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#Tome of Beasts
bonefall · 8 months
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BB!MALICIOUS ENTITY: Ancestor Rats
A cruel fate that can befall a shattered pantheon, and the enemies of Firestar's Quietus
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With SkyClan homeless and exiled at the end of the Skyfall Era, StarClan itself was in chaos. 1/5th of their ranks broke from the sky to walk with their descendants into exile, with only some of the most powerful ancestors staying behind.
Skystar himself, Patron of War, was one of them. He scoffed that a Clan that couldn't hold even a sliver of land had failed his teachings, and deserved nothing.
Scores of cats died in exile, starved, exposed, killed by predators. Cloudstar desperately tried to keep his cats together as SkyClan dwindled. Soon, there were barely enough cats to maintain a Clan, let alone such a large pantheon.
When Cloudstar died, his successor Spiderstar found herself facing a new threat. One she couldn't defeat.
Over and over, there were rats who would attack the camp. Horrible, twisted creatures of many colors, with sharp claws like a cat and jaws full of needle teeth. They swirled like a storm around a central point, wound so tightly that it was impossible to see what lay at the eye.
While watching baby spiders fly away from their mother on little silk balloons, Spiderstar devised a Great Plan. SkyClan would live apart but connected, loosely, like a web. The Rats could not kill what they could not find.
As she watched her Clan disperse, some to humans homes, some to live as rogues, the blood roared in her ears. It pounded, throbbed into a rythmn, until the words of a prophecy became overwhelming,
"EEK SHARRARRAM SSARSHAIWO!"
[Rat ancestors disastrous-they-will-kill]
Could this be true? Would their ancestors save them from the rats, someday?
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(Below the cut; a guide to Ancestor Rats and how they are dealt with in Firestar's Quietus. CONTENT WARNING: BODY HORROR, GORE.)
Firestar's Quietus; The Secret of the Rats
Exactly as before, when Firestar and the spirit of Brokenstar gathered the SkyClan web together, the rats had one point of attack. They washed over the soon-to-be warriors in a wave, but they were able to fight them off.
Skywatcher laid on his side in the clearing, trembling and wide eyed, covered in horrible bites. At first they could barely get a word out of him, too shaken to speak. When he was finally able to force a word out, he could only mumble;
"I saw Lowbranch. That was my mother..."
And then, someone else came forward, sharing that one rat had the same stripes as their brother. Another recognized their son's tufts on another's ears. The camp buzzed with tension as the stories bubbled forth.
Everyone recognized something in the rats.
Something had happened to their ancestors. Something terrible. It became clear why they had never answered their prayers or sent a hero to save them. Brokenstar tried to reach them, but he could only hear a command echoing in the darkness.
"Neek urrspeekorreen urrsnyarhak, karrl urrsnakochya." "THAT WHICH CANNOT BE FIXED, MUST BE BROKEN"
It was only later, when they went to confront the rats once and for all, that they realized what those words meant. Stumbling out into the dim light out of the barn, they saw them.
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Those weren't just rats!
And the most horrible thing of all was the atrocity behind it all, the creature at the center of the swirling, agonized mass, the eye of the storm...
The Rat Leader; Cloudstar
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He promised to keep his Clan together. So he did.
As each life wasted away and his Clan dwindled, smaller and smaller, as their heaven crumbled above them and became too tiny to hold their ancestors, Cloudstar kept them in one piece.
When he died, that mission continued. Trapped as this cursed creature, Cloudstar was mindlessly commanding his cats like a storm around him, dragging in both the dead and the living in a desperate attempt to save the Clan he'd vowed to protect.
SkyClan could not mend until this curse was broken. These fallen angels needed to be released, by force, to rejoin a new heaven of modern making. Slipping into the body of Firestar, Brokenstar was able to lend all of his talents for one final fight. It was just like being back at Carrionplace.
With his purpose as the fallen 5th tree, a guardian spirit, fulfilled and the rats freed from their prisons, Brokenstar's soul grew sleepy with peace. Firestar buried the acorn necklace that he had used to channel him overlooking the gorge, where it quickly sprouted into a new oak.
Rat Ancestors; Tome of Beasts
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When an afterlife is destroyed, through mass death or supernatural attack, and the spirits within it cannot peacefully fade away or join a new pantheon, all of its souls can become earth-bound.
There are many types of entities and curses in this world, each one completely unique. Ancestor Rats are the form that this pantheon took.
From a distance, an Ancestor Rat could be mistaken for an odd, escaped domestic rodent. Their faces were an unsettling mix of rat and cat, with teeth laid out like a cat's but endlessly growing like a rat. They had the blade-like claws of a Clan cat, tearing through the skin and laying at various angles.
They had no physical needs, but were unable to handle being separated from their leader. Cloudstar himself, however, did need to rest in some way, returning to the barn where he died every day.
When one was killed, it would flash blue as if briefly turning into a shard of the sky, before leaving a completely standard rat corpse in its place. As long as Cloudstar was alive, the pulsar of each spirit would simply be dragged back into another rat after some time.
There was no escape until he was killed.
After the defeat of the Ancestor Rats, the spirits moved on to SkyClan's special heaven; Skypelt. Even after moving to the lake, Skypelt maintains its independence from Silverpelt, judging its own souls and staying separate (but connected) to StarClan-Prime.
With an abundance of rat bodies on their paws, SkyClan started a morbid tradition for a very special celebration. "The New Day" is celebrated every year with a grand feast, where a traditional rat meat dish called "Roasted Grandpaw" is served.
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paperanddice · 4 months
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Of course, clockwork constructs are not all frivolities for the ultra wealthy. They can also be weapons for the ultra wealthy (or even those on a budget). A clockwork myrmidon is a true threat, crafted for battle and nothing else. Heavily armored and armed, they are too valuable (and expensive) for be used on regular patrols or for manual labor. Those who purchase clockwork myrmidons are usually military forces, and save them for dangerous situations that lesser clockworks or living soldiers are unsuited for. Another thing that sets a myrmidon apart from other constructs is the alchemical payload they are outfitted with. A specialized mechanism in each myrmidon's chest allows it to draw from two different reservoirs in their torso to either create jets of alchemical fire or a thick, slippery grease to control the battlefield. These reservoirs along with the intricate clockwork brain that allows a myrmidon to exhibit higher levels of apparent intelligence, means that running a myrmidon to full effect requires an expensive support staff. An alchemist and a expert clockwork mechanic at minimum, otherwise it will soon run out of ammunition or experience malfunctions that leave it just an expensive decoration.
Clockwork watchmen are for the clockwork customer on a budget. Despite being human sized, they are more fragile than many smaller clockwork constructs, and simpler. They have basic protection for their clockwork mechanisms, but even an inexperienced fighter can find weak points, and more experienced ones can carve through a clockwork watchmen with distressing ease. The advantage of them is cost, as each is a fraction the price of a single myrmidon, and their far simpler design and mechanisms means a far less experienced mechanic is required to keep an entire patrol of watchmen functioning acceptably. They are also outfitted with nonlethal options, for less dangerous conditions. Net guns and heavy padding over their fists lets them handle petty thieves, bar brawls, and other situations where death is not necessary, but when faced with a serious threat the watchmen's overseers can kit them out with weapons and even remove the padding (removing the nonlethal trait from the Pathfinder version's slam attack).
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Clockwork Myrmidon Creature 8 Uncommon Large Clockwork Construct Mindless Perception +14; darkvision Skills Athletics +18 Str +6, Dex +2, Con +4, Int +0, Wis +0, Cha -5 Items +1 striking pick AC 27; Fort +18, Ref +16, Will +12 HP 134; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 8 (except adamantine or orichalcum); Weaknesses electricity 8, orichalcum 8 Attack of Opportunity [reaction] Self Destruct (alchemical, fire) When the clockwork myrmidon is reduced to 0 hit points, any alchemical flame in its reservoir detonates and sprays burning oil in a 5-foot emanation, dealing 2d6 fire damage per use of Flame Jet remaining (DC 24 basic Reflex save). If the clockwork myrmidon has any uses of Grease Spray remaining, it affects a 5 foot emanation with Grease Spray. This emanation increases by 5 feet for every remaining use of Grease Spray after the first. Speed 25 feet Melee pick +19 (fatal d10, magical), Damage 2d6+11 piercing Melee slam +18 (agile), Damage 2d8+8 bludgeoning Flame Jet [2 actions] (alchemical, fire); The clockwork myrmidon spews a jet of alchemical fire that deals 5d12 fire damage in a 20-foot line (DC 24 basic reflex save). The clockwork myrmidon can't use Flame Jet again for 2 rounds. The clockwork myrmidon carries enough ammunition to use this action four times; after that it must spend ten minutes refilling its reservoir from an external source Grease Spray [1 action] (alchemical); Frequency once per round; Effect The clockwork myrmidon fires a spray of alchemical grease in a 10-foot square on the ground within 30 feet of it. Each creature standing in that area must succeed at a DC 24 Reflex save or Acrobatics check or fall prone. The space remains covered in grease for ten minutes; during that time, if a creature uses an action to move onto the greasy surface it must attempt either a DC 24 Reflex save or Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. The clockwork myrmidon carries enough ammunition to use this action four times; after that it must spend ten minutes filling its reservoir from an external source.
Clockwork Watchman Creature 1 Uncommon Medium Clockwork Construct Mindless Perception +6 Skills Athletics +7 Str +2, Dex +1, Con +1, Int -3, Wis +0, Cha -5 Items halberd, net (4) AC 16; Fort +6, Ref +6, Will +4 HP 20; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 2 (except adamantine and orichalcum); Weaknesses lightning 2, orichalcum 2 Speed 25 feet Melee halberd +7 (reach 10 feet, versatile S), Damage 1d10+2 piercing Melee slam +7 (agile, nonlethal), Damage 1d4+2 bludgeoning Ranged net cannon +6 (range 20 feet, reload 2), Effect on a hit against a Large or smaller creature, the target is flat footed and takes a -10 circumstance penalty to its Speeds. On a critical hit, the target is instead restrained. The DC to escape the net is 16. A creature adjacent to the target can Interact with the net to remove it from the target.
13th Age
Clockwork Myrmidon  Large 4th level troop [construct]  Initiative: +6 Vulnerability: Lightning Pick and Slam +9 vs. AC (2 attacks) - 14 damage. Critical Hit: The target also takes 5 ongoing damage. C: Flame Jet +9 vs. PD (1d4 nearby enemies in a group) - 14 fire damage. Limited Use: 3/battle, never two turns in a row. C: Grease Spray +9 vs. PD (1d4 nearby enemies in a group) - The target is hampered (save ends). Natural 14+: The target is also vulnerable to fire as long as it’s hampered. Limited Use: 3/battle, as a quick action (1/round), never two turns in a row. Explosive Core: When the clockwork myrmidon is reduced to 0 hit points, it explodes and makes the following attack: [Special Trigger] C: Ruptured Reserves +9 vs. PD (1d4 random nearby creatures) - 5 fire damage per remaining use of flame jet, and 2 ongoing fire damage per remaining use of grease spray. Inorganic Immunity: The clockwork myrmidon is immune to effects. It can’t be dazed, weakened, confused, made vulnerable, affected by ongoing damage, etc. AC 21 PD 19 MD 13 HP 98
Clockwork Watchman  3rd level mook [construct]  Initiative: +5 Vulnerability: Lightning Halberd +8 vs. AC - 5 damage. [Group Ability] R: Net Cannon +7 vs. PD (1d2 nearby enemies in a group) - The target is hampered (save ends). Natural 14+: The target is hampered and stuck (save ends both). Group Ability: For every four clockwork watchmen in the battle (round up), one of them can use net cannon during the battle. Inorganic Immunity: The clockwork watchman is immune to effects. It can’t be dazed, weakened, confused, made vulnerable, affected by ongoing damage, etc. AC 18 PD 16 MD 12 HP 13 (mook) Mook: Kill one clockwork watchman mook for every 13 damage you deal to the mob.
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shaddy24 · 2 months
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Camazotz
Pathfinder 2e
Camazotz (Lord of Bats and Fire) 
Camazotz was once a simple nabasu demon with great ambition and drive. Among the many nabasu born, he fought his way to greater power, fulfilled his hunger, ascended to become a vrolikai, and then grew even more powerful. He became a nascent demon lord focused over bats and vampires, becoming more and more bat-like as he went, but it wasn’t until he managed to steal the fire aspect of another nascent demon lord that he managed to break through the threshold and become a true demon lord. He solidified his place in the Abyss in one fell swoop, claiming a section of it as his lair and quickly began spreading his following deeper into the material plane among primarily derro and goblins.
Once only found in darkness, his newfound connection with fire and light has bolstered his confidence, and he is becoming more confident in daylight; a confidence that is also spreading to his cults as he recruits more beings comfortable in the day.
Areas of Concern bats, blood drinking, fire Edicts feed on blood and aid creatures that do so, spread fire, proclaim your victories Anathema refuse your ambition, Divine Attribute Constitution or Wisdom
Devotee Benefits  Cleric Spells 1st: breathe fire, 4th: vapor form, 5th: moon frenzy Divine Font harm  Divine Skill Intimidation Domains ambition, darkness, destruction, fire, Favored Weapon dagger
Created even before his rise to true demon lord, skin bats are one of Camazotz's favorite creations. The flayed skin of a victim sacrificed in his name, fed into a vat of flesh, and granted horrible unlife, these creatures fly in great flocks in Camazotz's Abyssal realm, and he teaches their creation to his followers. They feed on the skin of other beings to replace the constantly rotting components of their own body, peeling it off in horrible strips and fusing it to themselves. They typically have an 8 foot wingspan, despite the relatively small size of their body, and over time its coloration shifts based on the color of the skin it feeds on.
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Skin Bat Creature 0 Rare, Small, Mindless, Undead Perception +7; darkvision Skills Acrobatics +5, Stealth +5 Str +1, Dex +3, Con +0, Int -4, Wis +1, Cha -2 AC 15; Fort +4, Ref +7, Will +5 HP 15 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious Speed 10 feet, fly 40 feet Melee fangs +7 (finesse), Damage 1d4+1 plus attach and critical paralysis Attach [1 action] When a skin bat hits a target larger than itself, it attempts to attach it to that creature. It makes an Acrobatics check against the target's Reflex DC. This attempt neither applies nor counts towards the skin bat's multiple attack penalty. This is similar to grabbing the creature, but the skin bat moves with that creature rather than holding it in place. The skin bat is flat-footed while attached. If the skin bat is killed or pushed away while attached to a creature it has peeled skin from, that creature takes 1d4 persistent bleed damage. Escaping the attach or removing the skin bat in other ways doesn’t cause bleed damage. Critical Paralysis (incapacitation) On a critical hit with fangs, the target must attempt a DC 12 Fortitude saving throw. Critical Success The target is temporarily immune to Critical Paralysis for 1 hour. Success The target is unaffected. Failure The target is slowed 1 for 1d4 rounds. Critical Failure The target is paralyzed for 1d4 rounds. Peel Skin [1 action] (healing); Requirements The skin bat is attached to a creature. Effect The skin bat peels the skin from a creature it's attached to and incorporates it into its own body. This deals 1d4 damage and the skin bat regains Hit Points equal to the damage dealt. If it's at full health, it instead gains temporary Hit Points equal to that amount. A creature that has its skin peeled in this way is sickened and drained 1 until it receives healing (of any kind or amount).
13th Age
Camazotz is a newly minted ruler of a Hellhole, having usurped control from his weakening and decrepit predecessor. Formerly a very powerful bat demon, he inherited fire from the balor Hugotha when he devoured the balor's flesh and now wields it with a fascination that borders on reverence. The Hellhole, formerly decaying and falling in on itself now resurges with vitality and power, hordes of bat demons pouring forth in an unending tide to drown out the lax defenders who'd grown used to Hugotha's laziness. Perhaps this was the wish of the Diabolist, to replace a failing minion, or perhaps Camazotz has overturned her carefully laid out plan to limit the impact of any one particular Hellhole to ensure that her power isn't destroyed with all reality, but either way Camazotz prepares for a far greater invasion of the world.
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Camazotz Large 14th level troop [demon] Initiative: +19 Vulnerability: Cold Claws and Bites +19 vs. AC (3 attacks) - 70 damage plus 20 fire damage. Natural 16+: The target also takes a cumulative -1 penalty to melee attack rolls (maximum -4, hard save removes the penalty entirely). C: Life-Eating Fire +19 vs. PD (1d3+2 nearby enemies in a group) - 90 fire damage and the target only gains half the hit points from spending a recovery to heal (save ends). Natural Even Hit: The target loses one recovery. If it has no recoveries, it takes the usual penalty for using a recovery. Camazotz gains the use of the escalation die for 1 turn per recovery he eats this way. Limited Use: 1/battle, recharges whenever Camazotz reduces an enemy to 0 hit points. C: Wing Attack +19 vs. PD (1d2 nearby enemies) - The target pops free from Camazotz, takes 2d8 fire damage, and is hampered until the end of Camazotz’s next turn. Hit or Miss: Camazotz can move as a quick action. Quick Use: 1/round, as a quick action, when the escalation die is even. Bat Ears: Increase the DC to hide from or sneak past Camazotz silently by +5. Flight. Heat Mantle: At the start of each of Camazotz’s turns, each enemy engaged with him takes 3d6 fire damage. Summon Bats: As a quick action, Camazotz can summon 1d4 giant bat swarm mooks. They appear in the battle as a new mob, acting after the next 1d3+2 creatures have taken their turns. This ability recharges when the escalation die reaches 6 for the first time. He summons 2 additional mooks when the escalation die is 6, and the entire mob roll a d6 on the demonic ability table. Resist Fire and Lightning 18+. AC 30 PD 27 MD 26 HP 980
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Giant Bat Swarm  12th level mook [beast]  Initiative: +14 Vulnerability: Thunder Swarming Bites +18 vs. PD (1d3 nearby enemies) - 30 damage, and after the attack the giant bat swarm engages one of the targets. Natural Even Hit: The target is hampered until the end of its next turn. It can end this effect by attacking the swarm, or if the swarm drops to 0 hit points. No Opportunities: The giant bat swarm can’t make opportunity attacks, and enemies can’t make opportunity attacks against it. Swarming Resistance 18+: The giant bat swarm gains damage resistance against all damage from enemies the swarm didn’t attack during its last turn. AC 27 PD 27 MD 22 HP 100 (mook) Mook: Kill one giant bat swarm mook for every 100 damage you deal to the mob.
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thegaminggang · 9 months
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rpgbot · 9 months
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Tome of Beasts 1 (2023 Edition) - A Review
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wowieweirdwarlock · 11 months
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Major Monsters: Red Hags!
Source: Tome of Beasts 1.
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Image source: Tome of Beasts, pg. 244
“An elder race - Much older than the elves, and as old as the dragons, they claim - Red Hags are the most cunning and longest lived of the hags.”
Beautiful, Strong, and Cunning. Red hags are not horrid to look upon, unlike their haggard kin. In fact, most are considered rather comely in their own right. The hags prefer their secrecy, and as such little is known about them outside their cabals, as they prefer their seclusion over all things.
Bound to Nature. Red hags have a deep and profound connection to nature and the elements, and many function as Druids or derive their power from the natural world. They make their homes and meeting places in forests, coastlines, and cave systems.
Blood Magic Practitioners. Within the magical circles of the red hags, practices such as blood magic and sacrifice are common. Many covens worship goddesses of witchcraft, and most red hags have cravings for humanoid blood.
Covens and leaders. While some red hags practice their magics independently, all red hags fall under a hierarchy of covens and leadership organized by age and powerful feats. The leader of a Red Hag coven is known as a “Blood Mother,” and often know arcane secrets seldom found elsewhere.
Ideas for using Red Hags in a campaign:
A coven of red hags encounters the party out in nature, and binds them to the location they were “trespassing” in. The only way the coven will let the players leave is if they give them a few nights of service during an important ceremony.
A solitary hag is seeking to expand her influence and make a name for herself. Through guile, study, and immense manipulation, she’s gathered a group of Spellcasters around her as a makeshift coven, and eventually she intends to sacrifice them to drain their power. A Spellcaster in the party receives an invitation from an NPC to join this “secret society.”
Leaders of a local merchant’s guild have been turning up dead, bleeding from their eyes and mouths. Assassination by poisoning is suspected, but in reality the guild angered a coven of Red Hags by encroaching onto a sacred natural grotto.
In all honesty, I don’t find Red Hags to be nearly as malicious as their kin. They keep to themselves, and their tendency to drink blood only seems to extend to their ritualistic coven gatherings.
I once encountered the dread Blood Mother Margase in the margrave forest, and she was relatively hospitable. All her coven required was a few nights of work before allowing us to leave, and some vials of blood.
Their strict hierarchy makes them very different from other hags- whereas other crones of the world fight for their independence and solitude, Red Hags will actively seek out others of their kind for companionship and power.
Most red hags dabble in wizardry in addition to their innate magical abilities, as their ancient lifespans gives them plenty of time for research and experimentation.
Despite not being as outwardly evil as other hags, be wary when interacting with these crimson servants of nature. They do not value mortal life nearly as much as they value the will of nature.
- A weird Warlock.
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vimcnight · 1 year
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This show was so good but so short ugggghhh
I love every character so much and the Beast is so cool and the atmosphere is so disturbing and the soundtrack is so cool and–
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traumatas · 1 year
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Once again taking a short break from writing to draw the stupidest shit I can think of
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batkingsalem · 4 months
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UPDATE - we are funded and are less than $150 away from unlocking that first stretch goal - the Endicott teacup! Praying that the Beast one gets unlocked bc that one is HUGE and has glow in the dark parts and I NEED to see this irl 🤩🤩
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kickstarter
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lastenline · 7 months
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Painted a puffinkin. It’s in Kobold Press’s Tome of Beasts 3. The miniature was made by Effincool Miniatures.
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bonefall · 8 months
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what other malicious entities are there in better bones? this might have been asked before unsure
The SkyClan Rats are definitely the most active curse they've had to deal with, and malicious entities are quite rare.
Though, I have a lot of ideas for how they can introduce new ones. StarClan IS powerful enough to craft REAL beasts if it was pissed off enough. Im also really hoping that canon gives me some extra material to work with, I miss all the weird shit they were cooking from TNP - OOTS!
But so far...
Ancestor Rats, naturally.
The Seasonal Gods. Though Midnight is benevolent and Rock is neutral, I would wrap them all up under Malicious Entity in the spirit of the Clan cultural concept of Threat Level
Aspect of One Eye; Sharptooth's Incarnations. Would also count as an intro to Godly Aspects, how they can still influence the world while decorporalized.
Aspect of Sol; Whispers. Same as above, those weird animals I'm planning for Cinderheart's Travels.
Dark Forest Demons. Like, in general. As an offshoot of Dark Forest 101 which will be a sister to StarClan 101.
Rogue StarClan Angels. I haven't gotten into how dangerous these can actually be when you're not just dealing with small potatoes like Birchface.
Rogue of Rot. This guy is not actually real! But Malicious Entities/Tome of Beast entries are just what the CLAN CATS think is a monster, and tell stories about.
Various other evil stories. Deadfrost, Fury, and Rage (boars), the selfish dragon(fly), The Great Tyrant who destroyed the Great Clans. These are varying degrees of real. I like the idea that if you opened the ToB, you would have to guess at what's real and what's not.
Nature Demigods. Brokenstar, Star Flower, Hollylark. These guys are pending a buff, actually. I have some ideas but I haven't finalized them yet.
Priests. Jayfeather, Lionblaze, Dovewing, Cinderheart. Cats who become touched by the magic of a god so deeply it crystalizes on their soul, granting them secondary powers.
I'm REALLY hoping to do something cool with the TBC dog pack, too!! I've got a budding idea that they are actually Brightheart's Nightmares, plucked out of the Dark Forest by Ashfur and now just haunting the lake.
I'd really love to tie them into the dog pack in ASC, too. Show that they are a tool now that some cats are using for nefarious ends.
But anyway, that's about it for now unless I'm forgetting something lmao.
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paperanddice · 6 months
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Carnivorous moss that gathers in great sheets along cave walls, and draws in prey with the pale light that it naturally produces. Normally yellow in color, it shifts to an icy blue when the moss is agitated, usually when a potential meal turns out to be an actual threat. They're actually a massive, symbiotic collection of life forms, though so deeply interwoven they don't function like a swarm. They collaborate deeply to provide nourishment to the entire collective, usually hanging from the ceiling of well travelled paths and mostly catching small prey like rats, bats, and insects. They'll attack the occasional larger pray that passes by, hardly sentient enough to recognize whether a given creature is vulnerable. This can cause the moss to easily get itself into a fight where it is outmatched, as it can't recognize the difference between a dogmole and a heavily armed and armored warrior. They rarely mistake constructs or undead as food, usually only when the creature is both made of meat in some form and also radiates warmth like a living thing. Moss colonies occasionally grow to massive sizes if enough food is present, though mechanically they'd essentially function as multiple creatures that are attached to each other.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Cavelight Moss Creature 4 Large Plant Mindless Perception +9; tremorsense (imprecise) 60 feet, no vision Skills Athletics +13 Str +5, Dex +0, Con +4, Int -5, Wis +1, Cha -3 AC 18; Fort +12, Ref +6, Will +9 HP 63; Immunities bleed, mental, poison, precision, unconscious, visual; Resistances acid 5, cold 5, fire 5, slashing 5 Luminescence (light) The cavelight moss sheds bright light in an aura of 20 feet, and dim light for a further 20 feet. The cavelight moss can reduce the aura to light to 5 feet of dim light until the end of its next turn by using a single action, which has the concentrate trait. Speed 5 feet, climb 5 feet Melee tendril +13 (agile, reach 10 feet), Damage 2d4+7 bludgeoning plus Grab Constrict [one action] 1d4+5 bludgeoning, DC 21 Strength Drain [reaction] Trigger the cavelight moss deals damage to a creature with Cosntrict. Effect the creature is enfeebled 1, or increases its enfeebled condition value by 1 (to a maximum of enfeebled 4). The cavelight moss gains temporary hit points equal to half the total damage dealt by the Constrict.
13th Age
Cavelight Moss  Large 2nd level blocker [plant]  Initiative: +1 Lashing Tendril +7 vs. MD (can target nearby enemies) - 14 damage. Natural Even Hit: The target pops free from each enemy and moves next to the cavelight moss, which engages and grabs it. Strength Drain +11 vs. PD (one grabbed enemy, includes +4 grab bonus) - 10 negative energy damage and the target takes a cumulative -2 penalty on Disengage checks while it’s engaged with the cavelight moss. Natural 14+: The target is also dazed (save ends) and the cavelight moss gains 2d6 temporary hp. Immobile: The cavelight moss technically can move, but so slowly that it doesn’t matter in combat. It can’t move or be moved during the battle. Resist Acid, Cold, and Fire 12+. AC 16 PD 16 MD 11 HP 96
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cashmerecrow · 2 months
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Palace of Sennacherib Discoveries:
Museum of Antiquity (1885)
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riverblujay · 1 year
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KOBOLD PRESS ABSOLUTELY ICONIC (from tome of beasts 3)
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vixivulpixel · 9 months
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the always-double-battles thing about cassette beasts made me apprehensive at first just given how awful it made pokemon colosseum feel, but as it turns out when a game is designed with double battles in mind, it's a lot more fun
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blissfali · 1 month
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once you start getting really weird about being queer life gets a whole lot brighter
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