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homebrewsno1asked4 · 1 month
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More good news: much like GDPR, the EU AI Act applies to any organization with a presence in the EU - so not just EU-based AI hacks, but any with users/customers in the EU.
Source: my employer is half based in the EU, as are many of our customers, so all employees are required to pass annual training courses related to GDPR - and now, the EU AI Act as well!
Hello! I come with some good news! In the EU, a law has been passed restricting generative AIs (particularly ones that pose a high risk). I hope other areas in the world follow suit, but this is huge! It'll take a while to be applied as well, though this is still a major win for everyone.
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homebrewsno1asked4 · 1 month
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Giant Nearly-Square Fish is my new favorite cryptid
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Cryptid of the Day: Ship Island Monster Fish
Description: In summer of 1864, Union soldiers on Ship Island, Mississippi, claimed to have seen eight monster fish swimming into the harbor. One of the fish was harpooned, to which the fish dragged the boat ten miles out to sea. They were described as 18ft long & 15ft wide. 
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homebrewsno1asked4 · 2 months
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Reason #887 I might have undiagnosed autism: Excel changed their default font and I am UNREASONABLY UPSET AND UNNERVED
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homebrewsno1asked4 · 2 months
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B-b-b-b-b-boosting
psst, tumblr just quietly rolled out collaboration with ai training models, and it's opt-out, not opt-in, go into your blog settings to fix it [on desktop, anyway, dunno where you'd look on mobile] keep fighting the good fight <3
I don't see an option for it now, so it may not have rolled out for everyone yet? Unless I'm just missing where it is
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homebrewsno1asked4 · 4 months
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Ẅ̶̧̰́̒Ḣ̵͓̊Ŏ̴̮̭ ̶̥́̇ ̶̢̧̅L̶̠͑͘I̷͇̓͊V̸̢́͘E̴̙͆S̶̫̉ ̷͚̙͘Ì̸͜͝N̷͓̓̂ ̸̠̪́͘Ã̶̦͘ ̴͙̼͗P̴̲͑Ì̸̧̫̐N̸̩̂̈E̵͔͆Ā̵̯͐P̷̰̦̀͝P̵̥̋̅ ̷̜̌L̴̡̜̐ ̴̦̤̏E̸͊̔͜ ̸̭̕̕Ȕ̵̩N̴͓͑D̵̡͗̄Ȩ̷̈͘R̵̩̜̕ ̴̤̐T̸͎͚̎H̷̹͖̐E̸͔͉͘ ̴͈̈͗S̵͎͋̀Ê̶̜A̵̢̿
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homebrewsno1asked4 · 6 months
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Why "alt-country" when instead
Y'allternative
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homebrewsno1asked4 · 6 months
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Doot! Doot!
Who’s ready to get fucking spooky?
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You want skeletons?
Lots of em?
A whole town of them?
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A whole town full of them desperate to find their missing necromancer?
A missing necromancer lost in a forest of deadly fungus, strange mole people, and giant fucking worms?
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Have I got the adventure for you?
Midnight in Bonetown is an adventure for Cairn featuring a town full of skeleton shenanigans, and pointcrawl through a fungal forest, and a madcap race through a dungeon full of fire breathing worms.
Get it now for the low low price of free!
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And don’t just take my word for it.
The reviews* are in and the word is that "if you want a whimsical skeleton adventure, I honestly don’t know of a better one."
Grab Midnight in Bonetown today for free on Itch:
*Actually just one review, but it's a good honest one.
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homebrewsno1asked4 · 7 months
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Worm Wyrm
This creature resembles an amphiptere in silhouette – a serpent with large wings. But as your eyes adjust, you realize its “feathers” are wriggling. You see a… giant earthworm, with wings made of earthworms?
Almost exclusively found in old growth forests, where elves keep the old ways and the forest floor never sees sunlight, these massive annelids dwell in deep vertical burrows. Though worm wyrms are burrowing savants on par with bulettes and earth elementals, they rarely burrow outside of their homes, inherently protecting its chosen forest instead of destabilizing it with a network of massive tunnels. Worm wyrms mostly slither about the forest floor eating decaying matter and minerals, only burrowing or leaping as forms of egress if they encounter hostile creatures.
Yes, leaping! Worm wyrms don’t actually fly like their draconic namesake, but they can coil up and leap great distances, blasting from tree to tree with speed that belies their great bulk. Due to their size, strength, and remarkable regenerative ability, worm wyrms are formidable combatants; but worm wyrms tend to shy away from fights unless they believe a hostile creature is disrupting the ecosystem. Even then, worm wyrms are just intelligent enough to know when they’re outmatched. If a greater threat invades their home – a green or black dragon, a hag, any creature that spreads rot and corrupts local wildlife – the worm wyrm will seek out druids, forest gnomes, fey, anything that can speak the language of beasts.
Worm Wyrm
Huge monstrosity, neutral good
Armor Class 14 (protective mucus)
Hit Points 105 (10d12 + 40)
Speed 20 ft, burrow 80 ft
STR 17(+3) DEX 14(+2) CON 18(+4) INT 5(-3) WIS 14(+2) CHA 8(-1)
Saving Throws STR +6, WIS +5
Skills Animal Handling +5, Athletics +6, Stealth +5
Damage Resistances slashing
Damage Vulnerabilities acid, cold, fire
Damage Immunities poison
Condition Immunities blinded, deafened, non-magical disease, poisoned, prone, restrained
Senses blindsight 30 ft, tremorsense 60 ft, passive Perception 12
Languages understands Draconic, Sylvan, and Terran, but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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Cutaneous Respiration. The worm wyrm can’t suffocate unless they're submerged in water, or there is no air (e.g. the void of space).
Earthen Calm. Beasts, plants, and monstrosities can't be charmed if they know a worm wyrm is within 100 ft, and the worm wyrm doesn’t consider them hostile.
Mighty Leap. As long as the worm wyrm can coil up before launching itself, its long jump is 100 ft and its high jump is 50 ft.
Regeneration. The worm wyrm regains 10 hit points at the start of its turn if it has at least 1 hit point. Acid, cold, or fire damage will prevent the worm wyrm’s next round of regeneration.
Writhing Mass. Any humanoid that starts its turn within 30 ft of the worm wyrm must make a DC 15 Wisdom saving throw. On a failure, the humanoid is struck with awe or nausea (depending on the creature’s attitude towards worms) as they try to comprehend this undulating form; they are incapacitated for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns - with disadvantage if the worm wyrm is within line of sight - ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for any other reason, the creature is immune to the worm wyrm’s Writhing Mass for the next 24 hours.
Actions
Multiattack. The worm wyrm attacks three times: two worm wing attacks and one tail slap. Or, the worm wyrm can sacrifice both move and attack actions for a crushing leap.
Constrict. This attack replaces Tail Slap if the worm wyrm is grappling a creature. Melee Attack: 13 (4d4 + 3) bludgeoning damage. The grappled creature can make a DC 14 Strength saving throw to take half damage.
Crushing Leap. If hostile creatures are at least 40 ft away, the worm wyrm can spring an incredible distance, bringing its weight to bear on any creature in its landing zone. Any creature in the worm wyrm’s 15 ft by 15 ft (or 3x3 squares) landing can make a DC 14 Dexterity saving throw to take half damage – but all creatures caught in the Crushing Leap are knocked prone. Full damage is 17 (4d6 + 3) bludgeoning damage. Pinned creatures can use their movement to wriggle out from underneath the worm wyrm; treat as difficult terrain.
Airborne creatures in the worm wyrm’s path automatically take half damage, or a quarter damage on a successful DEX save. Either way, the airborne creature is knocked 5 ft away in a direction of their choice.
Worm Wing. The worm wyrm bats at an opponent with one of its worm-hand-wings. Melee Attack: +6 to hit, reach 5 ft, 1 target. Hit: 14 (2d10 + 3) bludgeoning damage.
Tail Slap. Melee Attack: +6 to hit, reach 10 ft, 1 target. Hit: 16 (2d12 + 3) bludgeoning damage. On a hit, the worm wyrm can also attempt to grapple the target creature. The worm wyrm can grapple creatures Large or smaller.
Reactions
Writhe. The worm wyrm imposes disadvantage on any incoming attack it can see.
An amphiptere, but it’s an earthworm with wings made of smaller earthworms.
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homebrewsno1asked4 · 7 months
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Not D&D, I do apologize, but I'm crowdfunding my first full TTRPG next month and you might be interested.
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It's called Deathmatch Island and it's inspired, obviously, by Squid Game and Battle Royale, but also mystery box shows like LOST and Severance. It gets really weird, it's a lot of fun.
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The graphic design is all swiss grids, corporate horror helvetica, etc.
Follow along here!
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homebrewsno1asked4 · 7 months
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Ooo goodie! Very understandable, please be kind to yourself 👍
Also thank you @queen0fm0nsterz !
You are extremely goated for transcribing Sounds of Nightmares, thank you and have a good day 🙏
!!!!!!!! Yw!!!! Which reminds me, the final episode's transcript should be up later today!!! (Make sure to also thank queen0fm0nsters btw she does a good chunk of the work)
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homebrewsno1asked4 · 8 months
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Wait wait wait wait wait - does Tadpoleymorph include Slaads?
Ring of Delayed Fog
A cursed silver ring that when worn causes a cloud of fog to appear around the wearer an hour later. The wearer has disadvantage on checks made to connect the two as related to each other.
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homebrewsno1asked4 · 8 months
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Leemoid
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Screenshot from The Alien Factor accessed at cinapse.co, accessed here
[Another monster from the Alien Factor, and the only one named in the film itself. Despite being an “energy being”, it’s defeated by whacking at it a couple of times with a stick, which I reflected in the mechanics with a weakness to wooden weapons.]
Leemoid CR 12 CE Dragon This translucent creature is the size of an elephant. Its reptilian hide is covered with scales, and it drags itself along on two limbs that seem to serve it as both arms and legs. The head of the thing is faintly humanoid, with solid black eyes and a row of fangs.
The leemoid is a cruel creature that kills for the sake of killing. They are also known as “energy dragons” due to their strange physiology—they are partially physical beings, but composed partly of pure energy. They can discharge this energy in electrical bursts or use it to disrupt technological devices, as well as steal the life force from other creatures. A victim of a leemoid attack frequently appears to be prematurely aged. They are invisible in direct sunlight, so they are most active during the daytime.
Leemoids are a rare species, and their origins are mysterious. Their home planet is an airless wasteland with few other living things besides the leemoids, and most leemoids seek to escape in search of new worlds to ravage. They dislike plant matter, and wooden weapons are the most effective against them, leading to speculations that they were cursed by fey entities or nature gods. Despite their monstrous appearance, a leemoid is keenly intelligent, although they are skilled at acting like a dumb beast in order to get their enemies to underestimate them.
A leemoid grows to about twenty-five feet in length, half of which is their snake-like tail. They can live for centuries.
Keep reading
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homebrewsno1asked4 · 8 months
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Good point; they do the same thing with classes. Wizard, sorcerer, and warlock are... literally just synonyms.
Skrelv (Monster)
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(Phyrexian Mite by Oriana Menendez)
(I'm pulling a Minotaur here and using the name of an individual for the species! Skrelv has a different design and is less evil, but I'm not using the mind control plotline for numerous reasons and this token has, I think, a more approachable design. I love the wrist mandibles even if they're utterly impractical. I converted mites, by the way, because I realized that I had a CR1 gap in the legions of Phyrexia, hardly appropriate for a campaign!)
Skrelv are small mitelike creatures first created on a distant planet by phyrexians. Like skirge, they breed true, and have come to be pests not only to places under siege by phyrexia, but to phyrexians themselves. Skrelv nests typically have one individual which reproduces asexually, gestating clones of itself and regurgitating them through its mouth. If one such queen is killed, another skrelv will quickly mature to take its place. This can be prevented by consecrating a skrelv hive, or by simply killing all skrelv in an area.
Skrelv are predators, and prefer to hunt in troops, where they typically ambush prey, trip them to the ground, and swarm them with their stings, rendering them immobile. Prey is then moved to the hive, where they will be eaten alive and frequently tortured for the skrelv’s amusement.
Skrelv are wisely agoraphobic, as they are defenseless when caught in the open and have little to no way of detecting distant enemies, especially fliers. As such, they prefer to live in surface-level tunnels and buildings, only venturing out at night when sighted creatures have an advantage.
This goblin-sized creature has no eyes, bared teeth, and white metal plating covering its head and limbs. Misc- CR1 Small CE Aberration (Phyrexian) HD2 Init:+2 Senses: Perception:+0, Blind, Blindsight 60ft  Stats- Str:13(+1) Dex:14(+2) Con:12(+1) Int:6(-2) Wis:12(+1) Cha:11(+0) BAB:+1 Space:2.5ft Reach:0ft Defense- HP:14(2d8+5) AC:13(+2 Dex, +1 Size) Fort:+1 Ref:+2 Will:+4 CMD:13 Resist: Acid 5 Immunity: Fear, Disease, Poison Special Defenses: Mycosynth Flesh, Negative Energy Affinity Offense- Bite +3(1d4+1 plus Trip) CMB:+1 (+2 Racial bonus to Trip) Speed:25ft Special Attacks: Sting +3(1 Str) Feats- Toughness, Power Attack (-1/+2) Skills- Climb +5, Stealth +10 Ecology- Environment- Urban (Any) Languages- Necril Organization- Solitary, Troop (3-6) Treasure- Half Special Abilities- Mycosynth Flesh (Ex)- A phyrexian’s anatomy is both flesh and metal, typically arranged in the most disturbing way possible. As such, it may be targeted or affected by a spell as either an aberration or as a construct, whichever produces a greater effect Sting (Ex)- The sting of a skrelv emerges from within its mouth when it sees vulnerable prey; it can only be used against creatures who are helpless, prone, or grappled by the skrelv.
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homebrewsno1asked4 · 8 months
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The greatest offender of "use name of individual as name of species" is D&D naming all gorgons "medusa," as far back as 1e. I guess that's because there's a different monster called a gorgon, which is a poisonous metal ox thing. But like... why?
Skrelv (Monster)
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(Phyrexian Mite by Oriana Menendez)
(I'm pulling a Minotaur here and using the name of an individual for the species! Skrelv has a different design and is less evil, but I'm not using the mind control plotline for numerous reasons and this token has, I think, a more approachable design. I love the wrist mandibles even if they're utterly impractical. I converted mites, by the way, because I realized that I had a CR1 gap in the legions of Phyrexia, hardly appropriate for a campaign!)
Skrelv are small mitelike creatures first created on a distant planet by phyrexians. Like skirge, they breed true, and have come to be pests not only to places under siege by phyrexia, but to phyrexians themselves. Skrelv nests typically have one individual which reproduces asexually, gestating clones of itself and regurgitating them through its mouth. If one such queen is killed, another skrelv will quickly mature to take its place. This can be prevented by consecrating a skrelv hive, or by simply killing all skrelv in an area.
Skrelv are predators, and prefer to hunt in troops, where they typically ambush prey, trip them to the ground, and swarm them with their stings, rendering them immobile. Prey is then moved to the hive, where they will be eaten alive and frequently tortured for the skrelv’s amusement.
Skrelv are wisely agoraphobic, as they are defenseless when caught in the open and have little to no way of detecting distant enemies, especially fliers. As such, they prefer to live in surface-level tunnels and buildings, only venturing out at night when sighted creatures have an advantage.
This goblin-sized creature has no eyes, bared teeth, and white metal plating covering its head and limbs. Misc- CR1 Small CE Aberration (Phyrexian) HD2 Init:+2 Senses: Perception:+0, Blind, Blindsight 60ft  Stats- Str:13(+1) Dex:14(+2) Con:12(+1) Int:6(-2) Wis:12(+1) Cha:11(+0) BAB:+1 Space:2.5ft Reach:0ft Defense- HP:14(2d8+5) AC:13(+2 Dex, +1 Size) Fort:+1 Ref:+2 Will:+4 CMD:13 Resist: Acid 5 Immunity: Fear, Disease, Poison Special Defenses: Mycosynth Flesh, Negative Energy Affinity Offense- Bite +3(1d4+1 plus Trip) CMB:+1 (+2 Racial bonus to Trip) Speed:25ft Special Attacks: Sting +3(1 Str) Feats- Toughness, Power Attack (-1/+2) Skills- Climb +5, Stealth +10 Ecology- Environment- Urban (Any) Languages- Necril Organization- Solitary, Troop (3-6) Treasure- Half Special Abilities- Mycosynth Flesh (Ex)- A phyrexian’s anatomy is both flesh and metal, typically arranged in the most disturbing way possible. As such, it may be targeted or affected by a spell as either an aberration or as a construct, whichever produces a greater effect Sting (Ex)- The sting of a skrelv emerges from within its mouth when it sees vulnerable prey; it can only be used against creatures who are helpless, prone, or grappled by the skrelv.
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homebrewsno1asked4 · 8 months
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So at my patreon I'm putting up a turn crawl ttrpg called THOSE GUYS. It's a combination between a love letter and a shit post to my beloved bootleg computer and jrpgs of the 90's and early oughts.
Join my patreon in the tree below to see additional progress, mechanics, and other bullshit about it!
-M
Stuff:
@ markerslinger on bird and insta.
Become a patron!
Also check out my site here!
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homebrewsno1asked4 · 8 months
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Bohf-bwam (Monster)
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(Book of Hours, Flanders; kept in Baltimore, in the Walters Art Museum)
(This is a very old one, created years ago when I first saw this amazing piece of medieval art. I did some minor edits to their statblock, and completely redid their description- they were originally just "no one knows where they come from or what they're thinking, they just cause violence". Nowadays I try to ensure that every creature I make has some kind of story hook to it, rather than being a prepackaged Random Encounter. Enjoy!)
Bohf-bwam are chaotic, violent creatures that spawn in places with high magic potential and a particular veneration for weaponry and martial prowess- typically forming with a hand gripped tightly around a specific and well-adored weapon. Most often they form in the great halls of castles, wielding a displayed ancestral weapon, although more low-tech societies may accidentally create them in camps or villages. Indeed, the bohf-bwam pest problem is hypothesized to be a reason why so many "barbarian" cultures have an aversion to arcane magic, as their love of weaponry can easily produce large groups of these creatures when mixed with magic.
A bohf-bwam's violence is erratic, instinctual, and unplanned; these fits may come and go, and the subject of their violence is typically whatever or whoever is close to them. It is not unheard of for bohf-bwams to be tamed, somehow, by a particularly kind and affectionate person, and such creatures will focus their violent rage on defending the subject of their attention, becoming peaceful- even friendly- in other situations.
Particularly powerful magic weapons may spawn larger, more powerful bohf-bwam. Such creatures gain the Giant and Advanced simple template and lose the oversized weapon ability. Many gain additional spell-like abilities relevant to their weapon- a bohf-bwam wielding a +1 Flaming Sword may have the ability to cast Fireball 1/day, for example.
A small bipedal reptile-like creature scurries forward, a hand wielding an axe where its head would be.  Misc- CR2 CN Small Aberration HD3 Init:+2 Senses: Blind, Blindsense 90ft Perception:+2 Aura: Aura of Martiality 30ft Stats- Str:15(+2) Dex:15(+2) Con:12(+1) Int:4(-3) Wis:6(-2) Cha:13(+1) BAB:+2 Space: 2.25ft Reach:5ft Defense- HP:16 (3d8+3) AC:15 (+1 Size, +2 Dex, +2 Natural) Fort:+3 Ref:+3 Will:+3 CMD:13 Immunity: Dazed, Dazzled, Stunned, Confused Special Defenses: Fast Healing 1 Offense- mwk Handaxe +6 (1d6+3) CMB:+2 Speed:20ft Special Attacks: Proficiency with All Martial Weapons Feats- Iron Will, Power Attack Skills- Intimidate +5, Knowledge (local) +1, Perception +2 Spell-like Abilities-  Spiritual Weapon 3/day Special Qualities- Oversized Weapons, Spiritual Echo Ecology- Environment- Any Languages- Aklo (Cannot speak) Organization- Solitary Treasure- None (mwk handaxe) Special Abilities- Aura of Martiality (Su)- Creatures affected by a bohf-bwam’s aura must make a DC13 Will save or be compelled to use any available melee weapon, as opposed to spells and abilities, natural weapons, or ranged weapons, in combat. This is a compulsion effect and the save is hit die based. Aberrations and creatures with intelligence 2 or less are immune to this effect. Oversized Weapons (Ex)- A bohf-bwam wields weapons as though they were a size larger than they are. Spiritual Echo (Sp)- The weapon created by a bohf-bwam’s Spiritual Weapon spell-like ability takes the form of whatever weapon the bohf-bwam is currently wielding in its head-hand. If it is not weilding a weapon, it cannot use its spell-like ability.
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homebrewsno1asked4 · 8 months
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something that annoys me about responses to criticism of d&d is that imo people will give the game credit for things it did not do. "i have fun playing d&d" -- of course you do! you're meeting up to talk to your friends for several hours, that's inherently fun regardless of the activity. if i met up with five of my besties every week to dig holes in the desert we'd have a great time but that doesn't speak to the merits of digging holes in the desert. people will talk about cool shit their DM came up with singlehandedly (because d&d gives DMs absolutely no useful guidance or support) and act like that vindicates the game itself rather than their friend who designed a cool encounter/told a cool story
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