Tumgik
tabletopresources · 2 days
Text
Tumblr media
A blade of creeping mycelium and falling spores for @/platyshroom (Twitter!) 🍄🌀
If you’re interested in getting a commission done yourself, DM me!
Or you can support me on Patreon for ÂŁ1 and help me keep making art!
746 notes · View notes
tabletopresources · 3 days
Text
Homebrew Monster: Asmodeus!
Asmodeus
Large Fiend (Devil), Lawful Evil
Armor Class: 17 (Natural Armor)
Hit Points: 280 (20d12 + 140)
Speed: 30 ft., Fly 60 ft.
Senses: darkvision 200 ft., passive Perception 16
Languages: Common, Infernal
Challenge Rating: 25 (70,000 XP)
Str 25 (+7) Dex 21 (+5) Con 25 (+7)
Int 26 (+8) Wis 23 (+6) Cha 30 (+10)
Traits
Authority of Nessus: Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes or make a DC 16 Wisdom saving throw (if the target is surprised, it cannot avert its eyes).
A target that averts its eyes attacks Asmodeus with disadvantage until the end of its turn.
Failed Save: The target is frightened for 1 minute.
While frightened, the creature has disadvantage on Strength checks and Strength saving throws, moves at half speed, and deals minimum damage on Strength-­based attacks.
Immunities: Asmodeus is immune to fire and poison damage.
Magic Resistance: Asmodeus has advantage on saving throws against magical effects.
Resistances: Asmodeus is resistant to cold and damage from all weapons except those made of silver.
Telepathy: Asmodeus can communicate telepathically with any creature within 1,000 feet of him that can understand a language.
Actions
Multiattack: Asmodeus makes two rod attacks and can also use infernal domination or summon devil.
Rod: Melee Weapon Attack, +10 to hit (reach 5 ft.; one creature). 
Hit: If the target has 150 hit points or fewer, it dies; otherwise, it takes 20 (2d12 + 7) necrotic damage.
Infernal Domination: Asmodeus chooses one living humanoid he can see and that is within 10 feet.
The target makes a DC 17 Wisdom saving throw.
Failed Save: The target is charmed for 1 day or until Asmodeus or one of its allies harms it.
While the target is charmed, Asmodeus can decide the target’s action and how it moves.
On the target’s next turn, it does as Asmodeus commands.
A creature charmed by Asmodeus in this way receives the commands even if Asmodeus cannot see it.
The creature cannot take reactions.
Asmodeus can have up to seven creatures charmed at a time.
If a charmed creature takes any damage, it can make a DC 16 Wisdom saving throw to end the effect.
A target remembers being charmed by this effect.
A creature that succeeds on its saving throw against this effect is immune to Asmodeus’s infernal domination for 24 hours.
Spellcasting: Asmodeus casts one of the following spells:
At-Will — comprehend languages, detect magic, dispel magic, fear, flame strike.
1/day — cone of cold, hold person, ice storm, polymorph, thunderwave, true seeing, wall of fire.
1/year — wish.
Asmodeus uses Charisma as his magic ability score; the saving throw DC to resist his spells is 23.
Summon Devil (Recharge 5-­6): Asmodeus can summon any devil that is not an archdevil.
The summoned devil appears within 50 feet of Asmodeus, disappears if Asmodeus is slain, and cannot summon devils of its own.
Tumblr media
280 notes · View notes
tabletopresources · 3 days
Photo
Tumblr media
Faun by FlammenmenschArtWatch
724 notes · View notes
tabletopresources · 4 days
Text
Skelm, Street
Tumblr media
Image © Paizo Publishing. Accessed at Archives of Nethys here
[I love the skelms. They might be my favorite Pathfinder monster new to 2e. I've seen the idea of a male equivalent to hags discussed before. Someone on rpg.net, maybe it was @crinosg or @prokopetz, gave their take the name "coots" and used the Old Man of the Mountain from a Betty Boop cartoon as their model. Paizo's brilliant idea was tying their male hag analogue to ideas of toxic masculinity and entitlement. Since I'm someone who loves to use monsters as tools of social commentary, I was basically their target audience here.]
Skelm, Street CR 3 LE Monstrous Humanoid If not for his unnaturally red face and the rack of antlers growing from his brow, this could be an ordinary human. He wears leather armor and carries a cane.
Skelms are creatures of rage and spite, created spontaneously from evil humanoids overwhelmed by anger. All skelms are male, and some sages posit that they are some sort of metaphysical counterpart to hags. Unlike the prolonged ritual to make a hag, a skelm can arise from a totally normal person in a matter of hours—skelms often hold court over potential recruits and transform them through brutal, humiliating hazing. After transformation, a skelm will often return to their previous life, hiding their inhuman features through magical disguises and changing their pursuits to cruelty and exploitation full time.
All skelms have antlers, which are a source of combined pride and shame. Skelms with smaller racks will belittle those with larger ones, although they will claim other reasons for this scorn if pressed. Even more distinctively, skelms deny that they have antlers when dealing with non-skelms, regardless of evidence or argument.
Street skelms are the weakest of the skelms. In their mortal guise, street skelms exploit the respect most people give to the elderly and the wealthy, and they usually appear as one or both of these in order to recruit a mob. Street skelms have little in the way of magical talents, but they are skilled at finding scapegoats to blame for community ills and sic their followers after. Street skelms have even more of a chip on their shoulder than other skelms do, and their egos are especially delicate. Their combat tactics, whether they are in their monstrous forms or not, tend to revolve around doing an immense amount of damage to a single target at a time, preferably a weak or vulnerable one, and then crowing about it for a few rounds before resuming their assault.
Street Skelm CR 3 XP 800 LE Medium monstrous humanoid Init +2; Senses Perception +7, scent
Defense AC 17, touch 13, flat-footed 14(+2 Dex, +1 dodge, +2 armor, +2 natural) hp 25 (3d10+9) Fort +5, Ref +6, Will +5; -2 vs. emotion effects DR 3/cold iron
Offense Speed 30 ft. Melee gore +7 (1d6+6 plus trip) or improvised club +7 (1d6+4), gore +2 (1d6+2 plus trip) Ranged rock +5 (1d4+4) Special Attacks belittling rant,improvisational brawler, punishing strike
Statistics Str 18, Dex 15, Con 17, Int 16, Wis 13, Cha 18 Base Atk +3; CMB +7; CMD 19 Feats Catch Off Guard (B), Combat Reflexes, Dodge, Throw Anything (B) Skills Bluff +7,Disguise +7, Intimidate +13, Knowledge (local) +6, Perception +7, Sense Motive +4, Stealth +8; Racial Modifiers +4 Intimidate Languages Aklo, Common SQ change shape (Small or Medium male humanoid, alter self),skelm traits
Ecology Environment urban Organization solitary or gang (1 plus 2-24 humanoids) Treasure standard
Special Abilities Belittling Rant (Su) As a standard action, a street skelm can give a rant that affects all creatures that can hear and understand it within 30 feet. A DC 15 Will save negates the effect. A creature affected by a street skelm is shaken for 1 minute. Anyone shaken in this way takes an additional -2 to damage rolls against the skelm, but gains a +2 morale bonus to damage rolls against other targets. The save DC is Charisma based. Improvisational Brawler (Ex) A street skelm gains Catch Off Guard and Throw Anything as bonus feats. A street skelm treats all improvised ranged weapons as having a 20 foot range increment. Punishing Blow (Ex) As a standard action, a street skelm can exert himself to make a single powerful attack. When he does, he adds an additional damage die of the same type to the attack, and can make a CMB check as a free action without provoking an attack of opportunity to push the creature hit 5 feet. After making this attack, the street skelm is treated as being flat footed until the beginning of its next turn. Skelm Traits (Ex) All skelms gain a +4 racial bonus to Intimidate checks, but a -2 penalty to all saving throws against emotion effects.
68 notes · View notes
tabletopresources · 4 days
Text
Tumblr media
142 notes · View notes
tabletopresources · 5 days
Text
Gargantuan Linkserpent - CR11 Kyton
If you hear a chain rattling and feel the ground rumbling, it’s too late to run.
Tumblr media
Image generated on Artflow.ai.
I normally do my best to find an artist to showcase with each post.  For this one, though, I had an idea and couldn’t find any real artwork that was even remotely close, sorry.  It bothers me enough that I don’t think I’ll do it again.   It kind of makes sense, though, considering that the monster creates illusionary terrain that you could very easily flavor as looking like an AI-generated image.
This is a lower level version of a CR14 creature I made some time back, the Colossal Linkserpent. As the name implies, this weaker version is one size category smaller. If your adventure is a few levels lower, it might be more appropriate.
In the Shadow Plane, it’s perhaps fortunate at times that distances between location are fluid and long distance travel is somewhat dreamlike, because that leaves an infinite amount of space for the Gargantuan and Colossal Linkserpents to roam.  They never seem to reach settlements, but in the bleak and lifeless wilderness, Linkserpents hunt down travelers and torment them.  They are capable of causing a traveler’s journey in the Shadow Plane to stretch out endlessly by circling around them beneath the ground.
A relatively small number of these creatures are believed to exist - maybe a hundred or fewer in the world, although it’s impossible to tell for sure.  The animal-like intelligence of a Gargantuan Linkserpent is unusual among kytons, but this creature enjoys inflicting pain and torment just as much as the more intelligent kytons with humanoid appearances.
Unlike many kytons which wear the chains that were used to bind or torture them, a Garguantuan Linkserpent’s entire body except for its head is made of a great number of living metallic chains, which were given life and melded together by other kytons after being used to bind or torture other creatures. The difference between a Gargantuan Linkserpent and a Colossal Linkserpent is simply how many chains the kytons are able to gather when creating it.
Gargantuan Linkserpent - CR 11
Made of interwoven metallic chains stretching more than 30 feet long, this enormous serpent-like creature bursts from the ground with a rattling sound.
XP 12,800 LE Gargantuan outsider (evil, extraplanar, kyton, lawful) Init +3 Senses darkvision 60 ft., tremorsense 1 mile; Perception +15 Aura stretch terrain (120 ft.)
DEFENSE
AC 23, touch 9, flat-footed 20 (+3 Dex, +14 natural, -4 size) hp 138 (12d10+72); regeneration 5 (good weapons and spells, silver weapons) Fort +14, Ref +11, Will +8 DR 10/silver or good Immune cold SR 21
OFFENSE
Speed 40 ft., burrow 40 ft. Melee bite +18 (3d6+15) Ranged molten steel spit +11 touch (4d8 fire plus hardened steel, 30 ft. range increment, see text) Space 30 ft.; Reach 30 ft. Special Attacks constrict (4d6+21), enwrap, unnerving gaze (30 ft.; DC 16)
STATISTICS
Str 31, Dex 16, Con 22, Int 1, Wis 18, Cha 8 Base Atk +12; CMB +26; CMD 39 (cannot be tripped) Feats All-Consuming Swing, Cleave, Great Cleave, Improved Vital Strike, Power Attack, Vital Strike Skills Climb +20, Perception +15 Languages None
SPECIAL ABILITIES
Enwrap (Ex) As a standard action, a gargantuan linkserpent can coil its body around a creature at least two size categories smaller than itself, attempting to hold it in place.  This functions as a grapple combat maneuever, and provokes an attack of opportunity, except that if successful, the gargantuan linkserpent can maintain the grapple as a move action each round and can continue to make bite attacks.  A creature grappled in this way is moved into the center of the gargantuan linkserpent’s space, instead of adjacent to it as normal for a grapple.
Molten Steel Spit (Ex) As a standard action, a gargantuan linkserpent can spit a glob of molten steel.  This is a ranged touch attack with a range increment of 30 feet which deals 4d8 fire damage.  A target struck by this attack is entangled, and its weight increases by 120 lbs.  Both the entangled condition and the additional weight last until the target removes the steel, which immediately hardens around the target.
A flying target struck by this attack must succeed on a DC 25 Fly check or immediately plummet, and takes an additional -10 penalty on Fly checks on top of any penalty it takes from the added weight.
The hardened steel has 10 hardness and 30 hit points, and can be removed by dealing enough slashing, piercing, bludgeoning, acid, fire, or force damage to break it apart or melt it.  Acid or fire attacks against the hardened steel also damage the entangled creature.
Stretch Terrain (Su) As a free action, while in an area of natural terrain on the Shadow Plane, a gargantuan linkserpent can cause creatures within 120 feet to be unable to escape a 120 foot radius around the gargantuan linkserpent.  Creatures and objects which attempt to move further than this distance away seem to be moving, but their distance from the gargantuan linkserpent never increases to further than 120 feet.  Even teleportation effects are unable to move further than this distance, although plane shifting works normally.
A gargantuan linkserpent must be able to take a free action each round to maintain this aura.  The aura ends at the end of the gargantuan linkserpent’s turn if it is helpless or otherwise unable to act.
Unnerving Gaze (Ex) A creature that succumbs to an gargantuan linkserpent’s unnerving gaze has all of its movement speeds reduced to 0 for 1 round as it imagines being strangled in the coiled chains of the linkserpent’s body.  This gaze effect has a range of 30 feet and is negated by a DC 16 Will save.  The save DC is Charisma-based.
20 notes · View notes
tabletopresources · 5 days
Text
15 Things To See In The Astral Plane
Several dwarf stars are dotted around you, shining with spectral light.
You gently drift towards a dense orange nebula cloud, surrounded by intense magnetic fields that spark lighting across the sky.
You spot a young star incubating in a molecular cloud.
A comet with a tail of ionized gas whizzes past the outer edges of your vision.
Two stars in close orbit, connected by fiery tendrils of energy, light a path ahead of you.
A hypergiant star generates a turbulent solar wind that threatens to blow you away!
A shower of metallic and crystalline asteroids pelts your Party!
A turbulent gravitational wave that rips spacetime apart causes you and your allies to experience some strange warping sights.
A distant star emitting waves of plasma causes you and your allies to begin to feel lightheaded.
A swirling storm of ionized gas, thousands of times more massive than the sun, is on course to collide with your and your allies!
A star that flickers with bursts of intense plasma, creating a brilliant, rapidly moving point of light in a dark night sky.
A giant molecular cloud that burns hot and bright, sending out strange waves of sound and light.
An asteroid that glows with white hot molten metals leaves trails of burning lava in it’s wake.
Chunks of metallic silver wreckage, along with torn off pieces of a blackened purplish rubber-like substance, float past the Party at a speed just slow enough to catch.
A battle scene of years past has left several dead floating, perfectly preserved, along the banks of a dense fog cloud.
193 notes · View notes
tabletopresources · 6 days
Text
Tumblr media
Dresdan - Dark Elf by Jake Pleshe
30 notes · View notes
tabletopresources · 6 days
Text
Tumblr media Tumblr media
Khor, the pyromancer by Diego Lafuente
@we-are-pyromancer
53 notes · View notes
tabletopresources · 7 days
Text
Tumblr media Tumblr media
Elvinor, half-elf wizard by Diego Lafuente
60 notes · View notes
tabletopresources · 7 days
Text
Tumblr media Tumblr media
EPIC LEAGUE DARK THRONE PALADIN by Jeehyung Lee
38 notes · View notes
tabletopresources · 8 days
Text
Kraken Nightchain by Dragons & Stories
Tumblr media Tumblr media Tumblr media Tumblr media
41 notes · View notes
tabletopresources · 8 days
Text
15 More Villains For Your Next D&D Campaign...
A brilliant criminal mastermind who is distinguished by a strange tattoo or birthmark.
The leader of an underground organisation, who’s minions are distinguished by a particular sigil, badge or piece of clothing they always wear.
A cult venerating a black dragon. They want to construct a worthy lair.
A peerless and nameless archer, who hires out their crew as a long-range assassins.
A corrupt magistrate of a large city, who helps release caught thieves from the guild in exchange for goods and wealth.
A Dragon of immense power, who uses others as pawns in their great game against another Dragon.
A witch living in the mountains, who seeks a way to maintain eternal youth and beauty.
An Orc Shaman, who entered into a pact with a dark god to bend the weather to their will.
A rebellious Freedom Fighter, who seeks to raise an army to defeat a leader that once humiliated them long ago.
A Giant from a lost and ruined Tribe, seeking to rebuild an army to conquer the lands of the small folk.
A devilish Rakshasa infiltrator that acts in disguise as the royal advisor to corrupt from within.
A jealous student of the arcane arts, who uncovered a book of forbidden spells belonging to Mages long past.
A former high priest to the god of the dead, now turned necromancer at large.
A kobold seer who divined a great victory for their people while using strange chemicals, and now attempts to command them to victory!
A Fallen Angel who seeks those who can enact revenge on their old church.
559 notes · View notes
tabletopresources · 9 days
Text
Fist of the Elements by Goblin Coach
Tumblr media
119 notes · View notes
tabletopresources · 9 days
Text
Spear of the Primal Hunter by Dungeon Strugglers
Tumblr media Tumblr media Tumblr media
28 notes · View notes
tabletopresources · 10 days
Text
1d20 Reasons For Adventuring...
You thirst for knowledge and wisdom.
You’re searching for something specific; A place, person, god, thing, etc.
You wish to one day rule a kingdom of your own.
This adventure was a quest given to you by a mentor, church, king, family member, etc.
You simply want to help the helpless.
This adventure is a part of your rite of passage into adulthood.
You’re adventure just for the fun of it!
The glory and fame of it all has enticed you to stay in the adventuring business.
The world needs a hero, and you’re willing to give it a try!
You’re escaping from something, someone, a purpose, a calling, etc.
You’re obsessed with danger, mystery and the unknown.
You drift from town to town, with no real home and making money no matter the danger.
You were dragged along on this adventure to keep someone you care about safe.
You were forced into adventuring by the will of circumstance.
You were indentured as a servant to your traveling mentor, learning their ways as you adventure together.
You were sentenced by the law or religious beliefs to adventure and prove your worth.
You really like to kill things and take their stuff.
You adventure to take out your frustration on creatures you’re sure deserve it.
You adventure to gain money and support those that supported you in your youth.
You adventure in the hopes of gaining new allies and friends after years of lonely wandering.
727 notes · View notes
tabletopresources · 10 days
Text
Book of Scrying by Virtual Fantasy RPG
Tumblr media Tumblr media
49 notes · View notes