydra that grows more heads/wings and will pick up weapons with its many arms to slash you with before eventually being left unable to move once it grows too many heads.
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dark-falz · 11 months
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clever-fox-studios · 1 month
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Trixx heard the sound of eating and wants some
Trixx belongs to @quilandscroll
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wizardwithashotgun · 4 months
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Bro can you stop making our fight into your thirst trap everyone is too distracted by you to realize that im doing attacks called divine and that place as the third strongest in the verse
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terrietont · 7 months
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If the Monty Boss fight had a theme, aka promoting my very newbie music for fun
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hindbodes · 5 months
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lorenzonuti · 3 months
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More&Less.
Now available for purchase on INPRNT
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charismaenigmaart · 1 month
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Gorgathar the Soulflame Behemoth
Perched upon the desolate throne of embered bones in the realm's darkest chasm, Gorgathar reigns with a terrifying presence that suffocates hope itself. An ancient creature, born from the world's core fury and the chaos of the primordial abyss, he is both guardian and executioner of the lost souls that fuel his infernal power. His colossal form, cloaked in smoldering hide, is a tapestry of torment and wrath, with eyes glowing like the dying embers of a vast, uncaring universe.
Appearance: Standing monumental in stature, Gorgathar's musculature ripples beneath a hide toughened by aeons of battle and the scorching embrace of molten earth. Jagged spines, resembling the ashen remnants of a forest scorched by dragon fire, line his back, asserting an image of dreadful majesty. His visage, a grotesque masterpiece of nature's fury, bears horns worn by time and eyes that pierce the veil of darkness with their baleful glow. Aura: A palpable aura of desolation surrounds him, and the air shivers with heat distortion from his seething core. Those who dare approach feel the weight of despair, as if every atrocity of the world is etched upon their souls in his presence. Legacy: Whispers of his origin tell of a world-splitting cataclysm, birthing him amidst the sundering of realms. His name is etched in legends, spoken only in hushed tones, for it is said that to utter it aloud is to invite the inferno into one’s heart. Gorgathar does not merely exist; he endures as an eternal testament to the world's fiery heart and its unending rage, a juggernaut of destruction bound by ancient magics to the chasm that saw his birth. He is the ender of heroes, the bane of light, and the harbinger of an age where the world, consumed by flame, may begin anew.
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nyazhis-jsablr · 7 months
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i drew circumsphere and cintagon kissing
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god save our souls
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Monsterhunt: Ne’thalsh, the Cresting Dread
Surf’s up
Coastal settlements have many things to worry about: Pirates, Storms, riptides the sublime terror of the deep, but perhaps the two greatest of those worries are tsunamis and seamonsters, each of which is more than capable of destroying a settlement if not properly diverted. 
How dreadful then that Ne’Thalsh exists, a kaiju with the ability to control water and summon torrential tidalwaves, a sorcerous talent she has nurtured for centuries in the deep, using it to defeat greater leviathans for territory and feeding grounds growing larger with each victory.
Eclipsing many of it’s kin and in search of new territories to claim , the great kraken Ne’Thalsh has heeded the call of a powerhungry pirate cult that now uses the creature as their attack dog, directing her towards ships and ports that refuse to pay them tribute. 
Introducing Ne’thalsh into your game signals a change from swashbuckling flippantly into real stakes, as any appearance by the kaiju is likely to result in hundreds or perhaps thousands of deaths, and a danger the party will have to reckon with for the rest of the campaign.
Hooks:
If you want to make best use of Ne’Thalsh’s attack on a settlement, consider launching it while the patter is scattered across town during some kind of downtime. This means that different characters can face challenges that match up with their different strengths of weaknesses, as they are faced with a gauntlet of panicking individuals, rushing crowds, and fighting their way out of structures that’ve been toppled over by the force of the water.
For her part Ne’thalsh is happy to be saved the trouble of actually hunting for new prey, and though her intelligence bears no resemblance to that of a human, she understands that the tiny, noisy things that summoned her from the deep need her far more than she needs them, leading to hear becoming increasingly spoiled and indolent over time. The party is likely to encounter the cult as they scour the land and sea for a means of controlling their allied leviathan, delving ruined temples and shrines of sea gods in the hopes of finding something to aid them.
Moving inland may make our heroes think they’re safe, but herein lies the most dangerous part of Ne’Thalsh’s hydrokinetic magic: the ability to take the tsunami with her, moving it overland like a translucent mountain. The Kracken can can surge up waterways and attack settlements far beyond the reach of the sea, meaning that if the party wants to face her without her aqueous arsenal they’ll need to lure her to some area where they can dam up the flow at either side, starving Ne’thalsh of her primary weapon.
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quinnzilla99 · 2 years
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Undertale Secret Boss: THE DOOM SLAYER!!!
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